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Everything posted by AJOgames
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*** The "ask a miscellaneous editing question" thread ***
AJOgames replied to baja blast rd.'s topic in Doom Editing
Hello again, I have a question about ACS and KEYCONF. I wanted to try to create a secondary Altfire ("AltFire2") and wanted to try and bind a key to it, preferably [Q], so I decided to go to ZDoom Wiki to read up on what more you could do with KEYCONF (Besides adding customs weapons.) and I did find 2 ways to to do it. here's what I got so far. -------------------------- Weaponsection "example" addmenukey "AltFire2" AltFire2 (Adds a new control to the controls menu.) Bind Q AltFire2 -------------------------- https://zdoom.org/wiki/CCMDs:Customization#addkeysection -------------------------- Now I know that ACS commands are supposed to be where "AltFire2" is here, but I don't know how I can put in a AltFire2 command (or indeed any WeaponFire command) in ACS, Now I do have the AltFire2 state defined in a DECORATE lump, So I assume there's a way to have the ACS code jump to /activate the DECORATE AltFire2 state, or maybe even the other way around (via ACS_ExecuteAlways), but I don't know, seeing as how I barely know much about ACS in general, same goes for ZScript. -
Yesterday I kept getting this error whenever I tried to load a map in GZDB Bugfix, I looked into it a bit, and as far as I can tell, it has to do with the custom WAD I have, which is mostly custom textures and objects, the odd thing is that I was able to run GZDB just fine two days ago . I did add more textures to the WAD yesterday, but that was before I tried to to load it up, only to get the error. The custom wad I have has 9 flats, 70 sprites, and 1,187 textures, most of which are truecolor PNG images within the 32x32-128x128 range of image resolutions. ***********SYSTEM INFO*********** OS: Microsoft Windows 10 Home GPU: AMD Radeon(TM) R5 Graphics GZDB: R3107 Platform: x64 ********EXCEPTION DETAILS******** Unable to read beyond the end of the stream. at System.IO.__Error.EndOfFile() at System.IO.BinaryReader.FillBuffer(Int32 numBytes) at System.IO.BinaryReader.ReadUInt16() at CodeImp.DoomBuilder.Data.WADReader.LoadTextureSet(String sourcename, Stream texturedata, List`1& images, PatchNames pnames) at CodeImp.DoomBuilder.Data.WADReader.LoadTextures(PatchNames pnames, Dictionary`2 cachedparsers) at CodeImp.DoomBuilder.Data.DataManager.LoadTextures(Dictionary`2 list, Dictionary`2 nametranslation, Dictionary`2 cachedparsers) at CodeImp.DoomBuilder.Data.DataManager.Load(DataLocationList configlist, DataLocationList maplist) at CodeImp.DoomBuilder.Data.DataManager.Load(DataLocationList configlist, DataLocationList maplist, DataLocation maplocation) at CodeImp.DoomBuilder.MapManager.ReloadResources(Boolean clearerrors) at CodeImp.DoomBuilder.MapManager.ShowMapOptions() at CodeImp.DoomBuilder.Actions.Action.Begin() at CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) at CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ToolStrip.WndProc(Message& m) at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
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Thanks, but It still doesn't seem to work. however, I did find something rather interesting on ZDoom Forums...it's sometthing called "Ultimate Doom Builder" https://forum.zdoom.org/viewtopic.php?f=232&t=66745
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Thanks, I have downloaded both Microsoft .NET Framework 4.7 and the SlimDX End User Runtime .NET 4.0 (January 2012) x64 (64 bit) hopefully this fixes the issue. Edit: I already have Microsoft .NET Framework 4.7, as soon as I tried to install it, it told me I already had it, so that was a pointless download, but I just finished installing SlimDX,
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Whenever an update is available, GZDB-BugFix automatically asks if you want to update it, which I've been doing since I first downloaded it. Do I have to to do a manual download to fix it?
