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Raheem

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Everything posted by Raheem

  1. Raheem

    Help changing player def properties in ROE

    Thanks for solving this issue for me, as well as providing such a detailed explanation for it!
  2. I'm trying to play Resurrection of Evil without having any armor equipped, and also making it so that I am unable to pickup any of the armor items in a level. I did this successfully with the base Doom3 by simply changing the armor properties in the player def file to 0. I've not been able to replicate this in ROE however. I've tried editing the file d3xp-player.def (pak000.pk4\def\d3xp-player.def), changing armor and max armor, under //stats, both to "0" respectively. In game however, no change takes effect. I'm able to spawn in with armor and also pick up other pieces of armor. Going back to the def files, the numbers remain at 0, so nothing i'm doing in the def file is having any effect in game it appears...
  3. Raheem

    Help changing player def properties in ROE

    No I just edit the files in PAK000.pk4, the one in the d3xp folder by default after you install ROE. I actually don't know how to make a custom .pk4.
  4. Raheem

    Demonic Citadel Wad

    Hi Skunk, I'm looking forward to playing the new version. It's on my to play list :)
  5. Upon exploring the revisited "Mars city" area there is a radio transmission as follows: "we'll find ya"- Makes my blood run cold every time i hear that. Kelly stated later on in the level, during the video link up, that he could establish a command post and communicate with other Marine teams in Delta. Now later on, in administration, the player comes across a mortally wounded marine who informs the player there are still a few squads operating. One of these teams being Bravo team, who seem to be doing a competent job at surviving against the invasion themselves. Now i assume "being the greatest fighting force in the galaxy" the other squads still operating are putting up a competent fight against the invasion as well. So its pretty clear that the surviving teams are both mobile and competent at keeping the invasion at bay. The demons were able to inflict great casualties mainly because of the surprising nature of their attack on a mostly immobile fighting force at the time (just study the Franco Prussian war for learning the effects of not bringing your troops to the front in time). So I assume the surviving teams had more of a chance to mobilize themselves or were already on patrol and thus partly ready for an incoming attack. So back to Kelly, if Kelly had the authority and communicative abilities with the other marine teams, just what the hell kind of orders was Kelly dishing out? Are we really expected to believe that all those surviving teams (who have done okay up till this point) are killed off quickly and in near enough the same time as each other? The fact that they are killed off in quick repetition of each other is evident of a conspiracy against the marine teams, as if it was organized somehow. It seems Kelly was knowingly directing the other teams into ambushes and insurmountable situations. We see just one of these cases happen to Bravo team when they reach Enpro and I assume the other Marine teams (e.g fire team 2) suffered the same fate, as well as poor Wilson. Looking at how Kelly handled the situation, it seems very reasonable and methodical (in a very sinister way) which adds credibility to this idea. The other Marine teams were competent fighters ("Greatest fighting force in the galaxy") and were mobile. They were either a threat or a thorn for the Demons because of this and therefore needed to be strategically taken out of commission, and brute force wasn't working. Its safe to assume the Marine teams were operating outside of the concentration of the invasion and were being very careful to avoid being taken by surprise. It was an excellent idea then to lull the marine teams into a false sense of security by having them be directed by their esteemed commanding officer and guide them into the concentrated areas of the base and into traps with this false sense of security. An objection might be aimed at why (if this idea is to be believed) why did Kelly lead Bravo team, who were supposed to send that infamous transmission to D00M earth, into a trap if he had plans for them in the first place? Literally right before that segment, when Bravo is wiped out, the player has just killed a very powerful elite tier Demon - the Vagary. He has thus proven his strength to hell. So plans must have quickly changed to be more efficient: Kill bravo team send this powerful warrior to send the transmission focus all attention on his annihilation (now all the other teams are dead) after he has sent the transmission Can you imagine what both the player and a squad could do if they joined forces? Kelly would not want to think about that so he quickly puts Bravo out of commission (when he realizes the player is very powerful) just before the player can link up with them. Its more efficient because perhaps the Demons know the player is capable of more than a single squad is and would take much more effort and force to neutralize. So they continue to systematically expend there efforts to get rid of the other marine teams, once that objective is complete, literally all of hell is cast down upon the player. This is supported by how the game's pace drastically picks up after the communications center and we witness the first time Betruger uses his influence to try and stop the player by destroying the monorail bridge (to kill or push him into the recycling center) and also to try and poison him inside of the recycling center. This pace seems to stay consistent throughout the rest of the game as the player moves through the base, as by now all the other marine teams are dead and the only opposition remaining is the player.
