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  1. Past hour
  2. Adybo123

    Drawing Flats from SSECTORS?

    Thank you, @Ribbiks ! I am now so much closer to the desired effect! I'm using cristicbz's approach of using the BSP nodes in the wad. However, there are still a few small holes in the floor, and my code reports many subsectors with fewer than 2 sides (about 40 in MAP01), so I think I'm missing a few BSP lines. I noticed there are the flags "bsp tolerance" and "seg tolerance" used in comparisons in the Rust code, which I copied over with the same values & comparisons, but I'm not certain what they are for. I experimented with changing these values and it didn't seem to do much.z The only thing I can think of is that my BSP node lines aren't ordered since I didn't want to have to walk the tree, every line just checks for an intercept with every other line and then does the tolerance comparison. Could that maybe be why I'm not picking up some subsector points?
  3. Version 4 is up. All of the passive sprites are complete. Next time, we will tackle the attack, pain, and death sprites. http://www.mediafire.com/file/eebx8d9dp2jd569/monst+(5).zip
  4. tempdecal.wad

    Sharing visual design / architecture tips

    Won't need them if the border sectors are leveled near same as the inner sectors though, but you're right.
  5. Oh yeah I guess these were actual skyboxes in Stronghold? Not a surprise if the game is running in software indeed.
  6. Gez

    Could not find rquired lump TEXTMAP

    Do you have another MAP01 lump above?
  7. Gez

    Sharing visual design / architecture tips

    Still, please keep the hovercorpses in mind.
  8. Szuran

    Heavy Metal Armageddon - work in progress

    Thank you! I hope to finish the first level by the end of the next week.
  9. DUBIDKFA

    Heavy Metal Armageddon - work in progress

    Looks awesome! As i always say: cant wait to play it!!
  10. G01000011

    Terra Firma [My first DooM mod].

    Thanks Lila Feuer. I don't think it will be soon though.
  11. Stronghold was designed and tested only for hardware-accelerated; the sky looks like this in software. It looks even worse in softpoly. But it still looks fine in OpenGL.
  12. G01000011

    Terra Firma [My first DooM mod].

    I'll try elend.
  13. Gradius

    Monster Teleports (What's the best method?)

    Thanks for the answer. Yeah looks like Monster Bump does do what I want. If I ever switch to using the more compatible Boom format for whatever reason I guess I'll have to do some more research. Maybe the V lets monsters trigger the teleport even if one is stuck in line already?
  14. https://www.doomworld.com/idgames/sounds/atarisnd https://www.doomworld.com/idgames/sounds/8bitsnd https://www.doomworld.com/idgames/sounds/guitar https://www.doomworld.com/idgames/sounds/hlygrail https://www.doomworld.com/idgames/graphics/bugsdoom are these good?
  15. Hello guys. I've been with you for a couple of days. For over a week, I've been working on my first map / mod ever. I chose to mod Doom as it seemed simpler than the Build engine -- I have zero experience with coding or designing, so it looked like the best way to go. I don't know if I'm doing it right, but I've discovered a new hobby. There is NOTHING more satisfying than creating a level and seeing how it comes together. I have this idea and I'm trying to make it real. I'm far from finish. I showed some screenshots earlier, but every day I make so much progress that it's like a new layer of refinement. That's why I wanted to start a thread for my mod. It's supposed to be 7 map long. Below you can see the first map. I think I went overboard with the details, it's a small map (it's supposed to be small and easy - it's the first level), but it takes me ages. I'm posting this also to kinda... get convinced that this is worth it. I'm spending every free moment on this project and I'm extremely unsure of myself -- I feel like an idiot asking you about simple stuff. Maybe I'm not cut out for it. Maybe I hope for too much. We'll see. What's the mod about? You're Mord, half-angel, half-demon doing the dirty work for the Eternal One. The future turns out so bad that The Man decides to hit the reset button. You're the reset button.
  16. @beloko hey beloko, can i have a code for Delta Doom please? thanks! 

  17. tempdecal.wad

    Sharing visual design / architecture tips

    That's not how I meant you should use them, put them around landscape geometry for example, but ok....
  18. The first tool will be useful - if it works in Doom 2 config. If not, well, we can't have everything. As for point 2, I'm replacing all the weapons, so yeah, I think I'll take this route. Thank you.
  19. Graf Zahl

    Do you take less damage in GZDoom vs. PRBoom+ ?

    It actually is, but sometimes it happens that a little change elsewhere may alter something you do not expect.
  20. Gez

    Could not find rquired lump TEXTMAP

    Yeah, it looks like you're doing that a bit too literally. Long story short: Doom data is stored in things named "lumps", a map is made of several lumps, and the lumps that make up a map should never be separated from each other by other lumps. TEXTMAP is the main data lump for UDMF maps, it should come immediately after the map header (the lump with the map name, such as MAP01 for example), and if it doesn't, you'll get this kind of errors.
  21. Gez

    Sharing visual design / architecture tips

    Borders are cool, right? Such a simple way to make boring geometry look less boring. Wrong! Put some block monsters flag on these border lines, at least. Please.
  22. Whenever i try to insert textures into my map, this error appears. From what i know it is a common error and i couldnt find any solution on the INTERWEBZ and i need a solution. (using Akeldamas textures.)
  23. Today
  24. I am looking for a sound replacement pack for doom that replaces all the sounds with satisfying cartoony sounds that aren't violent sounding. If it doesn't exist could be a good project for me to work on. Hmm.
  25. We walked 1000 lines and we will walk 1000 more... in the form of the second half of the 1000 Line Community Project. The wad has just gotten its idgames release so come see it in its full final glory! DMFLAGS: 1174487140 / 806496256 / 0 Skill: Ultra Violence IWAD: doom2 or freedoom0_10_1 PWADs: 1klinecp Maps: 16-30 Lives: 1 Players: 25/100 Item Respawn Time: 60 seconds Player Join Limit: 3 minutes Date: 25th April 2019 Euro session: 19:00 BST/14:00 EDT at [L@P], Finland Get ZDaemon and join in.
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