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Everything posted by Empyre
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Say which of the two songs above you like. Then, post two songs you like.
Empyre replied to Jason's topic in Everything Else
While listening to At Forteress' Gate, I thought "This is going to be an easy choice!", but then I listened to At Doom's Gate, which somehow managed to be even better. The original: or the cover, somehow made almost 2 decades earlier: -
First, you need to make a custom ammo type. Then, make your weapon use that ammo type for its alt-fire with Weapon.AmmoType2, Weapon.AmmoUse2, and Weapon.AmmoGive2. Then, make a replacement for each monster you want to drop that ammo, something like this: ACTOR ThfpjctZombieman : Zombieman replaces Zombieman { DropItem "ThfpjctAmmo" } This example will make pistol zombies drop ThfpjctAmmo instead of dropping a clip.
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A_CustomMissile is for monsters. For a weapon, use A_FireProjectile.
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For multiplayer, I recommend Zandronum. It has most of the features of GZDoom (which is based on the discontinued ZDoom), lagging behind a few years, but it has client-server multiplayer and a browser, Doomseeker, which will download whatever wads you need to join a server. If you want to make stuff similar to what you made for Duke 3D, I recommend UDMF format in a pk3 file. It allows not only dynamic lighting as mentioned before, but also stuff like slopes and 3D floors. After mapping in UDMF, the old Boom format seems so limiting, and the original Doom format even more so, but lots of cool maps have been made and are still being made in those venerable formats. The Doom format is further divided into Vanilla and Limit-Removing. Vanilla maps should work on the original Doom or Doom2 exe. Chocolate Doom is a port that tries to emulate vanilla Doom as closely as possible, with the same limitations and bugs, while (as I understand it, having never played it) Crispy Doom is similar, but adds more features, like higher resolutions. Limit-Removing is the same Doom format as Vanilla, but the limitations of the original Doom engine have been removed or greatly lifted, allowing bigger maps with more details. Boom was one of the first ports made when the source code was released. Its map format adds features like transfer heights, scrolling floors, and generalized actions, and more. Another format is Doom-in-Hexen, which has features added by the Hexen engine, like slopes and bridge things, but is has been superseded by UDMF, which has a superset of its features.
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How do you insert a script into a map, if you can at all? (with Doom Builder)
Empyre replied to Tangerine's question in Editing Questions
In GZDoomBuilder, pres F10 to bring up the script editor. This will create and edit scripts that are only for that map. If you also want some scripts that work in all maps, use Slade to make an ACS library. -
There is apparently a bug in Save Map Into, as mentioned in this thread: I thought you might want to know about it, in case you didn't already know.
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How do you insert a script into a map, if you can at all? (with Doom Builder)
Empyre replied to Tangerine's question in Editing Questions
It would probably work fine using DoomBuilder X (which I haven't tried because I like GZDoomBuilder), but you still cant use scripts in Doom format. You need either Doom-in-Hexen or UDMF (which I recommend). -
(***Currently not available*** ) Give me your WADs - I WILL PLAY AND RECORD THEM.
Empyre replied to Austinado's topic in WAD Discussion
About my maps, the HMP and easier skill levels are supported, too. I was talking about the harder skill levels because you had complained about somebody else's map needing more monsters, a complaint I used to get a lot, so I added more monsters and the Slaughter skill level with even more monsters. Also, my OPWeapons are designed to make real slaughter maps easy. However, if you want to combine my maps with my OPWeapons, you will need the opweapons_st_v2 patch, too, so the Skulltag weapons in my maps will be properly replaced by OPWeapons. -
I don't know why Kickback is not working, but maybe you can fake it with A_RaduisThrust.
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You have created the weapon and the class, but are you playing as the new class? You can't use "replaces" with player classes. https://zdoom.org/wiki/Creating_new_player_classes
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Hidden sectors till visible on automap...
Empyre replied to DoomSpud's question in Editing Questions
I just learned something new. I like learning new things! -
Say which of the two songs above you like. Then, post two songs you like.
Empyre replied to Jason's topic in Everything Else
Beetlejuice. The original: or the sample: -
Hidden sectors till visible on automap...
