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Gokuma

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Posts posted by Gokuma


  1. This is awesome.   Just played the 1st two maps.   

     

    One suggestion I would give is make the cleric's mace push back a little like another recent Hexen rebalancing mod does.

     

    I love Hexen but it's nice to have more straight forward action episodes to play in it.   The first hub tends to tire people out as seven portals is about three or four portals too many.

     

    Something cool I recently found, Hexen II's music track no. 5 is a newer variation of Heretic's E1M1 and 3 minutes long opposed to 2:05.

     

    EDIT: Just finished the episode.  Great improvements and expansions!   Unholy crap, this is good!


  2. Quake 1 guy is called Ranger.   Then there's another Quake 1 guy in Q3 called Wrack.

     

    Quake 2 people according to Q3 are Private Nathan Grunt and Major Wayland (female).

     

    These two I'm not sure if they were in Q2 or just made up for Q3:

    Bitterman - hero of Strogg War but transformed by experiments while captive.

    Tankjr - spawn of a human Tank Commander and an Iron Maiden of Stroggos.


  3. Modifying the DoomPlayer or adding a new player class is unnecessary.   Just put   Weapon.SlotNumber 7  in the NewBFG section.   Or maybe see if it works without it.   It's not under the original BFG9000 actor, but it's being replaced (and inherited by) the NewBFG, so the the regular BFG already being set up might be enough.

     

    EDIT: Nevander's post helped me with something else.   Setting a new player class as the only player got the Burn and Disintegrate Deaths from Strife working with inheriting StrifePlayer.


  4. Quick bought Duke 20th Anniv World Tour on steam recently which I had on my wishlist, just in case BP's lawsuit causes any temporary snafu (They could have avoided that shit and end up paying less if they just freaking paid him!).   Thought they would have fixed the ridiculous random wall clip instant gib glitch by now (aside from being gibbed so easily from simple doors).   Nope.   Strafed left with plenty of HP and suddenly got a message that I died.   But fortunately now it records as you play and gives you sliding bar to go back to any moment of your previous gameplay.   Thinking of switching to EDuke after episode 1 as I ASSUME it's better.

     

    Out of Duke, Shadow Warrior, and Blood, I probably played Blood the least.  I think only the demo.   But I get the impression it's the best Build engine game so got Fresh Supply on my wishlist.   Will always prefer Doom but had some fun Duke matches and Shadow Warrior deathmatches back in the dial-up modem game days.

     

    Still waiting for my big box of Ion Fury to arrive I ordered over a month ago.   Anyone else get it or is everyone playing the digital download?   I got my key but I want to install off the physical edition.

     

    That E1M1 for Blood looks cool except it erodes my soul that the switch to get outside close to the beginning doesn't seem to be there and it doesn't have some relatively similar item or weapon in place of the berserk pack that only appears on lower skill multiplayer.

     

    EDIT: Someone just got their Founder's Edition box two days ago so it looks like they just got sent out.

     

    Also nice Build version Doom sprites there!


  5. Thanks but just tried those as well as Death1.Burn and Death1.Disintegrate.   Still no luck.

     

    Also just a note on the stuff I first posted.   For Zandronum to run and not throw an error, in the shorter example of just inheriting DoomPlayer to replace it, you can't have the two code pointers that need to be inherited from StrifePlayer so I was using the enemy version of burn death with A_PlaySoundEx("human/imonfire", "Voice") instead of A_ItBurnsItBurns and with A_CrispyPlayer just deleted.


  6. I thought of a way to free up two player weapon sounds without really sacrificing anything of the Super Shotgun or BFG.   Extract dsdbopn, dsdbload, and dsdbcls from doom2.wad.   Open them in an audio editor such as Audacity. 

     

    Paste dbload and dbcls after dbopn, with the appropriate fraction of a second of silence in between each if any.  

     

    Maybe you can mathematically put the right amount of silence.
    The frame with the open sound has duration 7 + the next frame is 7.
    So Load starts playing 14/35 of a second after Opn starts playing.
    You'll have to subtract the length of the Opn sound from 14/35 of a second.
    Then Cls starts playing 13/35 sec after Load starts playing.
    So subtract the length of Cls from 13/35 of a sec.

