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Mr. Impso

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About Mr. Impso

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  1. Mr. Impso

    Null ACS module help?

    ah, thank you for correcting me. and no I do not.
  2. Mr. Impso

    Null ACS module help?

    hello sir, sorry for month of silence, life hit me hard. as for your question, I believe I am using zcommon.acs. I've just recently tried to compile the script for the decorate file using ACC, but I get this other message. I feel like I'm on the brink of solving this problem, so if you or someone else sees this, any help would be greatly appreciated
  3. Mr. Impso

    Null ACS module help?

    hmm. I haven't thought to poke around with that. I'll see what I can find
  4. Mr. Impso

    Cursed Doom Images

    fairly late to the party I believe, but here is my little home creation
  5. Mr. Impso

    Null ACS module help?

    Alright friends, new problem has cropped up. Hopefully this will be the last question for a while, and I realize the ACS module stuff is old news for a lot of you, but please understand I've never fiddled with it at all, only making maps with the default tools at hand. The problem is this: I'm working on a new wad, one featuring a floating demon face, with Gummulus as a placeholder name as I still haven't really worked out a name for him yet. I've gotten an image to function as his sprite in the game, I've gotten the decorate file for him all sorted out, I've confirmed that it all runs smoothly and...well...whenever I try to test run the map, it starts, but I get a warning in the console that says "invalid ACS module." and Gummulus doesn't really behave like I want him to, or as I'd imagine him to. (my hope is that he'd roam freely and launch projectiles while only inching towards the player like a Cacodemon), instead he stays a constant, certain distance away from the player and launches his projectiles. I've made a wad for a friend with custom monsters that functioned as intended, and I'm not sure what I did, but I cannot for the life of me replicate whatever miracle I managed to pull off previously. I did my own research and from what I gleaned, it has something to do with the ordering of the level scripting, but when I view my level scripting, as text or hex, it doesn't give me a whole lot to go on, if it's not blank at all, so I'm at a dead end. As always, screenshots to all data I think is relevant will be up, and any help will be greatly appreciated.
  6. Hdoom eternal. yeah I said it and I mean it because I have no shame.
  7. Mr. Impso

    (SOLVED) Custom monster help?

    HOLY SHIT YES! IT WORKS! Big thank you to EVERYONE who helped me out here, it really means a lot to me :)
  8. Mr. Impso

    (SOLVED) Custom monster help?

    Thank you Kappes Burr, that worked. well, somewhat. we're getting closer, the monsters are spawning properly now, but whenever they touch me, the game crashes.
  9. Mr. Impso

    (SOLVED) Custom monster help?

    Here's the files and the sprite for the enemy itself is highlighted. I've used Slade before, but never have I made a custom enemy, so I'm a little clueless, I'm sorry
  10. Mr. Impso

    (SOLVED) Custom monster help?

    well I looked in the console snd the ID number was invalid. So I fixed that, and now it says it has no frames. Ugh, I'm so close to getting this shit to work I can feel it, it's like pulling teeth
  11. Mr. Impso

    (SOLVED) Custom monster help?

    Alright, bit of preface: I'm making a doom wad that features the floating head of Spencer from Icarly shouting "BAGEL" and launching exploding bagels at you. I'm making it for a friend, who is down in the dumps but really loves goofy doom wads like this. Now, with all that said, I think I've gotten everything right in the decorate file, and when I try to spawn the monster in in the map editor, their icon shows up as the spencer head. However, in actual gameplay, they do not appear, replaced with the little red and yellow exclamation marks indicating an error loading some custom monster in. Here's the screenshots for both the monster and the custom projectile. What am I doing wrong here? I'm using Slade with zdoom as my preferred source port
  12. Mr. Impso

    small nitpicks?

    I kind of see what they were going for with the purple goo, and I respect it. limiting a player's mobility in a game where mobility is key forces the player to get creative and adopt a new method to stay alive, especially on harder difficulties. That's not what the purple goo does. No. The purple goo slashes your hamstrings and expects you to walk through chest-high salt water while starved pirahnnas (I can already tell I botched that) are released on you.
  13. Mr. Impso

    thoughts on the Kahn Maykr?

    seeing a lot of parallels being drawn between the Khan Maykr and Mr. Sammy Hayden and damn, I didn't even think of that correlation. However in that light, I have to ask: Doom eternal builds the maykrs as extremely intelligent beings. I mean, we see the impressive technology they've developed. Hell, they made the Unmaker. (yes I know it's spelled the Unmaykr but I refuse to call it that, that name docks it 5 badass points imo). So my question is, did they really have to rely on argent energy? I mean SURELY they could've found a less...morally skewed way to power their civilization and to stave off the transfiguration right? And in regards to the Khan Maykr's darker appearance, I had a thought: Could it be possible that the Maykrs were some kind of ascended demon species? throughout the recent games it's implied that all demons, no matter how bloodthirsty, have -some- innate intelligence. Some are brighter than others, but I think that even the lowly imps could figure out 2+2. Maybe the Maykrs were demons who left to build their own realm to abandon the endless bloodshed, and Transfiguration was the cost of that reformation? Or am I just overthinking it? Last thing: we never get a clear picture of what the transfiguration is to the Maykrs. At least, not to my knowledge. from what I've gleaned it's almost like a clean slate? I'm lost on that, feel free to enlighten me
  14. Mr. Impso

    small nitpicks?

    um...excuse me but I still love the game. I'm sorry if I didn't make that clear. It's definitely favorite game of the year material. But I have some severe grievances that took away from the overall experience. And the fighting is one of the main ones, because the devs did a great job, but they've streamlined it. From the chainsaw which isn't god damn worth using on bigger demons because it's more gas for what doesn't seem to be any bigger of an ammo yield. The weak points on certain demons that you have to shoot off. Yeah, you could kill them without doing that, but their destructible attachments make them so much more dangerous while they have them. Arachnotrons and Revenants are fucking deadeye shots with their rockets/plasma, and Mancubuses become your worst nightmare when the maps start getting cramped and you get trapped in close quarters with their flamethrowers that have just a bit too generous of a range. and that streamlining is what makes the fighting monotonous after a while. I'm not saying the combat isn't fun
  15. Mr. Impso

    thoughts on the Kahn Maykr?

    changed the topic because I'm kind of interested in all your opinions of the Khan Mayker as a character/villain. Obviously they're trying to make her kind of a tragic villain, trying to save her home, but they just didn't drive it home enough. if you want to make me feel even the least bit sad for her, make her show more emotion than cold ruthlessness. Make her actually break her professional disposition and PLEAD with the slayer to stop his crusade. Make her weep when you defeat her and she realizes she's failed.
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