Alper002 Posted November 18, 2019 I remember reading that Valiant replaced the spider mastermind with something else and replaced lite-amp with the mastermind, making it still placable. As a result, it also stopped being immune to splash damage. I can't help much, but that might point you in the right direction... Here's where I read that:https://doomwiki.org/wiki/Valiant 0 Share this post Link to post
Darch Posted November 18, 2019 (edited) Very interesting, gonna check it right now, thank you! edit: works like a charm :) edit 2: Is there any .Bex code for the Cyberdemon like this spider? Edited November 19, 2019 by Darch 0 Share this post Link to post
Marlamir Posted November 24, 2019 On 11/10/2019 at 11:52 PM, Gez said: It's a command-line program, so if you just click on it, it runs once, prints a message about wanting command parameters, exits, and then Windows close it since it has quit. So you just see very briefly a terminal window that instantly disappears, and it can indeed look like a crash. But you shouldn't need it anyway; its functionality is integrated in SLADE. I don't know why it fails in PrBoom; perhaps you're using a vanilla Doom complevel and it disables them? If that's not it, I have no idea. I didn't used or change any complevel ever. Idk what default complevel for prboom+ is now, but you gave me good idea to take a look at the config file and see what is there. Who knows maybe is going to help. 0 Share this post Link to post
Octillion Posted November 25, 2019 Hello, I've been struggling to make a perfect 3d sphere for a while now and I started to ask the question of where it's possible to even make one or not. I know you can make one with a portal sector and vertex slopes. However, what I'm building is an inverted tesla coil look-alike structure hung from the ceiling, so it makes portal sector a no go. Here is a screenshot as an example:- Decided to go for a spike-ish look instead since I couldn't make a sphere. 0 Share this post Link to post
Gez Posted November 25, 2019 I'd suggest using a model for the sphere instead of trying to make it out of 3D floor geometry. Note that a perfect sphere is impossible, since GZDoom doesn't support curved surfaces, but you can get something close enough to look like one during gameplay, especially if the player can't normally reach right up to it since it's on the ceiling. Another, simpler alternative is to use a sprite with the force XY billboarding flag. 1 Share this post Link to post
Octillion Posted November 25, 2019 Hmm, I'll go for something close first, as it is really high and the player will be far from it. I haven't tried anything related to decorate yet, I'll read up on it first before trying it. Thanks for the suggestions. 0 Share this post Link to post
DynamiteKaitorn Posted November 26, 2019 What's the best program to use to either A: convert a song to Midi or B: Create your own midi 0 Share this post Link to post
Nine Inch Heels Posted November 26, 2019 56 minutes ago, DynamiteKaitorn said: B: Create your own midi Try Aria Maestosa. IMO it's much better than sekaiju, more intuitive interface, and overall more user friendly. Also, like sekaiju, it's for free. 0 Share this post Link to post
Rince-wind Posted December 2, 2019 I've got two questions about Hexen: 1 - how do I remove the Centaur's ability to block? 2 - when killing an enemy with the ice cones, how do I make it so it immediatly shatters? 0 Share this post Link to post
Gez Posted December 2, 2019 You'll need to redefine the actors. In *ZDoom, this is done through DECORATE, by replacing actors with clones where states have been changed. For Centaur, CentaurLeader, and CentaurMash, redefine the pain states, from the original Pain: CENT G 6 A_Pain CENT G 6 A_SetReflectiveInvulnerable CENT EEE 15 A_CentaurDefend CENT E 1 A_UnsetReflectiveInvulnerable to something like this Pain: CENT G 6 A_Pain CENT G 6 CENT EEE 15 A_CentaurDefend the centaurs will still raise their shields but it'll be purely cosmetic, with no effect. For all monsters (except the Wendigo aka IceGuy, and the "Mash" monsters), redefine the Ice states. Using the centaur as an example, you'll find this: Ice: CENT U 5 A_FreezeDeath CENT U 1 A_FreezeDeathChunks Wait replace A_FreezeDeathChunks with A_IceGuyDie, you can also replace the Wait instruction with Stop. Ice: CENT U 5 A_FreezeDeath CENT U 1 A_IceGuyDie Stop And that's it. Don't forget to even do it for monsters that don't define their own Ice states but inherit from a parent actor, like CentaurLeader, SerpentLeader, or Demon2. 0 Share this post Link to post
Rince-wind Posted December 2, 2019 @Gez Here's the decorate I wrote for the Centaur actor NewCentaur : Centaur replaces Centaur { Pain: CENT G 6 A_Pain Goto See Ice: CENT U 5 A_FreezeDeath CENT U 1 A_IceGuyDie Stop } But if I run it I get this error: '@property@cent' is an unknown actor property 0 Share this post Link to post
Gez Posted December 2, 2019 1 hour ago, Rince-wind said: But if I run it I get this error: '@property@cent' is an unknown actor property You didn't put the states in their sub-block. actor NewCentaur : Centaur replaces Centaur { States { Pain: CENT G 6 A_Pain Goto See Ice: CENT U 5 A_FreezeDeath CENT U 1 A_IceGuyDie Stop } } This should work. 0 Share this post Link to post
Rince-wind Posted December 2, 2019 @Gez Yep, works perfectly, although I removed "CENT U 5 A_FreezeDeath" because it still froze the enemy. Thanks! 0 Share this post Link to post
