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Everything posted by Ancient EviL
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Playing a sound after picking up a weapon(resolved)
Ancient EviL posted a question in Editing Questions
Hello, I'm trying to figure out how to have a specific sound play when pick up a weapon that is attached to a script. I have the sound imported, but I'm not quite understanding how to get the script to recognize the sound as I don't know how to define it in the SNDINFO. If someone could explain in simple terms how to define the sound so the script recognizes it; it would be appreciated. I did look on the ZDoom wiki but it just confused me. Thanks! -
Playing a sound after picking up a weapon(resolved)
Ancient EviL replied to Ancient EviL's question in Editing Questions
I ended up figuring it out, the sound volume was set to 1 when it should've been 1.0 Thank you fo the help everyone! -
Playing a sound after picking up a weapon(resolved)
Ancient EviL replied to Ancient EviL's question in Editing Questions
I've tried both things and still not working. -
Playing a sound after picking up a weapon(resolved)
Ancient EviL replied to Ancient EviL's question in Editing Questions
So here is the image of my script in Doom builder, and the SNDINFO, I'm assuming the SNDINFO is the issue? That's the part I think I'm getting wrong. -
Tears of Gethsemane is a single-level WAD. It is aesthetically Doom 1, with the higher scale gameplay of Doom 2. I created this level with the intention of creating a nostalgic experience, as well as it being my personal tribute to the Doom franchise. Single-level Wad Level takes approximately 2 hours to complete. Requires Doom 2 and play tested with Gzdoom Version 2 has a major fix in regards to the Doom 1 textures, as well as a reduced file size, and minor gameplay fixes. http://www.mediafire.com/file/l65gw9k7771rhxg/TearsofGethsemaneV2.zip/file
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Tears of Gethsemane(V1) Released!(Old, link redirects to Version 2)
Ancient EviL replied to Ancient EviL's topic in WADs & Mods
I wasn't too sure about that. Thank you for the information. I guess i assumed since the WAD itself is based from Doom 2, it's technically also the Doom 2 WAD? I will go back and modify this in the next version, thank you for the feedback. -
Tears of Gethsemane(V1) Released!(Old, link redirects to Version 2)
Ancient EviL posted a topic in WADs & Mods
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Tears of Gethsemane(V1) Released!(Old, link redirects to Version 2)
Ancient EviL replied to Ancient EviL's topic in WADs & Mods
Thanks! -
So if anyone has ever played Duke Nukem or Blood, they know that the player character will occasionally say taunts when killing monsters. Is there any way to script this in Doom Builder?
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Yeah I see your point, I was thinking the same thing. I have used DECORATE before, I mess around with it all the time, but I figured it would be something hard to implement. I'll see what I can do with SLADE and some ACS scripting! Thank you for feedback! Yeah I don't want it being overused is the problem. I could always edit the final boss of a particular level's death sound and just add the taunt to the monster's default death sound, I've thought of this before but I feel like true random taunts are gonna be too difficult to implement. Wouldn't the taunt just play during firing then though? Not triggered by a monster's death? That would still be cool to be honest though.
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So if I want to make a custom sprite or edit an existing one, what is the proper way to save the file? Because if I edit an existing sprite, for example, if i wanted to give the zombieman blue eyes, when I import it, there is white fill where there shouldn't be. How do I fix this?
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Okay awesome I'll give it a shot! Thank you!
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How can I make a background transparent in mspaint? If it's possible.
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Alright, thanks for the feedback! It's a bit spooky! It's one of the first maps I really took seriously, I learned a lot while making it. But yeah, I won't say if it's good or bad, because I feel like that's subjective, but I will say it may not seem like much but it took me awhile to make it all!
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A few months back I released this small horror wad. I recently went back and fixed a few minor issues so I'm re-releasing it. Give it a shot and tell me what you think! Enjoy! http://www.mediafire.com/download/sctck7imry6cw3l/The+Haunt.zip
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That information is exactly what I needed, thank you very much!
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So there are some textures in Doom that I'm unaware how to use properly, for example, there are certain textures that have gaps in them so you can see through them, but when i use these textures the gaps appear with black fill. I want to make a railing on a bridge in a map I'm working on, but again, the gaps of the railing are suppose to be see-through, but appear black. How do I fix this?
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All figured out now, thank you very much you've both been a huge help!
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I'm curious as how to make add custom ambient sounds in Gzdoom Builder. I can place a custom ambient sound marker in the map, but how do I actually make the custom sound? Do I use Slade or am I missing something in Gzdoom most likely a script I assume? Any help would be greatly appreciated!
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Thank you for your help! Now how do I program a custom made sound that doesn't have a preset name, like if I wanted to put a non-Doom sound in the game, how do I go about that? Because for the zombie sound it is zombiepain and DSPOPAIN, but how do I go about naming and adding a non-predefined sound? Thanks again.
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Make sure you have dynamic lights enabled!
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Here's my WAD, my second ever, tell me what you think if you get the chance! It's kind of a survival horror wad, not sure if it's what you're looking for, but it is horror. http://www.mediafire.com/download/u056juall914mt2/The+Haunt.zip
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Hello Doomworld users, As of about 2 weeks ago from the day this was posted, I started using the program Gzdoombuilder as well as Slade 3. I've learned a lot and still am learning. This is my second attempt at making a good, playable map. It's basically DooM if it was a survival horror, so don't expect rooms full of enemies and fierce weaponry, this is more of an atmospheric type of level. But don't be fooled! There are still creatures lurking in the shadows... I would love to hear feedback and I hope you all enjoy. (sorry about the somewhat large file size, need to get out of the habit of using mp3 files for music) http://www.mediafire.com/download/u056juall914mt2/The_Haunt.zip
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I knew the secret for progression was a risky move, I actually just fixed that and I'm going to reupload it so the link will be to the updated version, with a non-hidden key. And thank you for telling me about the unpegging, I wasn't sure what that term meant, but I do now. And I see what you mean about the texturing.
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Yeah, I had to reupload my file because I missed something I should've put in the readme. Thank you for the feedback, I'll keep this stuff in mind the next time around. (The first key is hidden in the library by the way) Tip: Candles