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R2card

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About R2card

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    Warming Up
  1. R2card

    My First Wad: Infestation (MegaWad)

    Try using the cheat MAP MAP001, I changed the default map numbers to avoid the scripts on some levels that are default. I tested the WAD just dragging it onto GZDoom.exe and loading doom 2 and using the MAP MAP001 command it worked fine. As a third and final update, I changed the WAD just to boot into the first level properly, avoiding using commands, I should of done this from the get-go, but I wanted to keep the consistency of MAPxxx.
  2. R2card

    My First Wad: Infestation (MegaWad)

    Thanks, I didn't really consider that, but I've updated it after looking into a tutorial! (I'm pretty new to SLADE and it's capabilities.)
  3. Hi, this is my first contribution to the DOOM community. I've been working on this MegaWad on and off for about 8 months, it's made with a lot of love! PORTS: I only tested two Ports: GZDoom and Zandronum. (Some of the scripts don't work as intended on Zandronum, but don't break the game. I wouldn't recommended it though.) I also have a lot of scripting that is reliant on Zdoom, so keep that in mind when using an untested port! Additional notes: This WAD does have 3D Floors and Deep Water in a few places. Freelook is recommended, but not completely required, and I'm not sure about rendering, but I use Open-GL Accelerated. Some of the levels can get a bit dark, so if you have a hard time seeing in the dark, you might want to adjust your lighting to make it easier. I also enjoy playing this WAD with Brutal Doom, but it isn't required. IWAD: Doom2 Additional WADS: This WAD has extra textures, Doom Textures for Doom II, which I've imported into the WAD. Levels: This WAD has 18 levels. 16 Normal Levels, and 2 Secret Levels. Difficulty: The WAD is not setup for multiple difficulties, and ramps up in difficulty from similar to the start of Ultimate Doom to the end of Doom2 On Ultra-Violence. (Because it's much shorter than full 32 map WAD the difficulty ramps up much faster!) Themes: The maps feature a variety of styles, ranging from: puzzle oriented, tight halls, opened outdoor, and slaughter maps! A portion of the time put into the maps was finding and fixing bugs and texture errors, if you see any please let me know, I would appreciate hearing your opinions as well! Infestation.zip STORY: Demons have begun to infest earth spawned by the Devil's Womb, even the military has been defeated! As a last stand Doom Guy is dropped off on a helipad in front of a small military outpost next to a barrel production facility. Experience the quest of taking back earth by killing all the demons and defeating the Devil herself! Travel from earth to Mars' Moons and the depth of Hell itself!
  4. It is now working flawlessly! Thanks for all the help!
  5. @Gez Thank you for this, this is quite helpful! I've been over-complicating this for myself it seems.
  6. The only problem I seem to be facing now is how to detect when the player pushes the first switch. Script 2 (int id) { SetLineActivation(8, "SPAC_Use") if (GetLineActivation(8) & "SPAC_Use") { Floor_LowerToLowest(19, 32); SetLineSpecial(1, 21, 20, 32, 0, 0, 0) } } This is what I have right now, but it seems like it won't do what I want because it would perform the action as soon as the player enters(or would it?). (It's also throwing errors up on the if line and I'm not sure why. I forgot semi-colons!) I'm still also not sure if I'm to replace the int id part next to the script with anything. (P.S. I'm sorry for my stupidity, this is probably super simple)
  7. @EarthQuake In this case it seems I might be using the wrong function here, I want to check when the player presses a switch, and something I didn't ask because I think I have the proper code for it is setting a generic line to a switch. I have 8 switches that are activated in a clock-wise pattern, and as each switch is pressed the wall in front of the next is lowered. Currently I can press the switch though the wall, so I wanted to get around that by removing the switch until it's needed and adding it back in with code. This whole coding thing goes a lot deeper than I expected!
  8. I'm trying to understand why this isn't working for me! I've done a few smaller scripts already but this one is giving me a hard time! (I'm in Doom 2 Hexen format, idk if that's helpful) https://zdoom.org/wiki/GetLineActivation I don't understand if I'm supposed to replace "int id" with anything, and what line ID am I meant to use, just for the overall linedef, or the front or back sidedef. Also I'm not sure what "&" means! I'm very new to this scripting thing, I thought I was getting the grasp of it, but this is just killing me!
  9. I'm working on a MEGAWAD and I was originally doing it in ultimate doom with doom 2 running in the back for textures but went to solely Doom 2. I had a secret level setup to E1M3 to E1M9, is there anyway I can emulate that into Doom 2 to go from MAP03 to MAP31?
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