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Daryn

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Everything posted by Daryn

  1. Daryn

    DRAGON SECTOR - REMAKE

    Just wanted to drop a quick note to let everyone know that v0.30 of the mapset is now available. Map 03 is complete and ready to play! Link is in the OP, but it's also here, for convenience. https://www.moddb.com/mods/dragon-sector-the-remake/addons/dragon-sector-remake Edit: Building a mod page and the URL of the file changed.
  2. Daryn

    DRAGON SECTOR - REMAKE

    @Barefootstallionadded a fix for this for the next update. You'll get a checkpoint when you open the doors. Not sure if he'll make the doors operable again after entering the base, but an autosave works for now. We hope you'll give it a go. It's been lots of fun putting it together so far!
  3. Daryn

    DRAGON SECTOR - REMAKE

    We reuploaded it in pk3 format. pk7 was proving to be way too slow. May be why you were having trouble.
  4. Daryn

    DRAGON SECTOR - REMAKE

    Sorry to hear you're having trouble. If I might ask, what's your PC specs? It'll help us figure out where the bottlenecks might be, and if there's something we can do about it. But, yeah, there is a ton of stuff going on.
  5. Daryn

    DRAGON SECTOR - REMAKE

    Just bumping this thread. There's been a lot of work done on this. Map02 is now done, and it's a doozy! Do check it out, and comment, if you like.
  6. Daryn

    DRAGON SECTOR - REMAKE

    Just wanted to add, we used the Github version of Project Brutality. https://github.com/pa1nki113r/Project_Brutality The map will work on Brutal Doom, or GZDoom without mods, too, but it's way more fun with one of those mods.
  7. Daryn

    Possible goodbye to lootboxes?

    If the US regulates loot boxes it will be a step in the right direction to rein in some of the nonsense that's going on in the games industry right now. Loot boxes are exploitative and manipulative, not to mention they actually detract from the overall enjoyment of a game. Case in point: Shadow of War. A game whose key feature, the Nemesis system was turned into a pointless mechanic since Orcs were now turned into random drops. What happened to that game? It kept its loot boxes for a little under a year, and then the entire loot box mechanic was pulled from it. The result was a game that's actually enjoyable to play, now. I'm currently playing Mortal Kombat 11, and that's a game that is so full of microtransactions that it's actually irritating to play it. The game itself, when you're in and fighting is nothing short of brilliant, but it's wrapped in a film of filth that I'm finding myself not wanting to bother with it anymore. This is the biggest issue I have with loot boxes. They wear thin. They get annoying, and they drive people to do one of two things. Either they give up, or they spend far too much money on items that don't really do much to enhance the game. Publishers know this. They know that the majority of the money spent on their microtransactions and loot boxes is being spent by a small percentage of their user base. It's a calculus they make ahead of time. There is a real human cost, though. All these cosmetic outfits, glamours, shaders, props, etc. All of those need to be created by artists. Artists and contract workers that end up having to work 80+ hour weeks. Do we really need to be running around a game world in a chicken suit? Does having 26+ outfits per character make the game better? I'd love to see loot boxes go away, but until people actually start seeing what the real cost of the items is, they won't. Regulation may be the only option, who knows. What I do know is that this has been brewing for years, and the AAA industry is about to go through a really bad time. Even if regulation doesn't happen, the threat of it is going to make waves.
  8. Daryn

    Tidus Titan Triumverate

    I think I understand the idea here. I'll write some test scripts and play with this to get my head around it more. Again, many thanks!
  9. Daryn

    Tidus Titan Triumverate

    So with ACS you could just trigger an action and then Delay() for a number of Tics. So, in ZScript, this is done via Tick()? I'll look into how this function is used. I'm sure this'llbe helpful! Thanks @Mere_Duke!
  10. Daryn

    Tidus Titan Triumverate

    The basic premise of a horde mode is that you start off with a limited amount of weapons/ammo and you're pitted against waves of monsters. Each wave you kill gets you resources you can spend on more weapons/ammo before the next wave comes in. It's kind of like Grinder in Defense Grid. As to whether I can do this, I don't see any reason I couldn't write it. It probably wouldn't be the main mode for the mapset, but it might be a fun extra.
  11. Hello! As I'm working on TTT, we wanted to setup an EVA environment that uses the player's air supply. I've got this working, but I'm running into one weird thing. When the player's air goes to 0, it plays the "dive" player sound. Is there a way to have it play something else for this situation, or not have it play anything? Thanks.
  12. Yeah, but could I do that on the fly? Like at the start of my script and then restore it afterwards? There will be water in some areas as well.
  13. Daryn

    Tidus Titan Triumverate

    This project is providing me with a lot of chalenges. I've never done scripting stuff like this before, but it seems like I'm taking to it quite well. I have to wonder though, does anyone else ever feel like the more you learn about something, the less you feel you know? That's what I've got going on. I've also discovered that if I go back and look at the early code I did, I end up refactoring it. Quick question for anyone with ZScript experience: Can you do Delay commands in there? I tried but GZDoom wasn't happy with it. Thanks.
  14. Daryn

    DOOM: Annihilation - the new Doom movie

    I just had a chance to watch the trailer, and like most, thought it was pretty underwhelming. The special effects look low-budget, the demons look fine, and the guns seem a bit too plastic-looking. That said, I'll probably enjoy myself with a big bag of popcorn and my brain in the 'off' position. I have a pretty good idea of what to expect now, I'll drink accordingly. This'll probably be a 3-beer movie.
  15. Daryn

