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volumetricsteve

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About volumetricsteve

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  1. volumetricsteve

    Conceptual debate : direction obviousness

    Wow guys, thanks, first of all, this is all great. I got in a car accident this morning (it was small, we barely traded paint) but I'm kinda scrambled, I'd love to implement all of this advice in what I'm doing I just need to unscramble. More on this soon, I wanna dig into each of these posts.
  2. volumetricsteve

    Conceptual debate : direction obviousness

    @mouldy - Watching someone play my map was actually what made me start this thread, they got lost and instead of being like "WAIT NO...I MUST SEARCH DEEPER" they just wanted to get to the next area, like you said, with guns blazing. I suppose this means Doom should be less like Myst and more like Doom. @VGA - I kinda have landmarks, but maybe I need more.....discernible landmarks. @PsychoGoatee - I think a lot of people agree with you. I wanted to make something that felt hand-crafted, intricut and cared for...but a lot of the subtlety gets passed up immediately for gunnin' and runnin' @Not Jabba - I like the idea of rewarding the player with progression, but the trouble is there are so few...things to be had as a reward in doom, I'm pretty much left to re-rewarding the same 7 or so weapons over and over...or..providing secret areas which may be interesting...but those in turn offer the player what...more weapons? a soul sphere? Creating a sense of reward in doom was never something I thought of while playing it, and I can't really think of how to implement it in an easily replicatable way. I think you're right, it's just a tough one.
  3. volumetricsteve

    Conceptual debate : direction obviousness

    The most useful feedback i've received on my current project is that players often don't know where to go, and they get lost easily. I intentionally built the map to feel and be open - there are choices you can make regarding which keys you get that let you beat the level in different ways. I built it to be a space meant to be explored and I very much wanted to encourage the player to explore the space....but it seems to boil down to there being a really fine line of the balance of this exploration being exciting and just being confusing. the most interesting thing I've heard back has been that once I explain where I thought people would go, they instantly "got it" and chuckled to themselves that they didn't see the way to begin with... When I set out to make these maps, I wanted to bring in something I loved in games I played as a kid - feeling completely lost. (thanks, Decent 1 and 2, and to a similar extent, Quake 1, and a lesser extent Doom 1 and 2) My question to you all is, how obvious do the right paths need to be before they become annoying? Should there be a big flashing neon pointing you in the right direction? How vague should they be to remain mysterious? Should they be mysterious at all?
  4. volumetricsteve

    static lighting seems to have given up

    You are correct and I'll check that...there's a real good chance I messed with that.
  5. volumetricsteve

    static lighting seems to have given up

    I've been doing all that, I'll double check though.. I saw in another thread: https://www.doomworld.com/vb/doom-editing/61613-dark-sectors-in-doom-builder-2/ It might just be an opengl thing, something with how the engine works. It's almost like....192 is bright. anywhere between 192 and 8 is bright, but gets slightly more dim towards 8. then, 0 is pitch black, it just drops off instantly. I can reduce brightness but it's like I can go from bright to slightly-less bright, or black.
  6. volumetricsteve

    static lighting seems to have given up

    I'm using the latest version of gzdoom builder, and I've started to notice that when I throttle down the brightness of a sector, the change is immediately visible in the editor, but when I check it out ingame, it's like I didn't change anything at all unless I set the brightness of the sector to zero. It's been ok in some parts where I do only hand-placed dynamic lights, so I black them out before I do that, but in a room i'm working on now I want very...very dim static light, but I can't seem to achieve that effect.
  7. volumetricsteve

    linedef to trigger wall-switch?

    I figured it was something going on engine-side that made all these things namned differently, but my perspective is...if they're all the same to the end user, they should be presented to the end user the same way. I like the idea that all of these arbitrary unique identifiers are called tags in the editor, that name makes as much sense as any other arbitrary ID name that I could imagine. I see they used to be called line ids (etc) in the editor, and that'd be cool so someone unfamiliar would be able to more easily figure out what's going on if the naming were consistent. Seeing as how they're called one thing in the editor and something else in the engine is odd.
  8. volumetricsteve

    linedef to trigger wall-switch?

    is a line id like a tag? going from this, i've found two numbers that /don't/ belong in the script. I don't see a field that says line id here or in the properties, so i'm just taking random stabs. Thanks again for your help. Edit: AH. so it IS a tag. why don't they call of these things tags...since they're all addressed as tags in the editor? Anyway, I'm good now, thanks again!
  9. volumetricsteve

    linedef to trigger wall-switch?

    Oh....huh....I hadn't noticed that So noted, I'll check for the right match. Oddly, now I can't seem to get the texture swap to work. My code: script 15 (void) { PrintBold(s:"script in loop"); SetLineTexture(5798, SIDE_FRONT, TEXTURE_MIDDLE, "-"); } I threw in the PrintBold to make sure it was actually getting into the script, and that works fine. However, the SetLineTexture configured as above should remove the texture, which should result in a hall of mirrors effect for the linedef I have it set to, I've also tried other texture names in there, but no change seems to take place. I've confirmed that the texture I'm changing is the front and the middle...but still no sign of change.
  10. volumetricsteve

    linedef to trigger wall-switch?

    So if I'm understanding this correctly..I need to find a texture that happens to display the switch as off by default, and another one that displays it as on by default? Edit: I've found SW1STON1 (default off) SW2BRIK (default on) gounna give this a whirl..
  11. volumetricsteve

    linedef to trigger wall-switch?

    Ahh ok, I wondered if it was something like that...so if I'm to set a switch to a different texture (turning on or off) and that's defined in patches...how do I get a linedef to change its switch texture?
  12. volumetricsteve

    linedef to trigger wall-switch?

    Thanks for the help, I'm hitting a problem I'm sure is common though. Doom Builder/GZdoom builder show switches with some other wall texture, and if you mess with sectors and heights, you can "crop" it down to just the switch. Over in Slade, it shows you texture SW1S0 (off) and SW1S1 (on) which is JUST the switch...so it looks like there's some other code that layers the switch on top of the wall textures, and gzdoom builder just treats them as one texture ( I guess?) In any event, when I try to set that linedef to SW1S1 or SW1S0, it shows up as an unknown texture....so it's weird that in slade, you can only see the switches on their own and then in gzdoom builder you can only see the switches pre-added to wall textures and they're all named different things.
  13. volumetricsteve

    linedef to trigger wall-switch?

    I'm wondering if there's a way to get a linedef (walk-over type) to change the state of a switch on a wall nearby. What I'm going for is...I have a smaller dark room, the player enters, turns a corner and right as you turn the corner, you walk over this linedef that visibly and audibly changes a wall-switch so the player realizes that crossing that invisible line made something happen. I looked here: http://zdoom.org/wiki/Linedef but I'm not seeing the kind of thing I'm looking for...
  14. volumetricsteve

    overall community regard for fancy opengl lighting

    Thanks for the replies. @scifista42 - THAT'S what I was looking for. Thank you. Winter's Fury looks amazing, I'll check that out.
  15. volumetricsteve

    overall community regard for fancy opengl lighting

    Interesting...I'm surprised you say that changing more..and producing more original content will result in a smaller pool of play testers. I don't think it's what you meant, but it sounds like you're saying that having clout helps forgive unorthodox things done in one's own map. Even the possibility of this being true immediately made me realize how much more I want to break the rules. Thanks for the feedback and good luck with your project.
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