Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Jaska

Members
  • Content count

    398
  • Joined

  • Last visited

About Jaska

  • Rank
    Member

Recent Profile Visitors

1310 profile views
  1. It's not so much considering I can use existing material from realm667 and all those resource threads. I can lower sector detailing using models instead. So it's much about basic mapping. Of course all those difficulty levels and some scripting takes time. And testing all resources that they serve a purpose.. I've already on good progress with UDMF. I'm hoping to release something even this year. Like, make the hub-map ready and then just unlock content to next releases.
  2. @Buff Skeleton Thanks a lot! Well there was some "older" maps which I hesitated to put in, if you happen to mean them. At least they weren't too long, heh. Watched the first video(will try to watch them all) and your play and the mods look good! Have to check those mods out myself. Actually I'm already working on "part 2" It got quite fast start but now development has slowed down a bit. But almost every day something happens.
  3. What port are you aiming to? Not sure, but I would try to use some of the physics flags: https://zdoom.org/wiki/Actor_flags#Physics Like this one: -MOVEWITHSECTOR or +RELATIVETOFLOOR
  4. Jaska

    Doom Pictures Thread 2020

    Must have been fun to make those slopes? Manually or using slope-mode?
  5. Detailing. Texture selection. Resource gathering. Alternative routes. Sometimes connecting different areas and parts take much time.
  6. Thanks! Now it works. I deselected "jump over railing". I also modified textures offsets. I also found some errors on the map but not in that location. So, not sure what exactly the problem was.
  7. Thanks. But no, Won't work correctly. I'll do something else for a moment..
  8. Now it fails just differently. Can't jump over it and it blocks in the air.
  9. A Problem with GZDoom's "jump-over railing". As can be seen, there is two 3D-floors with jump-over railings offsetted to the 3D-floors. But for some reason they also block on the ground level with same height, 32 pixels. Why is that? I can do jump over railing with these false bridge sprites or another invisible 3d-floors but it would be so easy to just use jump over railings.
  10. I'm also working on breakable props. You need an actor which is spawned when something is destroyed. For example: this is from Doom Enhanced: actor WOODGIB { +DOOMBOUNCE PROJECTILE -NOGRAVITY -NOBLOCKMAP -SOLID +RANDOMIZE Radius 2 Damage 0 bouncefactor 0.2 Speed 5 States { Spawn: WOOD A 0 WOOD A 0 ThrustThingZ (0, 48, 0, 1) //Thows gibs up on Z axis. goto See See: WOOD ABCD 5 //Plays animation loop Death: TNT1 A 0 //Gib is cleared out Stop } } actor WOODGIB2 : WOODGIB //Very good idea is to inherit another version of the "gib" with different scale to easily vary the gib { scale 1.5 //So WOODGIB2 is exactly same as WOODGIB but scaled up to 1.5. } To use this you need sprites: WOODA0 WOODB0 WOODC0 WOODD0 How to use example: actor SpikeTree replaces Stalagtite { health 15 radius 16 height 40 deathheight 40 mass 1000 +SHOOTABLE +SOLID +NOBLOOD +DONTGIB +RANDOMIZE +NOICEDEATH +SOLID states { Spawn: SMIT A -1 stop Pain: SMIT A 5 A_PlaySound("gibbage/xwood") goto Spawn Death: SMIT B 0 A_PlaySound("gibbage/xwood") SMIT B 1 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 6) SMIT B 0 A_CustomMissile ("WoodGib2", 40, 2, random(0,360), 2, 10) SMIT B 0 A_CustomMissile ("WoodGib", 12, 2, random(0,360), 2, 20) SMIT B 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 15) SMIT B 1 A_CustomMissile ("WoodGib2", 20, 2, random(0,360), 2, 8) SMIT B -1 stop } } Now you have to have SMITA0 sprite, intact version of the spike tree (from doom2.wad) SMITB0 sprite from Doom Enhanced, broken version of the spike tree. To hear sounds you have to have them in your PK3's sounds folder and defined in SNDINFO. I would suggest looking in Doom Enhanced for example. It has breakable lamps also. This also has some breakable stuff: HeXen / Heretic - Ultimate decoration pack https://forum.zdoom.org/viewtopic.php?f=37&t=66784 Ask if something isn't clear! Are you familiar with DECORATE or zscript? ZDoom wiki is very useful: https://zdoom.org/wiki/Main_Page https://zdoom.org/wiki/DECORATE https://zdoom.org/wiki/ZScript I might put my "findings" together at some point but it will take time.
  11. Jaska

    Doom Pictures Thread 2020

    Looks like some Finnish level. Jyrk was a tv-show in 1990.
  12. Jaska

    what are you working on? I wanna see your wads.

    That sure looks great!
  13. Jaska

    S.U.P.E.R Natural: Demo

    Has this continued? This is so massive it's unplayable on my laptop but only thing I can do is just be amazed by the all the detail and atmosphere! And the scale of the maps is just mindblowing.
  14. It's very nice to hear because I used a lot of time and thinking to it! There was some feedback which I may have put too much weight on.
×