Blue Shadow
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Everything posted by Blue Shadow
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They're separate. So, no confusion is going to be had.
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Monster that is only vulnerable in a specific sector?
Blue Shadow replied to Lycaon's topic in Doom Editing
ZDoom Wiki? -
Do I really need this in my map info lump file?
Blue Shadow replied to Gunrock's topic in Doom Editing
Well, if you want it; evenlighting is one of the fake contrast settings available in ZDoom. -
You can find the latest and up-to-date ACS headers here (look at the very bottom of the list for the .acs files).
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You're missing the DoomRL Monsters Pack WAD. See here on how to load these mods together
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Flaregun flares stop working on Heretic skill 5?
Blue Shadow replied to D2Jk's topic in Doom Editing
In that difficulty setting, a monster's ReactionTime is set to 0, normally; this is part of the "fast monsters" behavior in the highest difficulty settings. Your sticky flare actor is considered a monster, due to having the Monster combo flag, so it's affected. And since you're using ReactionTime as a counter, you know what happens when it reaches 0. The easiest solution for this, is to put the NEVERFAST flag on the sticky flare actor. This way, the ReactionTime will not be touched. -
These two can be used to print messages on the screen: Print HudMessage
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Sorry about that. That was me being stupid. Checking things, it'd seem that the sound effect for both small and big splashes is the same. So what you want to do is redefine the sound (in SNDINFO) so it uses the sound effect you want: world/drip SSPLASH"world/drip" is the sound definition used for the small splash. "SSPLASH" is just an example. Replace it with your sound.
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Try this: Spawn: SHEL ABCDEFGH 2 A_JumpIf(waterlevel > 0, "SmallSplash") Loop Death: SHEL A -1 Stop SmallSplash: TNT1 A 0 A_PlaySound("smallsplash") SPSH ABCDD 8 Stop
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If you reduce the mass of the casings enough, it should make a small splash (thus, a small splash sound) as opposed to the normal one. A mass value less than 10 should do it, I think. I think you meant: "waterlevel > 0" or "waterlevel >= 0"? The ">>" is the bitwise right shift operator.
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Not entirely true; bleeding actors in Heretic and Hexen will still bleed if hit by a projectile.
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Loading PK3s is no different than WADs. A simple way is to just drag and drop. As for the map, it's inside the maps directory (zdcmp2.wad).
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I'm afraid you will need to do that, since it's the only way.
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You don't need to trick it, just go with 3D floors.
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The bug is fixed. You just need to wait for a new development build to be put up. If you don't like using beta-quality softwares, then you're going to have to wait longer than that for an official release, I'm afraid.
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That can't be done. User CVARs (basically, user's settings, we're talking about here) can't be changed via SetCVar or its sister functions, only mod-defined CVARs with CVARINFO can. This is deliberate, due to security concerns; you don't want some mod messing about with your settings, do you?
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That turned out to be an actual bug with the function, which I'd just reported.
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LineAttack.
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monster awareness state not saved in savegames?
Blue Shadow replied to fabian's topic in Source Ports
It's a well-known vanilla Doom issue. -
Hm, the changelog states that it'll only download it if it's needed. So maybe you don't have it?
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Built in? None, I'd say. ZDoom is still an engine for an FPS game and is focused on that -- it's not a (full-fledged) RPG engine. It may have few elements here an there, but nothing too complex. All of this RPG stuff is on you, the modder, to figure out and achieve with whatever combination of features ZDoom offers. They're certainly possible, but the majority of the work is from the modding side, not from the engine's. So expect to do a lot of coding if you want something as complex as that. ACS and DECORATE are what's needed, mainly. Normal game saving preserves everything(?) retaining to the gamestate, including that stuff. Edit: I just thought, since you seem to be interested in RPG, you might want to check this mod. It's in a far better developmental state than BorderDoom, and is quite popular amongst ZDoomers.
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Since you're already going to redefine the items, anyway, then it's better to do it on the items themselves, instead, with the Inventory.InterHubAmount property. The item reduction is something from Heretic, and was put there for balance reasons, if I'm not mistaken.
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For random spawning, there is always the RandomSpawner class. Doing weapons/items with randomized stats is possible, as demonstrated by this (you can find the demo to download from this post).
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Action order in Doom Builder 2 is confusing (now learning GZDoom Builder)
Blue Shadow replied to Memfis's topic in Doom Editing
Yeah, this only happened recently. It's a bit annoying, I agree. I brought it up once but no one seemed to mind it, as I didn't see anyone express their opinions about it. I don't know your reasons for disliking Doom Builder, obviously, but I'm not sure you'll like GZDoom Builder either in this case, because it didn't drastically change the formula of what it's based on. You can say it's an extension. -
Action order in Doom Builder 2 is confusing (now learning GZDoom Builder)
Blue Shadow replied to Memfis's topic in Doom Editing
Weird... Just to test, I deleted my current settings/config file to let the program create a fresh one; that key was still bound to that option by default.