Gustavo6046

Members
  • Content count

    925
  • Joined

  • Last visited

4 Followers

About Gustavo6046

  • Rank
    Forum Regular
  1. Internet's back! Hooray! Group hug!!

  2. He asked for Let's Plays OR commentary.
  3. Hell Revealed I have a ton of soundtracks (Unreal-related as S3M/XM/IT, others as MID)... including Rise of the Triad :) Introducing clip-based shotguns!
  4. Marines.
  5. I was so much expecting that!
  6. You mean Assembly. Assembler is the compiler that turns Assembly directly into machine bytecode, CPU instructions.
  7. gmxYW9I.png

    1. ; )

      ; )

      I not understand

    2. Gustavo6046

      Gustavo6046

      Well, your username is pretty cool :)

      I decided to share with you an also funny nickname from Imgur I stumbled on yesterday.

       

      "I not understand" Russian :P

    3. ; )

      ; )

      ;) ;/ ;( ;! ;|

  8. This is the kind of beta I mean, getting off world.

    NqJoF85.png

    "Unreal: The Confidential 1995 Medieval Beta"

     

    Seems that they wanted it to be medieval, but for some very mysterious reason (the dragon did not live to some cool factor; still TRIGGERED for it) they made it sci-fi.

     

    I love it either way. Just wanted to know what could happen if they decided to release some spin-off based on this medieval prototype... (by the way, the song was already awesome back then! .MOD "masterrace"!)

     

    Comes with a terminal! YES, Unreal's console so you can do every kind of hackish crap! (not really)

    hr3A9ce.png

    Or in this case complain about DirectXit.

  9. This is a piece of ZDCode being used for the upcoming DecoBot v9 navigation system.

    +WeaponsStay; // inventory flags
    +HasPickup;
    +WasPickedUp;
    +PickupHere
    
    %WeapPickupCheck {
    	^Projectile;
    	*INVISIBLE;
    	
    	&DamageType="ItemGrab"
    	&Speed=4;
    	
    	$PickedUp {
    		:TNT1A 0 @A_GiveToTarget("HasPickup");
    	}
    	
    	#Spawn {
    		:TNT1A 2;
    		:^Stop;
    	};
    	
    	#Death {
    		:?PickupHere ==1 =>PickedUp;
    		:^Stop;
    	};
    };
    
    %WeaponSpot {
    	&DamageFactor=0;
    	&DamageFactor="ItemGrab", 1;
    	&Radius=64;
    	&Height=48;
    	&PainChance="ItemGrab", 255;
    	
    	*SHOOTABLE;
    	*INVULNERABLE; // VERY important so it doesn't 'die'
    	*TOUCHY;
    	
    	// template functions
    	$GiveWeap {};
    	$SpawnWeap {};
    
    	#PickedUp {
    		:(GiveWeap);
    		:^Goto Death;
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    
    	#CheckLoop {
    		:TNT1 A 1 @A_RadiusGive("PickupHere", 192, RGF_MISSILES);
    		:?WasPickedUp ==1 ->PickedUp;
    		:TNT1A 1;
    		:^Loop;
    	};
    	
    	#Death {
    		:TNT1A 0 @A_Jump(2, 2);
    		:TNT1A 0 @A_Log("Somebody picked up this item.");
    		:^Stop;
    		:TNT1A 0 @A_Log("Somebody once told me"); // Nunc at apicem, brasiliensium autism erumpat in risus, et, eodem tempore, erit eligit locum ignis.
    		:^Stop;
    	};
    };
    
    %SafeCH :Chainsaw {};
    %SafePS :Pistol {};
    %SafeSG :Shotgun {};
    %SafeSSG :SuperShotgun {};
    %SafeCG :Chaingun {};
    %SafeRL :RocketLauncher {};
    %SafePG :PlasmaRifle {};
    %SafeBFG :BFG9000 {};
    
    %WeaponCH :WeaponSpot ->Chainsaw {
    	$GiveWeap {
    		:TNT1A 0 @A_RadiusGive("SafeCH", 64, RGF_MONSTERS);
    	};
    	
    	$SpawnWeap {
    		:TNT1A 0 @A_SpawnItemEx("SafeCH", 0);
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:TNT1A 0 @A_SpawnItemEx("WeaponSpot");
    		:TNT1A 0 @A_GiveInventory("WeaponsStay", 1);
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    };
    
    %WeaponPS :WeaponSpot ->Pistol {
    	$GiveWeap {
    		:TNT1A 0 @A_RadiusGive("SafePS", 64, RGF_MONSTERS);
    	};
    	
    	$SpawnWeap {
    		:TNT1A 0 @A_SpawnItemEx("SafePS", 0);
    	};
    	
    	// function inheritance does not work
    	$PickedUp {
    		:(GiveWeap);
    		:?WeaponsStay ==1 ->Death;
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:TNT1A 0 @A_SpawnItemEx("WeaponSpot");
    		:TNT1A 0 @A_GiveInventory("WeaponsStay", 1);
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    };
    
