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Everything posted by thesecondcomingdoom
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I've tried fluidsynth. it's really cool, also tried snes soundfont, timgm6mb (or whatever its called). Do you guys have any great soundfonts to play doom with?
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?? back on thread : well, yes, i recommend boom or hexen, but i'm pretty fine with UDMF and it's what i mostly use now.
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Hey, i understand what's your problem, You will have to make map26 from scratch in the GZdoom Format. and if your maps disappear, that's normal. But, sorry. you will need to make it from scratch, or just CTRL+C and CTRL+V it. whoops, I forgot the repeatable action, but in the Reload thing for Q is because sometimes it glitches for me :(
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your mainstraem idea of Porn is laughable
thesecondcomingdoom replied to RaphaelMode's topic in WAD Releases & Development
This wad restored my faith in humanity. -
I remember i played doom with a 1.0 ghz Core (only one) and 256 MB ram, lagged pretty badly.
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I'll give you a long tutorial. Open Doom Builder or GZdoom Builder (can be one of these 2.) Make a new map, use this format (for a door with all 6 keys required) Let's load a iwad, make new map. Now here's how to make what you want to do (The Door with 6 keys) Make a Room that looks like this, can be any look, but make sure there's a little rectangle with the form of a door! Now, go into 3d mode (Q) and Press E and D to move. Select your door sector. (Gif may take a while to load, don't worry) Lower it this way, now, press Q 2 times to reload the 3d mode, And then, click on both missing textures 64x64 and right click. Something like "Edit Linedefs (2)" Should appear. Go into the Front/Back menu and, you should see this To fix this, just click that error, and change the texture to something you may like :) (Should be a door.) Later, if this is done Go back into that Properties menu Find something like this. Put these configurations to both of them. Now, save your map, since it's UDMF, Get gzdoom (if you don't have it), and start up your map, enjoy!
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http://www.mediafire.com/download/g2gv030vfa3z49g/thesecondcomingdooms.wad It's really dumb. :( But it's something, right? 1 min of playable, has some cutscenes, but this is my first wad. Enjoy, i'm working on another wad currently. Not really high filesize (80kb), dumb story, etc. 1 map only, 1 min of playable stuff, may be fun, but stupid.
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AutoDoom available to download
thesecondcomingdoom replied to printz's topic in WAD Releases & Development
Yeah, i know that. but i mean, will it be able to do impossible maps? -
mo' murder (my 3rd map) (finished)
thesecondcomingdoom replied to fveitsi's topic in WAD Releases & Development
That looks pretty hellish. 9/10, Nice map, you will learn to make better maps some day. but we can all wait, I look forward to your 4th map! -
AutoDoom available to download
thesecondcomingdoom replied to printz's topic in WAD Releases & Development
Amazing, but on Tarakans(http://www.doomworld.com/idgames/?id=15361) It fails. -
First of all, have my DoomPlayer.ACTOR DoomPlayer : PlayerPawn { Speed 1 Health 350 Radius 16 Height 56 Mass 100 PainChance 255 Player.DisplayName "True Marine" Player.CrouchSprite "PLYC" Player.StartItem "Fist" Player.StartItem "BorkStopSign" Player.StartItem "Chainsaw" Player.StartItem "AcidLauncher" Player.StartItem "RocketLauncher" Player.WeaponSlot 1, Fist, Chainsaw, DontSignMeTheFuckUp Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun, OceanMan Player.WeaponSlot 4, Chaingun, SuperBomb, SuperBallWeapon Player.WeaponSlot 5, RocketLauncher, AcidLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000, SuperShooter9001 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: NPLA A -1 Loop See: NPLA ABCD 4 Loop Missile: NPLA E 12 Goto Spawn