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Lycaon

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Everything posted by Lycaon

  1. Hey! I was getting back into mapping to revive an old life project, but when trying to get all the tools back together, i keep getting this error So there's a bunch of stuff in there, but the most persistent one seems to be the GLDEFS not finding certain decorate classes. I went back to the wads and all the stuff is there. I open those wads and there's a decorate file in each of them defining the precise classes that seem to be missing in the crash report. If you have an easy troubleshoot for any of the others i can appreciate it too, I havent looked into all of it cause its wierd everytime. Everything seems to be right how I left it, but i get all this errors that didn't happen before. I assume it must be something that changed across the years, Last time i worked on this project was around 2017. Here's an example decorate of an object that says it doesn't exist, this is the first in the list before. but its right here in the same wad as the GLDEFs its calling for it. The rooting of the file is Weapons.pk3/spraycannon.wad, then i have both the decorate (first in the list) and the GLDEFs on that wad. I can't think of anything else of relevance to this case, I appreciate your time. EDIT: the way i load the resources on gzdoombuilder is doom2.wad and gzdoom.pk3 up top, and the weapons.pk3 in question is down under in the list.
  2. I was going to start a new thread about this but this post came out in google so I guess I better post here. I have a pretty good Terminator mod I have no idea where I got from and I can't find it anywhere on the internet. The file is called Termnew.pk3 but nothing with that name comes up in google. Anyone has any idea where this is from? It even has a target identifier, toggleable red screen, thermal vision, and a replace for each and every monster except pinkies.
  3. Thanks a lot! there's a lot of stuff i don't know yet, i appreciate you sharing your knowledge!
  4. What do I need to do if I have to change some of these properties with scripts that are activated ingame. For example, let's say the player starts with a Player.RunHealth 20 but then through a powerup, he can lower it to Player.RunHealth 5, and then after 30 seconds go back to the original value. Or even change the player speed movement at any given time. Thanks!
  5. Ok, but what if i want to activate it via script? How do you change those values in an ACS script? Do i have to use fake powerups to boost stats? still, when you finish a map all powerups are gone in the next one, so that doesn't work if i want to give permanent boost to a stat.
  6. Lycaon

    How do i make this railing work

    Thank you all for your time, sorry I couldn't answer before. I'm not using UDMF but Zdoom in Hexen Mode, so maybe that's why the walkable middle texture flag for action 121 is not working correctly. The problem is that it takes it as if the texture was on the ground and not on the balcony, so you have an invisible railing on the floor and an ethereal texture on the balcony. Zulk-RS got what i meant, I'm not really good explaining this kind of spacial problems in english maybe. I tried your 1 unit sector solution but it gives a lot more complications as it requires me to create multiple new 3d floors and add visibility and shootability properties, whereas my custom bridge solution seems to be much cleaner. Well i simply used regular Custom Invisible Bridges to create that effect and so far it seems to be the best solution. No shootability or visibility problems, lets me handle it very easily and the only down side is that it doesn't look so clean in the editor, but other than that, i think that's the best way to go. Again, not so clean, and maybe UDMF 3d midtextures are better but in my case they don't seem to work, as it doesn't block stuff from above the balcony but as if the midtexture was spawned in the regular floor. BTW this is how it looks now
  7. How can I make this railing possible in GZDoom? I'm using a 3d floor to make a balcony and i need the player and monsters to be able to go under the balcony but also be blocked by the railings on the sides of it when standing in the 3d platform. Same for the fence marked in yellow, i need the player to be blocked by it but also be able to go above it to use the elevator on the right. I thought about making a 3d floor for the railings and fences but that would make the blank spaces of the texture black. Thanks in advance!
  8. Lycaon

