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Gradius

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  1. Was that not what the 'dragons' were though? Okay, they're larger and with legs instead weird tentacles and a couple more horns, but they're not that far off. They at least seem similar enough they might be related.
  2. I'm getting that too. I wouldn't install anything that's showing as positive. Though with that said, it's quite common for anti-virus software to accidentally tag libraries a virus is using as part of the virus itself. So when another piece of software uses that library, it gets flagged as containing a virus. I submitted the download to VirusTotal: https://www.virustotal.com/gui/file/9641cdd6848cfaf23bbba707e293267c5f73c6e2c18f54ce403c921bec6a91f5/detection As you can see, five seperate positive readings. That doesn't mean it isn't a false positive, as I've said. But it does mean it wouldn't be wise to install it until it's either resolved as a false-positive or the devs confirm it actually is clean and not the result of hackers gaining access to the build. Edit: Checked their discord. The server owner Boris states that it's a false positive. You'll still have to wait until that gets ironed out before it'll let you install. However the older builds don't trigger this warning, so your best bet would probably just be to install an older version and wait.
  3. From an overhead view, you can make whatever shapes you want. From a first person perspective, classic doom does not support any shape other than 'flat wall, floor, or ceiling'. No slopes, no ramps, certainly no arches. It also can't have floating geometry. You might be able to have a raised section of floor that sort of vaguely resembles a statue but that's it. It won't be able to have any overhanging sections. If you're mapping in GZDoom's UDMF map format, you can have floating platforms, or in this case perhaps just have it display a straight up 3D model of a statue. But in the classic doom you only have 'lines' and 'sectors' that have a floor and ceiling height, and everything you see in a level is a result of that. So every wall is just a straight line, though lines can be arranged into a curve from a top down view. Essentially, other than height changes for the different sectors, anything you couldn't design in from a top down perspective isn't possible in Doom's mostly 2D engine.
  4. I'd question the merit of making custom maps for a game you can't just play for the fun of playing it. But beyond that: If you're making deathmatch maps, who cares. If you're making singleplayer or co-op levels, then knowing how the various elements of Doom maps work is kind of imperative. That said, playing custom maps will fill in those gaps too.
  5. So I've been altering the palette to give myself some darker reds that make some custom textures not resolve down to three whole colors at lower light levels, and I did so the 'smart' way by reclaiming the duplicated fully white entries in the pallette, but as a result the imps are missing teeth and the centres of fireballs and muzzle flashes are now see through. Okay, I get it, those sprites are using those altered pallette slots. So I can easily make a translation to fix that, and it's not even that hard to copy out all the sprites and textures from the iwad and apply it to them. But then... I now have to rebundle *every* image from the original game? Is there a way to only copy over altered files? Slade has a maintenance script for this, but it doesn't handle it properly, I think the act of applying the translation to the sprites counts as an alternation even if no colors were actually modified. Is there a better way of doing this?
  6. The sector lowers correctly for me on both GZDoom and PrBoom/UINFO. I pick up the blue keycard, the sector lowers to 8 above the sector behind the platform, showing me that there's something there. And then upon triggering the line behind the wall that lowers to the left/south, the platform lowers completely. Perhaps it's a bug in the sourceport you're using?
  7. Gradius

    Custom Textures & Vanilla Source Ports?

    You can, but you still need to generate a PNAMES file containing both the old textures and the new ones, so TEXTURES2 is functionally a bit useless since it doesn't really save any work. Now if DOOM had a PNAMES2 file, that'd be the easiest solution for custom textures. But since it doesn't, it's more of a curiosity than anything that useful.
  8. Gradius

    Custom brightmaps for crispy doom??

    Had a look, looks like the brightmaps may be hardcoded for certain colors on certain textures, rather than just being texture files loaded somewhere.
  9. Gradius

    ult doom builder title sreen

    Doom Builder can't do that, but SLADE can easily. Just add a graphic with the name TITLEPIC to your wad.
  10. Match the floor if you've got the textures to do so (or you're rocking UDMF).
  11. Which was why I added notches, so that the actual sectors' nearest floors were still at the correct height. Which make the behaviour, that effectively looks like it triggering twice, odd. Still, the generalized action route seems like less of a headache. Edit: Lower by texture just causes weird wiggling before it finds the correct height. Now I'm wondering if my woes are from the voodoo doll legitimately retriggering the effect. Thought I had the timing down enough that this couldn't happen that quickly, so I'll cut a window between those areas and... yeah. The lift I have to let the doll move isn't closing in time to trap it back in the starting area. Argh. There's probably workaround I could do to prevent the doll from teleporting to the start before the lift is closed, but the amount of time the puzzle will take should even that out. It's always the simple errors... and I thought I'd accounted for that too. :/
  12. So I'm trying to use voodoo-dolls and merged sectors to create a fairly simple effect in Boom-compat Doom 2: You hit a switch, and through some walk-repeatable trigger lines, it triggers some platforms to raise to a specific level, then descend back down to a set level slightly above the floor. Except with either Floor Lower to Nearest or Floor Lower to Lowest (which particularly confuses me) the floor will lower to my desired height... then after a second it drops down below that to the lowest floor. I even tried adding slightly higher surrounding sectors to the sectors around the 'real' floor instead of relying on my dummy floor... but it still descends past them even though they're the nearest floor. It's like by having dummy sectors the line gets triggered a second time after the first second finishes moving. Is there any way to avoid this behaviour? I'll attach the wad. plattest.zip
  13. Gradius

    Notice for Kappes Buur's Tutorials

    If you have the time and energy, throwing them on a free Wordpress blog wouldn't be the worst experience.
  14. I mean we can't exactly forget the wads by one of the columbine shooter just on principle alone.
  15. Gradius

    PrBoom+/UMAPINFO v 2.5.1.7

    The actual specifications for the info are a little hidden on the github page. Would there be any objections to adding the barebones of this to the doom wikia, or is the specification for it still a work in progress?
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