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Everything posted by nrofl

  1. Happy national fruitcake day guys

  2. I think the archvile can be a pain in the ass but I still wouldnt change it.
  3. nrofl

    Post your Doom textures!

    Just wondering is this a place to post custom weapon and enemy sprites?
  4. nrofl

    Post Your Doom Picture (Part 2)

    Heavy WIP but I might as well post it
  5. nrofl

    Post Your Doom Picture (Part 2)

    I like it! But my only complain is that the blood pile looks a little like glass to me. Some detail on the ground would be nice too.
  6. nrofl

    From Wolfenstein engine to Doom engine

    Binary Space Partitioning (Ill call it BSP for the rest of the post) will only display what the player sees. It wont load anything that wont be seen by the player fully load simply because it doesnt need to. Raycasting (As far as i know) loads the whole map and casts those weird censors or "Rays" to detect depth. So thats one advantage that BSP has. Another one is height/z-axis. Now of what I understand, BSP can do the z-axis because it doesnt necessarily have to cast your vision horizontaly (If that makes sense). Ill provide images on how the renderings work. This is BSP: This is raycasting: This next is my capacity of understanding it, so it may not be fully right. Do you see how with raycasting the vision is focused around the player while in BSP it will cast the vision around the map. The z-axis is split into 2 different 2d planes, so thats how tit can divide the planes up into a 3d world. Thats another advantage. yeah cool
  7. I wouldnt trust Bethesda to do it. If it was multiplayer then I dont think that would turn out very well either...
  8. nrofl

    Any Doom-related dreams?

    I once had a dream where my house was kind of in the shape of hangar, I was having an airsoft war in the house with friends too.
  9. nrofl

    Texture Help

    Ok so im planning a space-station type wad and I imported some textures in the Graphic(Doom) format. I have (What I assume) fully working PNAMES and TEXTUREx files, and GZDoomBuilder can load the WAD with no problem, but the textures display this: Does anyone know whats going on?
  10. nrofl

    Texture Help

    When I do step 9 (My mistake was that i chose the "Create New (Empty)") I get this error: what do they mean by "Base Resource Archive"? Like Doom2.wad? Because I opened that in Slade and still got the same error.
  11. nrofl

    Doomworld Omega Project 2018

    Definitely interested in making a map for this one...
  12. It keeps getting better... Especially for a first mapI like it!
  13. nrofl

    Post Your Doom Picture (Part 2)

    How did you get those waterfalls to look so realistic? They look awesome!
  14. nrofl

    Post Your Doom Picture (Part 2)

    Heres a forest map ive been working on...
  15. Can you show us pictures of it? It seems interesting...
  16. Wait is this yours? Because it looks awesome!
  17. I'd love to see some really good detail in this, like a space station or something like that, Keep going!
  18. Heres a foresty map ive been working on. Its really my first serious map ive been working on, so its not too good.
  19. Alright, I'm trying to make a rocket launcher that fires in a 2-burst fashion. I was creating a new projectile so that the rockets can travel faster, but when I use the A_FireCustomMissile command it comes up with this error. Heres my script: actor SuperLauncher : Weapon { Weapon.SlotNumber 5 Weapon.AmmoType "RocketAmmo" Weapon.AmmoUse 1 Weapon.AmmoGive 20 Weapon.BobStyle Smooth Weapon.BobSpeed 3 Weapon.BobRangeX 0.7 Weapon.BobRangeY 0.2 Inventory.PickupMessage "You got the SuperRocketLauncher!" +Weapon.NoAutoFire States { Spawn: SRLP A -1 Stop Ready: SRLL A 1 A_WeaponReady Loop Select: SRLL A 1 A_Raise Loop DeSelect: SRLL A 1 A_Lower Loop Fire: SRLF A 2 BRIGHT A_PlayWeaponSound ("weapon/srlshot") SRLF B 4 BRIGHT A_FireCustomMissile ("SuperMissile")Random(-4, 4,) 0, 0, 0, 0, Random(-1, 1,)) SLRF A 1 BRIGHT A_PlayWeaponSound ("weapon/srlshot") SRLF B 4 BRIGHT A_FireCustomMissile ("SuperMissile")Random(-4, 4,) 0, 0, 0, 0, Random(-1, 1,)) SLRF C 2 Goto Ready } } Actor SuperMissile { Projectile +NoGravity Radius 13 Height 9 Speed 40 Damage 25 Scale 0.7 Decal MancubusScorch DeathSound "weapons/srlhit" States { Spawn: SRLS A 1 BRIGHT Loop Death: MISL B 8 BRIGHT A_Explode (100, 64, 0,) MISL C 6 BRIGHT Stop } } } Am I just making a silly mistake? I dont really know but help would be most appreciated. (Also is this the right place to post this stuff here?)
  20. nrofl

    I just need some scripting help

    Well the weapon works after your help. Thanks!
  21. nrofl

    I just need some scripting help

    I still come up with the same error after the corrections. Heres the A_FireCustomMissile lines after correcting them. Fire: SRLF A 2 BRIGHT A_PlayWeaponSound ("weapon/srlshot") SRLF B 4 BRIGHT A_FireCustomMissile ("SuperMissile", Random(-4, 4,), 0, 0, 0, 0, Random(-1, 1)) SLRF A 1 BRIGHT A_PlayWeaponSound ("weapon/srlshot") SRLF B 4 BRIGHT A_FireCustomMissile ("SuperMissile", Random(-4, 4,), 0, 0, 0, 0, Random(-1, 1)) SLRF C 2 Goto Ready Since the error talks about sprite names, I'll give the sprite names. Here they are.
  22. nrofl

    Doom Center

    In my opinion: 1: Expand the area, add different types of stores that could sort of spice up the area. 2: Make the place look more lively. I would love to play this with citizen NPC's that won't make this city look like LA from "The Omega Man". Here are other things that you don't have to put in, but would be cool if you would: 1: SKYSCRAPERS!!! 2: An arcade with playable games like ACS Arcade would be cool.
  23. nrofl


    Very atmospheric. Awesome!
  24. nrofl

    dead.air - v2

    It works fine w/ GZDoom also.
  25. nrofl

    Working on a prison map. Any ideas?

    One idea is that there's a boss room that is extremely hard to beat, but you could make a secret jailbreak button to release all inmates in the prison to help fight the boss. Another one is that you can find pieces of scrap metal to make a weapon like a rocket launcher or a prison shank.