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Mechanos

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About Mechanos

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    Warming Up
  1. Mechanos

    List of unused sprites

    And just what are these unused sprites? I am curious to know if they could be utilized in any way. Thank you so much guys. You've been a great help. :)
  2. Mechanos

    List of unused sprites

    Thank you so much for the info. I am planning to make an awsome wad for Vanilla DOOM, yet only when I can get off my butt and do more work on it. Though does anyone know if there's unused frames for the Pistol? And if I recall, there's an unused sprite for the BFG 9000's firing sequence isn't there?
  3. Mechanos

    List of unused sprites

    How many unused sprites are there in DOOM 2? I know that there are 6 unused from the pain elemental because he doesn't leave a corpse so he is rarely ressurected. I know that there are also 2 unused in the player's death sequence. I've also heard there are some unused for the pistol firing animation but don't know just how many. Any one know just how many? Also, are there any more that aren't used?
  4. Mechanos

    Negative damage with dehacked

    @ Quasar, Okay thank you. I was really hoping to use negative damage blast radius for a pseudo scripting trick for Vanilla. Guess I'll have to stick with exploding barrels with Invulnerability sphere to get the job done W/Out damage.
  5. Mechanos

    Negative damage with dehacked

    What do these psycedelic effects look like? Could they be fixed with Inkworks? Also, can negative damage be applied to blast radius with DeHackEd or is the blast radius damage hardcoded?
  6. Mechanos

    Negative damage with dehacked

    I've recently learned that you can use dehacked to have projectiles inflict negative damage, meaning that a player "thing" or even monsters can be "healed". I was wondering if this can also be done with blast damage from barrels or even rockets? Probably not.
  7. Thanks. But howcome the texture scroll special in plutonia moves so much faster than in either ultimate DOOM, Evilution, and/or DOOM 2? Was the source code for that altered in any way?
  8. Been awhile since I've loged on. Anyway, does anyone know if there are any changes between the DOOM2.exe engine and those used for the final DOOM series (Evilution and Plutonia experiment)? The reason I ask is because I've noticed on plutonia that the scrolling walls move so much faster than in DOOM 2.
  9. Mechanos

    Thread of Vanilla Mapping Tricks

    Multiswitch door: May only work if all barrons of hell, mancubus, and arachnotrons are killed in the map. Place commander keens under different crushers, and set a door to lower with the 666 tag. Set each crusher to activate seperately when you press a switch. When the last crusher is pressed and the last commander keen dies, the door will lower.
  10. Mechanos

    Thread of Vanilla Mapping Tricks

    Now I see how it's done. Also, do you have any idea why or how the scrolling textures seem to scroll much faster in Plutonia than in DOOM 1,2, and TNT?
  11. Mechanos

    Thread of Vanilla Mapping Tricks

    That looks really good. I've been dying to see what awsome effects that you've accomplished. The idea for me is the texture on the mdtxtre scrolls. Therefore, each individual pixel will blink from invisible to color several times a second. BTW, how the heck did you create those reflections in the slime?
  12. Mechanos

    Vanilla engine tricks.

    I too gave thought about this. The wall behind the fake transparent texture may looked blocked when looked at an angle, but this has never been tried as of yet.
  13. Mechanos

    Thread of Vanilla Mapping Tricks

    There is one trick that I've thought of myself. Create a texture that is dithered. Basically it is two colors on the texture that are arranged like a checkerboard at the pixel level. In this trick, the colors are cyan (which is rendered invisible by the engine) and the other color is any color you like (red, blue, yellow, brown, etc) just as long as it's one compatable with the game's color pallete. You apply this on the map as a midtexture linedef, and give it a scrolling effect. The result is that each pixel will switch from cyan to X color several times a second, tricking your eyes into seeing a transparency effect.
  14. Mechanos

    Vanilla engine tricks.

    There is one trick that I've thought of myself. Create a texture that is dithered. Basically it is two colors on the texture that are arranged like a checkerboard at the pixel level. In this trick, the colors are cyan (which is rendered invisible by the engine) and the other color is any color you like (red, blue, yellow, brown, etc) just as long as it's one compatable with the game's color pallete. You apply this on the map as a midtexture linedef, and give it a scrolling effect. The result is that each pixel will switch from cyan to X color several times a second, tricking your eyes into seeing a transparency effect.
  15. Mechanos

    Vanilla engine tricks.

    This has probably been posted somewhere, but this is just incase there are some ideas out there that have been overlooked and/or never thought of before. I know that people have done amazing things with the old Vanilla DOOM 2 engine. Some that are typical yet add to the experience. Others that have made some say "Woah! I didn't know that was possible." The effects done on DOOM 2 seem to play a part in keeping the old game alive well beyond it's time. So if any of you have ideas for Vanilla tricks, feel free to post them. Some examples: Instant death teleports. Pseudoscripts. Movie animation (Trinity of terror wad). Overhead rotating fan (using mdtxtre linedef animation). Entire place exploding. Faked 3D scenery. Glowing floors with ceiling in shadow. Ambient sounds (very old).
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