    How do i make this railing work

    I managed a ham fisted solution using lots of custom invisible bridges, it seems to work just fine but i'm guessing there must be a cleaner solution.
  9. This map pack is officially sugoi
  10. Wow I sure wish to see a japanese take on this western game, this is very interesting. Will play it tomorrow.
  11. Cyberpunk/Horror Fantasy, story driven TC-ish map pack for GZDoom "That was... strange" - Suitepee Greetings, Doom community. I'm currently working on a .pk3 featuring 6 maps for GZdoom. "Doom Happens" is a project I'd started a few years ago and, unfortunately, lost every single map in a failed backup. The idea was to make a Megawad, but now that I've started over I'm taking a different approach. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- ::Downloads:: GZDoom only Doom Happens - Alpha demo 0.41 --------------------------------------------------------------------------------------------------------------------------------------------------------------------- ::What's this about?:: The idea is to make a map pack consisting of a few large, themed maps with a strong narrative element throughout the whole thing. I'm making cutscenes, ingame dialogs, characters, etc. The game is divided into chapters. Each map will have 2-3 chapters aprox. The maps will have abundant minibosses fights, as well as a final boss for each map. I have a whole cosmology tought over for this universe. Each map after the first one and before the final one will take place in different realms of purgatory. Each of this realms is a sort of eternal plane of existence where an aspect of reality lies in its pure form (Darkness, Flesh, Conflict, Machine, Mind, Lust, Light, those last 3 won't be playable though), but they have been taken over by powerful people that managed to enter purgatory in body and soul, hence enabling them to draw power from this realms and creating vast armies. This will lead to bizarre clashes, each of this powerful villains being famous people in history that somehow were related to the occult. For example, the second map will be in the Darkness realm, and there you will find the castle of DrĂ¡cula (Vlad Tepes in his human life), which was built in purgatory to serve as a mirror to the material castle still standing in transylvania, object of popular lore. Said map will be a tribute to Castlevania, and will mimic many of the NES classic's mechanichs in FPS form. Each map will have unique traits and mechanichs to it. To give another example, the flesh themed map will constantly change architecture, as the whole map will be the titanic body of the boss itself, who will shift forms to create traps and decieve you, twisting your notion of space to stop you from reaching his heart. The first map, which is the longest and is still in development (there is a demo of chapter 1), has a urban warfare/survival concept. You will be fighting human soldiers, assassins and robots in this one, but later in the map there will also be zombies (still not released). It's a huge map, consists of the first 3 chapters. I estimate each chapter has about 40 min gameplay, though for some people it takes over an hour to beat the first one in the demo. Everything in the demo map will be improved in some way in the future, so bear in mind that the finished thing will attempt to look different. I will try to implement features like a PDA with monster logs and weapon descriptions. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- ::Story:: You are Sgt. Woods, an ireful soldier from an 80's styled futuristic cyberpunk world divided by a civil war between two factions: People's army, a group of rebel soldiers and ex-members of the dismantled US army, and Monochrome, a dark corporation that is taking over the world and have formed an alliance with the EDF (who are, at the same time, smuggling state of the art weapons from the UAC). His team was ambushed during a very important mission and, having sworn vengeance, Woods continues alone, and eventually ends up in purgatory (dem teleporters). He then travels across five realms of otherwordly landscapes in which he will face his own destiny. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- ::Screenshots:: --------------------------------------------------------------------------------------------------------------------------------------------------------------------- ::Features:: - 6 maps with different themes (urban, medieval, titanic, tech, flesh and Inferno) - Textures, monsters, weapons and items taken from different sources such as realm667, as well as original Doom stuff. - A silenced pistol can be used if you like playing stealthy. - Narrative. Cutscenes. Ingame dialogs -no voice, just text- and a combination of run n' gun action with ingame storytelling - 16-bit music from Arcade classics and popular game tracks in general. 80's movies soundtracks here and there. - Mini-bosses and Bosses, some will have to be killed in unique ways - Loads of references to games -old and new-, movies and popular culture in general - It will feature a button to skip cutscenes, but it is not yet available in the demo. However, cutscenes are very short and usually there is autosave after them, just in case. Currently you can still skip the opening cutscene which is the longest. The story is not going to take itself too seriously, it will have tragic and comedic moments, introduced by the many pop culture references. I'm currently nearing completion of the first map, which is the most extensive and complicated one, for it takes place in a city and is the less conventional map (the others will be much, much more doomish, with more classical monsters). Nevertheless, the rest of the maps and the story are already planned and thought over. --------------------------------------------------------------------------------------------------------------------------------------------------------------------- ::News:: EDIT [03/16/16]: Major remastering of the map. This will be the last Alpha before the Beta. I've done countless things to it: nearly total retexturing of most of the map areas, enhanced stealth system (enemies will have a hard time shooting at you when you stand in dark places) as well as gameplay changes to the Alpha zone to take advantage of this feature, more architectural detail pretty much everywhere, swinging and sliding doors, flickable light switches, resized textures for duke nukem and kingpin patches that looked gigantic (specially doors), new decal effects for blood and bullet puffs, loads of new props, new visual effects for explosions, slightly rebalanced difficulty, new sounds, improved weapon animation for the rifle, new fonts... I've done everything I could, but it's still the same length, all the new parts for chapter 2 are still in development, though I included a piece of it as "MAP01F" if anyone wants to have sneak peak at what I'm doing. Simply enter "map map01f" in the console. The reason why I did this is that I want this mod to look tight and polished and let you know that i'm taking this serious. I plan to add even more features in time. This goes to show that I do not intend this to be an amateur map pack, I'll do my best with it. I will keep improving this as I learn more about editing myself, since this is my first project and started it without even knowing how to script. Older news --------------------------------------------------------------------------------------------------------------------------------------------------------------------- ::Troubleshooting:: . Invisible polyobject doors? Try a non-dev version of GZDoom builder . Zandronum version has been discontinued, it has major bugs and makes some of the parts of the map I have made since the last version unplayable. . If you experience fps drop when steping outside, try switching fog mode from "radial" to "standard" in the options menu. . Keep the fonts unresized, otherwise dialogs and text in general wil be extremely buggy --------------------------------------------------------------------------------------------------------------------------------------------------------------------- ::Changelog:: Let me know what you think!
  12. bump. Anyone has any critics on the map? I sure would like to hear what you have to say if you played this, since I intend to improve this as much as I can.
  13. Lycaon

