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spamclark15

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Everything posted by spamclark15

  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

    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.
  10. 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.
  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

    I've encoded a new video to replace the ROQ played in place of the current one on hellhole, but the way that the current video is tied to rescue.gui and the hellhole.map has me lost. All the stuff the GUI adds is nothing I want on the replacement, which I would like played as-is and at the new length that is longer than rescue.roq. Trying to write a new GUI for the new video and swap the GUI name in the map results in the game saying the GUI ended unexpectedly. I could use some help with this replacement.
  16. 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.
  17. spamclark15

    Question About D3BFG Maps

    Is it possible once the files are extracted out of a RESOURCES file to use the maps in normal DOOM 3? Perhaps someone already tried to do this, but le_hell and le_hell_post of the Lost Mission would be neat to play in normal DOOM 3.
  18. spamclark15

    Question About D3BFG Maps

    As far as I know it largely just reuses content from the base game and ROE.
  19. spamclark15

    Question About D3BFG Maps

    Extracting out the RESOURCES file for it, they do look to be text formats, but they're laid out differently from what vanilla DOOM 3 has. For example, I'm not sure where the CM and PROC files are that belong with each map.
  20. spamclark15

    All Full Weapon HUD Sprites

    I've been looking through Google trying to find a sprite sheet of all of the full sprites for the HUD weapons but I haven't been successful. The sheets I keep finding have the sprites cropped off, sometimes even moreso than the final game, discarding what happens to be below the screen, but pre-release versions of DOOM had the full uncropped sprites for all of the weapons. Would anyone happen to have these?
  21. Basically, I adjusted the position of the plasmagun viewmesh and sometimes the player casts shadows on the gun. I'm wondering how to disable this for this viewmesh?
  22. spamclark15

    Disabling player casting shadow on weapon viewmesh

    It's definitely the player shadow being cast on the plasmagun viewmesh, but no other weapon has this behavior. I've noticed that on, say, a dead monster corpse, the plasma gun will cast a shadow on them but the other weapons won't, so there is something different about the plasma gun but I can't seem to find it.
  23. spamclark15

    Light material question

    I've changed the color of the lights on doors for locked/unlocked but I'm noticing that, while the red image appears correctly, the green image seems to be a combination of both the "locked" and "unlocked" images. Looking through the material files, I found textures/base_door/doorlight { //noShadows qer_editorimage textures/base_door/doorlight_red.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_red.tga { if ( parm7 == 0 ) blend add map textures/base_door/doorlight_red.tga colored } { if ( parm7 == 1 ) blend add map textures/base_door/doorlight_grn.tga colored } } textures/base_door/doorlight_red_to_green { qer_editorimage textures/base_door/doorlight_red.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_red.tga { if ( parm7 == 1 ) blend add map textures/base_door/doorlight_red.tga rgb 5 } { if ( parm7 == 0 ) blend add map textures/base_door/doorlight_grn.tga rgb 5 } } textures/base_door/doorlight_grn { //noShadows qer_editorimage textures/base_door/doorlight_grn.tga bumpmap textures/base_door/doorlight_local.tga diffusemap textures/base_door/doorlight_grn.tga { blend add map textures/base_door/doorlight_grn.tga colored } } Does anyone know enough about the material files who knows what needs changed to get green to appear fully opaque rather than a mixture?
  24. spamclark15

    Light material question

    I do have another question: The soulcube viewmesh has a light on the front of it... Where is that light defined so I can make changes to it?
  25. spamclark15

    Light material question

    I figured it out. It was an issue with how the images were being blended. Replacing blend add with blend blend prevents the green from being transparent to varying degrees on top of the red.
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