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*** The "ask a miscellaneous editing question" thread ***
AJOgames replied to baja blast rd.'s topic in Doom Editing
I had an error pop up every time I tried to start GZDB Bugfix, I tried to get help on a topic I started, but I haven't gotten a response in some time, hopefully I'll get some help here. -
I've been wondering what were the best retro midi soundfonts, you know, ones that emulate (or at least try to) retro computers and consoles from the 70s, 80s and 90s, I have a couple of them myself, but I've been wondering if there were better alternatives or just other retro midi soundfonts in general. Here are some of the retro soundfonts I currently have: PC-98.sf2 AtariJAG.sf2 DoomSNES.sf2 GameBoy.sf2 N64 (I have several different soundfonts, some sound similar, some sound different compared to each other) Atari2600.sf2 I was wondering if there were any soundfonts for retro computers and consoles that some of you might know about, Some soundfonts that I am looking for (if they exist) are: ZX-Spectrum/Atari ST AY chip soundfont Sega Genesis Soundfont PC Speaker (doubt this will ever happen) NES soundfont TurboGrafx-16 soundfont Gameboy Advance Soundfont Adlib (can't ever seem to find one that works with Slade3)
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CatacombGL - source port for the Catacomb 3D games
AJOgames replied to Arno's topic in Everything Else
Sounds great! good luck on your project. -
CatacombGL - source port for the Catacomb 3D games
AJOgames replied to Arno's topic in Everything Else
I've run into issues trying to run Apocalypse in CatacombGL, when I open up CatacombGL, it detects the game, but when I try to play Apocalypse, it says it is unable to read files with the ".ABS" file extension, (examples, EGAGRAPH.ABS, GAMEMAPS.ABS, AUDIO.ABS) which I believe means that CatacombGL tries to look for Abyss files rather than Apocalypse files, (which have the .APC file extension) -
*** The "ask a miscellaneous editing question" thread ***
AJOgames replied to baja blast rd.'s topic in Doom Editing
That's unfortunate, but I guess they sacrificed that to make it more usable, so it was probably for the best. 640x400 will have to do then, thank you Gez for the info. -
*** The "ask a miscellaneous editing question" thread ***
AJOgames replied to baja blast rd.'s topic in Doom Editing
Is there a way to set the aspect ratio of GZDoom to 320x200? I'm trying to set up GZDoom's graphics to be as closely accurate to Vanilla Doom that is possible. -
CatacombGL - source port for the Catacomb 3D games
AJOgames replied to Arno's topic in Everything Else
Not really, but I might do it in the near future. -
CatacombGL - source port for the Catacomb 3D games
AJOgames replied to Arno's topic in Everything Else
Besides, there are no in-game player sprites, I can make some though, however I don't know if the engine (an earlier version of the Wolf3d engine) supports multi-directional sprites, I say this because enemies and projectiles in Catacomb 3D, Abyss, Armageddon, Apocalypse, and HoverTank 3-D only have front-facing sprites. which makes me believe it was either an engine limitation or a memory limitation. I mentioned engine limitations because it was most likely a feature not yet implemented into the engine, since it was still under development when Catacomb 3D was released. I mentioned memory limitations because Softdisk, who distributed all of these games, were very stubborn about memory size, mainly because they only sold games on smaller scale (memory-wise) floppy disks, I don't know if it was 3.5 floppies or some other kind, (I'm only 19, I didn't really grow up with floppy disks, so I can get really confused with the various types of floppy disks) but that is why for example Keen Dreams didn't have music, even though there were some planned, these planned music tracks would however be used in later Keen games. (it's also why I believe Catacomb 3-D only has one music track throughout the entire game.) But yeah, If you want me to create in-game Player sprites for multiplayer, I can do that, all you have to do is ask, I'll make sure it stays within the EGA color palette for that more "authentic" feel. :) -
*** The "ask a miscellaneous editing question" thread ***
AJOgames replied to baja blast rd.'s topic in Doom Editing
Also, if you want to try the JumpPad yourself, here you go. JumpPad.zip -
*** The "ask a miscellaneous editing question" thread ***
AJOgames replied to baja blast rd.'s topic in Doom Editing
Got the JumpPad problem fixed, but unfortunately I ran into a problem involving a custom decorate weapon, when I load it into GZDoom, I am unable to select it, despite the KEYCONF being fine, I think it's the main decorate that's the problem, Do you see anything wrong with it, GZDoom itself, when loading the custom content, doesn't really find an issue, but ingame the weapon can't be picked up, and is not usable. ACTOR CyberGloveHand : Weapon 6007 { Weapon.AmmoUse 0 Weapon.AmmoGive 12 Weapon.AmmoType "cell" Attacksound "CYBRGLVF" Scale 0.5 Inventory.PickupSound "cyberglove/Pickup" Weapon.BobStyle Alpha Weapon.BobRangeX 0.6 Weapon.BobRangeX 0.7 Weapon.BobSpeed 1.2 Weapon.SlotNumber 2 Weapon.SlotPriority 0 +NOALERT +NOAUTOFIRE Inventory.PickupMessage "You pick up the cyber-glove." States { Spawn: CYPP A -1 Stop Ready: CYBL ABCBADEFED 3 A_WeaponReady Loop Select: CYBL A 0 A_Raise CYBL A 1 A_Raise loop Deselect: CYBL A 0 A_Lower CYBL A 1 A_Lower loop Fire: CYHF A 1 CYHF BCDE 2 BRIGHT CYHF E 0 BRIGHT A_PlaySound("CYBRGLVF") CYHF E 0 BRIGHT A_FireCustomMissile("CyberPlasma") CYHF DCB 1 BRIGHT CYHF A 0 A_ReFire Goto Ready } } ACTOR CyberPlasma { Radius 11 Height 8 Speed 75 Damage 8 Projectile +RANDOMIZE DamageType "Electric" States { Spawn: CYHF ABCDE 3 Bright Loop Death: CYHF FGH 2 Bright Stop } } -
Is there a way to recreate the jump pads from Rise Of The Triad for GZdoom?
