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Nootrac4571

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About Nootrac4571

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  1. Nootrac4571

    what are you working on? I wanna see your wads.

    My books! My precious antique books! Oh, look what you've done to 'em. If it helps, they're all really horrible books about demons and stuff.
  2. Nootrac4571

    what are you working on? I wanna see your wads.

    Getting carried away with midtextures again:
  3. Nootrac4571

    Self-referencing door

    Hmm, I'm just getting bleeding flats when I try it, but I'll take a look at Strain. Thanks chaps!
  4. Nootrac4571

    Self-referencing door

    Yeah, that's exactly it. Shame, I was hoping to use it for something clever. I'll have to have a rethink.
  5. Nootrac4571

    Self-referencing door

    That's actually what I've got: The self-referencing linedefs are part of a sector which borders another in a dummy sector off the map. To clarify, the setup works fine with a lowering floor - it detects the neighbouring dummy sector and lowers the self-referencing sector to that level - but for some reason it doesn't work if it's a door: The sector ceiling always lowers to 4 below its current height, no matter the ceiling height of the neighbouring dummy sector. Ah, you're totally right - even when the linedef references the door sector itself, it seems to stop the door working in Vanilla. This door, for example, doesn't work: (The lone linedef in the middle references the door sector on both sides) I'm curious as to why that happens, engine-wise. Maybe it just sees a 2-sided linedef and assumes that whatever's on the other side is a neighbouring sector, without checking whether it actually is? But then why does it do this for doors, but not for lowering floors?
  6. Nootrac4571

    Self-referencing door

    I'm trying to make a self-referencing sector behave like a door and raise its ceiling when the player pushes a switch: The initial setup works fine in all ports I've tested - Sector 1 is a sector with a floor height of 0 and a ceiling height of 32 which blocks movement, but which the renderer doesn't draw. The problem is when the "Door" action is triggered on it. In Zdoom ports and PRBoom+, it works fine: When you press the switch, the invisible self-referencing sector 1 behaves like a normal door and raises its ceiling to 4 units below the ceiling of its lowest neighbour, which is Sector 2. But in more vanilla-faithful sourceports (I tested Crispy and Chocolate) it breaks: Sector 1 instead instantly lowers to 4 units below its current ceiling height, as if the engine is completely unaware of the border with sector 2 and thinks its highest neighbouring ceiling is itself. I assume this is a result of the way in which the vanilla engine determines a door's "neighbouring" sectors, but I'm at a loss as to what the actual logic is. Can anyone who better understands the engine enlighten me? Here's the .wad, if it helps: srdoor.zip
  7. Nootrac4571

    Share Your Sprites!

    Working on the tentacles, layered all frames of animation from all angles together and accidentally made this: Huh, maybe when I'm done with the current monster I could make some sort of horrible giant skeleton jellyfish boss thing out of it?
  8. Nootrac4571

    Doom Collector Coins

    Ah, it was never the same since they relocated from East Street :)
  9. Nootrac4571

    Share Your Sprites!

    Yep! The aim is to fill the missing niche of flying monsters with the same threat level as mid-tier Doom 2 baddies like the Arachnotron, Mancubus and Revenant. It's going to have some flailing hanging tentacle-spine bits underneath it: Here's the initial mockup sprite I made as a proof of concept: (I've adjusted the proportions a lot since then.)
  10. Nootrac4571

    Share Your Sprites!

    Downscaled a bit (it was way too big) and palettized to better match the metal and bone colour schemes of the stock monsters: I think the teeth are too yellow. Might dial that back a notch.
  11. Nootrac4571

    Share Your Sprites!

    Work in progress; this is only half the sprite, and there's a whole bunch of cleaning up still to do:
  12. Nootrac4571

    The BFG's "arm"

    Huh, like this I guess? Makes sense, since the Doom Bible says the BFG was originally supposed to have insane recoil.
  13. Nootrac4571

    The BFG's "arm"

    I think that's likely - it's no secret how much Aliens influenced Doom. Fun fact: The smartgun harnesses in the movie are actually modified steadicam arms: If that's the case, then I figure that the arm(s) coming from the back of the BFG are probably supposed to attach to his armour at the waist or on his back, rather than over his shoulder. It's super vague though. [Edit] ...and in a case of life imitating art, this is apparently a prototype the US army is working on now:
  14. Nootrac4571

    Please support your favorite content creators.

    When I turned up at this forum last year with a map I'd made in total isolation, and no idea if people would like it or tear me to shreds, one of the very first people who interacted with me was Jimmy, basically to just say: would you like some music? I had no expectations, and no experience of the Doomworld forums, but this random guy just straight up volunteered his time and skill to make my tiny contribution to the Doom community better, just because he could. If there's any one factor which made me feel like this was a nice place that I might want to stick around in for a while, it was Jimmy. Thanks man. Communities like this only survive because of people like you, and you absolutely deserve to be rewarded for that.
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