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Xegethra

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Everything posted by Xegethra

  1. Xegethra

    I'm Having Issue with Wall Brightness

    You create it like a DECORATE file, but name it MAPINFO instead, view as text and place in all the relevant info it needs.
  2. Xegethra

    can someone make these become weapon sprites?

    Well, I made the WAD. I tired to get the weapons to function as closely to the originals. http://www.mediafire.com/download/v7h065a1htjk3d7/CartoonGuns.rar I have to admit, it was a bit of a learning curve for me. In terms of new lumps and settings to tweak.
  3. Xegethra

    can someone make these become weapon sprites?

    Hey, he wants them in the game, if the weird angles turn him off then he can see why his drawings are off.
  4. Xegethra

    can someone make these become weapon sprites?

    He drew it that way. It still fires to the middle of the screen.
  5. Xegethra

    can someone make these become weapon sprites?

    It's O.K I got it. I forgot about the player class. Thanks for kickstarting my memory there. Just got the rest to go now. Yeah, I even did some cartoon ammo pick ups. *Note* I felt that I needed to squash the pistol sprite a little bit, it was a bit too tall before, but I can put it back if you want.
  6. Xegethra

    can someone make these become weapon sprites?

    Well this turned out tougher than it needed to be. I can only get them to half work, by replacing the chainsaw....the weapons won't actually replace the weapon they should. I don't know why, I have tried all combinations of the doom classes to replace and whatnot but nope. I can also access them by console command, is there a way to always activate those commands by default? I'll keep trying, but if someone else gets there first then so be it.
  7. Xegethra

    can someone make these become weapon sprites?

    I'll have a go at making them functional if you want? Do you want the game to recognise them in place of the default weapons, or just inherit from them?
  8. Xegethra

    List your Doom projects thread

    I'm currently only working on my GTADoom WAD. About to add in some more characters. I've never been in a group project. The last things I did were 4Doom and Dark Cathedral
  9. Xegethra

    How to install a WAD?

    Yeah just drag them onto the .exe and they'll load up. WADS aren't typically installed on anything.
  10. Xegethra

    Detailed Vs Spartan maps, which do you like more?

    I generally don't care, or see that it matters. If the map is fun it is fun, if I think it looks good or not then that't what I think. Either style can go both ways, be done right or not right at all. If it is trying to have a certain look to suit a story, or theme or something, there may be times when the design might not look too much what they say it is supposed to be and that's when I have a bit of a concern or if it miss labels the amount of detail either way, but it doesn't make me think the whole thing is a mistake or anything.
  11. Xegethra

    Share Your Sprites!

    I have a couple of GTA 1 characters I recreated as playable.
  12. Updated again, the deathmatch gameplay has been cleared up a bit and there are now two characters to play as. Travis and Troy. Ammo pick ups now show in boxes with the respective images of the guns, ammo is also written on them. There are now health to pick up in various spots around the map. The whole map has been populated with guns and ammo, and player spawns now.
  13. So me and my friend are having trouble with my map, we can't hurt each other. In the map using GZDoom Builder, I had placed 8 CO-OP starts for people to play that mode, I unchecked deathmatch mode and left cooperative mode checked. Then I placed some deathmatch starts down, all unchecked in cooperative but checked in deathmatch. However, when we load up and play even if we load deathmatch mode, it loads up the cooperative mode instead and we can't hurt each other. If I play singleplayer I can hurt my clones...but in multiplayer no damage seems to happen...I don't quite understand. Anybody got any ideas as to what the problem is? Its been befuddling us all morning.
  14. Xegethra

    Can't hurt each other in multiplayer.

    >_> It's cool, figured it all out. The damage scale was all the way down...totally forgot about that entirely.
  15. Xegethra

    Can't hurt each other in multiplayer.

    Yeah I figured we were loading into co-op, but really didn't know why. I'm somebody who has never really played deathmatch games, at least not in any recent years. And ZDL is fine for when we want to play co-op, no problems just works. As you know, when we select deathmatch mode in ZDL, it still brings us to co-op mode...not really expecting this, all these command lines are sort of a new thing to deal with now. I tested it on my own, I loaded it up with some command lines and it did work, well the command lines worked, I hope it put me in deathmatch too. So I'm hoping it will when I try it with my friend again. So I got a handful of lines, put them in and here's a screenshot of that
  16. Xegethra

    Can't hurt each other in multiplayer.