    My Dungeon Synth project

    @darkreaver I hope I can finnish this album this year... I've been busy with many other things, but I assure you more will come. I couldn't find any of your releases on that bandcamp, how do I find your... band's... bandcamp (solo project in this case), if that makes any sense? @gaspe Yes, the theme goes around classical age mythos and philosophy, with a hint of gnosticism. I started this album way back in 2013 when I was really into all that stuff, and have already wrote unsung "lyrics" for each of the songs, so the layout of the album is already done since the beggining. I even have the composed melodies, just haven't recorded them yet. I'm lazy like that.
  14. Lycaon

    My Dungeon Synth project

    Hi, I wanted to show you what I've been working on in the music department. It's a Dungeon Synth project called Hades Oniria. If anyone doesn't know the genre, It's a derivative of Dark Ambient that was born from synth tracks from 90's Black Metal albums. Most notable artists are Wongraven, Mortiis and Mistigo Varggoth Darkestra. The genre itself has evolved into its own thing but it still retains the Black Metal spirit. I'm also in a Black Metal band called Votz Daunor (we released a demo) and intend to release solo black metal albums under this project, but for the time being I'm working on an 8 track album, of which 4 have been completed. The others are thought and composed but not recorded yet, and I have uploaded 2 tracks to show what I'm doing. This is the bandcamp page I personally recommend listening to Der Feuerbringer, since Ab Aeterno was the first track I made and might get a lot of changes and new instruments in the future.
  15. Looking forward to it. BTW you might have noticed there is a v0.41 now, I didn't announce it before cause it's pretty much the same, just some minor fixes and couple new textures.
  16. Lycaon