Marlamir Posted December 2, 2019 On 11/24/2019 at 10:39 PM, Marlamir said: On 11/10/2019 at 11:52 PM, Gez said: It's a command-line program, so if you just click on it, it runs once, prints a message about wanting command parameters, exits, and then Windows close it since it has quit. So you just see very briefly a terminal window that instantly disappears, and it can indeed look like a crash. But you shouldn't need it anyway; its functionality is integrated in SLADE. I don't know why it fails in PrBoom; perhaps you're using a vanilla Doom complevel and it disables them? If that's not it, I have no idea. I didn't used or change any complevel ever. Idk what default complevel for prboom+ is now, but you gave me good idea to take a look at the config file and see what is there. Who knows maybe is going to help. I just want to write that it's looks the issue was on slade side. after updating slade to latest version and compile switchtes again it worked this time on both gzdoom and prboom. Must been some kind of bug on slade. F¤ck that shit gave me almost headache glad it's solved by itself. 0 Share this post Link to post
Malurek Posted December 2, 2019 Is it possible to have ceiling flats move like textures and floors? It seems that only wall textures, and floor flats can scroll. 0 Share this post Link to post
Nine Inch Heels Posted December 2, 2019 (edited) 4 minutes ago, Malurek said: Is it possible to have ceiling flats move like textures and floors? It seems that only wall textures, and floor flats can scroll. Depending on mapping format you can move flats like textures, but it's not possible in vanilla format with linedef actions. You could maybe "cheat the system" by using animated flats, but it's going to require a bit more effort than using for example boom-linedef actions, or ZDoom/UDMF trickery. 0 Share this post Link to post
Malurek Posted December 2, 2019 1 minute ago, Nine Inch Heels said: Depending on mapping format you can move flats like textures, but it's not possible in vanilla format with linedef actions. You could maybe "cheat the system" by using animated flats, but it's going to require a bit more effort than using for example boom-linedef actions, or ZDoom/UDMF trickery. For this particular map, it's DOOM in HEXEN format in DOOM Builder 2 0 Share this post Link to post
Nine Inch Heels Posted December 2, 2019 Just now, Malurek said: For this particular map, it's DOOM in HEXEN format in DOOM Builder 2 Both Zandronum(Doom in Hexen) and ZDoom (Doom in Hexen) should have linedef actions or sector special to scroll floors. 0 Share this post Link to post
Malurek Posted December 2, 2019 Just now, Nine Inch Heels said: Both Zandronum(Doom in Hexen) and ZDoom (Doom in Hexen) should have linedef actions or sector special to scroll floors. There is, but when I use those specials for a ceiling, the ceiling doesn't scroll 0 Share this post Link to post
Nine Inch Heels Posted December 2, 2019 1 minute ago, Malurek said: There is, but when I use those specials for a ceiling, the ceiling doesn't scroll Make sure to check the options for your respective linedef action. There's "scroll texture" "scroll things" "both". And there's also the method by which to scroll anything "linedef XY", for example. The engine needs to know what to do and how to do it. Zandro and ZDoom linedef actions are a bit more "complex" than plain vanilla. Also don't use DB2, at least use DBX, because it's better and more stable. 1 Share this post Link to post
NeedHealth Posted December 2, 2019 (edited) I remember that someone here once managed to make the snake skin floor texture subtly "move" by manipulating light levels. 0 Share this post Link to post
Malurek Posted December 3, 2019 After downloading some texture packs form realm667, I have discovered that one of the packs changed the sound effects for item pick ups, added zombie men noises, changed the coloring of the imps, and changedt he status bar. I believe it's the black and green texture pack from realm 667, I'll have to make 100% sure though. Is it possible to get texture packs that don't change a bunch of other things along with it, but is the texture pack that would do so anyway? 0 Share this post Link to post
Nine Inch Heels Posted December 3, 2019 27 minutes ago, Malurek said: Is it possible to get texture packs that don't change a bunch of other things along with it Yes. You could also just remove the unwanted resources form the pack you downloaded, and customize it according to your needs. 28 minutes ago, Malurek said: but is the texture pack that would do so anyway? I am unable to make sense of this 1 Share this post Link to post
Malurek Posted December 4, 2019 i mean as far as a texture pack that changes sounds, and status bar, and adds things other than textures. essentially. i asked the same thing twice, and later on i realized, i could probably just change it through slade3 lol 1 Share this post Link to post
Mengo Posted December 5, 2019 On 8/19/2015 at 1:11 AM, Kappes Buur said: Yes. Other than that you need two block sound lines to keep sound from progagating into other sectors. If you want to see this in action, then use the Sound Propagation Mode in GZDoom Builder. So that's what I've been doing wrong this entire time. Thanks! 0 Share this post Link to post
Gez Posted December 5, 2019 On mardi 3 décembre 2019 at 12:12 AM, Malurek said: There is, but when I use those specials for a ceiling, the ceiling doesn't scroll https://zdoom.org/wiki/Scroll_Ceiling 0 Share this post Link to post
Koko Ricky Posted December 14, 2019 (edited) GZDoom Builder (Bugfix) isn't showing dynamic lights of any kind in the builder, or in testing. Why might this be? Edited December 14, 2019 by GoatLord 0 Share this post Link to post
Kappes Buur Posted December 14, 2019 1 hour ago, GoatLord said: GZDoom Builder (Bugfix) isn't showing dynamic lights of any kind in the builder, or in testing. Why might this be? 1 Share this post Link to post
Jaska Posted December 15, 2019 I've changed GOR3A0 to a different sprite on lost civilization. For some reason if I edit it to appear on the roof on GZdoom it will sink in the roof in prBoom. I don't get it, why? 0 Share this post Link to post