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Darch

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Everything posted by Darch

  1. I'm trying to make an Arch Vile attack that leaves an object behind. The problem is, this object is not subjected to gravity. I've removed the gravity state with Whacked and added an object after it's last frame (tall lamp, just for testing) and sometimes it's spawns on air and even inside the ground. Here's the code: Thing 5 (Archvile attack) Bits = NOBLOCKMAP+TRANSLUCENT Frame 310 // (vile attack last frame) Next frame = 442 // (tall lamp first frame) My test wad is also attached if someone can take a look, thanks fire test.rar
  2. I'm using ZDoom 8.1 and PRBoom 2.5.1.5
  3. Exactly. In the test map, if go up the stairs after Arch Vile starts its attack, sometimes the lamp will be spawned inside the floor, at the same height you were when attack started.
  4. Awesome! Thank you very much, @holaareola. The biggest issue (object spawning on air) is solved, but we still got the object inside the floor if we go to a higher floor after the fire sequence starts. Is this also fixable?
  5. That would be perfect, can you show me how to do it?
  6. That helps, thank you. Unfortunately it still has no gravity. So, if I'm standing on a higher floor when Arch Vile starts his attack, then go down in the middle of it, the object will still be spawned in the air.
  7. Darch

    Adding new face sprites to hud?

    You mean grittin teeth + invulnerability eyes? That would require extra frames. As far as I know, you can't add frames, only replace the existing ones.
  8. Darch

    Random Image Thread

  9. Darch

    [Megawad] Tarnsman's Projectile Hell - RC2

    This was the first Doom map I couldn't beat with iddqd. I became indeed an "imortal smoke trying to reach the moon" as the map title says, and couldn't get back to the floor. Later I figured it out and beat it properly.
  10. Watching my 6 year daughter learn how to write, what does not make sense for me (in any language) is that C sometimes is pronounced as S, and S sometimes is pronounced as Z, G sometimes is J, etc etc. It would be much simpler if every letter sounded always the same. Most of her spelling errors happen because she writes the words exactly as she hears them, and it makes more sense to me.
  11. Darch

    Textures - keeping track of what is used

    @RDETalus the problem with this "delete unused textures" option is that it also deletes frames of animated textures, since you generally don't place them all into maps, breaking their animations. If I had few animated textures, I would make some walls outside of the map with every frame of them. (didn't test it, but should work) @TheGreenZap I look at doombuilder which textures were used, exactly as @RDETalus mentioned above, which can be a slow and painfull task if you have lots of textures. I was just about to ask the same as you, if there was an easier method.
  12. The above, is it possible? I get a "texture not found" error whenever I use a texture from another wad, and PrBoom closes. I have to use ZDoom to test my maps, even when PRboom is the target port. I'm using Doombuilder DBX2019.1, because that's the latest version my pc could run.
  13. Darch

    [Megawad] Tarnsman's Projectile Hell - RC2

    Played the first and second episodes and this is fantastic so far. The new balance works perfectly for fast paced dooming.
  14. I play nuts.wad way more than I should
  15. Darch

    He Came From Beyond

    It looks fantastic! Nice to see innovative and well made mods like this.
  16. Darch

    Visual Glitch In Slade

    That might be the cause, thank you. Guess I'll stick with older Slade versions
  17. Darch

    Visual Glitch In Slade

    I'm having the same problem here. Weirdly, Slade was working fine in this same computer. I have both .Net Framework and Visual C++ installed. I uninstalled Slade (with unins000.exe), and reinstalled it. I got this white background, some graphics display fine over it, but some are just a white square. Did you manage to solve this?
  18. My computer is quite old and I need a new one (or upgrade this one), but I don't really know much of what I need in terms of system specifications, video and audio cards. What I wanted to do with it: - record and mix music (not heavy recordings, around 16 tracks or less) - video edit (around 10 tracks or less) - run latest versions of GZDoom (currently it doesn't run anything past GZDoom 1.9) - run games like Dark Souls I'm aware lots of people use mac for audio and video edition, but I owned a mac and really didn't like it. So if you guys work with some good audio and video editing programs for windows, Id like recommendations of those, too. actual system: processor: Intel core Duo Cpu @2.93 Ghz RAM 4 GB Operational System 64 bits Thanks!
  19. Darch

    Multiple texture edit

    Can I resize multiple textures at once at the TEXTURE1 lump? For example, I have tons of textures sized 90x45 that need to be resized 128x64 (just the texture sizes, not the graphics) and apparently I have change them one by one. I'm using Slade 3.3
  20. Darch

    Return to Hadron Episode 3 - Idgames release

    Downloading right now!
  21. Preacher MAP 09 - Crown of Thorns This is almost an "open world" doom map, with basically everything we've seen so far taken to gigantic (or ridiculous) proportions. Call it repetition, or cohesion :P There are tons of starting spots for the initial teleporter, platforms going up and down, and more than 800 monsters that can move anywhere in the map. There is one single Baron of Hell placed in this map, and I've meet it at many different locations while testing. I don't remember exactly, but I think it took more then 8 months to build this map (yes I'm slow). It was long and painful for me too, pals. The last fight was an attempt to make a dynamic IOS fight, so it moves up and down, and bars also move protecting it from mouselook players, hehe Sometimes, rockets don't hit IOS properly. I didn't notice that while testing, I probably should have raised its height in dehacked, apparently it doesn't match the sprite size. Preacher MAP 10 - Judgment Day A credit map. When I was a kid a loved a Sega Genesis game called "Toe Jam and Earl", and was amazed that I could still control my character in the ending sequence, instead of cutscenes that were shown at the end of 99% of the games. That works fine in Doom, IMO. So that's it, thanks for playing and sharing your opinions here at the megawad club!
  22. Preacher MAP 08 - Witch Hunt This map takes monster mobility to a cyberdemon size, so cyberdemons can move anywhere in the map. There's a cat-rat chase here (hence the map name): You start in a small room, along with a Cyberdemon and not enough ammo to kill it. Your only choice is to flee out by the teleporter, and the cyberdemon will follow you. So you start as the rat. After you find some keys, you will be able to grab ammo for weapons 6 and 7, then you can chase the cybers left in the map. Basically all health is placed at the center of the map, so hopefully you can't camp at the corners for too long. In the center there's also an annoying platform that allows monsters move in an out those blood pits, but is also about chaos and players not having much control of the environment.
  23. MAP 07 - Sanctuary More ICO references here (pics below): The stair steps have been resized so monsters could move freely. Monster mobility is something has been taken care overall, even with hidden switches designed specifically for monsters, and a few teleports when there was no other way. I tend to play my own stuff a lot while making it, and knowing where every monster was got boring quickly. So maps are designed in a way even I could be surprised sometimes. But hopefully it also rises replay value, along with the random start spots. By the way, this is a berserk punch map. That's why there's no chainsaw so far, it would get in the way when you switch weapons. Pistol starters won't probably survive without punches, but continuous players may not notice it until they got their ammo stripped down. Or not :P
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