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-TDRR-

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Everything posted by -TDRR-

  1. Not even making it output a CVAR nodelist you can put into a .cfg file with the "set" command included? :)
  2. -TDRR-

    Things about Doom you just found out

    The Chaingunner has a gibbing animation. How come i never noticed this while spamming rockets on them?
  3. -TDRR-

    MegaLight - WIP MegaTexture Lighting Tool

    Man, this would be awesome for classic Doom. Not as much Doom 3 as it already has pretty cool shadowing, but this is great for outdoor areas since spamming lights is a lil bit laggy outdoors. Only issue with classic Doom is that you'd have to make a map for every single wall, but it would be really cool anyways. (yeah i know K8Vavoom does this but it's nice to have full control over the end result, like editing it in Paint or something) Anyways, this is neat. Interested to see whatever comes out of this. (Doom 2016 in Doom 3 amirite?)
  4. -TDRR-

    little shitty re-design of imp

    Nice design for a spooky version of the Imp, maybe on a Doom 3 style mod would be great.
  5. Now it's the same pic on all my accounts. Yay for consistency!
    I know it's kinda silly but eh it's better than what i had before.

  6. Oh, i'm stoopid! Well sorry for that waste of time :) Thanks anyway.
  7. @ketmar I have a small issue with one of my mods: Randomized Roguelike map generates the map just fine, but it's completely devoid of monsters. Monsters spawn just fine in the whole ZDoom family so it seems i haven't done anything wrong. What's weird, is that MAP02 spawns everything just fine, but MAP01 doesn't. Any chance you can fix this or tell me what's wrong? As for the TDBots, i have updated my K8V version but the A_LookEx bug persists. The good news is that it's the last thing left to get the TDBots (v14 at least) fully working in K8Vavoom, as everything else works just fine.
  8. -TDRR-

    [QUESTION] Limit number of weapons.

    It's definitely your PC then. Not getting such crash even with GZD 4.2.1.
  9. -TDRR-

    [QUESTION] Limit number of weapons.

    Could you show the whole ACS source code? I can't tell you what's wrong with it if you only show me that one line. No reason to keep it private anyways. Also, here's how the .pk3 file should be: ColtExperiment.zip
  10. My sad and slow laptop (Celeron 1.4GHz + Intel HD Baytrail + 2GB RAM) is far too garbage to run Windows 10 well. Also, no proper drivers are available to run Win10 with all of this laptop's features, so i really doubt i'm upgrading. Not only that, but many of the programs i use don't work properly in Windows 10. And this Windows 7 is actually Windows 7 Lite so i pretty much stopped recieving updates a while ago (This is Service Pack 1 AFAIR) I also have Linux, but i very rarely use it because GL performance absolutely sucks there (Playing Counter-Strike 1.6 at 120fps? Too bad! Enjoy these 20fps :) I don't care at all about modern games, since i can't run them in here anyways. Though if they manage to get Doom 2016 running in GL 3.3 with at minimum 2fps then i'll upgrade, if only to play the best slideshow of my life! The most modern not-indie game i can play here at high settings is Modern Warfare 2, and that's from like 2009. Still a good game though, but it shows the kind of trash PC i'm stuck with right now.
  11. -TDRR-

    [v1.5] Doom 64: Retribution

    If anything happens, i'll try to spread the .pk3 in as many, many pages i can get it so at least your work is preserved. I would hate to see this only be played by the people who got the chance of getting it before it got taken down. Also, i'm making a Zandronum version (yeah i always say this on many projects and a lot of the time nothing happens) but is it fine if i release it on this thread? It would be pretty cool to see Retribution being played online. EDIT: Nevermind this was already done. Another question that had me curious for a while, how were Breakdown's sliding doors done in the original?
  12. -TDRR-

    AI research and Doom multiplayer

    Ackshually, i went back to working in bots for Odamex. They are the ZCajun bots so expect them to be garbage at first, though they really aren't that hard to improve. Just takes a little bit of patience and a couple hours. In Odamex, it would be rather hard to use the bots since you would have to open multiple instances, i imagine having them all visible on-screen at the same time. Which is obviously very impractical and not really comfortable at all.
  13. -TDRR-

    [QUESTION] Limit number of weapons.

