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OfficialDOOMGuy

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About OfficialDOOMGuy

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  1. OfficialDOOMGuy

    Problems with Swinging Doors *SOLVED*

    I've been working on a wad lately and have a pretty tall outdoor sector at the start of one of the maps. there is a cave entrance on the other side, and since the cave entrance leads to another part of a science facility, I decided to use swinging doors. This brings me to the issue istelf; the doors once placed in front of the entrance are extremely tall and no matter what I try, nothing fixes this, even if I lower the ceiling, the doors just clip up through the ceiling although that in itself isn't so much of a problem since the player can't really see that. But the one thing that's stopping me is the presence of large walls and a large building in the sector and so I am hesitant to simply lower the ceiling. I also noticed that the doors open different direction depending on which one I activate. I was wondering if anyone would be able to help me with this problem or whether it's just something I'll have to deal with and try and work around. Here are some screenshots of both problems:
  2. OfficialDOOMGuy

    [FIXED] An issue with in-engine rendering

    So a friend of mine was working on a WAD the other day using GZDoom Builder when he noticed that 3D floors wouldn't show up in visual mode, yet when he play tested the game they would be there. I tried what I could to help him find an option that possibly let you decide whether you wanted the engine to render 3D Floors in Visual Mode or not, but we couldn't find anything in the options, or online. Does anyone have a solution for this problem? [EDIT] He just updated the engine and the problem was solved, so never mind.
  3. OfficialDOOMGuy

    Sound problems with MAPINFO

    So I had a look through the log after starting a faulty versio of the game up and loading into a map, and there seemed to be no errors regarding the map definition or anything regarding the engine being unable to load sounds at all.
  4. OfficialDOOMGuy

    Sound problems with MAPINFO

    That's a good point, I'll give that a go and post any related results here.
  5. OfficialDOOMGuy

    Sound problems with MAPINFO

    I did once start on a new project with a completely different MAPINFO and all and I'm pretty sure I had the same problem, as I just used map 01 "MAPNAME" to define the maps. Maybe it's something to do with being unable to properly read the map's definition as the map number doesn't include the entire map name?
  6. OfficialDOOMGuy

    Sound problems with MAPINFO

    It confuses me too, I mean all that really matters is that my sounds are back, but I'm working with Slade and the latest version of GZDoom Builder, so maybe it's something to do with one of those?
  7. OfficialDOOMGuy

    Sound problems with MAPINFO

    Thanks a whole bunch dude! I did what you said and it fixed my problem, anything that had missing sounds now have their sounds back.
  8. OfficialDOOMGuy

    Sound problems with MAPINFO

    So I added a MAPINFO file into my WAD in order to adjust a few things regarding the map settings. And although within the MAPINFO file I haven't tampered with any sounds, all of my door sounds have vanished from the wad. I've tried copying the original Doom II SNDSEQ file, but this doesn't seem to do anything, I have also done the same with the original SNDINFO file, but to no avail. I am unsure as to why this is happening, but have encountered a few other people who are having the same problems as me. Any help would be much appreciated. Thanks! Here's my MAPINFO file:
  9. OfficialDOOMGuy

    How do I create random integers in GZDOOM Builder?

    I did try to use the "credits = credits + Random(1, 10);" but it had a syntax error, this was before I started this thread., so I'm guessing I just typed something wrong. Thanks for the help.
  10. OfficialDOOMGuy

    How do I create random integers in GZDOOM Builder?