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Rise Of The Triad-style jump pads for GZDoom?
AJOgames replied to AJOgames's question in Editing Questions
Thanks, this actually worked, but enemies aren't really affected, is it possible to add multiple thing tags? -
Rise Of The Triad-style jump pads for GZDoom?
AJOgames replied to AJOgames's question in Editing Questions
Thank you, seems very interesting what you did here, right now I'm working with sprite-based at the moment, but might move on to 3D constructs/floors later on. -
THanks, I probably shouldn't look into Woolyss.com too much, that site also has soundfonts available for download, hence why I used it so much, but I guess Musicalartifacts.com is a better source for these kind of things compared to Woolyss.
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Rise Of The Triad-style jump pads for GZDoom?
AJOgames replied to AJOgames's question in Editing Questions
That's true, I have since changed it a bit, and added the +FloorHugger special, which in theory should prevent the jump-pad itself from going up into the air, since the special basically "glues" the actor to the floor, I might add A_Gravity at some point, but for know, heres the new decorate. ACTOR JumpPad 17014 { Radius 35 Height 5 Mass 500 scale 1.5 Speed 0 PainChance 0 MeleeDamage 0 Meleerange 10 Monster +FLOORCLip +NoBlood +LOOKALLAROUND +DONTBLAST +NORADIUSDMG +FloorHugger +ACTLIKEBRIDGE +DONTRIP +Invulnerable States { Spawn: JPPD A 1 goto see See: JPPD A 1 JPPD A 0 A_Jumpifcloser(10, "Melee", True) LOOP Melee: JPPD A 0 A_FaceTarget JPPD A 1 A_ChangeVelocity(0, 0, 20, CVF_REPLACE) JPPD BCDEFGHI 0 JPPD HGFEDCBA 1 Goto See Pain: JPPD A 0 A_Pain Goto See Death: TNT1 A 0 A_Scream Stop } } -
Has anybody tried a Commodore 64 palette?
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*** The "ask a miscellaneous editing question" thread ***
AJOgames replied to baja blast rd.'s topic in Doom Editing
The Problem with that is, I know nothing when it comes to ACS coding, I can't find a good tutorial online. but thanks for the advice, seems like a better idea than what I had planned. -
*** The "ask a miscellaneous editing question" thread ***
AJOgames replied to baja blast rd.'s topic in Doom Editing
I wanted to see if it was possible to create Rise Of The Triad style jump-pads for Doom, so I created this decorate script. Jump-pads in ROTT affected both the player and the enemies, either step on them and be shot up into the air. and I don't know how to do that here, if it's even possible in decorate, This is the decorate script I wrote. ___________________ ACTOR JumpPad 17014 { Radius 35 Height 5 Mass 500 scale 1.5 Speed 0 PainChance 0 MeleeDamage 0 Meleerange 10 Monster +FLOORCLip +NoBlood +LOOKALLAROUND +DONTBLAST +NORADIUSDMG +ACTLIKEBRIDGE +DONTRIP +Invulnerable States { Spawn: JPPD A 1 goto see See: JPPD A 1 JPPD A 0 A_Jumpifcloser(10, "Melee", True) LOOP Melee: JPPD A 0 A_FaceTarget JPPD A 1 A_ChangeVelocity(0, 0, 240,) JPPD BCDEFGHI 0 JPPD HGFEDCBA 1 Goto See Pain: JPPD A 0 A_Pain Goto See Death: TNT1 A 0 A_Scream Stop } } -
Rise Of The Triad-style jump pads for GZDoom?
AJOgames replied to AJOgames's question in Editing Questions
Thanks, but How would I be able to make this affect both player and enemy? In ROTT, if the player stood on a jump-pad, they would be shot up into the air, if an enemy did the same thing and stood on a jump-pad, the same thing would happen to them. This is the decorate script I wrote, do you think it would work? ___________________ ACTOR JumpPad 17014 { Radius 35 Height 5 Mass 500 scale 1.5 Speed 0 PainChance 0 MeleeDamage 0 Meleerange 10 Monster +FLOORCLip +NoBlood +LOOKALLAROUND +DONTBLAST +NORADIUSDMG +ACTLIKEBRIDGE +DONTRIP +Invulnerable States { Spawn: JPPD A 1 goto see See: JPPD A 1 JPPD A 0 A_Jumpifcloser(10, "Melee", True) LOOP Melee: JPPD A 0 A_FaceTarget JPPD A 1 A_ChangeVelocity(0, 0, 240,) JPPD BCDEFGHI 0 JPPD HGFEDCBA 1 Goto See Pain: JPPD A 0 A_Pain Goto See Death: TNT1 A 0 A_Scream Stop } } -
GZDoomBuilder Bugfix R3058 Rseource Issues
AJOgames replied to AJOgames's question in Editing Questions
I should have posted this earlier, but what happened here was I unintentionally set the resources as "read-only," in the Map Options menu, deselecting this option fixed the issue.