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About Magnum Express
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Okay, here are the specifics: - I am using Slade 3 - The port is GZDoom - The image is in PNG format with 256 x 128 for dimensions - I am using ANIMDEFS - I did add the textures to a patch table
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A custom animated texture that I made appears black in game, but it appears just fine in DB2's 3D viewing mode. I followed the guides on the ZDoom wiki, and I am not sure what the problem is. What can I do to fix this?
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I'll agree with Gez that the format I chose is rather ridiculous. Come to think of it, I'm not even sure why I am still using it.
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I'm trying to make the player spawns change location depending on the difficulty setting. The ZDoom Wiki hasn't been any help, or I'm just not looking in the right location. While I am at it, I have two more questions, but please note that they are not as important as the main one: 1. In a map utilizing ZDoom (Doom in Doom Format), how do you make a middle texture block projectiles and hitscan attacks? 2. Where is another good source for monsters and weapons other than realm667? I'm looking for some Doom-style handguns (non-angled) and melee weapons, as well as a zombie that only uses melee attacks (as with the weapons, I would prefer this monster to be Doom-styled).
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How do I change the amount of damage custom weapons do?
Magnum Express replied to hardcore_gamer's topic in Doom Editing
5 is the amount of damage this weapon does (Per individual pellet, I may add). Just increase this number and the weapon's power will be increased. -
Thanks, but boy do I feel like a newbie.
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Your New Mega-Cool-and-Whatnot Project Ideas
Magnum Express replied to purist's topic in WADs & Mods
There's a WWII stealth TC that I have been wanting to pick up again, but right now I lack the resources (enemies, textures, weapons, etc.)to even get a start on a single map. -
The problem: A few custom weapons that I want to implement in a mod I'm working on aren't showing up in DB2. I have given them DoomEd numbers, so I have no idea why they aren't showing up. Also, I'm using the Doom 2 format. The question: What is a quick way of disabling monster weapon/ammo drops?
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Translucent Middle textures in ZDoom (Doom in UDMF Format)
Magnum Express posted a topic in Doom Editing
Simply put, I can not find a single way to do this in DB2. You might as well through in breakable glass, because I'm curious about that, too. -
Doomworld Mega Project - /idgames link is up
Magnum Express replied to TimeOfDeath's topic in WADs & Mods
I would like to contribute, but I have a few unfinished projects that I should have completed a while ago. -
I have decided to finish a multiplayer mod that I abandoned last year, with the decision of making it class-based (like Team Fortress 2). I have found a few examples of how to set the classes up, but need some help to avoid leaving out any vital coding.
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I have looked through Brutal Doom before, and I don't remember anything like this standing out in the DECORATE file. I'll try again.
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Do you have an example of a script like this?
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How do you code location damage like headshots into a monster's DECORATE?
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This is what I was going to do. I'm still curious about how to activate the Alert state when the monster sees a dead monster, though. But thanks for the help! EDIT: This "Sound Source" thing that you mentioned is supposed to be dropped when the player fires or the hit monster screams, right? That is what I had in mind.