Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Gokuma

Members
  • Content count

    2216
  • Joined

  • Last visited

Everything posted by Gokuma

  1. Gokuma

    How to turn IWAD into PWAD?

    Start a new wad file in Slade. With that open, go and open the iwad. Select ALL the resources. Copy. Paste in new wad. Save new wad.
  2. Here's a screenshot of the current GZDB Bugfix where I can't see any field for type of trigger or OK or Cancel buttons, so I'm stuck with player walks over for trigger type for whatever linedef until I open it in something else. I also have to press enter or escape on a field that it doesn't affect to confirm or cancel my line changes. And here's a screenshot of old Doom Builder 2.1.2.1553 where I can set the trigger type and the tops of the OK/Cancel are barely visible and clickable. My resolution is 1366x768 on this laptop. On a side note, relearning how to do polyobjs, damn that's weird that you use the angle of the anchor and start thing to match to the tag.
  3. Awesome, that was exactly it. Thanks! Now that fixes the color-remapper in Slade as well.
  4. Gokuma

    The best method to do boss healers?

    Another possible method though I haven't tried it myself: Make healers inheriting Korax's stuff: https://zdoom.org/wiki/Classes:Korax ACTOR Healer : Korax { Game Doom ...stripped down Korax stuff and nerfing stuff goes here. Could copy and paste all Korax's stuff, then delete whatever is redundant to inherit when finished. } In map scripts just make 249 through 255 that Korax activates into stuff like this https://zdoom.org/wiki/SetActorProperty with the target being the boss. SetActorProperty (66, APROP_Health, 4000); Where 66 would be the boss's tid#, whatever number you want. And 4000 would be his max health or whatever. Could also spawn some healing looking graphics effects at the boss's tid. What I like about this method (if it works) is it's the closest to the healers literally doing the healing while they're around. Though it may really all be a big bunch of overblown more than necessary work compared to what was already suggested.
  5. Gokuma

    Screenshots with or without weapon?

    I just guessed you could type spectate in the console and that works (At least in Zandronum). Normally I like to show weapons, but for taking pictures of a map to use within a selection map, I put it in spectate mode. Another method is you could make a pwad with a blank graphic in place of the fist idle frame.
  6. Gokuma

    Things about Doom you just found out

    Spacehog by Will, map06 of Dwango7.wad dated 1/26/96 , seems to be an earlier version of Final Doom TNT:Evilution map01, the original tnt.wad being dated 6/6/96. https://www.wad-archive.com/search?q=dwango7 This zip has dwango7.wad with its original date: http://www.doomshack.org/uploads/dwango_full.zip EDIT: TNT map01 may just have been heavily inspired by Dwango7 map06 and remade from scratch. You can definitely see the resemblance though. Also dwango7.wad has seven more sets of map entries missing the map## label entry. So I added map11 through map17 entries to check them out. There's three additional maps though one is extremely simple, and older versions of its maps 1, 2, 5, and 9. Some difference in 1 and 2 are apparent. EDIT EDIT: OK it gets weirder. TNT map01 pretty close to its final form was Dwango6 map11 so it seems inspiration was the other way around, all before it was in Final Doom. Also a much earlier version of TNT map17 is #1dwango.wad's map06, dated 3/9/95.
  7. Gokuma

    Ion Fury, a new Build Engine game out now.

    This is like some Bring Your Own Iwad business, except it's .grp files.
  8. Gokuma

    Ion Fury, a new Build Engine game out now.

