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Luke Gevaerts

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About Luke Gevaerts

  • Rank
    Warming Up
  1. Luke Gevaerts

    Post your Doom picture! [post in Part 2 instead]

    I wrapped up the basic structure of the bedroom as well: http://www.femlob.com/temp/tears-h.png Which, in turn, wraps up the basic structure of the apartment. Plenty of rooms still need dressing and other fluff, but it's tricky to get it just right without overdoing it. Off to the first area of the map.
  2. Luke Gevaerts

    Post your Doom picture! [post in Part 2 instead]

    They might be persuaded to become animated in the apartment, too. =P PRIMEVAL, very nice shot.
  3. Luke Gevaerts

    Post your Doom picture! [post in Part 2 instead]

    It's a tad crowded, but that's what homes tend to be like. It matters little, in any case: the player will never have to fight anything in this map, so there's no danger of the architecture getting in the way of gameplay. And horror stuff, huh? Like creepy messages... http://www.femlob.com/temp/tears-e.png ... and even creepier paintings inside a walk-in closet... http://www.femlob.com/temp/tears-f.png ... or weird portals appearing inside kitchen cabinets? Stuff like that? http://www.femlob.com/temp/tears-g.png Nah, that couldn't be it. =P
  4. Luke Gevaerts

    Post your Doom picture! [post in Part 2 instead]

    I'm working with GZDoom 1.7.0 (r1505 from the DRD SVN). Not sure if it'll work in anything else; haven't tested that yet.
  5. Luke Gevaerts

    Post your Doom picture! [post in Part 2 instead]

    A few shots of an apartment I'm working on. The screenshots are a little brighter than what it looks like in-game, but not by much. Living room. There's so much 3D in that television cabinet that half the dots on a one-by-one grid have a vertices on them. Pain in the ass, but I think the result is worth it. http://www.femlob.com/temp/tears-b.png Kitchen. It's a little hard to see, but there's a stove at the end. It's also a tad empty, but I haven't gotten around to sprucing it up yet. http://www.femlob.com/temp/tears-c.png Bathroom. The 3D door handle is causing some lighting issues, but I haven't been able to fix it without breaking everything else. Not sure it's important enough to spend another couple of days on, anyway. The little bit of PANEL you see on the left is part of a sliding door. http://www.femlob.com/temp/tears-a.png Balcony and dining table. It's hard to see, but there's glass in the door and windows; or actually, a semi-transparent 3D sector. The buildings in the background are pitch-black regardless of lighting level, as they're supposed to be nothing but silhouettes. http://www.femlob.com/temp/tears-d.png Critique is welcome.
  6. Luke Gevaerts

    Can someone help me with U/ZSDF?

    Thanks! I sent you a PM.
  7. Luke Gevaerts

    Can someone help me with U/ZSDF?

    Ah, okay. I could upload it to my site so you can download it. Let me know if you want to, and I'll drop a link.
  8. Luke Gevaerts

    Can someone help me with U/ZSDF?

    I have to say that this stuff is pretty damn tricky: whenever it doesn't work, there's essentially zero feedback on why it doesn't work. Even though I've managed to get one method to work, I still have some more questions - for future reference: - I'm using UDMF. Why does DIALOGxx work, while DIALOGUE doesn't? Both files have the exact same content. - Why can DIALOGxx be dumped anywhere in the .wad, while DIALOGUE has to go specifically between TEXTMAP and ENDMAP? Again, both files have the exact same content. - What do I have to do to get DB2 (or GZDB) to display my dialogues in the Dialogue Editor? Compressed, uncompressed, DIALOGxx, DIALOGUE - it doesn't matter, I can't get the Builder to read any of them. Additionally, according to the USDF specs, conversation pages are numbered automatically starting from 0. If I have two pages in a conversation, and use "link = 1" on the first page, the game will lock up when I try to advance the conversation; but if I use "link = 2", it works as intended. Either it skips page 1, or the pages are numbered automatically starting from 1; the latter seems more likely.
  9. Luke Gevaerts

    Can someone help me with U/ZSDF?

    Thanks Gez! Now it finally looks and works the way I want it to. =D
  10. Luke Gevaerts

    Can someone help me with U/ZSDF?

    That's okay. But if you have time for it later, I'd love to see it.
  11. Luke Gevaerts

    Can someone help me with U/ZSDF?

    Okay, that did the trick. =D Thanks for taking the time to create a tutorial! Two more questions: - Is there a way to get rid of the default "See you!" response? My "dialogue" is actually supposed to be a menu that opens when you interact with the front door, and saying "See you!" to the front door is... Odd. - Is there a way to modify the sound that plays when you initiate conversation? (Got it, override DSRADIO)
  12. Luke Gevaerts

    Can someone help me with U/ZSDF?

    Well, still nothing. Clicking on "Open Dialogue Editor" in DB2 shows a blank list, even though I think the DIALOGUE lump is in the right place now (under SCRIPTS and above ENDMAP in the .wad). It would be immensely helpful if I could download a sample .wad somewhere that has a working dialogue example...
  13. Luke Gevaerts

    Can someone help me with U/ZSDF?

    Ah, so it has to be inside the .wad? That explains. I'll go try that, and see what happens.
  14. Luke Gevaerts

    Can someone help me with U/ZSDF?

    Hi, I'm trying to figure out how to get USDF and/or ZSDF working. I've been wrestling with the wiki for a while, but I just can't seem to get it to work. I've added a new actor to DECORATE and supplied it with a ConversationID (which should allow me to use both USDF and ZSDF); I've also added a DIALOGUE lump to my .pk3 with the nescessary dialogue. I've got said new actor in my map, tagged to begin a conversation when the player presses use. Except nothing happens. I've managed to get it to work once by compiling the script with USDC, but I'd rather not do that; flat text is a lot easier to work with. What am I doing wrong?
  15. Luke Gevaerts

    End-Game Monster Cast Sequence

    Great, thanks! *reads*
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