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Everything posted by Btyb88

  1. Btyb88


    I played at 5 and I totally intend to have my daughter play as soon as she's able, so maybe like at 3???
  2. You have the 4 fire bullets, play sound, and gunflash all playing separately. You'll need to have something like A 0 fire bullets A 0 play sound A 4 gunflash B 0 fire bullets B 0 play sound B 4 gunflash That way the first to 0 frames happen at the same time as the 4 frame.
  3. Hey! So here's a project I've been working on for a little now, off and on when I can. The goal of it is to make a full FPS rogue-like in GZDoom, with Doom-like combat, random levels, weapon spawns, upgrades, etc. You know, typical rogue-like stuff. Level progression will most likely be "X" amount of levels, each with 3 stages, a Boss, and theme. Each level then comes with its own set of common and unique enemies to fight. Weapons have a large but not over cumbersome variety. Each weapon has its purpose. I'm thinking over setting a weapon limit, such as 4 total or 1 per ammo type. Not sure how upgrades will work yet but I'm thinking they will primarily be focused on improving/changing your weapons. Current plans are to further refine how the levels are generated to make them more complex and interesting so it's not just the same "outside area" over and over. I'm hoping to get this to a point that it's worth looking into getting all original assets, but that's a ways off as of now. In the meantime though, it serves as something fun to work on when I can. Screenshots:
  4. Btyb88

    (WIP) Untitled Rogue-Lite Doom Game

    Not as much as I'd like but I chip away at it every once and a while. My biggest problem is I keep reworking things and get sucked down the rabbit hole of learning more ACS and ZScript.
  5. Funny enough that's the same thing I did; an SSG sound.
  6. Best you can do from what I can tell is set the fire frame of the gun to 0 tics. Then have another sound play after firepistol (or firecgun) with a sound-specific action and set that to the appropriate tics. Replace whatever sound the new action plays with your new weapon sound. This should effectively override the old pistol sound with whatever your new sound is.
  7. Btyb88

    DeHackEd question

    Yes you can. All of the doom 2 frames / actions are available to use in udoom, you just have to apply them somewhere since the things and sprites themselves DONT exist.
  8. Btyb88

    Dehacked Assistance

    Open a dehacked file (in whacked4) and go to the plasma rifle in the states window. You'll see there is a frame with the refire action on it. That frame is 20 tics. Change it's duration to 0 tics and you'll have a non stop firing plasma rifle. This is without me on my computer to double check but I'm pretty sure that should be all right. As for the fire rate, the frame before should be the one with the fireplasma action. Change it's duration to something smaller, like 2. I don't know how fast the quake plasma rifle fires but you can only make the doom plasma rifle so fast.
  9. If you wanted to have things be vanilla compatible, yes. But otherwise, yeah you can use code in GZDoom to do it. You would have to make a custom player class and use the Player.Face property. I'm not to familiar with it unfortunately so that's the best I can give you.
  10. New status bar, new map, and some borrowed text
  11. Btyb88

    How'd you get into Doom, anyway?

    As soon as the shareware came out, my dad got a copy and we played together. I was just about to turn 5 at the time. I would use the keyboard and he would use the mouse. After he died I didn't play too much but got back into it in the late 90s / early 2000s once I realized doom95 and doomworld we're a thing.
  12. Doom definitely helped me get into thrash metal, but now I'm more into prog / fusion / djent metal
  13. Btyb88

    Do you guys shop in places where you used to work?

    I used to work at the state (NH) liquor store, then Vitamin Shoppe. I don't really drink so I never go to the liquor store and all my vitamins and whatnot I get online now...or at GNC.
  14. Btyb88

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

    Progress on the demo map for Heresy
  15. Somebody correct me if I'm wrong, but its because fireplasma randomly alternates between two different flash frames, and since one of the frames (frame 18) has weaponready, your inadvertently "stalling" the pistol. My first thought is just make frame 18 mirror frame 17, so even though they are still alternating, there is no difference. Edit - Or just remove the flash frames all together
  16. If you post the file we can take a look at it
  17. I'd make a dehacked monster, invisible, that explodes on seeing the player. You could then implement it with teleports or some other form of surprise
  18. This is how I would do it. In Slade: Import your sound and rename it to something rarely used in doom, like dsradio or something In Whacked: 1 - Go to your actor, presumably something that already has looping frames like the lamp. 2 - Set one of those frames to PAIN 2b - If the sound is long, you may have to take some extra frames and make the lamp have a longer loop so the sound has time to play/not overlap 3 - Set the actors pain sound to dsradio, or whatever sound you replaced Load the Slade and Whacked files and you should be good to go
  19. By far my favorite type of secret is the "optional fights", especially when they lead further into more optional fights, purely for 100%ing the map. Like @rd. said, there are only so many material rewards for the player, I love being rewarded with what essentially amounts to DOUBLE the map to play, but only if you put the time and keep your eyes open. Every map of Fractured World's being like that is why it's among my favorite wads of all time. It always makes it very satisfying to search for, find, and beat these fights. I'd post some examples but I'm not at my computer currently.
  20. I've actually got most of it done. I just need to bug-proof the Hellion and add new sounds, then some balance testing
  21. Hey! So I recently started to throw together a monster mod for Boom, replacing almost all of the monsters with as many advanced monsters as possible, or at least as advanced as you can get for Boom. My hope is for this to be yet another resource for Boom compatible projects to use by offering new monsters and different ways of designing combat. Most of the monsters are new, some with slight edits, some are vanilla as I think they just work well as they are. Current Monster List: The philosophy here is that each monster can really act on its own and plays differently from the next. The low-tier monsters all have multiple mechanics that set them apart from the rest, the mid-tier monsters have more of the specialty attacks, and the high-tier monsters have big combo attacks which along with high health makes them very deadly. I'm also working on a 3-map set to test all these guys out. Screenshots: I'm hoping to get this out pretty soon but life always gets in the way, you know?
  22. I wanna say 16 units but that's mostly a guess
  23. Btyb88

    Converting Images into Doom Graphics

    In Slade, when you try and convert, do you have it set to from "existing" to "doom"? It defaults to "existing" to "existing" which won't convert the png correctly