Scotty Posted June 26, 2017 In co-op play do weapon pickups and items respawn? 0 Share this post Link to post
Edward850 Posted June 26, 2017 (edited) If the source port/gameplay settings allows them to. 1 Share this post Link to post
Scotty Posted June 26, 2017 6 minutes ago, Edward850 said: If the source port/gameplay settings allows them to. Thanks - do you know if it is common practice or shall i just provide extra MP weapon pickups in a map as insurance? 0 Share this post Link to post
everennui Posted June 26, 2017 In my experience most servers will include respawning weapons flag. 1 Share this post Link to post
Snikle Posted June 27, 2017 How do I build 3d floors for boom format for in db2? 0 Share this post Link to post
Albertoni Posted June 27, 2017 50 minutes ago, Snikle said: How do I build 3d floors for boom format for in db2? You don't. 3d floors are only for ZDoom or GZDoom. I think Eternity also supports them, not sure though. This thread has an alternative that may work, if the player cannot walk under the floor: 0 Share this post Link to post
Snikle Posted June 28, 2017 What about slopes? Can Boom-derived ports do slopes? 0 Share this post Link to post
Edward850 Posted June 28, 2017 12 minutes ago, Snikle said: What about slopes? Can Boom-derived ports do slopes? Only Eternity, and only visual only (for now). 0 Share this post Link to post
Snikle Posted June 28, 2017 (edited) 11 hours ago, Edward850 said: Only Eternity, and only visual only (for now). Alright. Thanks. EDIT: Is there a way to align the textures on a bunch of linedefs without selecting them all in visual mode and pressing "a"? Edited June 28, 2017 by Snikle 0 Share this post Link to post
Spectre01 Posted June 29, 2017 (edited) Hey there. This applies to limit-removing Doom 1 format: I have a nukage pit made up of several sectors, mainly ceiling decorations, which I want to raise by (roughly) 32 units and remove the damaging effect/change texture. This is done via a switch and the sectors are tagged 5. Action 14, raise by 32 + change texture, makes everything rise properly but the damaging effect remains. Action 20, raise to next floor + change texture, gets rid of the damaging effect but the sectors don't all rise the same amount, even if I make a dummy sector with the floor height I want and join the 8 or so sectors going up to it. 0 Share this post Link to post
scifista42 Posted June 29, 2017 Use action 14 and make sure that the sector right in front of the activation linedef is non-damaging. 0 Share this post Link to post
Tango Posted July 1, 2017 On 3/2/2017 at 0:34 AM, scifista42 said: My intention was to make the single frames just to show how easy the task is, to encourage Tango to easily make his own recolors with all frames. I'm pretty late but you are both @scifista42 @Gez angels, thank you. In hindsight, I don't know why I thought it would be difficult to just do the recolors myself. Thank you though :D 0 Share this post Link to post
Spectre01 Posted July 1, 2017 In Boom Format, is it possible to have impassible midtexture "handrails" stay on the sides of a lift as you ride it down? Currently they float in the air where I place them. 0 Share this post Link to post
Albertoni Posted July 1, 2017 1 minute ago, Spectre01 said: In Boom Format, is it possible to have impassible midtexture "handrails" stay on the sides of a lift as you ride it down? Currently they float in the air where I place them. Set them to lower unpegged. 0 Share this post Link to post
baja blast rd. Posted July 1, 2017 (edited) 31 minutes ago, Spectre01 said: In Boom Format, is it possible to have impassible midtexture "handrails" stay on the sides of a lift as you ride it down? Currently they float in the air where I place them. It'll work if the handrails are lower unpegged. If the handrails and the sides of the lift are represented by the same lines, this will make the sides of the lift look weird if visible, so you can move the handrails onto the lift, 1-mu away from the sides, if you want to avoid that but preserve the same appearance. Edited July 1, 2017 by rdwpa : typo 0 Share this post Link to post
Xaechireon Posted July 3, 2017 If a map has multiple sectors with identical heights, as well as floor and ceiling flats, does merging them improve performance? 0 Share this post Link to post
Edward850 Posted July 3, 2017 (edited) Not to any measurable effect in Software. If they can be all merged in the same visplane, the flats get drawn as one. If you are however using a 3D polygon renderer, "it depends". 0 Share this post Link to post
Albertoni Posted July 3, 2017 As a rule of thumb, never optimize unless you're having performance problems. And if you are having performance problems, I can think of a dozen things more probable to cause them than an insane amount of sectors. 0 Share this post Link to post
Misty Posted July 7, 2017 How does Boom pusher works?If I place them where monster teleporter closets are, would they affect monsters? I just want try setup a bit different type of teleporter ambush. 0 Share this post Link to post
scifista42 Posted July 7, 2017 If I recall correctly, the behavior of pushers is unfortunately port-specific - they even do affect monsters in some ports and don't affect monsters at all in other ports - so better test your map in many different ports if you plan using them. 0 Share this post Link to post