    I heard as a concession, an update is going to give Shelly the ability to teabag and tallywhack her enemies. Anyway,half seriously, I once saw a seemingly serious late night long commercial but not really an infomercial show, for a skin cream called Nads. It was your usual skin cream commercial featuring women and it actually said, "Get Nads now." What was even funnier was stepping in a usual deli convenience store in the morning to see Dietz Nuts, snackballs of processed meat. I heard the commercials for those are ridiculous but I see very little TV. Of course sometimes stupidity wraps around into brilliant humor, intentional or not. Not sure if this was supposed to be funny or not...
  9. There's the 3D Alchemy book one as mentioned on another thread. It has a few oversights where things could have been done better but it's still cool. It might have given me some ideas back in the day. Probably would have been more inspiration if I hadn't already seen Werner's Spahl's Theme Patch first ,which is about the most prolific dehacked patch of old and I learned a lot from that. In the Alchemy book, the Dehacked stuff goes from pg. 437 to 451. I think it purposely doesn't mention the name Dehacked in that chapter, but then on pg. 589 to 594 it explains how to set up and use Dehacked. Also page 635 is the beginning of useful Thing listings with all their map id#'s and four letter sprite groups for Doom through Heretic & Hexen plus Hexen spawn id#'s. And width/height stats for most enemies. HELPFUL EDIT: All map id#'s are here in case you want to swap any around or give new unused ones to things in Dehacked: https://zdoom.org/wiki/Standard_editor_numbers I did that using Sehacked on Strife and made a bunch more things able to be placed in levels. Just relevant to Decorate and stuff, all spawn id#'s for scripting are here: https://zdoom.org/wiki/Spawn_number Except while some Skulltag stuff is listed in those, a bunch of map id#'s (ranging in 5000's, 5100's, and 5328) and spawn id#'s (within 155-222) are missing but I have in txt files., in case you want to use Skulltag actors with a ZDoom-based port. Well spawn numbers are relevant to deciding which things you want to change in Dehacked even if it can't change the actual spawn numbers. Currently I'm fixing up an old Dehacked patch and adding a bunch of stuff with Decorate, so I got quite some juggling to do. Before I've totally remade a huge dehacked patch in decorate, but with this one I'm only phasing a few things out of the dehacked so far. Besides maybe a few text and miscellaneous changes, I can think of something easy in Dehacked that I don't know if it can be done in Decorate -- a roulette item. With regular Doom dehacking, what a gettable item gives you is determined by its four letter sprite name, so you could put a bunch of frames each of a different item in sequence. Then it's luck or timing whatever it is when you grab the item. Maybe Zscript and other stuff can but I haven't even looked into anything else. Well way back there was also DDF (Doom Definition Files) with the old port dosDoom which became EDGE soon afterwards. That was a little of a forerunner to Decorate having a lot in common such as adding as much as you want, but multiplayer sync seemed to be broken in the versions I messed with and I had to update the code to work with EDGE which I never did.
  10. Gokuma

    Quake Oatmeal (single map)

    Wilford Brimley would be proud! ...Except for what Quaker Oats has become. Those vats that appear to be nukage are probably Monsanto's carcinogenic glyphosate.
  11. Though you can't have enemies shoot the super shotgun which is a wide spread of 20 pellets, compared to the regular shotgun that's a more accurate blast of seven pellets, you can stack multiple shotgun shooting frames. You can set a frame's duration to 0 if it has a code pointer and is followed by a frame with code pointer. Then only the frame that finally has a duration of 1 or more is displayed and actions of the previous undisplayed zero duration frames are all carried out on it simulaneously. Some old stuff of mine, someone else added to and uploaded: https://www.doomworld.com/idgames/utils/exe_edit/patches/quad2 I stack multiple shotgun blasts and on some variations, also a lost soul charge. I haven't ever tried this zip of stuff or messed with my original version in years. I don't know why this text file says authors may not use the level. Whichever test level or stuff was mine people can do whatever they want with, though it may not be worthwhile.
  12. Gokuma

    Doom: Annihilation update

    A movie could start out with the Doomguy assaulting his superior officer for commanding a squad to fire upon unarmed civilians.
  13. Gokuma

    Slade crashing when I open the color remaper.

    To access the color remapper, I highlight the series of entries by shift-clicking, then right click, Graphics, Colour Remap...
  14. Gokuma

    let's stop calling them "things"

    SomeTHING wrong? We can say anyTHING we want! Some like big THINGS they can not lie! Shake hands with THING. Having edited Doom on and off since 95 or 96, they will always be THINGS to me in Doom. DeHackEd calls them things. The entry in map wad is called Things and all map editors call them so. And also mentioned, they're called Things in the source code. If we're talking about decorate lump or the same type of code in a source port's .pk3, only then I'll call them Actors. If it's a text-based Multi User Dungeon (M.U.D.) then they're Mobiles, though I haven't touched a MUD in I don't know how many years, though it's interesting to read the data that makes them up or some old content I copied and pasted into text files. At least some God Wars MUD had a Doom area, though it didn't fit with the rest of the medieval fantasy type stuff. If it's a specific type of enemies in Zelda, then they're Moblins.
  15. Gokuma

    Slade crashing when I open the color remaper.

