Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Sephiroth

zdoom effect wads

Recommended Posts

i know there have been a number of both playable and "test" wads made for zdoom and its versions. anyway where can i obtain these wads to learn about the effect and such. Also really i want to see what all zdoom can do now cause it has been a while sence i tried a new beta

Share this post


Link to post
Sephiroth said:

i know there have been a number of both playable and "test" wads made for zdoom and its versions. anyway where can i obtain these wads to learn about the effect and such.

If you're looking for complete levels and hubs (not just demos or test wads) look through the Ports directory of ftp.gamers.org. Look out for 2001 and 2000 releases, as these will have the newest ZDooM features.

Share this post


Link to post

I've done a few. Mainly simply to illustrate various things being discussed on the Zdoom forums, so a few won't have much in the way of text files (if any at all):

Load the following file and then go stare at the sky on map01 for a while, It will flash bright with forks of lightning every now and again.

http://members.lycos.co.uk/Enjay001/redsky.zip

The following shows a quake style double scrolling sky

http://members.lycos.co.uk/Enjay001/Qsky.zip

Mirror of Corwins Splash file that adds splashes to the doom liquids

http://members.lycos.co.uk/Enjay001/splash3.zip

A demo of how to do Duke Nukem style teleporting water (done before Randy did his example which also covers group teleporting IIRC)

http://members.lycos.co.uk/Enjay001/pool1.zip

Different ways of making a fence that you can jump over (don't remember much about these - they could be crap).

http://members.lycos.co.uk/Enjay001/fence.wad
http://members.lycos.co.uk/Enjay001/fence2.wad
http://members.lycos.co.uk/Enjay001/fence3.wad

Mirror of GooberMan's camera tutorial

http://members.lycos.co.uk/Enjay001/camtut.zip

A now outdated way of putting Heretic monsters into Doom

http://members.lycos.co.uk/Enjay001/Her01.zip

A Hi-res titlepic of the Wallpaper I was using at the time (pretty pointless)

http://members.lycos.co.uk/Enjay001/title.zip


You'll need the newest Zdoom for some, if not all of these. Certainly newer than 1.22 anyway.

Edit: Oh yeah, and a file to add Blood Bath Announcer support to deathmatch games (this one is biggish - about 1meg)

http://members.lycos.co.uk/Enjay001/BBA.zip

Share this post


Link to post

Nightmare made some really nice tech wads for Zdoom too, where the hell he been lately? don't tell me he left too...

Share this post


Link to post
Lazer said:

Now outdated? How do you spawn them now? I've been waiting for a simple script method, which im guessing is the now current way... but how?


I'll simply quote Randy from a post he made on the Zdoom forum.

Randy Heit said:

int spawn(str actorType, fixed x, fixed y, fixed z, opt int tid, opt int angle);

Spawns an actor at a specific location on the map. For a list of things you can spawn, type

dumpclasses actorfrom the console inside the game. (Note that it is essentially
pointless to spawn some things, such as projectiles.) The thing will be spawned at location
(x, y, z) on the map. The coordinates are fixed point numbers, so be
sure not to forget the decimal point. Also note that z specifies the exact z-coordinate
of the new actor, and is not relative to the floor or ceiling of the sector it is spawned in.

The last two arguments to this function are optional. Tid is the thing id to give this
actor when it is spawned. If you do not specify tid, it will be given an id of 0.
Angle is the byte angle the thing will be facing. If you do not specify this, the thing
will be facing east (0).


This function returns a reference to the spawned actor. Because there is currently nothing you
can do with the reference, you should just ignore it.


Examples:



Spawn ("Barrel", 10.0, 16.0, 0.0); // Spawns a barrel
Spawn ("ZombieMan", 128.0, 200.0, 16.0, 1); // Spawns a zombie man with tid 1
Spawn ("Imp", 0.0, 0.0, 0.0,, 64); // Spawns an imp facing north
Spawn ("Shotgun", 0.0, 0.0, 0.0, 12, 64); // Spawns a shotgun with tid 12 facing north


int spawnspot(str actorType, int spottid, opt int tid, opt int angle);

This function functions identically to spawn, except it uses a map spot to specify the location of the new actor. Spottid is the map spot's thing id.

Examples:



Spawn ("HealthBonus", 13); // Spawn a health bonus at map spot 13


Note, these commands are not working in 1.23 b33, but have been fixed for Zdoom 2.

Share this post


Link to post
Enjay said:

these commands are not working in 1.23 b33, but have been fixed for Zdoom 2.


oh! so....the new zdooms a sequel?

Share this post


Link to post

No, it's just version 2.0 of zdoom. the next step after the betas.

Share this post


Link to post
sniper joe said:

when do you think Zdoom 2.0 will FINALY come out?

One day in a galaxy far, far away...

Dunno. prolly next year.

Share this post


Link to post
sniper joe said:

when do you think Zdoom 2.0 will FINALY come out?


Almost exactly 2 years ago, I remember X-Doom asking Randy (on the Zdoom forums) will we have a final version by Christmas (referring to 1.23 as it was then). Randy's reply was "I hope so." At the time I thought - "Clever, he didn't specify which Christmas".

;-)

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×