Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Stabbey

Members
  • Content count

    1177
  • Joined

  • Last visited

Everything posted by Stabbey

  1. You mean for a Boom format WAD. I think I wanted to do this for one of my own maps, and I believe I was told that I had to choose existing sprites to replace with my new ones, and I wasn't sure I wanted to do that so I shelved the idea.
  2. "Sprite SS_START is double defined in..." Hold on. Did you call some or more of your actual sprites SS_START? You probably shouldn't be doing that. Sprites go between markers you create in Slade called SS_START and SS_END. Markers are 0 size things which are just markers to indicate the type of information which follows. The actual sprites should not have those names.
  3. Stabbey

    Looking for play testers 1 map

    Most people just post the map as an attachment to the post (unless it's multiple MB, which I don't think is the case here.) It's a lot easier and faster than finding a discord and waiting for an invite. Easier is better and more likely to get more response. EDIT: Also, "I will give more info when we actually start talking see ya." is not good enough. This thread is where you should give info. You didn't even say what game it's for, I can only tell it's Doom 2 because of the textures. Read this big stickied thread at the top of the forum:
  4. Stabbey

    How do I add texture packs into my Doom map?

    When starting a New Map, click the "Add Resource..." button to load the texture pack into the editor. This does not load the textures into the map itself, it just lets you use them in the editor. Once your map is complete, then in Slade you want to add in the textures and flats you used in the map. There should be a million threads explaining how to add textures with Slade if you search. I would advise to only add the textures you're actually using into your own WADfile. Adding in textures your map does not use is just pointlessly inflating the WAD's size.
  5. Stabbey

    Is it possible to make textures animate & lights flicker in UDB

    I'm not sure that it would be a high priority, as seeing it in action is as simple as booting up the level in your tester from the editor itself.
  6. A blocked sector is one with a height of 0. It will block sound. Sound blocking lines are intended to block sound across sectors which have a height greater than 0. It takes two lines to block sound because it gives more granularity and flexibility for the mapper. It allows for sound to travel a a little way, to alert some parts of a map without it alerting everything. For example, if in your first screenshot, you added another room off of one off, say, the west room. What if you wanted the monsters in the west room to wake up from a shot in the hallway, but you only wanted the monsters in the new room to wake up only if you actually entered the west room? If one line blocked sound completely, then mappers wouldn't be able to use windows, openings or vistas connecting parts of a map together without alerting the entire map, or producing odd effects where you could see and shoot monsters but they couldn't hear you. It's nice that you're trying to learn, but I don't think it's a good idea for a new mapper to try and write a tutorial for new mappers. That is more likely to have incorrect assumptions or errors based on misunderstanding, and propagate that misinformation to a new mapper.
  7. Stabbey

    Why does the edit linedef tab look like this?

    In what context? What problem are you having? Use your words to explain better, please.
  8. Stabbey

    The starting problem

    Your map should not be called PRISON, that is not how you give maps custom names. Your map should be called MAP01. To give your map a name, you need to use a MAPINFO or UMAPINFO lump (which requires a secondary program, Slade 3). Hopefully, your misnaming has not messed up your map. EDIT: Maybe I don't understand how your launcher works, so this may not be an error, but... why are you loading it from what looks like a ZIP file? Does the zipfile contain your .WAD file?
  9. Stabbey

    Possible to change formats? Hexen -> UDMF

    ZDoom based ports should detect and run Hexen format maps, not sure about other ports. You can convert maps. The F2 key should allow you to change the game configuration (and if nothing else, you can copy and paste the geometry/things into a new map), but you likely will need to reassign actions, so keep a backup of your old map to use as a reference for what actions you meant to use. It'll probably be a pain to fix everything, though.
  10. Stabbey

    Are there any alternate places to download Doom Builder?

    Is it just for history or collection's sake, or do you have a particular need to use such an old editor?
  11. Stabbey

    Replacing image with mapinfo lump

    Are you using MAPINFO or ZMAPINFO instead of UMAPINFO? There are different formats which have different syntaxes for keys. That would likely be what the problem is. I see in your screen photographs that your top one is ZDoom MAPINFO (MAPINFO with special options exclusively for ZDoom based ports) for a Doom 2 map and your bottom one is UMAPINFO for a Doom 1 map.
  12. Stabbey

    Basics of testing

    Don't just send me the map, post the link in the thread so more people could look. Here's a list of actions which do NOT need tagging: 1. Doors (D1 or DR action) 2. Exits 3. Scroll Wall Texture Here's a list of things which DO need tagging: 1. Everything else. UDMF format is the one which has the most complicated and sometimes confusing tagging rules. D* types are activated by pressing the Use key. G* types are activated by a hitscan attack crossing them (either yours or an enemy's). Some advanced ports allow for any kind of player attack, including projectiles like rockets and plasma to also activate them, but that's dependent on the source port, and has nothing to do with the map itself. In addition, the G* series doesn't just have an "open door stay" action, but it also can raise floors (either to the lowest ceiling, or to the next higher floor (changing the floor texture as well). There's even a G1 Exit action, which I have never seen anyone ever use in a map.
  13. Stabbey