     

    Or you can just experiment through trial and error how much silence to have.

    You might not need any, and the three sounds pasted consecutively may be fine.

    Or you lower duration of a SSG frames or two by 1 maybe, though that makes the nastiest

    close range deathmatch weapon even more overpowered. 

     

    Then insert your new combined triple sound in dsdbopn in a pwad.
    In Dehacked/Whacked, substitute two frames with no code pointer
    for the frames that play dbload and dbcls.

    Now change dbload and dbcls to whatever you want since you've freed them
    up for use in other weapons.

     

    EDIT: It has occurred to me that the sounds may be longer than they're given time to play, so you may have mix-paste, cut a couple short, or lengthen frame durations for them to sync up perfectly.

     


  7. I don't think you can use monster code pointers for weapon frames and vice versa.   Even in decorate there seems to be player weapon and monster versions of similar code pointer-like functions.

     

    In the old days people just replaced player weapon sounds.   So you may just have to juggle around the code pointer frames with OpenShotgun2, LoadShotgun2, CloseShotgun2, and BFGSound.   And replace the appropriate DS* sounds in a wad.   Or in the Text/Strings section, rename those sounds to the same as the monster sounds you want to use, such as manatk.   Also the BFG Shot/Projectile itself has no "alert" sound for it shooting and can be given one.


  8. Thanks guys.  I'm using a 2012 laptop, maybe actually built in 2011.    Glad it's running that well for you guys.   I think another culprit for me is having the same 3D sector transferred to 16 different sectors, so I'll try making separate copies of that 3D floor each transferred to 2 to 4 sectors.   I need to get a new comp sometime so I can install Doom 2016, MK XL, and Bloodstained: Ritual of the Night I already own, as well as the new Doom Eternal.   But I suppose it's good to have this old machine for now to keep my maps reasonably efficient.   I use floor flats on walls and wall textures on floors sometimes, but so far have avoided doing that in this map, though I'm currently not happy with all its current texturing.   This map being designed primarily for Deathmatch and with single player/coop being secondary in it, so I want it to perform well for multiple players online.   I think I may have an alternate version with the higher detail though.


  9. Keeping dying normal death and normal gib frames.

     

    First I tried:

    ACTOR MyDOOMPlayer : DoomPlayer replaces DoomPlayer
    {
        States
        {
        Burn:
            BURN A 3 Bright A_ItBurnsItBurns
            BURN B 3 Bright A_DropFire
            BURN C 3 Bright A_Wander
            BURN D 3 Bright A_NoBlocking
            BURN E 5 Bright A_DropFire
            BURN FGH 5 Bright A_Wander
            BURN I 5 Bright A_DropFire
            BURN JKL 5 Bright A_Wander
            BURN M 5 Bright A_DropFire
            BURN N 5 Bright A_CrispyPlayer
            BURN OPQPQ 5 Bright
            BURN RSTU 7 Bright
            BURN V -1
            Stop
        Disintegrate:
            DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice")
            DISR BC 5
            DISR D 5 A_NoBlocking
            DISR EF 5
            DISR GHIJ 4
            MEAT D -1
            Stop
        Firehands:
            WAVE ABCD 3
            Loop
        Firehandslower:
            WAVE ABCD 3
            Loop
        }
    }

     

    So then I tried:

    ACTOR MyDOOMPlayer : StrifePlayer replaces DoomPlayer
    {
        Radius 16
        MaxStepHeight 24
            CrushPainSound "*pain100"
        Player.DisplayName "Marine"
        Player.CrouchSprite "PLYC"
        Player.StartItem "Pistol"
        Player.StartItem "Fist"
        Player.StartItem "Clip", 100
        Player.RunHealth 0
        Player.WeaponSlot 1, Fist, Chainsaw
        Player.WeaponSlot 2, Pistol
        Player.WeaponSlot 3, Shotgun, SuperShotgun
        Player.WeaponSlot 4, Chaingun, Minigun
        Player.WeaponSlot 5, RocketLauncher, GrenadeLauncher
        Player.WeaponSlot 6, PlasmaRifle, Railgun
        Player.WeaponSlot 7, BFG9000, BFG10K
        Player.WeaponSlot 8, ScorpSpear
        