    Well, looking at the zip, you organized everything wrong. Make your project a .pk3 instead, and organize it like this: Sprites go in a directory of the .pk3 called "sprites", Make sure to not include SS_XXXX markers in this folder. Compiled ACS goes in "acs" (Not LOADACS, only the compiled file, which in this case is named "PICKUP") After doing this, i got no crashes at all in ZDoom LE or LZDoom, so you just organized everything incorrectly and that was the cause of the crash.
  14. -TDRR-

    [QUESTION] Limit number of weapons.

    You can do this by expanding on the method i gave you above. You will need an ACS script for this, but i'm going to write it for you. Though, you will need to compile it and put it into your mod. //=====CODE STARTS HERE======== #library "PUTTHENAMEOFTHISFILEWITHOUTEXTENSIONHERE" #include "zcommon.acs" Script "Use_Button_Stuff" ENTER { int use; = GetPlayerInput(-1, INPUT_BUTTONS); while(GetActorProperty(0, APROP_HEALTH) > 0) { delay(2); use = GetPlayerInput(-1, INPUT_BUTTONS); TakeInventory("PickupWeapons",1); if(use & BT_USE) {GiveInventory("PickupWeapons",1);} } } Script "Use_Button_Stuff2" RESPAWN {ACS_NamedExecuteAlways("Use_Button_Stuff", 0);} //=====CODE ENDS HERE======== Make a new item called "PickupWeapons" (You can name it whatever you want, but change the name above too) And on the code of the CustomInventory item do this: //=====CODE STARTS HERE======== Actor insertsomenamehere : CustomInventory replaces insertreplacedweaponnamehere { states { Spawn: //show a sprite here or something Pickup: //New state, old pickup state was moved to DoPickup TNT1 A 0 A_JumpIfInventory("PickupWeapons", 1, "DoPickup") Fail DoPickup: TNT1 A 0 A_JumpIfInventory("WeaponLimitCount", 3, "DontPickup") //if the limit has been reached, don't do anything TNT1 A 0 A_GiveInventory("WeaponLimitCount", 1) //if not, just give the weapon and add to the counter TNT1 A 0 A_GiveInventory("ActualWeaponNameHere") Stop DontPickup: TNT1 A 0 A_RailWait //does nothing, just stays there Fail } } //=====CODE ENDS HERE========
  15. This better be hosted on Odamex now that it's compatible with it! Also, really liking the rebalances to the game, in particular the Chainsaw and Baron nerfs. Great job with this update!
  16. I know that, but that's pretty much useless in the way xttl said it could be used. Yeah, i wonder how could it be worked around editing the .exe itself? If this ever happens, we could maybe get ZDoom ACS power in Vanilla Hexen, which would be extremely cool. This means that we can basically run entirely different programs using Vanilla Hexen as a startup method? Would be funny to run Doom on it, if nothing else. I guess. But my issue is that implementing this in a playable manner for both Vanilla and Chocolate is going to be pretty tough, since you would have to recompile Chocolate and put that along your .wad distribution, all of this while making sure it's at least somewhat close behavior between the two. So it's rather impractical. Yeah, i'm unexpert on all this stuff but i like reading up on hacking console games via exploits, just find it pretty cool. Maybe that's why not everything i said was completely nonsensical stuff.
  17. **warning: unexpert talk follows** I think restricting ourselves to the original .exe is just way too hard and restrictive like to do anything at all with arbitrary code execution. I'm no programmer, but i think it would be much easier to set up some way to make the .exe just blindly accept whatever the DMXGUS lump says, and if possible force it to load every time. I think this allows for code execution directly when the game starts since music playback is needed since the title screen appears, and most likely DMXGUS is parsed some time before that. Maybe you could also change the name of the DMXGUS lump to EXCODE or something, so normal DMXGUS lumps don't cause crashes. Then distribute the .exe modifications as patches, using whatever file patching program is available for DOS. But Hexen could be interesting, and probably possible without modifying anything. What if you just put complete garbage into a compiled ACS file? I'm pretty sure there's no safeguards since at first it was only intended to be used with the in-house ACC and only by the team. Though, less than 1KB is given to ACS in Vanilla Hexen so not sure how feasible that is either. But, we have to remember: This would only work in DOS or DOSBox, both of which are rarely used for Doom-ing nowadays. Shame it's impossible to do something like this in Chocolate Doom. Also, correct me if i'm wrong but, do the textures ever go through the VGA card? I thought it was all stored in RAM and stuff is rendered by the CPU and then the whole screen is sent to the card.
  18. -TDRR-