    Replacing image with mapinfo lump

    The page on UMAPINFO says that interbackdrop will use a patch (standard texture) if it's not a flat. "Backdrop to be used for intertext and intertextsecret. If it does not specify a valid flat, it will be drawn as a patch instead. If not specified the FLOOR4_8 flat will be used, regardless of which map it is used on." If you have titlepic in your WAD, in Doom format, it should work.
  14. Stabbey

    Replacing image with mapinfo lump

    Correction to your terms. Flats are 64x64 pixels - that's about half the size or so of the avatar beside this post. I don't think your title or credit pic is going to be that small. EDIT: Why on earth is your WAD 132 MB? Is it full of audio files, and/or did you dump a complete texture pack (or packs) inside it? Also, if you don't know what you're doing, trying random things is usually a poor life choice. Trying random things without backing up your original file is an extremely poor life choice.
  15. Stabbey

    Replacing image with mapinfo lump

    If you just want to replace the intermission text, you can do that in a simpler way with mapinfo. You already have a cluster defined, so it's really simple. put ExitText = "<message>" in your definition for MAP06 When the game shifts from cluster 5 to 6 (exiting cluster 5), it'll display whatever the message in ExitText is. If you want to change the background image, you likely need something other than a flat, which are limited to 64x64 units and will tile to fill the screen.
  16. So you can make a no-infighting Cyberdemon in a Boom or Vanilla map?
  17. Your options depend partially on what map format you are using. Doom/Doom 2 format (AKA Vanilla), Heretic, Boom, GzDoom, UDMF. The more advanced the format the more options you have available. So, what map format are you using?
  18. Your 11 posts in the last three hours suggest you're expecting immediate results. Also, that was his only post in this thread. Monsters ARE sprites. Or rather, monsters have two parts, behavior (the actions they do) and sprites (their appearance). Have you not been paying attention to what people have told you - repeatedly, at this point? That's a nonsensical question, it makes no sense. realm667 has sprites. That's what custom monsters are. WhackEd4 is a way to put the sprites into the game compatible with Doom 2 format. That's what you're stuck with if you don't want to use GZDoom or UDMF formats. Slow down and take your time to learn and understand.
  19. Stabbey

    Basics of testing

    I think there should be some kind of map analysis feature in Ultimate Doom Builder. Run it and it'll highlight all errors and possible errors, such as missing textures. But there's another possible cause for the HoM effect in Boom-based ports like DSDA and PRboom+, and that is using a floor flat as a wall texture. That works fine when running in GzDoom, but it does not work in Boom-based ports. (Similarly, you also can't use wall textures as flats.) This will show up in the map analyzer as "flat used as wall texture" or something like that.
  20. Stabbey

    From scratch mod?

    The best way would be to do the things you want to do. No, really. Start by deciding what you want your mod to actually do. That will determine what things you need for the mod, and that helps you decide what order to work on the pieces. I don't understand posts which say "I want to make a mod, how do I do that," without saying what they want the mod to do.
  21. Stabbey

    Why wont DOOM Builder X test my level?

    I see your problem. Your configuration is Doom, but not Doom 2. The only thing which I am unclear on is if your map is for Doom 1 or if it is for Doom 2. Doom 1 (Doom) uses ExMx. Doom 2 uses MAPxx, so if your map is for Doom 2, you want to select Doom 2 as the game configuration.
  22. Stabbey

    Basics of testing

    To test for compatibility, you need to test using multiple source ports. If there's a problem try and figure out what it is, or ask about it, and then you'll get some advice on what's wrong and how to fix it. If you determine that fixing it would be too much work or ruin an effect, then you can decide your map is not going to be compatible with certain source ports. For example, if you want to make a highly detailed map, you could easily go over the vanilla 128 visplane limit. If you don't want to adhere to that limit, mention that your WAD is limit-removing.
  23. Stabbey

    The WAD question

    It doesn't sound like it's properly placed. Make sure your sound and music files are outside of both the level data and outside of the markers you're using for sprites, textures, and flats.
  24. Stabbey

    The WAD question

    You can look it up to be sure, but... All sprites (monsters, weapons, pickups, decorations) go between SS_START and S_END markers, Wall textures go between P_START and P_END, and floor/ceiling textures go between FF_START (or F_START, not sure which) and F_END.
  25. Stabbey

    The WAD question

    The great thing about custom WADS is that if there are things named the same as with the base DOOM 2 WAD, the PWAD version automatically overwrites it. You don't need to change the originals, you just need to know what the originals were called. You will need to create - using SLADE 3 - custom markers at the end of your WAD (below all the blockmap and level stuff, never put stuff in the middle of level data) called SS_START and S_END, and put your replacement plasma ball sprites in between those two markers. There are ways to alter the entire game palette, but that would change how everything looks.
×