    Ahh ok. Forgot about Doomseeker. We were using ZDL, I'm quite unfamiliar with it on the hosting side. I noticed there were sections for command parameters, but I was always unaware of setting any DM flags. *Has evidently never hosted deathmatch before, still haven't really I was connecting to him.* But we will try Doomseeker, if the options are any more clearer there.
  17. Well, my map has had an update, you can get it here http://www.mediafire.com/download/5tg7gfg4b8m48ji/GTA_Doom_-_V3_-_Xegethra.rar I have managed to implement the weapons, the original 4 from the original GTA game. So far only the middle island is populated with weapons and deathmatch characters but this will expand. I have updated the original post too.
  18. The question is in the title! What I have done is managed to make a working gun, that somewhat mimics the pistol used in GTA 1. It shoots the projectiles I want it to, has the right sounds, uses up ammo nicely and so on. But as the title says, I can't figure out how to make it replace the default pistol, I can replace the chainsaw for example...but as I only want one pistol for my GTA map, I'd rather the default be replaced. This top line "Actor GTAGUN : Weapon Replaces Pistol" Doesn't do it...I have tried a million combinations and words. However "Actor GTAGUN : Weapon Replaces Chaingun" will work, and I can run over and pick it up. So why won't it replace the pistol? Does it have another name I am missing?
  19. Xegethra

    Why won't my custom gun replace the pistol?

    Yeah I figured as much, I might not know all of the intricacies but I felt that replace isn't really replace, more like a swap out. But yeah, it has worked. My map has at least one custom weapon in it now. Thanks!
  20. I tried this but I guess I was doing it wrong. I see....Well, GTA 1 was very colourful..
  21. Xegethra

    what are you working on? I wanna see your wads.

    So far for me, nothing but this. https://www.doomworld.com/vb/wads-mods/88717-gta-doom-wip/ Now I'm back from holiday, I can do more to it.
  22. Ahh that sucks. Yeah I will try to optimise it where I can but ultimately I think it will still need a bit of power to run. But thanks for pointing it out, I'm not sure, but perhaps low poly buildings could work? Or do they take up more data than lots of sectors? They'll still be simple square blocks. Oh well, I'll think about it as I fly back to brum.
  23. Hah, maybe in the future I can make a Grove Street battle map. Yeah the map is just as is, I don't really know any shortcuts like that though. Is it stuttery all the time or just when loading in?
  24. I'm debating with myself about the use of sprite cars or low poly cars, only because in the map you can get above the roads and looking down on sprite cars would be a bit jarring. I can get a low poly car set from the google warehouse if needs be. But sprite cars...it would be easier to attempt a recreation of the original vehicles. If you could make a set of sprites that can be looked on down from above then I would go that route without thinking about it. The car navigation, yeah I'm a bit unsure about it. There must be a way to do it, to have them spawn, follow a route and then despawn again. Same with pedestrians, I think I'll have to try and copy Duke Theft Auto Methods or something.
  25. I would like this too, hopefully as a setting so people can toggle it. I think I will, I know how to add sounds to monsters/things so it's just coming up with something for them to say. I want to avoid using sound clips as they might not fit in with each other, so I'll have to get someone or do the voices myself. I'm thinking of including gangs from GTA 1, that would be The Mob/Sonetti's or Vercotti's, Uncle Fu's gang, El Burro's gang, The Rasta's and the Angels of Death. I might also add in the Zaibatsu and the Krishnas. My sprite art is wonky and terrible, but as I've made custom monsters before for other WADS I can get a working selection. I might have to draw and digitise some images as creating new sprites that are human is hard for me. I'm not much better at drawing but I'm a hell of a lot better at it than human pixel art. I'll only need to make one sprite per gang and colour in their outfits green so people can choose the colours. From what I gather the mode would be a team deathmatch, but also a sort of turfwar if I provide backstory about the gangs fighting for the area...whoever wins the match win the area. That's one of the things that ties in with all of the police tape around the edges of the map, I wanted to provide roads that make it look like a connected city and the map is just the middle of it all..so I chose police tape because of all the violence and whatnot.
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