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About ReX

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  1. Is it acceptable to edit a wiki entry to add newer projects? For example, my wiki entry only lists my released projects through 2012. I have produced quite a bit of additional stuff since then.
  2. Welcome back, Dale. The Circle is now complete.
  3. Games that use a combination of "ambient" music and "event" music appeal to me. In other words, there's a long (preferably non-repetitive) track that plays throughout one or more maps, interspersed with bursts of fast-paced music when something significant happens. Jeff "Davitch" Ligda is a massively-talented musician, who enjoys making music for games, and works in different genres. He might be willing to compose music for you.
  4. Okay, that makes things much clearer. You simply want to replace the images of existing sprites, with those of custom sprites. You'll still need to use a utility such as SLADE. Here are the basic steps: 1. Make sure you have the same number of images of your custom sprite as the DooM2 sprite. E.g., BAR1A0 & BAR1B0 represent the 2 animations of the nukage in the barrel. You'll need to replace these with 2 images of your propane tank. Note, that your replacement sprite doesn't need to be animated (in other words, you can use the same image of the propane tank for BAR1A0 as well as BAR1B0); however you will need 2 images, even if they are identical. In the case of the barrel, you will also need replacement graphics for the exploding barrel (BEXPAO through BEXPEO). [If you are replacing an item that is not "interactive" in-game, such as the electric column (ELECA0), you obviously don't need to concern yourself with additional sprites, such as the explosion sprites.] 2. Name the replacement images the identical names of the DooM2 sprites, e.g., BAR1A0 & BAR1B0 3. Use SLADE to open the wad into which you wish to insert your replacement sprites. 4. Create a new entry (known as a "lump") and name it "S_START" (without the quotes). 5. Insert your replacement sprites after the S_START entry. 6. Create a new entry after your replacement sprites, and name it "S_END" (without the quotes). 7. Save the file, and you're good to go. IMPORTANT NOTE: The method above works for wads that don't require vanilla or Chocolate DooM compatibility (i.e., doom.exe, doom2.exe, or chocolate-doom.exe). In other words, you intend to use a source port that does away with this compatibility requirement. If you desire vanilla or Chocolate DooM compatibility, you'll need a utility such as DeHackEd. [More info on DeHackEd can also be found here.]
  5. You'll need to use a source port that supports scripting and TITLEMAPS (which will allow a cutscene to play instead of the TITLEPIC). Here is an example that is based on the capabilities of (G)ZDooM.
  6. To my knowledge, you can't have 2 different sectors with the same sector tag, and have a different action special activate simultaneously for the 2 sectors. If you're using a source port that supports scripting, you can assign different tag numbers to the 2 different sectors, and have one switch activate (via the script) the pumping action on one sector, and lower the floor of the other sector.
  7. Are you asking about how to create custom sprites, or simply include already-created content into your wad via DooM Builder? You cannot use DooM Builder to create new sprites; you'll need a graphics-editing program (such as MS Paint, GIMP, or PhotoShop) for that. The same with custom music - DB cannot be use to create this. If you're looking to simply include custom sprites and music into your wad, you'll need a resource-management utility such as SLADE.
  8. With the number of PWAD maps numbering in the thousands, following design tropes is unavoidable. Yes, modders do produce maps that are innovative, but the vast majority of maps will use level design principles that have been used extensively before. This doesn't bother me, but then again, my palate for user-made maps has generally not been terribly discerning, as long as they are fun to play.
  9. Seconded. I was struck by the quality of the cover art; for a collector, that alone might be worth the acquisition of trashy novels.
  10. That's curious. The link on this page on the site has the proper download link.
  11. D'oh! I knew I was forgetting an important tool.
  12. Works for me. Alternatively, you can go to: DooM Nexus > Screenshots > Paranoid
  13. Milkshape is a free program for low-polygon shapes. It will help you to create the basic shape of the hemispheres, but they will probably not be smooth. Misfit Cubed is another free, low-poly modeling program.
  14. That's precisely the problem when you're dealing with dozens of sectors. However, once you've set up one end of the tank, it's a simple task to copy-paste-rotate 180 degrees. I can do a simple horizontally-oriented hemisphere for you, but unless I put a butt-load of effort, it will not be properly rounded, and won't do you much good. Another reason to use models instead of 3D sectors for this type of construct is that models can be easily scaled up or down in size; 3D sector-based constructs involving slopes will have to be manually adjusted (and re-adjusted, and re-adjusted, et. al). Therefore, if you need tanks with varying sizes, the amount of work to use 3D sectors would be mind-numbingly horrendous. The way (e.g., md2) models are created is with vertices in the virtual editing space. Therefore, the vertices can be manually moved around with relative ease to get the desired shape. 3D floors require in-game sectors and control sectors that (generally) need to be parallel to each other, and the slopes added to the control sector. Unfortunately, the model-creation vertex method is not available for 3D sectors. Paranoid for GZDooM