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About spamclark15

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  1. spamclark15

    [v1.5] Doom 64: Retribution

    TROO K 6 A_CustomMissile("64DoomImpBall", 64, 0, 0, CMF_OFFSETPITCH, 1) Alright so the fix is to just go through DECORATE and find all instances of A_CustomMissile and change the lines if they contain CMF_OFFSETPITCH to only have the first 4 parameters like this: TROO K 6 A_CustomMissile("64DoomImpBall", 64, 0, 0) This change needs to be done if you're using a recent version of GZDOOM (but not version 4 or later which changes the behavior of A_CustomMissile yet again) as otherwise Imp and Cyberdemon projectiles will travel over your head if you're having this problem. I've uploaded the WAD with the change already made if anyone else has run into this. D64RTR.7z
  2. spamclark15

    [v1.5] Doom 64: Retribution

    I've decided 4.0.0 and 4.1.0 I'm not going to go forward with as a feature was removed inexplicably that deals with the scaling of the UI. May I ask where in the mod files the corrections are set for the imp and cyberdemon projectiles? I would like to change them so I can go back to 3.7.2 and use the mod with it. Otherwise I would have to test older versions until I found the newest one that still runs it correctly as-is, but I'd rather have a newer release and fix it myself.
  3. spamclark15

    [v1.5] Doom 64: Retribution

    The new GZDOOM 4.0.0 fixes the projectile issue that imps and cyberdemons had in the previous version.
  4. spamclark15

    [v1.5] Doom 64: Retribution

    Could you say where the correction is done at in the mod files? I could make the change on my own copy.
  5. spamclark15

    [v1.5] Doom 64: Retribution

    Good find. That could very well be the problem. Does D64RTR use A_CustomMissile or A_SpawnProjectile for enemy projectiles? It's interesting that affects only imps/nightmare imps/cyberdemon and not the other monsters with projectile attacks.
  6. spamclark15

    [v1.5] Doom 64: Retribution

    Maybe I could try to fix this bug if they've made changes like this before?
  7. spamclark15

    [v1.5] Doom 64: Retribution

    I'm encountering an issue with the imps and cyberdemons where they are firing over my head rather than at me (y-axis aim is always too high). I'm using GZDOOM 3.7.2 and D64RTR 1.5. Has anyone else experienced this?
  8. I'm curious if anyone has copies of the 2 DOOM II remixes that Ashley Carr did of Map 7 and Map 18 that were ineligible for the Delta-Q-Delta remix album, as the only copies I can find are on YouTube, as his website that DOOM Wiki links to no longer exists. https://www.youtube.com/watch?v=BHc24t6HPG8 https://www.youtube.com/watch?v=PtMZjgt3nZ4
  9. spamclark15

    Cursor Question on Startup

    Thanks. Yeah, when the game starts up in what should be fullscreen, the cursor is not immediately grabbed/hidden as a fullscreen game would do on startup, so maybe it's misconfigured.
  10. spamclark15

    Cursor Question on Startup

    I'm wondering about the cursor not being hidden when the game is full-screen as would ordinarily be the case for a program. Is this a bug on my end, or is there a setting to adjust this? As soon as the boot sequence starts, the cursor appears centered on-screen, when a game should have captured the mouse. I'm using the PC version of the game for reference.
  11. spamclark15

    Some Doom 3 mapping info

    I was going to go through existing maps and replace the textures with more suitable ones, and it would be easier I think if I could go through in-game and select them and change the path to another material or just change the color. I know the lights have RGB parameters passed to them that define their color, and I'm not sure how to change them in radiant or in-game.
  12. spamclark15

    Some Doom 3 mapping info

    2 quick mapping questions: how do I set the color of a light texture (not the light itself but the texture for a light stuck on a surface?) Also, is there a way to do this outside radiant (running around in-game)?
  13. spamclark15

    Material Question

    Dealing with materials, I'm trying to rewrite the gui/hell/stamina material to scroll only a single TGA but getting it to do 3 things simultaneously, that is, scroll, have translucency, and exist within the box for stamina is proving to be difficult. Currently I have it written: gui/hell/stamina { { blend blend map guis/assets/hud/mp/lstafill2.tga // colored } { maskcolor map guis/assets/hud/mp/lstafill2.tga scroll time * -1, 0 // colored } This reuses the top part of the original code where lstafill2.tga has an alpha channel the shape of the stamina bar. Since I don't want all the effects that the original material had which combined more than one image together, this has been a challenging material to figure out so I'm sort of lost at this point.
  14. spamclark15

    Billboarding Sprite Question

    I'm replacing the wheels on the tablecart but trying to use deform sprite to get the 2D image of the wheels I'm not understanding. If I write it like this: models/mapobjects/tablecart1ball { deform sprite bumpmap addnormals(models/mapobjects/lab/labcart_wheel/poppawheely_local.tga, heightmap(models/mapobjects/lab/labcart_wheel/poppawheely_h.tga, 4 ) ) specularmap models/mapobjects/lab/labcart_wheel/poppawheely_s.tga { map models/mapobjects/lab/labcart_wheel/poppawheely_d.tga blend diffusemap alphatest .9 } } The result is wheels that show up totally black in-game. If there's some limitation to deform sprite, I rewrote it to just: models/mapobjects/tablecart1ball { deform sprite { blend blend map models/mapobjects/lab/labcart_wheel/poppawheely_d.tga } } With this, it appears the same brightness no matter what. Does anyone know what is wrong with the first material that causes it to draw black or why the second ignores the light in the room?
  15. spamclark15

    Replacing a video in vanilla DOOM 3

    Alright I figured it out. I had to write a new GUI for it, make a new material for it, make changes to hellhole.map changing to the new GUI, and altering the delay on one of the triggers from 36.5 to fit the length of the new video (in case anyone else ever tries this). I replaced it because I play with the marine wearing his helmet and I wanted the outro in the game to reflect that.