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Buu342

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Everything posted by Buu342

  1. Well, with some cleverly created sectors it could be possible to make it work. I can create a V shaped sector without the wind effect on it behind the obstacle.
  2. Buu342

    DoomWare **Open Beta**

    Another video for you guys if you're still following:
  3. Another video for you guys. Everyone out of ideas already?
  4. Buu342

    Realm 667 importing

    When developing for Garry's Mod, I remember the way I went around that was to provide the fix along with the error message.
  5. Sorry for the lack of updates, but I've been a bit busy recently. I've been also working on some bug fixes that were causing game-breaking issues. So currently I made it so that the game calculates the player with the highest score. This will allow you to detect who the current top player is, and make his life miserable so that you can take the top spot. I've also made it so that the game no longer repeats minigames, as I have currently made 30 minigames. Here's some screenshots: Thank you scifista42 for the E1M1 idea and Ichor for the dive into the water idea.
  6. Buu342

    Realm 667 importing

    I'm not quite understanding what it is that you're doing, but this is the idea of what you want to do: 1) Open the file you downloaded with SLADE 3, and then open the Wad you want to put the stuff into with SLADE again. (Get SLADE 3 at http://slade.mancubus.net/) 2) Slade has a tab system. If you open the program, you can change between your wad and the one you downloaded. 3) In YOUR wad, create new entries and give them these exact names (if they don't exist): PP_START PP_END F_START F_END SS_START SS_END 3) Select the WAD you downloaded and copy all the sprites 4) Change the tab to your WAD and paste the sprites in between the SS_START and SS_END file. 5) Copy the textures from the wad you downloaded and paste the textures between the PP_START and PP_END file. 6) Copy flats (floors) from the wad you downloaded and paste them between the F_START and F_END file. 7) Copy sounds and paste them at the very bottom of your wad. SOUNDS DO NOT NEED TO BE BETWEEN ANY MARKERS. 8) If a DECORATE file exists inside your wad, Copy the code inside the downloaded wad's DECORATE and paste it into your wad. If a DECORATE file does NOT exist inside your wad, just copy paste the decorate from the other wad anywhere outside the Markers of your wad. 9) Final step - Open the Decorate inside your wad. Every Monster's code starts with a line like this: ACTOR MonsterName XXXXX XXXXX being a number. What you have to do is to make sure that NO MONSTER/Weapon has the SAME NUMBER. If they do, you will get problems. Also if a monster does not have a number, GIVE IT ONE (this is if you want to be able to spawn him in Doom Builder. I suggest you make your numbers larger than 11110. This will avoid conflicts with other monsters/weapons that already have a specific number assigned by Zdoom/Doom. If the numeber is too big, the wad will not work. If you still aren't quite sure how this works, I'll create a sample wad so that you can explore by yourself and you should be able to understand it from there.
  7. Buu342

    How convert Music into MIDI?

    I've used WIDI in the past. Be advised it's not free, and the tool is extremely rough. It tends to overdo certain notes, causing high pitched spikes in the music. I tend to use it as a rough head-start for when I'm transcribing, as it does get the notes right, it just fills the notes with unwanted crap in the process. However it's probably the best tool out there for doing this.
  8. Buu342

    How convert Music into MIDI?

    I'm afraid it doesn't work that way. Midi files are essentially scores. They don't store the music itself, but rather the positions of instruments meant to be played. The computer does the rest. This is why midi files are so small, because they are just the score of the song. So you'll either have to compose your MIDI by hand, or get a program to do it for you (Which will sound REALLY bad and nothing like what your MP3 sounds like). You're better off doing it yourself.
  9. I got it! Makes a lot of sense now! Thank you for your insightful post. Linguica's array shuffling idea worked and that's the one I implemented already (I was still asking about my code so I could understand where I went wrong), but yours seems to work too, though sorry for making you write all of that. Another question if you guys can. I want a player's translation (the color they chose for their character in the options) to be kept after they are morphed (For some reason, morphing the player does not keep their translation, even with the Player.ColorRange set in the Morph class. The way I was going around it was creating an object and giving the players' translation to it, and then having the object execute acs code to give the player that translation after being morphed. This works, for the first and second player but fails for all the others. Any ideas? Code Zandronum uses old Zdoom code, so I can't use MRF_TRANSFERTRANSLATION Edit: Got it working. I just looped the Decorate code and it works now. Seems it takes a few ticks for it to translate everyone's color. I then put in my ACS Script a delay to remove the translation objects so that we don't get a buildup in the game.
  10. Well yeah, that's the idea behind the code. Due to the loop, it was supposed to loop through the code indefinitly UNTIL it found a number which wasn't reproduced. Or am I missing something essential here?
  11. Damn, I really wanted to avoid doing that. Oh well... Out of curiosity, why doesn't the current code work?
  12. I have a script which is made to run a maximum of 25 times, and it's supposed to pick a number from 0 to 26 (27 different numbers to choose from) without repeating any of them. It works in the beginning, but by its 20+ run, it starts repeating again. Any ideas? int PastRound[342]; global int 4: RoundNum; Script 2 (void) { int round; RoundNum = RoundNum+1 int i = 0; for ( i = 0; i < RoundNum; i++ ) { until (round != PastRound[i]) { round = random(0,26)+100; } } PastRound[RoundNum] = round; return round; }
  13. Buu342