Melee: NPLA F 6 BRIGHT Goto Missile Pain: NPLA G 4 NPLA G 4 A_Pain Goto Spawn Death: NPLA H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: NPLA H 10 NPLA I 10 A_PlayerScream NPLA J 10 A_NoBlocking NPLA KLM 10 NPLA N -1 Stop XDeath: NPLA O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: NPLA O 5 NPLA P 5 A_XScream NPLA Q 5 A_NoBlocking NPLA RSTUV 5 NPLA W -1 Stop AltSkinDeath: NPLA H 6 NPLA I 6 A_PlayerScream NPLA JK 6 NPLA L 6 A_NoBlocking NPLA MNO 6 NPLA P -1 Stop AltSkinXDeath: NPLA Q 5 A_PlayerScream NPLA R 0 A_NoBlocking NPLA R 5 A_SkullPop NPLA STUVWX 5 NPLA Y -1 Stop } } Then, when i morph to this oneACTOR JetpackDoom : PlayerPawn { Speed 1 Health 100 Radius 16 Height 56 Mass 100 PainChance 255 Player.DisplayName "Jetpack Morphed" Player.CrouchSprite "PLYC" Player.StartItem "Pistol" Player.StartItem "Fist" Player.StartItem "Clip", 50 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: JETP B -1 Loop See: JETP B 40 A_PlaySound("FLYCOOL") Loop Missile: JETP C 12 Goto Spawn Melee: JETP C 6 BRIGHT Goto Missile Pain: JETP B 4 JETP B 4 A_Pain Goto Spawn Death: JETP B 0 A_PlayerSkinCheck("AltSkinDeath") Death1: JETP B 1 A_PlayerScream NPLA W 1 A_NoBlocking NPLA W 1 NPLA W -1 Stop XDeath: JETP B 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: JETP B 1 A_XScream NPLA W 1 A_NoBlocking NPLA W 1 NPLA W -1 Stop AltSkinDeath: JETP B 1 A_PlayerScream NPLA W 1 A_NoBlocking NPLA W 1 NPLA W -1 Stop AltSkinXDeath: JETP B 1 A_PlayerScream NPLA W 1 A_NoBlocking NPLA W 1 NPLA W -1 Stop } } There's no problem with it. Sound plays, etc, but the sprite stays as NPLA A, and it should be JETP B. Can anyone help me? Edit : Apparently, if i don't move, my sprite doesnt change, but if i move, it changes? what the hell?
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please Help me! I need to save my map but db wont let me.
thesecondcomingdoom replied to MrGlide's topic in Doom Editing
This is why you should save frequently, also don't use Doom builder 2. use GZDoom builder. I'm pretty sorry for what happened. -
i redesigned the imp!!
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e2m7 Tom = Right Alex = Left After living their lifes on hell for a while, they saw the doomguy, Tom accidentally shot a fireball to alex and they infighted. Alex won. Alex was brutally shot to death by the doomguy. Not so sure what T is it.
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Making a project... have a need to show pictures of it.
thesecondcomingdoom replied to BluetheIncubus's topic in Doom Editing
Maybe you should try reinstalling it, was happening to me, a reinstall worked. Edit : My old download was corrupted, i realized. that's why it was happening to me. You should actually try checking your video card. may be that. -
Because, why not?
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what game (besides doom) are you playing?
thesecondcomingdoom replied to roadworx's topic in Everything Else
I found roblox 20 days ago, i'm addicted to it. it's a really fun game. Pictures on the spoiler (There are a lot of pictures!) It's really fun. I'm playing nice games that other people made. (in roblox you can build your own world!), also my name on roblox is thesecondcomingdoom. -
ACTOR Jetpack : Powerup 10004 { Powerup.Duration 60 Inventory.Pickupmessage "JetPack!" +INVENTORY.HUBPOWER +INVENTORY.ALWAYSPICKUP States { Spawn: JETP A 1 bright Loop } } Ok, so here's my little jetpack code, when i try to take it (or summon it) it disappears inmediately, and doesn't give me anything. It seems to fall down the ground.
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Powerup Falling from ground
thesecondcomingdoom replied to thesecondcomingdoom's topic in Doom Editing
Thanks, that was enough, Thank you scifista, it took a while, but turns out the gzdoom engine can do everything! -
Powerup Falling from ground
thesecondcomingdoom replied to thesecondcomingdoom's topic in Doom Editing
Whoa, That sure did the job!, Now how would i make the JetpackDoom fly? Would we use a + flag, I'll go ahead and try that. Thanks for the help. -
I look forward to second map.
