X54321

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About X54321

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    Warming Up
  1. OK, So I redownloaded zdoom and all that other stuff, only to find it wasn't that different than skulltag accept for the fact I was able to tweak more settings to make it look more like the real doom. I guess I was just using the wrong engine the whole time.
  2. SOLUTION! I tried it with skulltag, and all of my problems are instantly fixed. BUT, there's one problem, I don't like skulltag. These coordinates are always showing on the screen (Im sure theres a way to turn it off) and the FOV alterations and all that fancy stuff makes it feel like a *shudder* MODERN GAME! So I'm going to try reinstalling zdoom and see if that helps.
  3. Well, It said Hello World because I was trying to test a print script, but nothing showed up for some reason. The engine I am using is Zdoom(doom-in-hexen format). I am not sure what is going on here.
  4. Here is my wad for dissection https://docs.google.com/file/d/0BzyMN5S2kRTHXzlxdzd0aHFoeFE/edit?usp=sharing Feel free to play through it...I mean...I've worked on it alot...
  5. Well, I tried your thing but it has the same results. I even tried creating a new WAD to test it. Is it something to do with the doom-in-hexen format? I don't know. Maybe later I'll send a link to my wad for dissection.
  6. Did that already. Doesn't work.
  7. Well, they're between SS_start and SS_end, but yeah they basically are.
  8. Well, the current monster I'm using for testing is this giant bat: ACTOR GiantBatSleep 12358 { Health 25 Radius 16 Height 32 Mass 50 Speed 6 damagefactor "giantbat", 0 Monster +FLOAT +NOGRAVITY +SPAWNCEILING +DONTHURTSPECIES +NODAMAGETHRUST +BLOODLESSIMPACT +NOTARGET Obituary "%o was bitten by a bat." SeeSound "Bat/Sight" ActiveSound "Bat/Active" DeathSound "Bat/Death" States { Spawn: BATH A 10 A_LookEx (0, 0, 192, 256) Loop Idle: BATH BBCCDDEEDDCCBB 1 A_Look Loop See: BATH B 1 A_Chase BATH B 0 A_ChangeFlag (SPAWNCEILING, 0) BATH B 0 A_SpawnItem ("BatDamage") BATH B 0 A_JumpIf (floorz < 64, "FlyUp1") See2: BATH B 1 A_Chase BATH B 0 A_JumpIf (floorz < 64, "FlyUp2") See3: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp3") See4: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp4") See5: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp5") See6: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp6") See7: BATH E 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH E 0 A_JumpIf (floorz < 64, "FlyUp7") See8: BATH E 1 A_Chase BATH E 0 A_JumpIf (floorz < 64, "FlyUp8") See9: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp9") See10: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp10") See11: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp11") See12: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp12") goto See FlyUp1: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See2 FlyUp2: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See3 FlyUp3: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See4 FlyUp4: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See5 FlyUp5: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See6 FlyUp6: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See7 FlyUp7: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See8 FlyUp8: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See9 FlyUp9: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See10 FlyUp10: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See11 FlyUp11: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See12 FlyUp12: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See Death: BATH F 3 A_ScreamAndUnblock Fall: BATH GGGHHHIIIJJJ 1 A_CheckFloor ("Splat") Fall2: BATH K 1 A_CheckFloor ("Splat") Loop Splat: BATH L 1 A_Stop BATH L 0 A_PlaySound ("Bat/Splat") BATH L -1 Stop } } ACTOR GiantBat 12359 { Health 25 Radius 16 Height 32 Mass 50 Speed 6 damagefactor "giantbat", 0 Monster +FLOAT +NOGRAVITY +DONTHURTSPECIES +NODAMAGETHRUST +BLOODLESSIMPACT +NOTARGET Obituary "%o was bitten by a bat." SeeSound "Bat/Sight" ActiveSound "Bat/Active" DeathSound "Bat/Death" States { Spawn: BATH BBCCDDEEDDCCBB 1 A_Look Loop See: BATH B 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH B 0 A_JumpIf (floorz < 64, "FlyUp1") See2: BATH B 1 A_Chase BATH B 0 A_JumpIf (floorz < 64, "FlyUp2") See3: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp3") See4: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp4") See5: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp5") See6: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp6") See7: BATH E 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH E 0 A_JumpIf (floorz < 64, "FlyUp7") See8: BATH E 1 A_Chase BATH E 0 A_JumpIf (floorz < 64, "FlyUp8") See9: BATH D 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH D 0 A_JumpIf (floorz < 64, "FlyUp9") See10: BATH D 1 A_Chase BATH D 0 A_JumpIf (floorz < 64, "FlyUp10") See11: BATH C 1 A_Chase BATH B 0 A_SpawnItem ("BatDamage") BATH C 0 A_JumpIf (floorz < 64, "FlyUp11") See12: BATH C 1 A_Chase BATH C 0 A_JumpIf (floorz < 64, "FlyUp12") goto See FlyUp1: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See2 FlyUp2: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See3 FlyUp3: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See4 FlyUp4: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See5 FlyUp5: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See6 FlyUp6: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See7 FlyUp7: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See8 FlyUp8: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See9 FlyUp9: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See10 FlyUp10: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See11 FlyUp11: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See12 FlyUp12: BATH B 0 ThrustThingZ (0, 4, 0, 1) goto See Death: BATH F 3 A_ScreamAndUnblock Fall: BATH GGGHHHIIIJJJ 1 A_CheckFloor ("Splat") Fall2: BATH K 1 A_CheckFloor ("Splat") Loop Splat: BATH L 1 A_Stop BATH L 0 A_PlaySound ("Bat/Splat") BATH L -1 Stop } } actor BatDamage { Radius 2 Height 2 Speed 0 damagetype "giantbat" Projectile +NODAMAGETHRUST +BLOODLESSIMPACT States { Spawn: TNT1 A 1 TNT1 A 1 A_Explode ((2), 40, 0) stop } } I'd try using a different monster, but the clone of an existing monster with lower health I was trying to make didn't work either. BTW, I don't know if it matters, but I'm using Zdoom(doom-in-hexen format), and it didn't work with doom-in-doom format either.
  9. I'm making a Doom 2 mod, and I have new information. Ok, so I tried setting the id number really high, (32040 instead of 32000, which was already taken) and still nothing. I also tried leaving the monster files in the external WAD and just including it as a resource, which basically did nothing different.
  10. Well, the list of monster id's of every in doom (combined with the monsters in hexen, heretic, ect) ended at about 14300 or something. So I don't think they are overriding anything.
  11. Yes, if they don't have one already. I also tried making my own decorate file which inherits from the Pinky Demon with an id of 15000. That didn't work either.
  12. Problem is FIXED! Yay! Ok, so I watched the 2 video tutorials out there about importing custom monsters. They say that you have to put a number on the end, the type number, in order for the monsters to work. Well, when I try importing any custom monster at all, they are replace with a big fat exclamation mark and in the console it says "unknown type XXXXX". I posted this problem in the video's comment section, but seeing it's from two years ago, I probably won't be getting any replies. UPDATE: Here is my wad for dissection https://docs.google.com/file/d/0BzyMN5S2kRTHXzlxdzd0aHFoeFE/edit?usp=sharing Feel free to play through it...I mean...I've worked on it alot...