    DoomWare **Open Beta**

    Ain't got one yet. I wanna do a little bit of private testing before I release an actual test server.
  14. Hey, if that's the case I know how to fix your problem. Select that linedef and tick "Double Sided". I was having a similar issue with another wad of mine recently and that seemed to do the trick.
  15. Yeah I am planning on releasing AT LEAST 50 minigames with this (Currently 24 have been made). I'll try to release more as time goes on. ACS's Random function is terrible, as it tends to repeat a lot. So this is a definite must add.
  16. Here's a little bit of what's been done recently: (Yes the spikes move)
  17. It's not a problem, just chillax. No one here's attacking you, and it's fine that you don't know about some of the in-jokes if you're not too knit with the community. Now lets stop derailing the thread :v
  18. Here's another Update video for you guys: https://www.youtube.com/watch?v=IN701SfTdZc So currently, I've spiced up the gamemode's round system a bit and extended the gamemode's length to 25 rounds. I've made it so that as the game speeds up, it makes each minigame last shorter AND become harder. I've also added a "Ding" sound to some minigames in order for the player to know whether he has sucessfully completed the minigame or not. Finally, I added new gamemodes as you can see in the video (as well as showed off other gamemodes that didn't make it in the last video).
  19. Hey there. I'm working on a minigame gamemode, and I'm having some small issues. Three main bugs to be exact. They are as follows. 1) Thing_Move SOMETIMES causes the following bug: "Warning! Cannot Find Start point: (X,Y)" Solved. Apparently there were map spots outside the boundaries of the map. So as my minigame gamemode is round based, sometimes I have to teleport the player out of the waiting arena, but sometimes ONLY THE SECOND PLAYER doesn't make it to a mapspot assigned for him. Instead, I get that error message with a random X and Y coordinate, and at the same time the player gets killed 10 times in a row. The annoying thing is that some of the minigames do this while others don't, and it's ONLY for the second player. The players are being teleported like this: There are map spots in the arena with 16 unique TID's. Upon joining, the player is given a Unique TID based off the amount of players in the server and their ID is stored in a variable. Thing_ChangeTID(0, 1337+PlayerNumber()); ID[PlayerNumber()] = 1337+PlayerNumber(); Before being teleported, I spawn a mapspot on their location with their ID + 1000. Then I move them to the arena via: thing_move(ID[PlayerNumber()],50+ID[PlayerNumber()]-1337,false); Once the minigame is finished, they get teleported back to the mapspot with their ID + 1000, and then the mapspot is removed. So why does the second player and ONLY the second player SOMETIMES fail to teleport? 2) Unmorphing causes the game to crash.Solved! I stopped using powerups and instead used MorphActor() In one of the minigames, I cause the player to get morphed into a class where they cannot move, and must do so using a weapon which moves them utilizing recoil. Upon the minigame finishing, the players are morphed back into the DoomPlayer class again, however sometimes this causes a crash. Whether this happens or not seems to be random too... Decorate code: ACS code:Crash Report: http://www.mediafire.com/file/bbc718c68adth57/CrashReport.zip 3) Player Color Not Being Applied To Morphed Player From Question AboveSolved! Player TID is apparently reset upon morphing. Simply setting it back using Thing_ChangeTID fixed the problem. This one isn't as urgent, but is still a bit odd. So the morphed player doesn't seem to be keeping his translation after being morphed. if you read the ACS code above, you might have noticed a Thing called "KartTranslator". The thing is supposed to execute a script which sets the color it was translated to via Thing_SetTranslation(ID[PlayerNumber()]+2000,-1); However it doesn't seem to work. Applying a translation right after the player has been morphed works without flaw, so why doesn't it work like this? Is there a way to get the players' translation color? Thanks guys!
  20. Everything is fixed now! Check the OP for details. Thank you everyone!
  21. Yeah I understand that now. The Wiki wasn't really explanative of what PlayerNumber was, so I had to make some assumptions. I've finished replacing everything, testing now. Edit: Still having the same issue with thing_move. The gamemode works flawlessly however. Edit Edit: I made an interesting discovery. Apparently a massive sea of map spots were located way out of the boundaries of the map. How they got here? No clue. Most of them were using Unique TID's which I never assigned anything to before. Must have been a bug with Doom Builder 2 back when i was using it before switching to GZDoom Builder. That's fixed now. 1 down, 2 to go!
  22. That's what I was doing, and then in Respawn I was setting the player's ID back to the one he was assigned to in the beginning of the game.
  23. NOW I remember why I was using the ID system. When the player was killed, his corpse would keep his ID, meaning that it too would be teleported all over the place, at times telefragging. So I was using the ID system to keep track of the players' ID so that upon respawning he could be given it back. But if what you said was correct, I won't be needing this system anymore.
  24. If that's the case then all should be good. I'll give a quick shot at replacing the ID system I set up then.
  25. Well, it would help to know how the system works, because if that's the case I might need to redo the way I'm doing this. If we have 16 players, and 1 leaves, and another one joins, that player will have an ID of 17, which means he won't be teleported to the correct map spot. The map spots they get teleported to are already placed in the map. The ones that they spawn in order to be teleported back to the waiting room after the minigame completes is like this: SpawnSpotForced("MapSpot",ID[PlayerNumber()],ID[PlayerNumber()]+1000,0); thing_move(ID[PlayerNumber()],90+ID[PlayerNumber()]-1337,false); Delay(70); // Time for the Minigame thing_move(ID[PlayerNumber()],ID[PlayerNumber()]+1000,false); thing_remove(ID[PlayerNumber()]+1000); I was under the impression it returned the amount of players CURRENTLY in the map, so I was assigning an array as it would store that players' special ID based off the amount of players WHEN he joined the map.
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