        Player.ColorRange 112, 127
        Player.Colorset 0, "Green",            0x70, 0x7F,  0x72
        Player.Colorset 1, "Gray",            0x60, 0x6F,  0x62
        Player.Colorset 2, "Brown",            0x40, 0x4F,  0x42
        Player.Colorset 3, "Red",            0x20, 0x2F,  0x22
        Player.Colorset 4, "Light Gray",    0x58, 0x67,  0x5A
        Player.Colorset 5, "Light Brown",    0x38, 0x47,  0x3A
        Player.Colorset 6, "Light Red",        0xB0, 0xBF,  0xB2
        Player.Colorset 7, "Light Blue",    0xC0, 0xCF,  0xC2
        States
        {
        Spawn:
            PLAY A -1
            Loop
        See:
            PLAY ABCD 4
            Loop
        Missile:
            PLAY E 12
            Goto Spawn
        Melee:
            PLAY F 6 BRIGHT
            Goto Missile
        Pain:
            PLAY G 4
            PLAY G 4 A_Pain
            Goto Spawn
        Death:
            PLAY H 0 A_PlayerSkinCheck("AltSkinDeath")
        Death1:
            PLAY H 10
            PLAY I 10 A_PlayerScream
            PLAY J 10 A_NoBlocking
            PLAY KLM 10
            PLAY N -1
            Stop
        XDeath:
            PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath")
        XDeath1:
            PLAY O 5
            PLAY P 5 A_XScream
            PLAY Q 5 A_NoBlocking
            PLAY RSTUV 5
            PLAY W -1
            Stop
        AltSkinDeath:
            PLAY H 6
            PLAY I 6 A_PlayerScream
            PLAY JK 6
            PLAY L 6 A_NoBlocking
            PLAY MNO 6
            PLAY P -1
            Stop
        AltSkinXDeath:
            PLAY Q 5 A_PlayerScream
            PLAY R 0 A_NoBlocking
            PLAY R 5 A_SkullPop
            PLAY STUVWX 5
            PLAY Y -1
            Stop
        Burn:
            BURN A 3 Bright A_ItBurnsItBurns
            BURN B 3 Bright A_DropFire
            BURN C 3 Bright A_Wander
            BURN D 3 Bright A_NoBlocking
            BURN E 5 Bright A_DropFire
            BURN FGH 5 Bright A_Wander
            BURN I 5 Bright A_DropFire
            BURN JKL 5 Bright A_Wander
            BURN M 5 Bright A_DropFire
            BURN N 5 Bright A_CrispyPlayer
            BURN OPQPQ 5 Bright
            BURN RSTU 7 Bright
            BURN V -1
            Stop
        Disintegrate:
            DISR A 5 A_PlaySoundEx("misc/disruptordeath", "Voice")
            DISR BC 5
            DISR D 5 A_NoBlocking
            DISR EF 5
            DISR GHIJ 4
            MEAT D -1
            Stop
        Firehands:
            WAVE ABCD 3
            Loop
        Firehandslower:
            WAVE ABCD 3 A_HandLower
            Loop
        }
    }

  10. Damn, most people played some great stuff for first checking out custom stuff.     I remember early stuff I played, but all I can remember for the absolute first is 11inhell.wad on the Deathday CD (Or "The Ultimate Addon Collection for Doom / Doom II") in 1995.   I don't recommend that wad though seeing the huge dimensions that were possible in a custom made map, I probably thought wow.

     

    First cool patch I played was Werner's Spahl's Theme Patch, probably theme14, and got the latest theme17 off a later CD or at least theme16 from a CD.   I remember playing 16 the longest before getting 17.


  11. Thanks!   I split the large sectors up and simplified the inner arches you see less of and noticed some improvement.   Still gotta work some more on it, but it's getting better.   Hopefully I can get it so views from extreme ends don't cause a dip without sacrificing too much.


  12. On 9/29/2019 at 12:11 AM, Sgt Nate V said:

    Maybe you should learn to detect sarcasm. @Gokuma, please put /s next time if you're being sarcastic.

     

    Actually I was faking a sarcasm... 

     

    Hooked up my VCR to crappy capture adapter just to edit together these scenes with the music.

    https://www.youtube.com/watch?v=5_UnNz3mMjQ

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