    %WeaponSG :WeaponSpot ->Shotgun {
    	$GiveWeap {
    		:TNT1A 0 @A_RadiusGive("SafeSG", 64, RGF_MONSTERS);
    	};
    	
    	$SpawnWeap {
    		:TNT1A 0 @A_SpawnItemEx("SafeSG", 0);
    	};
    	
    	// function inheritance does not work
    	$PickedUp {
    		:(GiveWeap);
    		:?WeaponsStay ==1 ->Death;
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:TNT1A 0 @A_SpawnItemEx("WeaponSpot");
    		:TNT1A 0 @A_GiveInventory("WeaponsStay", 1);
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    };
    
    %WeaponSSG :WeaponSpot ->SuperShotgun {
    	$GiveWeap {
    		:TNT1A 0 @A_RadiusGive("SafeSSG", 64, RGF_MONSTERS);
    	};
    	
    	$SpawnWeap {
    		:TNT1A 0 @A_SpawnItemEx("SafeSSG", 0);
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:TNT1A 0 @A_SpawnItemEx("WeaponSpot");
    		:TNT1A 0 @A_GiveInventory("WeaponsStay", 1);
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    };
    
    %WeaponCG :WeaponSpot ->Chaingun {
    	$GiveWeap {
    		:TNT1A 0 @A_RadiusGive("SafeCG", 64, RGF_MONSTERS);
    	};
    	
    	$SpawnWeap {
    		:TNT1A 0 @A_SpawnItemEx("SafeCG", 0);
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:TNT1A 0 @A_SpawnItemEx("WeaponSpot");
    		:TNT1A 0 @A_GiveInventory("WeaponsStay", 1);
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    };
    
    %WeaponRL :WeaponSpot ->RocketLauncher {
    	$GiveWeap {
    		:TNT1A 0 @A_RadiusGive("SafeRL", 64, RGF_MONSTERS);
    	};
    	
    	$SpawnWeap {
    		:TNT1A 0 @A_SpawnItemEx("SafeRL", 0);
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:TNT1A 0 @A_SpawnItemEx("WeaponSpot");
    		:TNT1A 0 @A_GiveInventory("WeaponsStay", 1);
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    };
    
    %WeaponPG :WeaponSpot ->PlasmaRifle {
    	$GiveWeap {
    		:TNT1A 0 @A_RadiusGive("SafePG", 64, RGF_MONSTERS);
    	};
    	
    	$SpawnWeap {
    		:TNT1A 0 @A_SpawnItemEx("SafePG", 0);
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:TNT1A 0 @A_SpawnItemEx("WeaponSpot");
    		:TNT1A 0 @A_GiveInventory("WeaponsStay", 1);
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    };
    
    %WeaponBFG :WeaponSpot ->BFG9000 {
    	$GiveWeap {
    		:TNT1A 0 @A_RadiusGive("SafeBFG", 64, RGF_MONSTERS);
    	};
    	
    	$SpawnWeap {
    		:TNT1A 0 @A_SpawnItemEx("SafeBFG", 0);
    	};
    	
    	#Spawn {
    		:TNT1A 0;
    		:TNT1A 0 @A_SpawnItemEx("WeaponSpot");
    		:TNT1A 0 @A_GiveInventory("WeaponsStay", 1);
    		:(SpawnWeap);
    		:^Goto CheckLoop;
    	};
    };
    
    //=====================================//
    +IsCorridor;
    +IsWall;
    +IsMonster;
    +IsHealth;
    +IsWeapon;
    +IsInventory;
    
    %InventorySpot {
    	*INVULNERABLE;
    	*BLOCKEDBYSOLIDACTORS;
    	
    	#Spawn {
    		:TNT1 A -1;
    	};
    	
    	#Pain.NavigationCheck {
    		:TNT1 A 0 @A_RadiusGive("IsInventory", radius + 32, RGF_MISSILES);
    	};
    };
    
    %WeaponSpot :InventorySpot {
    	#Pain.NavigationCheck {
    		:TNT1 A 0 @A_RadiusGive("IsWeapon", radius + 32, RGF_MISSILES);
    	};
    };
    
    %HealthSpot :InventorySpot {
    	#Pain.NavigationCheck {
    		:TNT1 A 0 @A_RadiusGive("IsHealth", radius + 32, RGF_MISSILES);
    		:^Goto Spawn;
    	};
    };
    
    
    
    %Medikit_ : Medikit {};
    %StimPack_ : StimPack {};
    
    %SP_Health {
    	#Spawn {
    		:TNT1 A 0 @A_SpawnItemEx("HealthSpot");
    		:^Goto MakeInv;
    	};
    	
    	#MakeInv {
    		:^Goto Null;
    	};
    };
    
    %SP_Health1 :SP_Health ->Medikit {
    	#MakeInv {
    		:TNT1 A 0 @A_SpawnItemEx("Medikit_");
    		:^Goto Null;
    	};
    };
    
