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Mechanos

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Everything posted by Mechanos

  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

    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?
  3. 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?
  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

    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.
  6. 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?
  7. 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.
  8. 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?
  9. Mechanos

    vanilla script idea

    I have never tried these myself nor will be able to for awhile. But after reading countless fourm postings and seeing youtube demos, I have two ideas for vanilla doom scripts. 1. Create a lift that is not shown on the map. Make a linedef trigger that runs through the center of the lift. Place a Voodoo doll on the linedef trigger. Tag the lift to be activated by a switch. When the lift is activated, will the doll's vertical movement activate the linedef trigger? 2. Place a voodoo doll on a ledge; half on the higher sector, half on the lower. Place a crusher behind the doll, with a barrel underneath it. Infront of the doll, place two or more linedef triggers. I have seen a video on youtube from ClassicDOOM (username) where he shoots a barrel while the player is on a ledge and the barrel explosion does no damage. I would like to know if this could work for Pseudoscripting?
  10. 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.
  11. 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?
  12. 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).
  13. 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?
  14. 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.
  15. 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.
  16. 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.
  17. Mechanos

    vanilla script idea

    Good point. So I guess that the best way is Essel's way. Thank you for clearing up any misconceptions I had. I really learned alot.
  18. Mechanos

    vanilla script idea

    Well then there is one last new option. Maybe it is possible to play the wad in coop. The actual player (real human playing on the computer) connects to something like a "Dummy" player online. The first-player actor is controlled by the real player, and the second-player actor acts as the voodoo doll. I know this sounds really dumb, but in theory it could work. Otherwise, I will just have the pseudoscript effects done by the way Esselfortium uses in KDiKDiZD.
  19. Mechanos

    vanilla script idea

    We all have our different preferences in what we want in a mod/wad. Some people like to use modern source ports, others like to stick with the original. (BTW, rest in peace Espi. We'll miss you).
  20. Mechanos

    vanilla script idea

    I just came up with another idea. I'm not sure if this will work, but it is a long shot. Using Dehacked, what if I can modify a second player start and use that as a voodoo doll. It gets hurt and you don't.
  21. Mechanos

    vanilla script idea

    I agree with bgraybr about creativity. I am planning to create a megawad that utilizes several tricks that have never before been used in a Vanilla DOOM wad. I'll just use the crusher and barrel trick with a health vial placed infront of the doll. A segmented linedef trigger will be used so when the voodoo doll passes the line, it'll activate all of them at once. Dehacked will be used to display an empty text string when the doll picks up the vial. Also, the colormap flashes that'll appear when the switch is activated will kinda look like the switch made a violent electrical pulse.
  22. Mechanos

    vanilla script idea

    Well it's mostly to do something really incredible within the limits of the original engine. To really do vanilla scripting without damaging the player would be an acomplishment. I just remembered that the lift idea may not work at all. Because linedef triggers only work when the player crosses it in only one certain direction. But it would be cool if it could. Guess I'll just suffice with the way esselfortium suggested.
  23. Mechanos

    vanilla script idea

    Then I guess that the last option to try is the first idea that I proposed with the lift. If not, then I guess the only thing to do is to place a health vial infront of the doll's path. Dehacked can be used to remove the text that would otherwise show up. It would make it abit more convincing anyway.
  24. Mechanos

    vanilla script idea

    What about the idea for having the voodoo doll on the ledge when the barrel explodes? Look on youtube for " Exploding barrel is harmless in Final DOOM." There is also a video by the same user showing a revenant missile hitting a barrel and all it does is get pushed but does not detonate. I am wondering if this bug can be exploited? Also, the trick used in Plutonia experiment to utilize linedef triggers to pick up items when a doll on a lift moves down onto the item, I was wondering if the same could work to activate linedef triggers?
  25. Mechanos

    vanilla script idea

    Ok thanks for clearing that up. By the way, I came up with a third idea on how the pseudoscripting can be done using DeHackEd. 3. Place a modified thing next to the stair crusher with a barrel. Position it to be pushed across the linedef trigger(s) by the explosion. Using dehacked, the thing will die and transform into a player's corpse. The transforming of one "thing" into another via being damaged with the vanilla engine has been shown possible with "The Sky may be" wad. Though it's possible that when the thing dies and becomes a player's corpse, the player will die or sustain damage as well. Correct me if I'm wrong.
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