    I happen to have another problem with the color remapper. Here's a screenshot of how I can't see the top portion of it. My laptop is maxed at 1366x768 resolution. Fortunately, I can still accomplish what I want by loading translation string txt files of the series of colors to remap.
  16. Cool work! Only thing I don't like is changing enemies' pain chance to 0 so you can never interrupt them, see their pain frame, or hear their ouch. I would leave some small chance. Heresiarch is normally 10, same as an Arch-Vile. Korax is normally 20, same as a Cyberdemon. Maybe lower it to half those or make them both 5? I think max is 255 for reacting every time, so 5 would be 1 out of 51 or roughly 2% chance for each hit.
  17. Gokuma

    Old Nerd Playing Doom On PC

    "NNNNEEERRRDDDDDSSSSS!!" https://www.youtube.com/watch?v=gZEdDMQZaCU Hey, she sure doesn't look like it but if Elvira picked any of us up, she'd be a cradle-robber! People suspect vampiracy, but maybe she's actually a kung fu master.
  18. Gokuma

    DOOM: War Games

    Not five stars compared to modern maps. Despite the late submission year, this wad dates back to May 29th, 1994. I got it on an add-on CD in 1995. Five Stars for its time to bump up the average as this was one of my favorite classic wads of its time... So much so I messed around adding scripting with more switches to manipulate a spawn number by its digits and spawn whatever there's a number for. And here are those scripts for seven different switches to execute, though I recommend limiting selectible numbers. And you could do something more involved like summon groups of monsters and implement the thing hate command to make them fight. #include "zcommon.acs" int haha; SCRIPT 20 OPEN { haha = 154; } SCRIPT 23 (void) { haha+=1; printbold (d:haha); } SCRIPT 22 (void) { haha+=10; printbold (d:haha); } SCRIPT 21 (void) { haha+=100; printbold (d:haha); } SCRIPT 26 (void) { haha-=1; printbold (d:haha); } SCRIPT 25 (void) { haha-=10; printbold (d:haha); } SCRIPT 24 (void) { haha-=100; printbold (d:haha); } SCRIPT 27 (void) { printbold (d:haha); Thing_Spawn (random(3,6), haha, 0, 7); }
  19. Gokuma

    ion fury is out

    My paradise is full of these:
  20. Gokuma

    ion fury is out

    But that's a potential marketing goldmine!
  21. Gokuma

    No Traditional Multiplayer

    I haven't played Doom 2016. I actually just got a physical copy with all DLC cheap off ebay but need a new computer first. But anyway, not sure entirely what loadouts are but I think some classic Doom deathmatch maps I was playing on Zandronum simulated it with you starting right on an SSG or something. The biggest point is it's pretty simple to whip up some deathmatch mode with all they already have and leave it up to the players to make more custom maps for it. Battle Mode looks pretty cool, but at least give people the freaking option to play regular multiplayer, at least Doomguy vs Doomguy deathmatch, if not that and cooperative. Classic Doom invented multiplayer in first person shooters, didn't it? Give people the simple freaking option to try it.
  22. Seeing a baron claw himself to death after getting pissed at himself for blowing up a barrel that hurt him in v1.2. But a shotgun sergeant trying to commit suicide and failing may be funnier. Actually have v1.2 demos of those and also an imp clawing itself to death. Here: http://www.mediafire.com/file/qsn4ae1xvr2rpyy/12fun.zip/file I used the downgrade patch to turn my Ultimate Doom into v1.0 or v1.1. Then upgraded it to v1.2. Actually I did get the v1.666 floppy disks from someone but I think it was Ultimate Doom I downgraded.
  23. Gokuma

    Exclusively Games Interview with Doomguy

    Excellent candid interview. He's a good guy.
×