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Posts posted by MZLXS
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Yup kinda noob to all this new stuff I'm used to dos doom. In regards to ddf it was the whole doom definition file opposed to doomsday definition files that confused me. But as for the belphegor its a centaur like hell knight in brutal doom but somehow it comes up as the ghost baron when combined with eb.
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Blades of Exile. Changed the first avatar into a cacodemon pretty hilarious in exile 3's opening sequence.
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Kirby said:Colin Farrel is a total lobster if ever I saw one.
I mean just look
http://cdn-img.instyle.com/sites/default/files/styles/428xflex/public/images/2012/TRANSFORMATIONS/2002-colin-farrell-400_0.jpg?itok=tGBkGj8Uhttp://www.all-creatures.org/articles/ar-lobster-02.jpg
The resemblance is uncanny. -
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The music is interesting in there Kinda jungle-ish hey! I should do that for a doom mod, a jungle in hell...
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Worked just now for me but I wouldn't doubt it if it disappears soon... Some don't like the school doom levels in there. But there is another link somewhere where I got it from. Had to scan Google for awhile but its there.
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Yeah when I rub my eyes I see multicolored geometric patterns very similar to hallucinogenic effects. After that a very complex asymmetrical pattern/symbol appears usually in contrasting colors that is never the same twice. Then the symbol fades out from within back to normal vision. Does it every time.
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Doomkid said:ROFL
"Yellowstone might erupt so let's not bother to even attempt to take care of the planet"
Damn I better finish my mod then... -
It works with Brutal Doom under Zandronum. You can play the levels. But the nonstandard doom monsters don't show up(probably fixable). But the Ghost baron is summonable using
Summon Belphegor
In the console. So is the iron lich. -
the only way my monsters show up in either the editor or game is to define the actor graphic set file by file in the actors.txt file (yeah I know not an ACS script its a def.) So not just autoscript/generate for ACS but .def .ddf etc files as well. Sorry been on the doom for several days in a row. Hard to function.
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Graf Zahl said:This makes no sense. Before the computer can organize the data you'll have to tell it first what is which. How should that be automated?
Well it could be done with a set of parameters such as
Actor type/ #/ # of graphics to incorporate start/end
Or even by directory. It would take a sophisticated program to distinguish between actors/other/weapons /map data Etc. And incorporate them into script compatable with the editors and ports. -
I mean when you are makining mods especially starting a large project with alot of things that need to be used something that can generate a script(or multiple scripts) that links all the information accordingly. Like instead of typing entries for one monsters sprite set it would be able to automatically add the whole sprite set and generate script values for pixel set.(in this case the autoscripter would be an editor plugin)
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Yeah it definitely had that apeal to it back then. But the foundation it laid is still there. In that opening training could you imagine making a huge map and being able to summon those monsters to fight on your side. Against a player making his own army? Drop spawning dualrocket cyberdemons to back you up on the front lines.
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I think its time to look into this. AutoCad has an Auto Script addon for .cad's. So why not one for ACS? (Geared for doom of course) one that can process and archive say massive amounts of textures and sprites (or anything) within a directory and easily make a functioning script with little to no modifying to run. That sounds better than typing 10,000 entries spanned across multiple scripts. I know that many love scripting as did I long ago.
But scripting will only become more complex. -
Du Mhan Yhu said:This maybe?
http://www.ulozto.net/xHcpHA8/ebdoombeta656-7z
Found it here;
http://forum.zdoom.org/viewtopic.php?f=4&t=36026
Get it while its hot. -
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JohnnyTheWolf said:For example, some monsters could have been willing to lend you a hand after being fed, e.g. with corpses or power-ups. The Arch-Vile could have been neutral and been content with reviving its brethren; if you let it do so, it would be willing to heal you or resurrect you should you die. Killing a "commanding" demon like the Baron of Hell could inspire lesser enemies to rebel. Some of your weapons could have been ancient items that could be used to exorcise possessed humans and convert demons. Instead of just throwing Lost Souls at you, the Pain Elemental could have been the creature controlling the possessed humans; killing it would have freed fellow human NPCs from enthrallment. Heck, you could have been able to tame the beast and use it to enthrall demons instead! Instead of just shooting the Cyberdemon until it dies, you could have turned its thralls against their demonic overlord by showing how little it cared for them in the first place, thus making monster in-fighting an integral part of gameplay rather than just a funny gimmick. The game could have still been gorily ultraviolent and even ended on a darkly humorous note where you, as the new leader of Hell, join your fellow demons in feasting on the Cyberdemon's corpse.
A mod like this needs to happen it would open many doors. -
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RIP Kimbo Slice
in Everything Else
Posted
That sucks. I remember watching his street fights... I wonder what else will go wrong today err yesterday.