Eponasoft

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About Eponasoft

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  1. Pretty interesting, and ran better on my machine than I expected. One thing though... I picked up a shotgun not long after the level started, and a door opened up next to it. The side texture scrolled up with the door, as if it were missing a "lower unpegged". Is this on purpose?
  2. ...downloading this just for the fact that it's got 4 pages of rants discussion to go with it. :) EDIT: This thing's completely unplayable for me... gets about 0.5 FPS. Nevermind.
  3. OK so here's the thing... I want to make it so ledges are blockable unless you have a certain item, in which case a sprite bridge appears in front of you that you can cross over. I tried setting -DROPOFF in the customer PlayerPawn, but that didn't do squat. So then, I set +NODROPOFF, which worked for tall ledges, but it also prevented the character from walking up and down narrow stairs. I presume that there's some kind of property value somewhere I can set that increases the checking range of ledges that should fix this issue, but I'm not finding anything that helps with that. I changed the radius of the PlayerPawn, which did the trick, but of course, that brings all kinds of other issues. I could have sworn I saw something somewhere about the default height for ledges... EDIT: nvm, found it... seems to be MaxDropOffHeight and/or MaxStepHeight. EDIT 2: Yeah, that did the trick... I set MaxDropOffHeight to 32 and MaxStepHeight to 30 with the usual radius of 16 and it does exactly what I want... the normal 16x16 stairs are perfectly climbable, you can jump up and fall down 32 units but taller ledges are completely unpassable. So this should be a perfect setup for doing the sprite bridge later... unless the engine doesn't recognize the change in heights. I guess time will tell.
  4. I took a short video of it working... shot it with my cellphone camera so it's not the prettiest presentation but it gets the job done. http://youtu.be/PdfYF3EAti4 I expanded the BombDoorActivator Actor's Death state to include a mess of A_TossGib calls, then put a bunch of JUNK* sprites into the wad. Works pretty well, eh? No ACS required this time around. :)
  5. Is it possible to create permanent armor aside from using the Hexen armor stuff?
  6. Those are huge boots to fill.
  7. Yeah, it worked pretty well... I created a new DECORATE Thing and put it in the middle of closed walls... actor BombDoorActivator 10400 { Height 128 Radius 64 Health 1 DamageFactor Slash, 0 DamageFactor Magic, 0 DamageFactor Boom, 100 +SHOOTABLE +NEVERRESPAWN +DONTMORPH +DONTRIP +NOTELEFRAG +NEVERFAST +NOINFIGHTING +NOTARGET +NOTIMEFREEZE +NOFEAR +NOTARGETSWITCH +NOTELEOTHER +NOICEDEATH +NOBLOOD +NOVERTICALMELEERANGE States { Spawn: TNTA A 1 Loop Death: TNT1 A 1 Stop } }Then, I use Thing action 194 to "remove" the wall. It only works with the designated weapon. The large radius and tall height give it the ability to be blown up from either side of the wall, and at any point of the wall's height (since the blastable walls are only ever 128 units tall).
  8. Yeah, that's what I figured... so I figured I'd just place a custom thing that only takes damage of a custom type and ignores all other damage types, then has an action for when it's activated ('killed'). Thanks again Gez, you're always helpful. :D
  9. Good thread. :) My recent release has one metal track in it but that's about it... the rest is creepy stuff.
  10. Is there any way to trigger a linedef action when a projectile explodes within its vicinity? I know that you can do an action when a linedef that's part of a wall is shot, but I wanna know if it can be done with *only* an explosive projectile, like a rocket. If not, then I have other ways to do what I wanna do, but this seems the most obvious way.
  11. I've played a few wads before that were so badly designed that I *had* to use cheats just to get through them, so... yeah...
  12. I had asked about this awhile back, and some of the things suggested to me were that disabling cheats is a bad idea because a player who wants to cheat already knows that they're gonna break the game, and a player who plays without cheats is doing so because they want to experience the game as it's meant to be experienced. Trying to force the player to be one or the other just takes away their choices, which irritates them.
  13. There's going to be 5 maps in total... so the maps that are in it are what's going to be in the final build. They may grow a bit, and of course some still need a lot of work to bring to completion (especially MAP03). A couple of the weapons do need a bit of tweaking, especially weapon 6 (I did not add a weapon 7... this is a short episode so I didn't feel it was necessary to add a "big freakin' gun"). Also, a few of the enemies have problems during the cast call... not quite sure why though, as they work just fine in-game... some of them skip over their melee sounds, and a couple of them have serious frame problems. None of them have been modified from their downloaded forms except the very last one, which only got some stat tweaks. Thanks for the encouragement! :) Hope ya like it. :)
  14. I'm releasing a prototype build of The Lost Techbase, in case anyone wants to check it out. As it's still a prototype, a lot is still unfinished. For those who don't know, much of this is based on Marnetmar's abandoned stuff. There are five maps in total; four of them are based on his work (MAP01 thru MAP04), and the fifth is my own design (MAP33). The following screenshots are of MAP01 thru MAP04 only. http://www.eponasoft.com/tlt01.png http://www.eponasoft.com/tlt02.png http://www.eponasoft.com/tlt03.png http://www.eponasoft.com/tlt04.png http://www.eponasoft.com/tlt05.png http://www.eponasoft.com/tlt06.png http://www.eponasoft.com/tlt07.png http://www.eponasoft.com/tlt08.png http://www.eponasoft.com/tlt09.png http://www.eponasoft.com/tlt10.png http://www.eponasoft.com/tlt11.png http://www.eponasoft.com/tlt12.png http://www.eponasoft.com/tlt13.png http://www.eponasoft.com/tlt14.png http://www.eponasoft.com/tlt15.png http://www.eponasoft.com/tlt16.png http://www.eponasoft.com/tlt17.png http://www.eponasoft.com/tlt18.png http://www.eponasoft.com/tlt19.png http://www.eponasoft.com/tlt20.png http://www.eponasoft.com/tlt21.png http://www.eponasoft.com/tlt22.png And the download link: http://www.eponasoft.com/ep-tlt.7z Yes, it's a bit of a big download... there's a lot of custom monsters and weapons, plus an entirely new set of musics and some new textures. This isn't quite as texture-nutty as the first screenshots I showed of this... most of the crazy texturing was fixed awhile back. MAP01 is the most completed right now... just about everything's been added that I wanted to add. I will probably tweak stuff here and there though. This is also the only level to have voiceover... although I think the voiceovers are a bit cheesy. :) Only "Command" has voiceover... "Soldier" doesn't just yet (since I've not yet found anyone to fill the role). MAP02 is probably about 75% complete. There's still some stuff left to add and change, but the core concepts are already in place. MAP03 is the most unfinished... maybe about 25% done. I have a lot of things planned for this map but haven't gotten them all in just yet. As a result, the level might be a tad unfair due to lack of ammo and health. MAP04 is short but is still unfinished; I'd say it's about 50% done right now. The scripting is imperfect here as well, but that'll get fixed in due time. MAP33 is about 80% done. This is based on the secret level in Macabre Palace and retains the same gameplay concepts... the low gravity environment and the "climbing pillars" bit. It looks a bit better in this incarnation but still needs some detailing in some areas.
  15. This is totally worth trying out, even if just for the cool-as-hell MAP07.