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Powerup Falling from ground
thesecondcomingdoom replied to thesecondcomingdoom's topic in Doom Editing
ACTOR PowerFlight : Powerup { PowerMorph.PlayerClass "JetpackDoom" Powerup.Duration -60 +INVENTORY.HUBPOWER } ACTOR Jetpack : PowerupGiver 10004 { Powerup.Type "Flight" Powerup.Duration 600 Inventory.Pickupmessage "JetPack!" inventory.maxamount 0 +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP States { Spawn: JETP A -1 bright stop } } ACTOR JetpackDoom : PlayerPawn { Speed 1 Health 100 Radius 16 Height 56 Mass 100 PainChance 255 Player.DisplayName "Jetpack Morphed" Player.CrouchSprite "PLYC" Player.StartItem "Pistol" Player.StartItem "Fist" Player.StartItem "Clip", 50 Player.WeaponSlot 1, Fist, Chainsaw Player.WeaponSlot 2, Pistol Player.WeaponSlot 3, Shotgun, SuperShotgun Player.WeaponSlot 4, Chaingun Player.WeaponSlot 5, RocketLauncher Player.WeaponSlot 6, PlasmaRifle Player.WeaponSlot 7, BFG9000 Player.ColorRange 112, 127 Player.ColorSet 0, "Green", 0x70, 0x7F, 0x72 Player.ColorSet 1, "Gray", 0x60, 0x6F, 0x62 // Called "Indigo" originally so as to have a unique initial Player.ColorSet 2, "Brown", 0x40, 0x4F, 0x42 Player.ColorSet 3, "Red", 0x20, 0x2F, 0x22 // Doom Legacy additions Player.ColorSet 4, "Light Gray", 0x58, 0x67, 0x5A Player.ColorSet 5, "Light Brown", 0x38, 0x47, 0x3A Player.ColorSet 6, "Light Red", 0xB0, 0xBF, 0xB2 Player.ColorSet 7, "Light Blue", 0xC0, 0xCF, 0xC2 States { Spawn: PLAY A -1 Loop See: PLAY ABCD 4 Loop Missile: PLAY E 12 Goto Spawn Melee: PLAY F 6 BRIGHT Goto Missile Pain: PLAY G 4 PLAY G 4 A_Pain Goto Spawn Death: PLAY H 0 A_PlayerSkinCheck("AltSkinDeath") Death1: PLAY H 10 PLAY I 10 A_PlayerScream PLAY J 10 A_NoBlocking PLAY KLM 10 PLAY N -1 Stop XDeath: PLAY O 0 A_PlayerSkinCheck("AltSkinXDeath") XDeath1: PLAY O 5 PLAY P 5 A_XScream PLAY Q 5 A_NoBlocking PLAY RSTUV 5 PLAY W -1 Stop AltSkinDeath: PLAY H 6 PLAY I 6 A_PlayerScream PLAY JK 6 PLAY L 6 A_NoBlocking PLAY MNO 6 PLAY P -1 Stop AltSkinXDeath: PLAY Q 5 A_PlayerScream PLAY R 0 A_NoBlocking PLAY R 5 A_SkullPop PLAY STUVWX 5 PLAY Y -1 Stop } } Sorry if this code is really long. I get this in GZdoom Execution could not continue. Script error, "cooldoomremastered.wad:DECORATE" line 1069: Unexpected 'JetpackDoom' in definition of 'PowerFlight' -
Powerup Falling from ground
thesecondcomingdoom replied to thesecondcomingdoom's topic in Doom Editing
ACTOR PowerFlightJet : Powerup { PowerMorph.PlayerClass "JetpackDoom" Powerup.Duration -60 +INVENTORY.HUBPOWER } ACTOR Jetpack : PowerupGiver 10004 { Powerup.Type "FlightJet" Powerup.Duration 600 Inventory.Pickupmessage "JetPack!" inventory.maxamount 0 +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP States { Spawn: JETP A -1 bright stop } } Would this do the job? Would i need to set something like a new "DoomPlayer" and make it "JetpackDoom" Would that work? -
Powerup Falling from ground
thesecondcomingdoom replied to thesecondcomingdoom's topic in Doom Editing
Oh, no problem, also How would i change the player sprite with this?, It's no problem if there's no way, i'd stay like that. -
9.5/10, Could use some more decoration, But amazing wad!