  6. I'm guessing everybody is aware of the success of all the various Doom league's that run on PC. It cant be an impossibility that the same success can be replicated on the PS4 then, with the necessary effort and coordination of everybody that could be involved of course. If your passionate about Doom then you would see the benefit of bringing equally passionate people together in a competition that will push the skills of everybody involved to achieve. What i propose is that we provide a tournament that runs on a consistent basis, the game modes maps and rules can be variable as well. Sign ups will be free of course. A prize pool will be available to winners and runner ups to which i'm more then happy to help contribute personally, and i'm hoping others would to. At this moment of time, the proposal is obviously brief and arbitrary as it doesn't include specific plans on the tournament process, promotion efforts etc... This is because we have a bigger objective to focus our attention and efforts on first, gathering support. Which brings me to the focus of this post. I'm calling for anybody interested in helping to organise a league on the PS4 to come together and start one as of now. I myself have no intention of being the one who leads this project. I have no experience in starting a tournament or even how the technicalities of how a tournament runs. I'm just passionate about Doom multiplayer on PS4 and anyone else who is. Thats why i would be very appreciative for anybody who has experience (no matter if your not on PS4) to provide advise and perhaps make an active effort to help get one off the ground. If your in the same boat as me, lets just get together and discuss ideas and plans and act upon them. So right now, i just want to get the ball rolling. Please post advice and/or your willingness to participate in organising this. Once we are all confident in the amount of support we have, lets get to launching this off the ground! I've got my PSN below, and it would be a good idea for anybody who wants to become involved to do so to with your timezone. Edit: I have had a good response from the community and we are steadily building a roster. I have a on going group chat going on at PSN messages so that will be the ideal place to come to. So definitely make sure, if your interested, hit my PSN so your in the group chat because all goings on will be on the group chat from now on. Special thanks to @Sm4cky and the folks over on Doom party finder for giving us a shout out on the DOOM Party finder Twitter.Himself and The Doom Party finder community will be giving us ongoing advice and support which is greatly appreciated :) The Doom party finder Discord: https://www.discord.gg/YdPptUw Sm4acky's Twitch: https://www.twitch.tv/sm4cky PSN: gungrave786 GMT time Also PM me for any other reasons.
  7. Raheem

    Lets start a Doom Multiplayer League on PS4!

    Your in luck friend's, there is already an active league system for PC. Visit Doom Party finder Discord (link is provided above), the folks over there will have something going on at least every couple of weeks.
  8. Raheem

    Lets start a Doom Multiplayer League on PS4!

    Awesome, ill add you as soon as I am able too. I'm just trying to get the word out to people. I've PM'd Sm4cky to see if he can provide us with any support. I think right now there doesn't seem to be an organisation of players who are committed to the idea of a doom league. So we've got to get like minded individuals together to form an organisation. What i propose is that if we have good players on our friends lists that play on a regular basis; lets get them involved. To further speed this long, we'll have to scout good players in pub matches and PM them, asking them if they are interested in joining us. Tomorrow i'll create a group chat and any individuals who we recruit into this project, we will add them on there to keep everyone coordinated.
  9. @Sm4cky Thanks for the effort on your behalf on updating us about that Sm4cky. I've been having the feeling to help get a ps4 league for doom off the ground for a while now, i just wanted to make sure that nobody else was doing it at the same time. I think its about time now to act upon that inclination... I'm looking forward to watching the entire DoomsDay series on your you tube :) Edit: Here is the result of me acting upon "that inclination". Can you be off some support to this Sm4ky?
  10. Has there been any interest in doing a Sunday Series for the PS4 platform? The population is very healthy over there still.
  11. Can somebody point me in the direction of any material (videos or reading) that will help a beginner understand the fundamentals and branch out into competitive play.
  12. Raheem

