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About EarthQuake

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    9.5 on the Richter!

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  1. EarthQuake

    Making the mastermind a better monster

    I like the idea of it possessing some sort of telekinetic ability. Instead of just freezing you in place or something of a similar nature, it could actually pick you up and fling you against walls, taking damage upon impact. Kind of like the Disc of Repulsion from Hexen.
  2. Look into Boom's SWITCHES and ANIMATED lumps. They're used for defining new switches and animated textures (and you can change the old vanilla ones as well). Slade has the ability to create these. Archive -> New Entry -> New ANIMATED/New SWITCHES. Should be pretty easy to figure out from there. Edit: Heh, beat me to it.
  3. Huh... I actually don't know what's going on here, then. I tried to replicate some of my changes in a new patch, and they are working as you've showed me. It probably has something to do with how I moved things and states around in my mod. I reverted the editor numbers in my patch and everything works as intended... If I happen to stumble upon what's causing the problem, then I'll post a followup. Anyways, thanks for the reply.
  4. Eh, I don't normally do this for Doom mods, but since I was writing a GZDB game configuration for my project, I decided to change the thing editor numbers in DeHackEd. I'm mostly testing in PrBoom+, so I didn't notice it until after I was done. Eternity just gives me <!>'s for everything. It seems to work in PrBoom+, GZDoom, and Retro Doom, so I'm not sure if it's a bug or something to do with how everything is defined in EDF. Is there an easy workaround or should I just revert back to the default editor numbers? I should note that I know nothing about EDF.
  5. D: Well, in my defense, I've been away for a godawful amount of time. That's fantastic news, though.
  6. Of course, but you will probably want to be as verbose as possible when writing a patch by hand in order to stay organized. And yes, WhackEd has a configuration for Boom extensions, but not MBF/Eternity/ZDaemon stuff.
  7. Yes. If you want to use non-vanilla codepointers or frame fields (Unknown 1/Unknown 2), you have to manually add them to the patch. Loading up a patch with these defined in WhackEd/DeHackEd will delete or reset them.
  8. This is going to sound strange considering we have tools like WhackEd to make things easier, but I would go so far as to recommend learning how to write DeHackEd by hand. What this has done for me is let me visualize exactly what each frame does and how they are linked together without actually having to look anything up. I can simply read my DeHackEd lump to know what's going on. Also, it allows me to use Boom/MBF features that would otherwise be overwritten by WhackEd or whatever tool I'm using. I merely use WhackEd as a reference when initially writing/modifying the lump. The downside to this is that you need to specify all the important properties of each frame (sprite, sprite subnumber, next frame, etc), even if they haven't changed from their default values, making the file a bit longer. Also, you can't indent lines, damnit, cause Boom/PrBoom doesn't like that. Edit: I should note that my post really only applies to patches that are meant to be loaded by a source port.
  9. EarthQuake

    Opening overflow, what's that exactly?

    Edit: Okay, I was close. I think Maes explains it quite elegantly here: Keep in mind this is a renderer limit, so there are multiple situations where a MAXOPENINGS overflow can occur. It doesn't necessarily have to do with level geometry. I do believe that complex/alternating transparent patterns in textures can contribute to the openings limit, which explains why simplifying transparent regions of a texture can make the error go away. Edit: Okay, I'm done editing now. :P
  10. EarthQuake

    Slade & ZDBSP node builder options

    Can you tell us about the type of mapping you'll be doing? Like what is your intended source port? None of those should be required for standard vanilla map editing. You can take a look at all the command line switches here if you want to know what they are for: https://zdoom.org/wiki/ZDBSP
  11. EarthQuake

    Sliding Doors In Boom

    Very well done. I completely forgot that Transfer_Heights could be used to make invisible sectors. In the past when I did transparent-texture doors (both vanilla style and with boom scrollers) I would have to muck around with broken sectors, which is a pain when you actually wanted to find any real broken sectors. Oh god, I can't believe I even had to worry about broken sectors at all...
  12. EarthQuake

    How was your Easter?

    I drove around for 12 hours.
  13. Just opened my $10 pint of Ozeki's Yamadanishiki sake. Been in the cupboard for a long time now, but I decided it was time to try it (mostly since my friend reminded me that it was my birthday a couple days ago). It's surprisingly smooth, slightly fruity, like wine. The taste reminds me of something particular, yet I can't quite remember what exactly. I haven't really tried much sake, but I'm sure it's one of those things that you have to experiment with. So far, I think I've chosen well, given that I haven't a clue about what to buy.

  14. Today I just realized that I'm actually using Doombuilder to purposeful effect, after having used Deepsea for over 15 years. I thought I would never make the transition out of stubbornness. I did it out of necessity, however, but I never imagined getting comfortable with it in the same way I did with Deepsea. Hallelujah, I'm a born-again mapper!

    1. bzzrak


      You used DeepSea for a decade and a half?

      Are you all right? Do you want me to call a doctor? :]

    2. Doomkid


      Jesus, that's a much bigger leap than the one I did from DB1 to GZDB about a week ago. I remember stubbornly refusing to leave WadAuthor in the mid 2000s.. Now that I'm starting to feel comfortable with GZDB, I don't regret updating one bit - it really does make life easier!

    3. Ichor


      Replace Deepsea with DCK and go back about 5 years, and that describes me. The necessity was upgrading from Windows 95 to Windows XP, and DCK doesn't like Windows at all. At least Windows 95 had a dos mode to use it in, but XP? Nope. And by dos mode in this case, I mean being able to restart your computer in purely dos mode.

  15. What's this thing do?

    1. EarthQuake


      I think I'm going to keep my new avatar.