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Everything posted by Mordeth
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I've removed your link: it contains both doom.wad and doom2.wad. Do not distribute commercial iwads here. Please reupload with just your own work.
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Anybody here knows how to make a triple 3d bridge in vanilla doom?
Mordeth replied to Grassy chunks's topic in Doom General Discussion
Try build a regular vanilla 3D bridge first and see if that works. Only then, when you grasp the concept, attempt more advanced tricks using the same principle. If I had to guess, you've connected vertices that should not be connected. For a working example, there's Requiem Map13. -
Do no distribute modified iwad levels here. I've had to remove your link for this.
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Keep in mind that you need to set the flat scaling on each individually placed sector. For HD texture packs it would be much better if that was a general option for specified textures instead of having to do this in the map itself. Even with spawning monsters you can achieve the correct endscreen tally by not using Spawn, but by putting those monsters in a dummy sector and using SetActorPosition to 'spawn' them to their in-game position. Seems a bit silly to ask devs to read the mind of a random mapper whether or not a new spawn should count or not, when you already have the tools as a mapper to achieve this. Ditto for items with the 'countitem' flag. When you want to replace such an item remove its 'countitem' flag first. Introducing a secret sector is done by making a dummy sector secret first, and later transferring this property to the intended sector in-game by the Boom property transfer trigger. This works for all boom compatible ports, except GZDoom.
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How do I raise the point where an enemy projectile fires from the sprite/model?
Mordeth replied to Doom-X-Machina's question in Editing Questions
Pretty sure that only moves the sprite, not the point of origin..? -
Going to close this thread, because I don't think this goes anywhere nice nor productive anymore. Strictly speaking, having multiple accounts here is not allowed. Especially when caught trying to sockpuppet or attempting to evade (temp) bans. Otherwise I don't really care if someone wants to make a fresh start here for whatever reason. Unless I start to get more and more reports commenting on the same'ish behaviour that promped making a new account and my patience finally wears out.
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IP matches.
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what are you working on? I wanna see your wads.
Mordeth replied to everennui's topic in WAD Discussion
Going a bit offtopic, but: I used to have a short invisible object in the wall on a (hidden) conveyor, that was prevented by travelling by being stuck on a in-world barrel. Destroying the barrel would release this object to travel over the conveyor and trigger actions (such as moving floors/ceilings) etc. It does require sacrificing a thingtype when aiming for ports with only dehacked support. And for best result the barrel ought to spawn a seperate explosion thing in order to make it look good (because the object becomes unstuck only at the last frame of the barrel's death sequence). And that makes it quite expensive in thingtype real estate. -
Open UDB. File > Open Map. Browse to your Doom folder and select doom.wad. You'll then be presented with a popup window asking you to pick a map and game configuration. Pick your desired configuration (eg 'Doom: doom (doom format)') and click your map (in your case E1M2). And voila, you can edit that map. If you want a configuration other than 'doom format', you need to open the map in doom format first and convert it later to your desired format. This doesn't always go fully automatic, especially to UDMF format.
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I'm running Dosbox regulary for ancient (doom) tools I'm still using.
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To learn this kind of basic stuff, you open a regular vanilla level in UDB and see how it's done. There's also thirty years worth of tutorials available online, easily found with a simple Google search. So what exactly has you stumped here?
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Wall texture used as ceiling texture does sometimes not work.
Mordeth replied to Meerschweinmann's topic in Eternity
Wall textures used as flats in EE still need to have appropriate dimensions. Using a 16x128 wall texture as floor works; a 128x16 one does not. Yes, that kinda sucks. -
is it possible to have a map that can progress to two other maps?
Mordeth replied to lcurtis's topic in Doom Editing Help
Sure, there's the ACS function Teleport_NewMap. -
No, you just did that.
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The Door Problem
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how do you think the lack of /newstuff chronicles and a functioning review section has affected the community?
Mordeth replied to roadworx's topic in Everything Else
We do know. And if this was easy to fix, it would have been. There is some activity on this front but best not to divulge at this point. -
Last thread: To upload without using attachment space you can upload pictures to https://imgur.com or short videos to https://gfycat.com.
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If you don't get the verification email you should contact me.
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This is me, every year :)
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Removed a post complaining about banned peeps not being allowed to participate anymore. No more derailing of this thread.
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The beta lost souls are also present in WAD form for those source ports that have beta emulation, eg Eternity Engine. You can find the sprites in the base\doom\eternity.pke file, which I guess is a bit more convenient that doing the work yourself.
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Happy 30th anniversary everyone! Congratulations to all the winners and runner-ups of this year's Cacowards, and a massive thanks to the team that made it all happen!
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You used an IP range banned due to mass spam waves. Your account is not banned.
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You made two topics about this, in different subforums. I'm closing this one and keep the other open.
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how to make a Polyobject swinging door work with 3d floors?
Mordeth replied to soss's topic in Doom Editing Help
Instead of solid polyobjects (made up by 1s linedefs) you can also construct polyobjects made up from 2s linedefs /w Polyobj_ExplicitLine. See eg this discussion. Made some '3d' doors this way (can't check now), so it's definitely possible.