    Ice/Snowy variants of demons

    You could make a DECORATE file in your wad with these contents: //========COPY STARTS HERE=============== Actor IceyPinky : Demon replaces Demon {Translation Ice} Actor IceyImp : DoomImp replaces DoomImp {Translation Ice} Actor IceyCacodemon : Cacodemon replaces Cacodemon {Translation Ice} Actor IceyHellKnight : HellKnight replaces HellKnight {Translation Ice} //========COPY ENDS HERE================= And that would make Pinkies, Imps, Cacodemons and Hell knights have an icey color. Sorry if it's not that great, but it's something at least.
  19. -TDRR-

    [QUESTION] Limit number of weapons.

    It's kinda weird but in a basic way it goes like this: Make an inventory item, that has the max amount of weapons you want the player to have. (I mean, if you want 3 max weapons, set Inventory.MaxAmount to 3) For the purposes of this guide, Let's assume the inventory item i told you above is called WeaponLimitCount, and it's max amount is 3. Now make a CustomInventory item for each weapon. This CustomInventory item is the actual pickup and works like this: Actor insertsomenamehere : CustomInventory replaces insertreplacedweaponnamehere { states { Spawn: //show a sprite here or something Pickup: TNT1 A 0 A_JumpIfInventory("WeaponLimitCount", 3, "DontPickup") //if the limit has been reached, don't do anything TNT1 A 0 A_GiveInventory("WeaponLimitCount", 1) //if not, just give the weapon and add to the counter TNT1 A 0 A_GiveInventory("ActualWeaponNameHere") Stop DontPickup: TNT1 A 0 A_RailWait //does nothing, just stays there Fail } }
  20. So just keep it then. ZDaemon compatibility is really not worth it anyways since all they play over there is Chillax and the occasional event.
  21. From what i saw it literally just redefines animations that are already in Doom 2 so there's zero reason to keep it (In fact i think it may cause issues with some things). But really, using your pistol in ZDaemon spams "YOU CAN'T USE ACTOR CODEPOINTERS IN WEAPONS!" due to A_BrainPain so i'm not sure if you should even bother.
  22. It's not. Offsets can be set at any time as long as A_WeaponReady is not in effect. So this means by axing the health and armor bonus animations you probably can do this easily.
  23. Hey, you should rename MAPINFO to ZMAPINFO to fix compatibility with Odamex. And while we are at it, removing ANIMDEFS fixes compatibility with ZDaemon, though there's inoffensive error messages, but that doesn't matter, Odamex is closer to Vanilla anyways :)
  24. Wow, i made a D4T weapon mod for Vanilla a while ago, but this is on a whole other level. I'm speechless, this is just incredible! The amount of enemies you got in is really awesome, and the faithfulness to Doom 2016 is very impressive for a .deh mod. I like the sounds and the look of the enemies too. Great work, keep it up! Hope to see some other Vanilla mods from you. By the way, is it fine if i make a DECORATE version of this mod? I know it goes against the spirit of the mod, but i really want to make my bots work with this! EDIT: And the brightmaps blew my mind when i saw them. I really thought you modified Chocolate Doom but seeing it works in DOS too is just far too awesome. You did a great job of getting the most out of Vanilla Doom's states, but maybe this would have been even better with DEH9000?
  25. -TDRR-

    A class system

    https://zdoom.org/wiki/Creating_new_player_classes
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