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CPLJigsoreQuandary

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About CPLJigsoreQuandary

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  1. CPLJigsoreQuandary

    Limiting the player's view?

    How can I limit the player's view so that they can look up and down but only so far up or down? Like if you were using a stationary gun.
  2. CPLJigsoreQuandary

    Changing the Main Menu?

    How can I edit where the menu options are on-screen so that they're not in the typical list format? EDIT: Like in the picture. It's not a block-type list it's more of a rounded kind of list.
  3. CPLJigsoreQuandary

    Changing the Main Menu?

    I want to make the main menu look like this. Basically I just need to know how to change the layout of the menu and I think I can figure out the rest. I haven't been able to find a tutorial on it, but can someone point me toward one or some wads that have different menu layouts do I can understand how it works?
  4. CPLJigsoreQuandary

    Doom color palettes

    Here's a video: If anyone is wondering, I used samsara's security officer for obvious reasons.
  5. CPLJigsoreQuandary

    Doom color palettes

    Of course, as soon as I get a break I'll go home and post it.
  6. CPLJigsoreQuandary

    Doom color palettes

    Thank you, that fixed it.
  7. CPLJigsoreQuandary

    Doom color palettes

    Forgive me, I'm a little slow so if I misunderstood you I'm sorry: I did not know about the color map, how do I replace it? I think I understand what you mean. The textures I'm using are from someone on the zdoom forums, I don't remember who right now. They did not include any lumps though, only the textures. I use Shape Fusion to extract the Marathon 2 resources from the game and there is no color palette for the entire game, only palettes for specific parts like the interface, individual walls and swotches and so on. I was told the interface color table would work best so i copied all the colors from that palette over to my PLAYPAL lump and got the picture you see in my first post. Now that you mentioned the color map I'm curious if that might be what I need to make it work, so I'll try that tonight.
  8. CPLJigsoreQuandary

    Doom color palettes

    Without the PLAYPAL lump it's definitely closer, but I still have no cigar. And this is what it's supposed to look like
  9. CPLJigsoreQuandary

    Doom color palettes

    I changed every color in the PLAYPAL lump to match the Marathon 2 color palette thinking it would of course make my textures the right colors, but instead it looks like this. Halp.
  10. CPLJigsoreQuandary

    Pip-boy style map?

    How would I go about essentially making a pip boy?
  11. CPLJigsoreQuandary

    What's wrong with my zoom?

    Can someone help me figure out why my zoom is broken? I had already made this gun and then followed a tutorial to allow the player to aim down the sights. The sprites for the rifle getting closer to the camera, and for the zoomed rifle firing, will not show and instead are blank. Also once I zoom in the only way to zoom out is to switch weapons. If I right click it will zoom out and then back in right away and I can't figure out why it's doing this. ACTOR Rifle : Pistol { inventory.pickupmessage "You got the Rifle!" weapon.bobstyle alpha weapon.bobrangex 0.5 weapon.bobrangey 1.0 weapon.bobspeed 2.5 decal "bulletchip" states { Spawn: Rifl a -1 stop Ready: TNT1 A 0 A_JumpIfInventory("RifleZoomed",1,"ReadyZoomed") RIF2 A 1 A_WeaponReady Loop ReadyZoomed: RIFZ A 1 A_WeaponReady Goto Ready Deselect: TNT1 A 0 A_TakeInventory("RifleZoomed",1) TNT1 A 0 A_ZoomFactor(1) TNT1 AAAAAAAA 0 A_Lower RIFS ABCD 1 Loop Select: TNT1 A 10 TNT1 A 0 A_PlaySound("weapons/rifle/select") TNT1 AAAAAAAA 0 A_Raise RIFS ABCD 1 A_WeaponReady(WRF_NOFIRE) Goto Ready Fire: RIF2 A 0 A_JumpIfInventory("RifleZoomed",1,"FireZoomed") RIF2 A 1 RIF2 B 1 TNT1 A 0 A_PlaySound("weapons/rifle/fire", CHAN_WEAPON) RIF2 C 1 bright A_FireBullets (6.2, 7.0, 1, 3, "BulletPuff") TNT1 A 0 A_ReFire RIF2 D 2 bright RIF2 E 2 RIF2 F 2 RIF2 G 2 RIF2 H 1 RIF2 A 2 Goto Ready FireZoomed: TNT1 A 0 A_PlaySound("weapons/rifle/fire", CHAN_WEAPON) RIFZ FGH 2 bright A_FireBullets(0,0,1,5,"BulletPuff",1) TNT1 A 0 A_ReFire Goto Ready Altfire: RIF2 A 0 A_JumpIfInventory("RifleZoomed",1,"UnZoom") RIF2 A 0 A_GiveInventory("RifleZoomed",1) TNT1 A 0 A_ZoomFactor(2) RIFZ ABCDEFGH 1 Goto Ready UnZoom: TNT1 A 0 A_TakeInventory("RifleZoomed",1) TNT1 A 0 A_ZoomFactor(1) Goto Ready Flash: TNT1 B 2 Bright A_Light2 TNT1 A 1 Bright A_Light1 Goto LightDone } }
  12. CPLJigsoreQuandary

    Problems with my wad

    How would I go about doing that?
  13. CPLJigsoreQuandary

    Problems with my wad

    Okay I've tried for a while to figure this stuff out on my own and I've hit a brick wall. So I'm just going to explain what I'm doing and hopefully somebody can help me. I want to make a standalone game, an iwad. People keep saying "don't edit the iwad" but I do not want to just make an addon, I want this to be like Freedoom is. A standalone iwad. I've managed to figure out how to get my iwad to load into GZDoom with the other iwads, so that is not my problem. My problem is that I want to edit the code for the guns but none of it is working. Specifically I am replacing the chaingun with the assault rifle from Marathon 2. I've already replaced the sprites with the ones I want, and I created a DECORATE lump which includes the code for the chaingun that I got from the wiki page. I then edited that code so that the animation frames are faster because the MA-75b assault rifle fires very fast but when I save the iwad and run it, the frames still run on the same ticks as the chaingun. I also tried to replace dspistol with the sound for the rifle, but still named it dspistol and that also did not change at all. Am I doing something wrong? Is there an easier way to do this?
  14. CPLJigsoreQuandary

    Weapon HUD moves against camera

    I wanted to see what would happen if I ran Doom 2 and SmoothDoom.pk3 with the gzdoom.exe file that is included with Doom Remake 4 using Doomseeker. This is the result. See how the hand moves down when looking up, and moves up when looking down? I think that looks really cool but I can't figure out how it's done. I have little experience with modding scripts in Doom and have only really been able to make decorate scripts, I don't know zscripting. But if zscripting is what I need to know to be able to do this then, well, where can I learn it?
  15. CPLJigsoreQuandary

    How to program sprinting animations?

    As far as I know Brutal Doom version 21 is the only mod I have ever seen/heard of with this sprinting effect. Would someone be able to look at it and explain it to me? EDIT: I've been looking for an answer all night, and so far I know that it has to do with using a "fake actor" that is given and taken away from the player's inventory depending on a condition. I believe a similar scenario is used in Weasel's GunLabs tut for the Sniper Rifle (http://gunlabs.blogspot.com/2011/02/tutorial-inventory-variables-and-making.html). However I'm still unsure how I could use it to affect speed and change the animation.
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