    Anyone still play MP? [PS4]

    YES SIR! on ps4 PSN: gungrave786
  13. Raheem

    How to get better at MP

    Hey GooesePants, your post has been up for awhile with no replies but i thought i'd still provide some help to you. First things first, your load outs. Lets start with your main - Hell shot and combat shotgun. You'd be much better off running with hell shot and super shotgun and taking the time to master that load out. This is because it will complement the hell shot a lot better. The Hell shot is more of a consistent damage dealer (provided your racking scalps with it), it doesn't deal maximum damage instantaneously. The SSG does all its damage instantaneously (burst), so it will cover you in circumstances where consistent damage dealing weapons will fail. The combat shotgun is a nice middle ground between burst and consitent damge. People who use this effectively will tend to poke you from meduim and short distances whilst jumping around to avoid damage. However, the hell shot is already great at doing exactly that so a burst weapon will optimise your load out much better. What you should take from this is that not every combination of weapons is optimal. For example, Heavy Machine gun and Plasma rifle is horrible. You've got two consistent damage dealing weapons but you have no burst potential, not even a middle ground between consistent or burst. A better choice would probably be HMG - CS, HMG- Vortex rifle and PR - CS, PR - Rocket launcher. Try to make sure your load out is never specific to one particular end of the spectrum (burst and consistent) otherwise you will find it very hard to adapt to situations on the map. You need to master the meta game of pick ups. But this will come in due time as you play all the maps and become aware of where all the pick ups are. Don't attack people when you have low health (unless you are certain 100% you'll win). You'll spend about 40% of your time scavenging health and armour if your playing well. This is the bear bone basics of MP. I'm not sure about your current skill so my advice might be stuff you already know. In that case, if your interested in receiving more advice, get back to me and i'll tailor my advice. I can give you more detailed information on how to play every map and game mode for example. In the mean time, another very important element to getting better at any game is to watch expericed players. I've got some stuff on my youtube page, look in the playlist DOOM 2016. The videios are all raw footage though with no commentary, but its deffenilty good to just observe how an expercied player (if i do say so myself :D) approaches the match from the start and how they adpat to stay on top throughout the entire game. Link to the playlist: Here is a dude who provides a more analytical video to better your game. Good luck :) My credentials: Ive played the MP for a full year. Been Doomslayer twice and have a 4.4 K/D
  14. I'm a second generation. In my opinion, Here is what makes me proud to be one I get to outlive the first generation so i can make more WADS ;) Didn't have to suffer through the shitty old ports at the start (Very controversial one) I have a larger scope on my perspective of Doom then the OG's. Being a second generation, I've lived through the shift from old school to modern day gaming. All the modern day games have been marketed for my generation, meaning the second generation is more aligned to the modern outlook on video games then the old Gen. This allows me to compare and contrast Doom to my modern outlook, to see how much of a legendary influence it really has had. This allows me to appreciate Doom even more then OG's ever would. I get to learn from interesting and knowledgeable people who were there since the beginning. I prefer the role of a student then a teacher, fresh learning is a pleasure in of itself. Okay OG'S its your turn, and i'd appreciate some support from my second gen brothers and sisters!
  15. Raheem