Empyre replied to DoomSpud's question in Editing Questions
The flag that hides a sector in the automap is not on the sector itself, but on the linedefs. Enter Linedef mode and select the lines you want hidden, and then Right-click them and check the Not Shown on Map flag. -
From the Demo page of the Zdoom Wiki:
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ACS : Set Font & Hud Message resolution problems
Empyre replied to Dude27th's question in Editing Questions
That's right. You can still move the graphics, but you move them as described in the Coordinate Behavior section. -
How can I make a shape like this in GZDoom?
Empyre replied to DooM_RO's question in Editing Questions
You don't need to make it a goal to use as few features as possible. You just need to avoid trying to use as many as possible just for the sake of having a lot of features. If it would improve your map, like in this case, go ahead and use that feature. -
Enemy firing shots even when out of sight?
Empyre replied to DynamiteKaitorn's question in Editing Questions
I agree with andrewj, but here is a more detailed explanation. Sometimes Goto See+1 is useful, if you want to use the first frame in See only the first time you enter the See state, but in this case, See has only 1 frame and the next frame in the code is the first frame in Missile. -
The Official 'Trying to Find a Specific WAD' Thread
Empyre replied to gruntkiller4000's topic in WAD Discussion
A lot of Zandronum stuff can be found here: https://allfearthesentinel.net/zandronum/wads.php Here is the one you are looking for: https://allfearthesentinel.net/zandronum/download.php?file=bossbattles_v17za.pk3 Or maybe the classless version, if you want to add a weapons or classes wad: https://allfearthesentinel.net/zandronum/download.php?file=bossbattles_classlessv6.pk3 -
(***Currently not available*** ) Give me your WADs - I WILL PLAY AND RECORD THEM.
Empyre replied to Austinado's topic in WAD Discussion
My maps aren't for everybody. I make maps that I would enjoy playing, and a lot of people enjoy them, too, but a lot of others don't. For example, I hate running out of ammo, so I make sure that doesn't happen in my maps, resulting in complaints of "too much ammo". If you want a challenge, try the Slaughter skill level that replaces Nightmare, and if that is still not enough monsters, enable multiplayer emulation to add the many multiplayer-only monsters (Type multiplayer in Zandronum's console, or I have heard that adding a bot does the trick in GZDoom. Either way, restart the map for it to take effect). -
Post your Doom video! [but don't quote video]
Empyre replied to DuckReconMajor's topic in Doom General
You could make the sprite even bigger, and then use the TEXTURES lump to make it display at the desired size. -
There already exists a wad full of midi versions of Beatles songs, so why not maps inspired by those songs using those midis?
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How can I make a shape like this in GZDoom?
Empyre replied to DooM_RO's question in Editing Questions
To do it with slopes, start by doing what Simomarchi said, but with fewer circles. Then, divide each side of each circle into separate wedge-shaped sectors. Make sure all of the lines of every circle are facing the same way, either all outward or all inward. All inward is easier, so let's do it that way. Next, select all the lines of all the circles, except for the innermost circle, and use action 181 (slope), and slope the front side of the floors. Optionally, and only if you are using UDMF, you might want to scale the flats in the sectors with the steepest slopes so that they don't look too stretched. -
Question about Brightness levels in vanilla maps
Empyre replied to RonnieJamesDiner's question in Editing Questions
If the light level was stored in a single byte, which was very likely in those memory-starved days, then the possible values are 0 - 255. A light value of 256 would simply be impossible to store in a single byte. Because of this, 255 is the sole exception to all the light values being multiples of 16. EDIT: I stand corrected by somebody who has actually looked at (and worked with) the code -
In the Death state, you have the frames going FJHIJ instead of FGHIJ. This isn't the cause of the invisibility, but you might want to fix that, too. Maybe your png images are in a format not supported by the game engine. To test this, make a copy of your wad, and in the copy, use Slade to convert the pngs into doom graphic format. If that make the monster visible (but perhaps ugly), then my hypothesis is confirmed. Maybe PNG Palleted would look better than Doom Graphic.