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Hitscanning_scumbag

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Posts posted by Hitscanning_scumbag


  1. 9 hours ago, Kappes Buur said:

    Yup, it can certainly seem daunting. So, it is best to take it one step at a time.

    Here are some links you may find of value

     

    How Do I Edit Monsters And Weapons?

    [EDIT 07/24/05] DECORATE Weapons Support Guide

    [TUTORIAL] - How to DECORATE Your ZDoom

    GunLabs Tutorials

    Realm667 Armory
     

     

     

    i looked over these tutorials and changed my script accordingly, but it still wont even show up in game. 

    i switched it from slot 4 to slot eight and it still wont work

      

     

    8 hours ago, Voros said:

    Use MAPINFO to create player classes instead eg

    
    GameInfo
    {
       PlayerClasses = "Player"
    }
    

    i did it, unfortunately, i just cant seem to catch a break here.

     


  2. maybe im just showing my age here but Ive been trying for hours to get my weapon in game and it simply refuses to work.

    Ive read all over Google and doom world forums that KEYCONF is no longer used for inserting weapons...tough, cause that's all i know.

    i tried using decorate to Swap out the chain gun for my weapon and it's not working, either i get an error on game launch, or the weapon simply will not show up in game.

    like it wont even let me select it! Ive been tearing my hair out for hours trying to Google this and finally, i need help. zdoom wiki can be so vague its not funny, i  need a persons help, please.

     

    sample of script:

    Attempt 1:

     

     ACTOR p90 : Doomweapon 
      {
         Weapon.SelectionOrder 350
         Inventory.PickupSound "misc/usgpickup"
         Weapon.AmmoGive 50
         Weapon.AmmoUse 2
         //Weapon.AmmoType "Clip"
         Weapon.SlotNumber 4
         //Inventory.PickupMessage "Player should not see this message"
        // AttackSound "weapons/ubersgf" 
         States
         {
         Spawn: // This state is entered when you drop the weapon.
            P90S A -1
            Stop
         Ready: // This state is entered when you have this weapon selected.
            P90S A 1 A_WeaponReady
            Loop 
         Deselect: // This state is entered when you deselect the current selected weapon.
            P90S A 1 A_Lower
            Loop 
         Select: // This state is entered when you select this weapon.
            P90S A 1 A_Raise
            Loop 
         Fire: // The firing state.
            P90S AB 4 A_FireCGun
            P90S b 0 A_ReFire
            Goto Ready
         Flash: // The weapons flash.
            P90S A 5 A_FireBullets(10,10,15,30,0,1)
            Stop
         }
      }

     

     

    Attempt 2:

     

    ACTOR P90 : DoomWeapon REPLACES Chaingun
    {
     Weapon.BobStyle Alpha
    }

     

    also, tried adding a playerclass for keyconf, from which to inherit, that did not work either.

    decorate:

    ACTOR genericplayer : DOOMPlayer replaces DOOMPlayer
    {
    Health 100
    Radius 16
    Height 56
    Mass 100
    PainChance 255
    Speed 1
    Player.DisplayName "ethan"
      Player.WeaponSlot 1, Fist, Chainsaw
      Player.WeaponSlot 2, Pistol
      Player.WeaponSlot 3, Shotgun, SuperShotgun
      Player.WeaponSlot 4, p90
      Player.WeaponSlot 5, RocketLauncher
      Player.WeaponSlot 6, PlasmaRifle
      Player.WeaponSlot 7, BFG9000

    }

     

    Keyconf:
    Clearplayerclasses
    addplayerclass "generic player"

     


  3. OK guys! just wanted to say thank you so much for your help, i studied some tutorials and got much better results! here is a redrawing i did and it looks so much better!

    and the plan is to keep posting updates on my page here on doom world, and here, on this thread. 

     

    any continued thoughts are appreciated, and thanks again!

    ZombieV_1.png


  4. hey all. its been a long time huh? 

    long story short, im starting a new project. 

     and i need some criticism on my artwork.

    if you guys would let me know what you think i would greatly appreciate it.

    --------------------------

    this is what i have so far.  i feel there are problems with torso size and 

    the armpit height.

    other than that it could use some detail and i got to finish it.

    thanks in advance.

    -----------------------------

    zombie drawing, from back.

    malnurished torso,

    exposed brain, from being eaten, neck wound

    ribs broken off from mid chest

    the rest is normal (for a chewed up walking corpse)

    back2.png


  5. @CHU - I'm pretty much mediocre at blender, so my faces may turn out inevitably many.(i really try to keep it down tho.) idk how to attach a pic, or i would show you my work so far.

    Also, that spoiler, interesting stuff...(you, sir, have my attention)
    -------------------------------------------------------------------------
    @graf Zahl - That was about what i had thought when i started... i want a mod for both older and newer machines, if possible... im thinking im going to look up hypertension and 3DEdge.

    -----------------------------------------------------------------------------
    Kappes buur - this game looks amazing from the start, but it wont work...
    (maybe my version of GZDoom is out of date? 1.8.2.0)

    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 105:
    Unknown identifier 'CHAN_5'
    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 109:
    Unknown identifier 'CHAN_6'
    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 354:
    Unknown identifier 'CHAN_7'
    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 459:
    Unknown identifier 'CHAN_5'
    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 463:
    Unknown identifier 'CHAN_6'
    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 632:
    Unknown identifier 'CHAN_5'
    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 635:
    Unknown identifier 'CHAN_6'
    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 637:
    Unknown identifier 'CHAN_5'
    Script error, "njgtb4ts.pk3:actors/enemies/strogg/tankboss.txt" line 645:
    Unknown identifier 'CHAN_5'

    Execution could not continue.

    9 errors while parsing DECORATE scripts
    ----------------------------------------------------------------------------


    my plan is to mostly use pics of models wherever i can, and to use 3d models to help liven the Atmosphere, basically i want it to look realistic while using as little resources as possible
    like in FNAF. (*my research tells me the game is entirely pre rendered...(all pics of models.)

    and again, THANK YOU ALL FOR YOUR HELP.


  6. i used to play the model packs in risen, and they do run smoothly, mostly.(they took some time to load each weapon on my older system)
    Hence my confusion. i just don't want to overwhelm the processor with too many Models.

    anyway, this is not a slaughter map, no.
    So, Thanks for your assistance, guys! now that I know for sure, Ill proceed with the project, hopefully it will be fully polished and ready soon.


  7. Im Looking to Create a Full 3D mod...
    But looking on the DOOMWiki, and other sources, i have a question i cannot find an
    answer to, (after Google-ing) Exactly HOW MANY 3D models will run in DOOM (any Port) Before performance Begins to Slow? Or even Halt Altogether? I see Modern Games, Like Painkiller which seemingly run on full 3D models, but im not sure, and i dont want to continue until i get this settled.
    What do you guys think? does it depend on the system, or what?

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