    Yes, I have. I think if I hadn't my question would probably be more along the lines of "My scripts don't seem to work, but I don't know why?" Anyway. Here is my script: "#include "zcommon.acs" int quest1Active = 0; int credits = 0; int quest1Count = 0; script 1 ENTER { ClearInventory(); SetFont("BIGFONT"); HudMessage(s:"Press your use key to talk to people.", s:"\n You can earn money buy picking up armour bonuses or completing quests."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); } script 2 (void) { SetFont("BIGFONT"); HudMessage(s:"Marine: Welcome to Moonbase Omega.", s:"\n Each area is known as a sector, and is given a sector number. All sectors and their respective numbers have been marked on your map", s:"\n Please refrain from committing crimes. It will cost you money and time.", s:"\n I will just get you your starter pack."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); delay(800); GiveInventory("FlashLightCentered", 1); SetFont("BIGFONT"); HudMessage(s:"You have a flashlight!"; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_TAN, 1.5, 0.8, 5.0, 0.05, 2.0); delay(250); HudMessage(s:"Enjoy your stay here at Moonbase Omega, citizen."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); } script 3 (void) { if (quest1Active == 0) { quest1Active = 1; SetFont("BIGFONT"); HudMessage(s:"Guard: Damn, the generators are low again, just when the power manager is off...", s:"\n I can't leave my shift if I want to keep my job, though.", s:"\n Could you check the generators? They're in S5.", s:"\n Show this to the guard outside S4 to gain access to the generators.", s:"\n When you're finished, return to me."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); } else if (quest1Active == 1) { SetFont("BIGFONT"); HudMessage(s:"Guard: I don't hear them generators, friend."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); } else if (quest1Active == 3) { quest1Active = 5; SetFont("BIGFONT"); HudMessage(s:"Guard: Thanks! We've got power now. Have some credits, friend."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); credits = credits + 150; } else if (quest1Active == 5) { print(s:"Guard: Stay safe."); } } script 4 (void) { if (quest1Active == 0) { SetFont("BIGFONT"); HudMessage(s:"You: Give me that key!", s:"\n Guard: Sorry, no civilian access."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); } else if (quest1Active == 1) { quest1Active = 2; SetFont("BIGFONT"); HudMessage(s:"You: I need that key to repair the generators.", s:"\n Guard: Fine, here. Don't take too long in there,", s:"\n that place is full of radiation.", s:"\n Powerfull stuff that'll kill you. Gamma rays, beta rays, alpha rays, The lot of 'em.", s:"\n If you want to survive that place, get a hazard suit in S3, the shopping district.", s:"\n They sell weapons, armour, all sorts in that place. Good luck in there."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); delay(800); GiveInventory("BlueCard", 1); SetFont("BIGFONT"); HudMessage(s:"You have a blue key!"; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_TAN, 1.5, 0.8, 5.0, 0.05, 2.0); } } script 5 (void) { print(s:""); } script 6 (void) { credits = (credits + 1, 10); print(s:"Credits: ", d: credits); } script 7 (void) { setmusic("D_E1M3",0,0); setfont("bigfont"); hudmessage(s:"RECEPTION"; HUDMSG_FADEINOUT,35,CR_WHITE,0.5,0.9,5.0,2.0,2.0); } script 8 (void) { Sector_SetColor(const:3, 255, 255, 255); } script 9 (void) { if (quest1Active == 2) { quest1Count++; SetFont("BIGFONT"); HudMessage(s:"Generators activated."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); if (quest1Count == 1) { quest1Active = 3; SetFont("BIGFONT"); HudMessage(s:"Generators restored, return to the guard in S1"; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); } } else { SetFont("BIGFONT"); HudMessage(s:"Nothing happens"; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_GREEN, 1.5, 0.8, 5.0, 0.05, 2.0); } } script 11 (void) { print(s:"You: I just need to press that button..."); } script 12 (void) { print(s:""); } script 13 (void) { print(s:""); } script 14 (void) { print(s:""); } script 15 (void) { print(s:""); } script 16 (void) { print(s:""); } script 17 (void) { print(s:""); } script 18 (void) { print(s:""); }"
  11. OfficialDOOMGuy

    How do I create random integers in GZDOOM Builder?

    I tried both of those, but I just got a syntax error.
  12. I'm writing a script for an RPG based WAD in GZDoom Builder, and naturally, one of the scripts creates an empty integer for credits: "int credits = 0;" So far I've set it so that when credits are picked up, this script is run: "credits++; print(s:"Credits:", d: credits);" But instead of just making it add one each time, I want it to add a random amount between 1 and 10. I did try to use "credits = credits + (1,10);" but that didn't work, and I did it before but lost the script, so I was wondering how this might be done.
  13. OfficialDOOMGuy

    How do I add custom weapons in SLADE?

    Thanks a whole lot. This solved the problem and I can now include custom weapons in my WAD.
  14. OfficialDOOMGuy

    How do I add custom weapons in SLADE?

    I've tried to do this before, and it works, I used the same process for adding custom NPCs, I just dragged the files in and made sure it wasn't in the middle of another group of files. When I placed the weapon in game, the player can pick it up, but they can't change weapons, and if they pick up another weapon, they can suddenly change weapons again, but they cannot switch to the custom weapon. I know I can't be installing the weapons correctly, so how should I do it?
  15. OfficialDOOMGuy

    (ZDoom) The Ultimate Icon of Sin

    I love the idea of this wad, and think it's very inventive and well done. I look forward to playing it as it looks awesome. I am willing to do any kind of voice acting if you're still looking for voice actors. Just tell me what needs to be recorded and it will be done.
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