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garrettlynch

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About garrettlynch

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    Warming Up
  1. garrettlynch

    Some questions about the player

    I've just looked at Legacy documentation quickly, not sure I fully understand how to use it. It seems to add functionality to an existing version of Doom but is that as a stand alone i.e. an exe or can it by the wad run through Doomsday? thanks Garrett
  2. garrettlynch

    Some questions about the player

    Ah yes, I was looking at the wrong menu I can see it now and setname does it in game. the host always seems to come up brown on mine unless I specify a colour. Thanks for your help, it sorted out one issue for me. Anyone else have details about how different player sprites might be possible in Doomsday? thanks in advance Garrett
  3. garrettlynch

    Some questions about the player

    Hi I have some questions about the player (the avatar) and what can be done in multiplayer games - the first isn't Doom editing however it's related to question(s) 2 and ultimately whether I can edit to achieve what I'm trying to do. I'm using the Doomsday Engine for running my wad so solutions to the questions that might only be specific to Doomsday are fine but it would be good to know if they will equally work in other environments. 1) When entering a multiplayer game how do you change your name? Can't seem to edit the name field and it defaults to theplayer for every player which is a little confusing for chat. 2) I noticed that when entering a multiplayer game you can choose the colour of your player (red or blue if I remember correctly). Again had difficultly actually doing this but my questions here are; are these different colour players actually different sprites or is it something Doomsday is doing e.g. some sort of colorisation? If different sprites is there a way to only allow one of the players to use one of the player variations e.g. the multiplayer admin can only be red or some solution via some script? If anyone has details on any of these I'd be very grateful. Thanks in advance. Garrett
  4. garrettlynch

    What are switches?

    >is there any advantage to using XWE over Slade 3? For me yes, yep I'm new to modding but I'm on OSX with no access to to Windows at the moment. XWE is really easy to convert using wine. I've been told that Slade can be built for OSX but it doesn't look easy. Converting XWE takes (literally) 2 minutes. I only use it for importing things and then I do my level editing in Eureka.
  5. garrettlynch

    What are switches?

    Many thanks for the list Gez. I only need one switch I think so modifying a default is fine. Just wanted to know if the way I did it wasn't going to cause me problems - still on a learning curve. Many thanks.
  6. garrettlynch

    What are switches?

    Ok I understand enough to get what I wanted working by modifying SW1STRTN. I tried to make my own switch from scratch in XWE by creating two texture entries in TEXTURE1 as follows: SW1WHITE (texture) GL-WT (background patch for wall and yes it is saved as a flat) SW1S0 (the red switch patch) SW2WHITE (texture) GL-WT (background patch for wall and yes it is saved as a flat) SW1S1 (the green switch patch) but this seemed not to work - SW1WHITE appears as a texture but it does not change to SW2WHITE when triggered. It would be useful to know if I'm just missing a last step or if it just can't be done in XWE. Thanks Garrett
  7. garrettlynch

    What are switches?

    Hi I'm trying to understand how basic switches go from red to green when triggered. Reading this: http://www.doomlegends.com/emporium/tutorials/sprite_basics.html I guess there is a similarity with sprites because switches seem to use the naming convention as well. So for example, the switch on level E1M1 of Doom looks like its called SW1STRTN and it's counterpart SW2STRTN. I can see these in Eureka but not in XWE for some reason - in XWE I can only see SW1S0 and SW1S1. What are switches? Are they sprites, patches or something else? If I add a new switch, images called SW5S0 and SW5S1, will these work as expected (just because of how they are named) or is there something I need to do to them that registers them as a sequence? thanks in advance Garrett
  8. garrettlynch

    Shadows - what causes them?

    That would be good to see, it doesn't need anything overly complex like video tutorials - all it took me was those last two posts by Vermil and suddenly it was clear. Great work on Doomsday by the way, very impressed with how much it does, how simply and across platforms.
  9. garrettlynch

    Shadows - what causes them?

    ahhhhhh brilliant http://www.asquare.org/in-progress/shadows1.png didn't know any of those menus existed - wow Doomsday works on an Occulus Rift! I've got it sorted now as you can see in the image. Many thanks for your help, I wouldn't have ever found that menu I think.
  10. garrettlynch

    Shadows - what causes them?

    Hi Doomsday Shell 1.13.2 Doomsday Snowberry 1.6 That does not work and I can't see any options, game menu or show taskbar anywhere. Launching the console on osx (a seperate app) I've tried both of these and both come back as invalid commands. For example: rendedit: unknown identifier There is no wheel button. This is what I can see in the frontend and shell: http://www.asquare.org/in-progress/doomsday.png
  11. garrettlynch

    Shadows - what causes them?

    hi ah yes I am using Doomsday. I didn't think this would be the engine. I tried rend-fakeradio 0 in the console and it says it's not a valid. Also can't find the command listed here (http://dengine.net/dew/index.php?title=Console_command_reference). Also tried rendedit and nothing - perhaps the osx version of Doomsday has fewer options? Where is the "renderer appearance menu under the shadows drop down menu"? - I can't see anything like thisunless its what rendedit is supposed to bring up. thanks. Garrett
  12. garrettlynch

    Shadows - what causes them?

    Hi What's the cause of what appear to be shadows on textures? For example here I have a screenshot of a corner between two walls with textures that are pure white: http://www.asquare.org/in-progress/shadows.png Setting the lighting to 255 doesn't get rid of the shading. Is it something to do with the linedef's and if so is there a solution/linedef type that gets rid of them? thanks Garrett
  13. garrettlynch

    Doomseeker/Zandronium and Doomsday Engine

    hurray, found it and it works now. Thanks for the client.id path, not sure why I didn't see it. Yes I meant the shell app (I think I said console by mistake). Don't worry about the Doomseeker angle for me now or certainly don't prioritise it, I won't need it as I can just stick with Doomsday for client and server but thanks very much for the offer. Garrett
  14. garrettlynch

    texture outline

    Thanks for this. I can see the references in TEXTURE1 to my imported images so I'll clean. Slade 3 isn't an option for me as I'm on OSX but XWE through wine is working well for me.
  15. garrettlynch

    Doomseeker/Zandronium and Doomsday Engine

    Yes guessed as much. Yes I realise all this. I have kept the original wad and I'm editing a copy of it for the moment. When I'm done I probably will put it in a pwad. It's not destined to be played online just a local network. Lastly I'm an idiot, scrap my last post if I had looked at Doomsday closely enough I would have seen it came with a server via the console and this works perfectly for me. Just need to sort out a duplicate client id (http://dengine.net/dew/index.php?title=Duplicate_client_ID) issue. Anyone know where this is stored on the OSX version?
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