    EXP and Leveling System

    @Dragon Yo, i've been working on a levelling system for my Wad and this looks very similar if not identical to mine :) I would recommend adding a mechanic that once one level up is achieved, the next threshold for levelling up is increased by 10% or something. Making it more harder to level up the next time. I'm just trying to figure out how to do my own Skill tree system, perhaps we can help each other, how are you going to do yours?
  16. I've got it to work by doing what @Nevander suggested and adding a delay in the same script that summons the monsters before the SetThingSpecial. This actually seems a bit more convenient to code as i don't have to create an entirely different script to assign the monsters to give Xp. Plus the code is near the lines that summon the monsters in question which is nice for organisation. Thanks everybody for the advice :) Edit: Ive just realised i can get it to work without the delay :)
  17. in my map I've created an encounter that spawns a bunch of monsters. I've also created a script that when a monster is killed, it yields an amount of experience points for the player. Obviously, i had no problem assigning the monsters all ready present on the map to the script. But i dont' know how to assign these "spawned in monsters" that were not previously present on the map when it opened to the script i want. So these newly spawned monsters are not giving the player xp. I'm using "Thing_spawnFacing();" to spawn the monsters via map spots. This is the script that I've assigned all the all ready present monsters on the map to in order to yield xp upon death. "playerXp" is an int variable and starts out at 0 upon the map opening. Thanks in advance :)
  18. @scifista42 So ive set the monsters all an id off 999 when they spawn in. This is the script that i am using to tie them to script 3. This is script 3 - the script that gives the player xp upon a monster kill Yet upon killing them in game the script is not executing and not providing XP. Have i done something wrong?
  19. I'm using ACS to test a levelling system in my WAD. Problem is that when an action is preformed by the player that is supposed to change these variables, it doesn't appear to be having any effect at all. Here is my script: When the threshold of playerXp (10) is reached, the player levels up and becomes playerLevel 2. This is supposed to display both the current level and Xp of the player. The value of both playerLevel and playerXp does not change when the player preforms an action that is supposed to increase it. playerXp stays at 0 and playerLevel stays at 1 on screen. Increases playerXp by 1. I've assigned this script to a few monsters but killing them doesn't appear to increase the xp at all, and when the threshold is reached theoretically, the player does not level up. Any help will be greatly appreciated :)
  20. Raheem

    Global variables not working properly - ACS

    @Empyre @Arctangent Thank you very much for the support and advice. The while loops sorted all the technical issues out. But then i figured i made the hud message that was supposed to display the Xp count display the player level by a typo in the code- which explained why nothing happend even after the while loops were added. What a damn fool be me! I tend to use ENTER and OPEN interchangeably, which is bad i know, ive always been confused on the differences between them. Can you clarify please? Also, should i be posting these types of questions that require these types of answers here or in the thread called "editing questions"?
  21. Raheem

    Looking for material to "Get good"

    Thanks everybody for the reply's. I'll get round to reading and watching all the material and consolidating on your guys advice. Its nice to see the multiplayer community is really warm to newcomers like myself... If anybody has anything else to add i'll appreciate that also :)
  22. So i'm assigning a hood message to display an integer vairebale in ACS. (Note i haven't yet added in the parameters for colour, placement etc) I want the player to know that the static number on display is their Player Level. Is there an option to print a string of words right next to the integer? (If so how do i do it?). Or will i have to do it the long way by placing a second hudmessage to overshadow the interger on display :( One more question....
  23. Sorry i didn't even realise, thank you for you help as well :)
  24. So i'm assigning a hood message to display an integer vairebale in ACS. (Note i haven't yet added in the parameters for colour, placement etc) I want the player to know that the static number on display is their Player Level. Is there an option to print a string of words right next to the integer? (If so how do i do it?). Or will i have to do it the long way by placing a second hudmessage to overshadow the interger on display :( One more question....
  25. I see a lot of my own experiences in what you've just said here. Yhea i tend to find that stigma from the older folk on occasion. But most of the old timers are some of the most accepting and tolerate individuals ive had the pleasure to be connected to via community.
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