    My Dungeon Synth project

    I used a Casio CTK 4200. Nothing too flashy, just what I had around here at home. It has some pretty cool sounds on the orchestral-real instrument department, but I don't really like the straight synth sounds, hence why they are so sparse. I would have thought someone would have posted dungeon synth in this forums already, since I think Doom has a kind of Black Metal vibe to it somehow, the rest is math. EDIT: Just noticed all the avatars on this post are related to the occult lol.
  17. Probably map28 of CC4, that castlevania vibe goes perfectly with doom
  18. That would be sweet, let me know if you plan to do it, I'd like to see it to know how people fare in the map
  19. I gave it a run and got to map 3, where i died in the trap after the red door ( i was playing it with a monster mod). I really like the style in this maps, the vast amount of secrets give it a replay value and the way everything is detailed, you find yourself looking for secrets everywhere, so this gives an expansive space effect, the world feels bigger than it really is. Overall this is very fun, have you done any map packs before? I'd sure like to check them out
  20. Thanks a lot, I hope most of the changes are noticeable and relevant to you. Next stop is the full first map consisting of the first 3 chapters. That will be the BETA version.
  21. Version 0.4 Released. TL;DR: Loads of changes, this is the biggest update I made so far and the last Alpha before the Beta version. No new map sections though, this is a visual and gameplay remastering. Major remastering of the map. This will be the last Alpha before the Beta. I've done countless things to it: nearly total retexturing of most of the map areas, enhanced stealth system (enemies will have a hard time shooting at you when you stand in dark places) as well as gameplay changes to the Alpha zone to take advantage of this feature, more architectural detail pretty much everywhere, swinging and sliding doors, flickable light switches, resized textures for duke nukem and kingpin patches that looked gigantic (specially doors), new decal effects for blood and bullet puffs, loads of new props, new visual effects for explosions, slightly rebalanced difficulty, new sounds, improved weapon animation for the rifle, new fonts... I've done everything I could, but it's still the same length, all the new parts for chapter 2 are still in development, though I included a piece of it as "MAP01F" if anyone wants to have sneak peak at what I'm doing. Simply enter "map map01f" in the console. The reason why I did this is that I want this mod to look tight and polished and let you know that i'm taking this serious. I plan to add even more features in time. This goes to show that I do not intend this to be an amateur map pack, I'll do my best with it. I will keep improving this as I learn more about editing myself, since this is my first project and started it without even knowing how to script. Tell me what you think about it. Have fun!
  22. I'm making a map where enemies shoot less accurately at you when you are in dark sectors (below 80 brightness value). I use CallACS and Getactorlightlevel to achieve this, but i'm unable to make it work. Here's what I've done so far This is the decorate line. the idea is that if the result is lower than 80, it jumps to an alternate missile state that has a more random shooting spread, as well as other behavior alterations Missile: REEL E 0 A_jumpif (CallACS("TargetLight", 0, 0, 0) < 80, "missile1dark") REEL E 0 A_JumpIfCloser (325, "Missile2") And this is the map script script "TargetLight" (void) { SetActivatorToTarget(0); int z = GetActorLightLevel(0); SetResultValue (z); } What actually happens is that the actor always skips to "missile1dark" state, nomatter what light value the sector i'm standing has. For some reason, the result value doesn't seem to be set right. Thanks a lot in advance! EDIT: It seems to have been solved by replacing the "< 80" expression with a "<= 80" expressino for some reason, I have no idea why.
  23. For the record, the sector in which I was testing the script had 64 bright, so the </<= thing shouldn't have mattered. All I can think is that somehow the GetActorLightLevel special was returning an innaccurate light level.
  24. Currently remastering the textures of the city for a tighter, darker, more cyberpunk look. I think this is starting to look more like what my final expectations for the map are.
  25. Lycaon

    cant delete this thread

    I like the ideas and the fact that you are making use of the countless custom monsters for boss fights rather than just adding them as new common mosnters... but please, consider using a little more texture variation, it kind of gives me a headache
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