    Tidus Titan Triumverate

    They'll be included. The Hi-Res Doom textures themselves can be found on moddb, but the rest of them will be included in the pk3.
  16. Daryn

    Doom 2 rendered with a Raycaster

    This is pretty awesome. I like the way this looks. I also hadn't heard of Doomiablo, and now I've got to play it. It does make me wonder, though, if GZDoom ever gets Vulkan, could we perhaps ever see Raytracing? I mean, there's only a handful of cards that could use it, but it'd be cool.
  17. Daryn

    Custom Monsters - No Decorate File

    Monsters that use ZScript need editor numbers, but you can't add them to the zscript files themselves. You need to do it through a MAPINFO.txt or lump, depending on if you're working in a wad or pk3. Create a MAPINFO.txt or if you're using SLADE create a new Text lump and call it MAPINFO. You'll eventually need this for other things too. Here's an example for you to follow. // Editor Number Definitions DoomEdNums { // Editor Thing Number = Class name of the monster's Zscript. 15000 = Agathodemon } I hope that helps!
  18. Does anyone know how I might create the effect of Vacuum? I'm looking to have sectors that use a player's air supply when they're in them. I could make sectors swimmable, but then they also behave like water and play the dive/surface sound and you can swim up/down, so that's no good. Any thoughts? Thanks.
  19. Daryn

    MD2 Model Heights

    I've searched around but haven't managed to find much in the way of help for this issue. Maybe someone can enlighten me as to what I might be doing wrong, if anything. I'm adding a bunch of MD2 models into our project. The issue I'm having is that the models will always spawn on the floor. Even if I set the z-height in the thing properties in GZDoom Builder, the model itself still spawns on the floor. This is kind of odd, as the rotation of the model does work, as does the scaling, but height, pitch, roll, don't work. Here's an example of my decorate file for one model. // Ceiling Fan Actor CeilingFan 30042 { //$Category "Props" //$Title "Ceiling Fan" Height 16 Radius 16 -SOLID States { Spawn: CFAN A 1 Loop } } And here's a sample of my modeldef. // Ceiling Fan Model CeilingFan { Path "Models/Props/Ceiling Fan" Model 0 "ceilingfan.md2" Skin 0 "ceilingfan.jpg" ROTATING Rotation-Speed 6.0 ZOffset 200 Scale 1.0 1.0 1.0 FrameIndex CFAN A 0 0 } If I manually set the ZOffset property in my MODELDEF I can get GZDoom to spawn the model at the right height. That wouldn't be a big deal, except that if we want to use the same model at multiple heights, I"d have to create separate actors and defs for each one. That doesn't seem like a great solution. Does anyone know if there's a way to get GZDoom to render MD2/3 models according to the thing's z-height? Thanks.
  20. Daryn

    MD2 Model Heights

    That was it. I had tried SpawnCeiling, but it looks like NoGravity is the key. Much Thanks!
  21. Daryn

    Tidus Titan Triumverate

    That's a HD version of the DOOM HUD. It was on the ModDB. We're actually working on a more thematically fitting HUD for this, now that I got my head around SBARINFO.
  22. Daryn

    Tidus Titan Triumverate

    I just wanted to chime in here for a moment. I've been learning a lot while working on this project. It's also nice to have examples to work from. While @Barefootstallionworks on the maps, my tasks are more on the back-end. Scripting, weapon mods, actor mods, etc. It started as just adding a monster or two and then ballooned from there. Once I started to understand DECORATE, ACS, and ZScript, I started to ask myself "What else can I do?" It's tempting to throw everything and the kitchen sink into this, but BFS is helping me to keep it tasteful. :)
  23. Hello! Since the release of Dragon Sector, my friend and I had taken a break from doom mapping. Life changes, things happen, and sometimes you just have to step away for a bit. Anyway, we both have the urge to get back into it and make something cool again. So I'm wondering if some of you guys could clarify some things. I'll go over what I know and the direction we're going so far, and hopefully, you guys can correct me if I'm headed down a dead end. We decided to use GZDoom as the engine for this project instead of Risen3D. R3D was nice for what we wanted to do back then, but GZDoom ha caught up feature-wise and it's a more widely used port. We plan to only use high-resolution textures and GZDoom specific features. The map format will be UDMF, as that seems to be the most feature-rich format. I'm going to be diving into ACS scripting this time around, and we'll be trying to do some things like actor replacement and Dehacked parameters. I'm using GZDoom Builder Bugfix, SLADE, and my various image and audio editing tools. Do I add a working folder to GZDoom Builder and store all my textures/sprites/scripts there, or is it still necessary to stuff everything into a wad? That's about it for now. Hope you folks can bring me up to speed.
  24. Daryn

    Modern Practices and Clarifications?

    Thanks, @Bauul. I'm sure that @Barefootstallionwill appreciate seeing that. He did most of the work. I helped with some scripting and the audio. I can't take much credit for Dragon Sector, it was mostly his work. Yeah, I'm compiling the scripts, I wasn't leaving the uncompiled version in the folder. So I'll need to start doing that, I think. I'll have to try that and see if it makes much of a difference. I think we'll be sharing via dropbox. Seems like the easiest way of keeping a folder in sync.
  25. Daryn

    Modern Practices and Clarifications?

    I'm using the folder structure. I've set it up according to the wiki page. Seems to mostly work, apart from the scripts. GZDB sees my SNDINFO.txt, but doesn't see my ACS stuff. So I'm at a loss. The only way I can get it to work is to add them into the script editor, which then compiles them into a per-map scripts lump.
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