    %SP_Health2 :SP_Health ->StimPack {
    	#MakeInv {
    		:TNT1 A 0 @A_SpawnItemEx("StimPack_");
    		:^Goto Null;
    	};
    };
    
    
    
    %NavCheck :FastProjectile {
    	&PainChance=255;
    	&Speed=96;
    	&Damage=0;
    	&DamageType=NavigationCheck;
    	&Radius=32;
    	&Height=32;
    	
    	*TOUCHY;
    	*FORCEPAIN;
    	*CANPASS;
    	*SOLID;
    	
    	^Projectile;
    	
    	#Spawn {
    		:TNT1 A 2
    		:TNT1 A 0 @A_GiveToTarget("IsCorridor");
    		:^Stop;
    	};
    	
    	#Death {
    		:TNT1 A 1;
    		:TNT1 A 0 @A_JumpIfInventory("IsHealth", 1, 7);
    		:TNT1 A 0;
    		:TNT1 A 0 @A_JumpIfInventory("IsWeapon", 1, 7);
    		:TNT1 A 0;
    		:TNT1 A 0 @A_JumpIfInventory("IsAmmo", 1, 7);
    		:TNT1 A 0;
    		:TNT1 A 0 @A_GiveToTarget("IsWall");
    		:^Stop;
    		:TNT1 A 0 @A_GiveToTarget("IsHealth");
    		:^Stop;
    		:TNT1 A 0 @A_GiveToTarget("IsWeapon");
    		:^Stop;
    		:TNT1 A 0 @A_GiveToTarget("IsAmmo");
    		:^Stop;
    	};
    	
    	#XDeath {
    		:TNT1 A 0 @A_GiveToTarget("IsMonster");
    	};
    };

     

    Meanwhile...

     

    eWsNq0o.png

    1. everennui

      everennui

      I called them and told them they were making a huge mistake, and if they didn't reconsider maybe their knee caps don't work no more.

    2. The Vencova

      I heard the hiring manager died of cancer shortly after receiving your application.

    3. Gustavo6046

      Gustavo6046

      The way ^ mentions "cancer" sounds familiar~ oh wait!

      GnqisKE.png

    4. Old Gregg

      Gustavo6046 have you ever drunk Bailey's from a shoe?

    5. AOSP

      AOSP

      Why is a 14 year old applying for a job, anyway?

  10. I just tried making another song. Doesn't sound very consistent, though :/

  11. Oh no! I'm being spammed at Zandronum's IRC server! Reporting to Doomworld.

    PzWkpQ3.png

    tFcKB2O.png

    Usually those two are a bunch of trolls and their only motivation is to irritate me. Ignoring them is beyond my capacity.

     

    I had a bad historic with both:

    Eu6eiDf.png

    1. Gustavo6046

      Gustavo6046

      HIDRUIO.png

      "The terrorist" refers to PocketKiller, an IRC friend of mine who couldn't stand.

    2. bioshockfan90

      bioshockfan90

      stop replying to them dude

    3. Captain Ventris

      Captain Ventris

      I  am not understanding why this is being reported to Doomworld.

    4. Gustavo6046

      Gustavo6046

      I wanted to show how terrifying Zandronum is, and their admins never cared.

    5. Marcaek

      Marcaek

      I'm convinced you never reported this to any kind of staffer, because you usually just try to milk attention wherever you go.

       

      "ignoring them is beyond my capacity"

       

      it's literally /ignore username in the irc chat entry

    6. Anidrex_1009

      Anidrex_1009

      Stop talking to them tho. 

    7. Gustavo6046

      Gustavo6046

      @Marcaek I could try but then again they are assholes.

  12. I found a bug. 13:01:40: Error: Directory 'C:\Users\gusta_000.ACER\AppData\Roaming\SLADE3\scripts/archive' couldn't be created (error 3: o sistema n_o pode encontrar o caminho especificado.) Translation (by hand): 13:01:40: Error: Directory 'C:\Users\gusta_000.ACER\AppData\Roaming\SLADE3\scripts/archive' couldn't be created (error 3: the system could not find the specified path) Apparently it does not ensure that the parent folders are already created. I know because I have already suffered that before. BTW you should add to the next beta a check to make sure it won't report previous versions as updates.
  13. Eighteen years ago:

    gQeCef7.png

    Nobody told me it was so beautiful! I guess Doomworld has always been, and will forever be a magnificent piece of CSS. It makes me drool!

    1. galileo31dos01

      galileo31dos01

      The day before I signed up here, the page was remodeled to what it is nowadays, but I remember how awesome it looked before. And also some years ago when I needed instructions for ZDoom and iwad secrets. Always a good looking forum in my honest opinion.

  14. While SLADE doesn't support map scripting, the alternatives are WadC and node-wad; I don't recommend the latter as it is experimental, manual JavaScript code, and at the moment MapEdit doesn't even work...
  15. I swear I'll freeze those monsters to a Bose-Einstein condensate if they scarekill me just once more!