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Everything posted by neubejiita
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https://www.dezgo.com This is a picture I made. "A Baron of Hell from Doom 2 in a field near a forest in the afternoon, enjoying a picnic, beside a giant castle. Photo from 1976, high quality faces." I want to see what you can come up with. Should be fun.
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It is possible to generate a Doom map using Slige and a seed number. When would it be possible to type in a prompt and have an AI create a map? I guess this could be a possibility. Maybe they could be even better than a Slige map. I do not think it is impossible, but a hand-made map would be better. AI can keep repeating itself sometimes, which is very obvious in peer review. Maybe for fun?
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https://dezgo.com/ This AI-generation website can also generate seamless textures in 512x512 resolution. This works only well in a square aspect ratio, the seamless tiling only works for a square texture. Use the settings in this image below to generate a nice texture. This is very useful for creating a Gzdoom map, and the images could be cropped to fit a standard Doom map as well. Give this a try and see what you can come up with. Merry Christmas guys and happy Dooming new year!
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Post your Doom video! [but don't quote video]
neubejiita replied to DuckReconMajor's topic in Doom General
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I am releasing another Doom 2 map. This is intended for Doom2.exe, and runs with Chocolate Doom. This map is not too big and should be fun to play, it is a little challenging, but the player can retreat if needed. Video instead of screenshots. I recorded the video with prboom GL for clarity. Download the map here: https://securitronlinux.com/arma3/bb21.zip I thought it would be interesting to make a vanilla-capable map, it is fun to map with vanilla limitations.
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I have updated the map with a new area and more ammo. This should be better now. It is in the red rock floor area. A better start to the map.
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Another gameplay video, I was having issues with the mouse in Glboom, so I used Gzdoom.
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This is my new Supply Station map for Gzdoom using Quake 2 textures. This is a giant techbase with a maze and a huge nukage area. I have been working on this for a long time. Sure, it needs work, it is a bit hard at the start but once you get a rocket launcher, it is a bit easier. I just need to know how to fix this map and find any annoyances that I might have missed. Requires: Gzdoom. Game: Doom 2. No extra wads required. https://www.securitronlinux.com/arma3/hateme.zip Gameplay below.
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Cannot get ceiling portals to work in latest Gzdoom, UDMF format.
neubejiita replied to neubejiita's question in Editing Questions
Thank you. I have not done this for a while, now I can have monsters coming from the "roof". -
Cannot get ceiling portals to work in latest Gzdoom, UDMF format.
neubejiita posted a question in Editing Questions
I am using the linedefs method to implement ceiling portals in a UDMF map, but I can not get it to work at all. This is so annoying. I wish I could use ACS instead, that might be easier, but I do not know if there are ACS functions to do this. I am using Ultimate Doom Builder. Here is my map for doom.wad. I am not sure what I am doing wrong. When I use the deprecated portal things it works fine. https://www.securitronlinux.com/arma3/internal.zip Thanks. -
Hello. I am looking for a copy of wad2udmf. I have been looking on the Internet and all download links are useless dropbox and mediafire links. Does anyone have a copy please? I am wanting to convert a Boom map to UDMF so I can use more advanced features. Thanks. I am not sure if Slade3 can do this, but this should be possible. I have converted it to Zdoom format, but the UDMF conversion is eluding me.
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Decompile ACS from BEHAVIOUR lump in old wad.
neubejiita replied to neubejiita's topic in Doom Editing
I used a Python script and it worked fine. So it can be done after all. Thanks anyway. -
I have found an old wad of mine with a compiled BEHAVIOUR lump that contains ACS code I want, but I have not found a way to decompile the source from it. Is there any way to even get the code from this or am I stuck? It has a certain floor behaviour that I want to use and the files containing the source are long gone, all I have is the file CELL.WAD. Slade has been no help.
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Omni Gogetama. Omni god level Goku and Vegeta fused and then Gojita merges with One Punch Man. Held up a spirit bomb from the whole multiverse.
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Nice. This is a lesson to learn for sure. Good to hear you got most of it back. Maybe backup on Google drive too.
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Try that one.
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yes, back them up. Then rename the newest .backup file to mywad.wad
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Rename the mywad.backup1 to mywad.wad for example. Copy everything to a separate folder first to back it up and then do this.
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Just open the latest backup wad and go from there, it is all you can do in this situation.
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I am wanting to find a very good Soundfont for Gzdoom. I am wondering what do you guys use? I want the most realistic sounding instruments possible for MIDI. Thanks.
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Make all monsters in tagged sectors dormant until player enters.
neubejiita replied to neubejiita's topic in Doom Editing
Facepalm, my map was in Doom Format and I thought it was Zdoom. Now it is working. I hope. -
Make all monsters in tagged sectors dormant until player enters.
neubejiita posted a topic in Doom Editing
I am working on a slaughter map for Zdoom. I have many monsters in rooms and I want them to be dormant until the player enters. If I select a bunch of different monsters, I have no option in Gzdoom Builder to give them all the same Zdoom ID to manipulate them in a script. Is there a way to select all monsters in sectors all tagged 10 and make them dormant? This way, even if you are using Russian Overkill, the player would not wake up too many monsters at a time. Thanks. -
In this, video there are a few glitches shown, like the Lost Soul outside the map, but the player seems to go into the void as well. I never knew this was possible on PSX Doom. Glitching really starts at 2:11. I remember I played this game on Doom2 Courtyard and it crashed with a Texture Cache Overflow. But can you really get outside the map in PSX Doom?