johnfulgor
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Everything posted by johnfulgor
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Hello all, it seems that when I have more simultaneous sounds some of them are cut. Is there any notice of a similar bug in gzdoom? What can be the cause? A configuration? My audio card? John
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Hello, is there any finished and working high-resolution sprites mod for zdoom/gzdoom? Thank you! John
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Hello all, that's a problem which is tormentig me from some time. 1)Create a new UDMF map 2)Add some sectors 3)Add 1/2 scripts ->Ok, everythig works 4)Add a script more 5)THE COMPILER STOPS WORKING! What I mean is that I press the compile button in the script window, but nothing happens. Even if I write "bla bla bla" in the script, no error message is issued. This is a sample map: http://uploadingit.com/file/bfa2fy5tusfrpwy5/lost.wad Would some of you be so kind to open it in Doom Builder, open the script and compile it? Thank you very much! John
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Yes, in this way things are ok. But it's simpler and faster from the script window, if it was possible to make it work. I really don't know... It seems that the Compile button in the script window stops working.
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I've opened the map with the last version of zdoom. I have no troopers in the room beyond the bars! But I have two blue keys and many invulnerability spheres! What's happening? John
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Hello, this is my last map: http://uploadingit.com/file/clgxgtzf3xf0fys3/Temple_Screenshot1.png http://uploadingit.com/file/lrrk0e6p1zr1pdnf/Temple_Screenshot2.png http://uploadingit.com/file/mb5cq2s1zlrv7jvj/Temple_Screenshot3.png http://uploadingit.com/file/mclygxbtr39li1gy/Temple_Screenshot4.png http://uploadingit.com/file/eiemzq0wjeoltdqw/temple.wad It's a small zdoom map, with Plutonia textures (it requires Plutonia iwad). The gameplay is hard, difficulty level is not supported. Any feedback is appreciated. John
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Hello all, I remember to have played map with a final boss looking like a Cyberdemon, but with enhanced features. Anyone remember the name? Thanks! John
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Now it works. Thank you very much. John
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Hello, I'm experimenting with ZDoom pusher/puller thing. 1)I've put the Puller thing in a sector 2)I've given the special 4096 to the sector (push/puller enable) -> Nothing happens to the player in the sector I'm using ZDoom 2.5.0, in UDMF format. Can someone help me? Thanks! John
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Hello, Doom Builder 2.1.0.1356 ZDoom 2.5.0 UDMF I'm creating a UDMF map with Doom Builder II. Everything is fine save the scripts, which are not compiled. When I execute a script in the game nothing happens. The compile button in the Script Window does not work: whatever I write in the window is accepted. Everything works with other map formats (Doom, GZDoom, others ZDoom formats, etc). What can I do? John
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It is as if the compiler is not working. Even if I compile a script with errors no error message is given. It is as if the compiler is not found. No BEHAVIOUR lump is present in the wad file.
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My new project: Short maps! EDIT: It's finished!
johnfulgor replied to hardcore_gamer's topic in WAD Releases & Development
The texture on the side of the door in front of the red key are not aligned. I was not able to get the red key after activating the switch. John -
Hello, I've played your map. It's good. Only this: I don't like the first step of this stair: http://uploadingit.com/file/uaqetqag735m1bnm/FirstStep.jpg John
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Hello, am I supposed to jump over the blue key pillar from the stairs? I've tried a thousand times without any luck. I'm using gzdoom. Yes, I know: I can cheat and fly ... But I am an honest player! :-) http://uploadingit.com/file/gklmuae9gxtu07vu/pl2.png Thank you! John
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Wow! I've managed to do it. Ran over the small pillars without ever stopping. I don't think GZDoom jumps are longer that those of original doom: in this case I would have had much less difficulty. John
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Hello all, I'd like to replace doom explosive barrel with something similar, but better looking. Is there any mod/wad with somothing like that? John
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Hello all, I've found this interesting weapon on the net: http://uploadingit.com/file/8c1eh0ihrk2enpnw/Precision+Rifle.wad a precision rifle with a zooming scope. It works very well, save the fact that both ZDoom and GZDoom crash if you get killed while using the scope. I suspect that this is due to the fact that when you die some weapon state is entered which was not intended by the author. Can someone help me? Thank you! John
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Great! Now it works! Thank you very much! John
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Hello all, I'm using a MOD for GZDoom, with a lump named SBARINFO inside it, but it is ignored, as if it was not there. I always see the standard info on screen. Can someone help me? John
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Hello, some time ago someone wrote my maps were looking as '94 maps. So I've created something a bit different. This is the story. The UAC conceived a new terrible plan: hiding under the covering of a interplanetary trade company it is transfering its evil creatures to the earth, scattering them everywhere. After that the monsters would be awoken, and the manking would come to a certain end. Your task is to block their trade before it is too late, clearing all the earth bases. Technical info. GZdoom level, with 3D floors, dynamic lights and scripting. Bad Guns Revised (with some minor changes by me) Some additional human monsters from The Monster Resource Wad All new textures. You can recharge the weapons with the alternate fire button. You can use the bersek drug like a weapon (select it and press fire) These are the links: http://uploadingit.com/file/rnmdasdugva5d5jv/Screenshot3.jpg http://uploadingit.com/file/hlijtdguxjgsoqbk/Screenshot2.jpg http://uploadingit.com/file/c1aommtbnvffk1v8/Screenshot1.jpg http://uploadingit.com/file/frjamrvis7zcwqv6/harbour.pk3 Any constructive feedback is highly appreciated! John
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I increased the seargents' health because I think that 1 shot 1 kill has a negative effect on gameplay. I also thought that inserting too non-human mosters would have been inappropriate for this map. You're right about the HUD, but I used this mod with simple changes, without investigating too much inside it. In your opinion can these enhancements be made in someway? John
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It seemed to me that normal seargents were too easily defetated. This improves the gameplay, in my opinion.
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Hello! Why ThrustThing does work on inanimate things and not on monsters? How can I thrust monsters from behind a crate when a player comes near it? Thank you! SOLVED A DECORATE monster replacement changed all the monsters IDS to a fixed number!
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Hello all, I developed a relatively detailed level for gzdoom, using 3D floors, high-resolution textures, and dynamic lights. Unfortunately I experienced a performance degradation, which forced me to remove part of the map. Is there another game engine supporting hardware acceleration? In case yes (like I suspect), are their graphic performance noticeably different? Thank you. John
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Thank you for your answers. I fortunately managed to have gzdoom working acceptably well on my GeForce GT 220 doing two things: 1)Deleting some useless sectors (floor height==ceiling height), so breaking the line of sight 2)Disabling the "Resize textures" options (nothing changed on the rendering quality, this is strange) My error was to expect from gzdoom a performance like that of modern 3D game engines; but as you've pointed out thare are limitations inherited from the original doom. John