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II XII I III XI

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About II XII I III XI

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    Warming Up
  1. II XII I III XI

    Heath Ledger to play Joker in next "Batman"

    Jack Nicholson was the most convincing and best choice for the Joker in the original Tim Burton film. I doubt any actor will ever topple him.
  2. II XII I III XI

    TITLEPIC Request / Question

    Alright. Thanks for your help.
  3. II XII I III XI

    TITLEPIC Request / Question

    I have a request and/or question. The question is how do you convert an image to the DOOM color palette so that it doesn't become discolored? Specifically, I created a decent TITLEPIC in Adobe Photoshop, but it became discolored when I merged it into my WAD-File; how do I prevent this? The request is; would anyone be willing to create a good TITLEPIC for me? E-Mail me at xix_ix_vii_xiii_i@hotmail.com if you want to see some screenshots or need more information before taking on such a request if you'd like. At the very least I'd greatly appreciate if someone could answer my question or explain it me. If all else fails I'll use a previous TITLEPIC I was given. Thank you for your time.
  4. II XII I III XI

    ZDoom Multi

    This is undoubtedly a newbie question, but how do I get a co-op multiplayer game running using ZDoom? Thanks.
  5. II XII I III XI

    ZDoom Text / Print Question

    I have one more ... Is it possible to create a script that will play through all 32 maps without creating a hub? For example, I created a script that prints "You got the Shotgun!" whenever you pick up a shotgun. Now is it possible to have that one script execute through the entire game (each time I pick up a shotgun it plays) or do I have to recreate that script for each map? The confusion came in regard to how I should reference it. The shotgun would execute Script 1 in Map01, but Script 1 was something completely different in Map02, unless I create it again. Therefor I asked about a "world" script. A link would work as well. Thank you for your time and I apologize for being a bother.
  6. II XII I III XI

    ZDoom Text / Print Question

    I appreciate the response. The final question is can I move the standard printed messages to the bottom left of the screen rather than the upper left? I'm not sure if this is possible but I figured I'd ask anyway.
  7. II XII I III XI

    ZDoom Text / Print Question

    I have three questions in regard to the subject. One: Is it possible to move standard messages (You picked up a shotgun, You got a Yellow Key, etc.) to the bottom of the screen? If so what would the coordinates be like to print it directly above the standard status bar? I'd like it in the bottom left corner in relativity to the status bar to be more precise. I figured this message display is internal so may not be available for change in that manner, but I asked anyway. Two: What are the exact coordinates to print a special statement(PrintBold) with a special color in the center? Does the below statement look right? "... 5.0, 0.50, 6, 0.05, 5.0" And finally, how do you change the map name as it appears in the automap and at the statistics screen? Thank you for your time.
  8. II XII I III XI

    ZDoom Scripting Question

    I'll use this thread for any future ZDoom questions that I may have. The question I have now regards screen-displayed text. Is it possible to change the color / size / location of messages? Suppose I have a script that operates after you open a door that says "Welcome to the UAC research facility"; could I make this appear as red or white/gray in the lower left hand corner rather than the yellow mid-screen default? If you could direct me to a tutorial that would suffice. Thank you again for your time.
  9. II XII I III XI

    Question about original monsters and Decorate lumps

    Thanks. The final question I have regarding this would be what would an Arch-Vile look like in decorate/without parent attributes? More specifically what would an Arch-Vile look like with the Arch-Vile flame (the one that consumes the player when an Arch-Vile attacks) trailing it? I'm requesting something similar to Russell Pearson's "Doom Raider" Arch-Vile (in the flame trail respect) if that helps to illustrate what I'm requesting. Is there any documentation available that would quickly help me out? I'm completely new to this and although I have checked the ZDoom documentation(s) concerning this it still doesn't seem anymore "user-friendly" to me.
  10. II XII I III XI

    Question about original monsters and Decorate lumps

    On a somewhat related note, what would a Pain Elemental and a Lost Soul look like if I wanted to create a definition for them but didn't want them to have parent attributes? I'm new to this so please be patient with my "newbie" power.
  11. I'd like to know how to get an original monster to load. I've created a Decorate lump and have loaded it in my wad-file. The problem is, I don't know how to access him in the enemies section (he doesn't appear since he isn't a replacement of another demon). I'm using WadAuthor and ZDoom. Thanks.
  12. II XII I III XI

    ZDoom Scripting Question

    I thank all of those whom responded. Everything works except for the soul-sphere spawn. I previously did, indeed, use a mapspot, but the soul-sphere still fails to spawn in the floor_raise sector. I'm not sure why but I will explain it thoroughly in case something was missed. -You are in a pit that has a floor height of 0 and a ceiling height of 160 with a switch directly in front of you with a floor height of 64. Once you activate the switch, it recesses into the pit floor (0) and goes on to lift the entire pit to 128 which is level with an outside room. I am attempting to spawn the soul-sphere on top of where the switch would have stood. The switch is tagged 1 and the pit-room surrounding it is 2. The soul-sphere / mapspot is tagged 8. I'm positive that the soul-sphere is tagged correctly (8,25,0) but it fails to work. ???
  13. II XII I III XI

    ZDoom Scripting Question

    Thank you. I appreciate it. Hopefully someone can answer the other two in one way or another.
  14. II XII I III XI

    ZDoom Scripting Question

    I have a series of questions concerning scripts for one of my maps. If you could write an example script or point me to somewhere that explains how to do this I'd appreciate it. First, is it possible to make a linedef impassable initially but passable later? Obviously I'm using ZDoom, and although I want a player to be able to jump, I don't want the player to be able to reach areas until they've done something else. Second, how do I make four switches execute a script? I used the switchcount but for some reason it doesn't work. Third, can I spawn an item in a previously tagged sector? I attempted spawning a soul-sphere in a floor_raise sector but to no avail. And finally, is it possible to switch a texture sw1garg to another texture sw1satyr and make it an exit switch? The sw1garg previous is a switch that initiates a script. Later in the map however, I'd like the exact same switch to act as an exit switch. Thank you for your time.
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