Dragonfly Posted July 10, 2017 Does anyone know of any software to create BMF files (Byte Map Fonts)? I've already drawn up the art for the font, I just need a way of creating the .BMF from the graphics. Everything I find online seems to be of little to no use when it comes to using your own fonts. BMFont is about creating a BMF from a font, not a Bitmap. I thought I'd cracked it thanks to an Adobe Air application called ShoeBox, but sadly this generates a .FNT file, not .BMF. I've alsoe tried Spidey's ZDoom Font Generator, but it seems to error out on the generation of the lmp file. :/ Can anyone assist? Here's a copy of the font PNG, in case you wanted to try for yourselves! 0 Share this post Link to post
TDRR Posted July 10, 2017 Say, i want to do a space ship cockpit (More like a control station and it's kinda big) but how do i make a window and a horizon effect? Please note that this is bound to the limits of Doomsday (more specifically, Doom 64 TC) 0 Share this post Link to post
Misty Posted July 20, 2017 It's possible to setup voodoo doll to not affect main sectors? I create scrolling light with "WR-change light to 225" with scrolling floor, but it affects all map sectors, which shouldn't be affected by that effect. Maybe, I'm wrong. 0 Share this post Link to post
TootsyBowl Posted July 20, 2017 Actor Trite 16038 { HitObituary "%o was nipped by a Trite" Health 30 Radius 20 Height 25 Mass 100 Speed 6 Scale 0.55 PainChance 192 BloodColor DarkGreen PainSound "Trite/Pain" SeeSound "Trite/Sight" DeathSound "Trite/Death" ActiveSound "Trite/Active" MeleeSound "Trite/MeleeHit" MeleeDamage 2 MeleeThreshold 64 MaxTargetRange 160 MinMissileChance 10 Damage 2 Monster +FloorClip +DontHurtSpecies +NoTarget States { Spawn: TRIT A 1 A_Look Loop See: TRIT A 2 A_Chase("", "", 0) TRIT A 2 A_Chase TRIT A 0 A_PlaySoundEx("Trite/Step", "SoundSlot7", 0) TRIT BB 2 A_Chase("Melee", "Missile", 2) TRIT B 0 A_PlaySoundEx("Trite/Step", "SoundSlot7", 0) TRIT CC 2 A_Chase TRIT C 0 A_PlaySoundEx("Trite/Step", "SoundSlot7", 0) TRIT DD 2 A_Chase("Melee", "Missile", 2) TRIT D 0 A_PlaySoundEx("Trite/Step", "SoundSlot7", 0) Loop Melee: TRIT A 6 A_FaceTarget TRIT A 0 A_Jump(192, 2) TRIT A 0 A_PlaySound("Trite/Attack") TRIT E 6 A_MeleeAttack Goto See Missile: TRIT A 0 A_Jump(128, "See") TRIT AAA 3 A_FaceTarget TRIT F 0 A_PlaySound("Trite/Attack") TRIT F 0 A_SkullAttack TRIT F 10 ThrustThingZ(0, 6, 0, 1) TRIT E 8 A_Stop Goto See Web: TRIT F 0 TRIT F 0 A_ChangeFlag("LowGravity", 1) TRIT F 0 A_ChangeFlag("NoDamage", 1) TRIT F 0 A_ChangeFlag("NoPain", 1) TRIT F 0 A_PlaySound("Trite/WebStart") TRIT F 1 A_CheckFloor(1) Goto Web+5 TRIT A 0 A_ChangeFlag("NoDamage", 0) TRIT A 0 A_ChangeFlag("NoPain", 0) TRIT A 0 A_ChangeFlag("LowGravity", 0) TRIT A 12 A_PlaySound("Trite/WebEnd") Goto Spawn Pain: TRIT E 3 TRIT E 3 A_Pain Goto See Death: TRIT G 5 A_Scream TRIT H 0 A_PlaySoundEx("Trite/Splat", "SoundSlot7", 0) TRIT H 5 A_NoBlocking TRIT IJK 5 Stop } } Is there anything wrong with the Decorate above? GzDoom has problems with an actor property in line 4. 0 Share this post Link to post
BigDickBzzrak Posted July 20, 2017 (edited) 1 hour ago, MysteriousHaruko said: It's possible to setup voodoo doll to not affect main sectors? I create scrolling light with "WR-change light to 225" with scrolling floor, but it affects all map sectors, which shouldn't be affected by that effect. Maybe, I'm wrong. ...give the WR line a tag maybe? EDIT: Can you provide an example WAD that recreates the bug? 0 Share this post Link to post
Misty Posted July 20, 2017 (edited) 11 minutes ago, bzzrak said: ...give the WR line a tag maybe? I gave tag too for desired sectors for that effect, but effect applies to all map sectors. I'll try move setup far from map. Edited July 20, 2017 by MysteriousHaruko 0 Share this post Link to post
Gez Posted July 20, 2017 On lundi 10 juillet 2017 at 4:08 AM, Dragonfly said: Does anyone know of any software to create BMF files (Byte Map Fonts)? I've already drawn up the art for the font, I just need a way of creating the .BMF from the graphics. Everything I find online seems to be of little to no use when it comes to using your own fonts. BMFont is about creating a BMF from a font, not a Bitmap. I thought I'd cracked it thanks to an Adobe Air application called ShoeBox, but sadly this generates a .FNT file, not .BMF. I've alsoe tried Spidey's ZDoom Font Generator, but it seems to error out on the generation of the lmp file. :/ Can anyone assist? Here's a copy of the font PNG, in case you wanted to try for yourselves! Do you need it to be in BMF format or would you be okay with FON2 format? For ZDoom either would work. There doesn't seem to be any modern utility for making BMF fonts (here I see there's one for DOS?) but you can use ImageTool to get a FON2 font. 1 Share this post Link to post
Albertoni Posted July 20, 2017 4 hours ago, MysteriousHaruko said: I gave tag too for desired sectors for that effect, but effect applies to all map sectors. I'll try move setup far from map. Post the map, please. No need to worry about missing textures or whatever degree of work-in-progress it is, we understand all maps have to look terrible at some point, heh. 0 Share this post Link to post
Misty Posted July 20, 2017 Well, as I start move, everything gets brighter. Here wad for check. map..zip 0 Share this post Link to post