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About Mengo

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  1. Mengo

    General Help with GLDEFS

    I've been wanting to mess around with materials, and I have no idea how to necessarily go about making specmaps, metallics, using roughness, etc. Any help would be appreciated greatly.
  2. So I'm making a mod that carries over the gameplay from Quake to Doom 1 & 2, and I was thinking it would be cool to have a few extra visual options, such as a liquid texture replacer. I have the script working, It's just that I can't get it to work when I use the "]map" command to change maps, where it just freezes GZDOOM. Here's the code. Any help is appreciated greatly! #library "QuakeLiquid" #include "zcommon.acs" Script 3333 ENTER { if (GetCVar ("QD_LIQUIDS")) { //WATER// ReplaceTextures("FWATER1", "QUAKEWAT"); ReplaceTextures("FWATER2", "QUAKEWAT"); ReplaceTextures("FWATER3", "QUAKEWAT"); ReplaceTextures("FWATER4", "QUAKEWAT"); //SLIME// ReplaceTextures("NUKAGE1", "QUAKESLM"); ReplaceTextures("NUKAGE2", "QUAKESLM"); ReplaceTextures("NUKAGE3", "QUAKESLM"); //LAVA// ReplaceTextures("LAVA1", "QUAKELAV"); ReplaceTextures("LAVA2", "QUAKELAV"); ReplaceTextures("LAVA3", "QUAKELAV"); ReplaceTextures("LAVA4", "QUAKELAV"); } else { //Fuck } } (edit: Nevermind, there was another actor and it was going into a state that doesnt exist. Nothing is wrong with the script)
  3. Sigil definitely wouldve been seen as another "extremely mediocre episode with not much going for it at all" kinda wad
  4. Mengo

    Damage tilting the camera?

    So In my doom wad, I'm wanting to make it so where if you get damaged, the screen sharply tilts to the left or right when you get hit from the sides, and tilts upwards when hit from the front and tilts down when hit from the back. Is this possible?
  5. In a wad I'm making I have 2 plasma rifles, where one is used as an alternate fire mode. Both are sisterweapons and one has the +POWEREDUP flag, but how can I make the player able to switch between them without having to switch items and use an inventory powerup?
  6. Actually I solved it someway or another. I dont even know how i did
  7. All my doomed numbers are in the same lump as the decorate actor
  8. I do that, but I need my DECORATE classes to work.
  9. ` I've done that for some Zscript classes I've modified from realm667. The thing is this didn't make gzdb go blind when I did that a long time ago Slade's built in map editor doesn't have this issue however.
  10. So I've been working on my mod and after a few hours in slade adding things, I started GZDoom Builder, and when i opened the map, It ignored all of my actors Here's a screenclip
  11. Mengo

    Accidental infinite ammo?

    Yo thanks! I messed that up while trying to add a maximum range to the ammunition so shotgun sniping wasnt a thing and just filled that in with a zero. You're a lifesaver.
  12. Mengo

    Accidental infinite ammo?

    actor M870 : Weapon 7140 { Weapon.SelectionOrder 1300 Weapon.AmmoUse 1 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Weapon.SlotNumber 3 Inventory.PickupMessage "You got an M870" Obituary "%o was blown open by %k's shotgun." Attacksound "DukeShotgun/Fire" Decal "BulletChip" States { Ready: DNSG A 1 A_WeaponReady Loop Deselect: DNSG A 1 A_Lower Loop Select: DNSG A 1 A_Raise Loop Fire: DNSG A 3 DNSG B 1 A_CustomPunch (30 ,False , 0, "SgPuff" , 64) DNSG B 1 A_FireBullets (7, 7, 7, 5, "BulletPuff", 0, 1027) DNSG B 0 radius_quake(2, 2, 0, 1, 0) DNSG B 0 A_GunFlash DNSG CDEDCB 1 bright DNSG A 3 DNSG FGH 1 DNSG I 2 A_PlaySound ("DukeShotgun/Pump") DNSG JKLKJI 2 DNSG HGF 1 DNSG A 7 A_ReFire Goto Ready Flash: TNT1 A 4 Bright A_Light1 TNT1 A 3 Bright A_Light2 Goto LightDone Spawn: DNSP A -1 Stop } } actor SGPuff : BulletPuff { damagetype ShotgunMelee PROJECTILE +RANDOMIZE states { Spawn: TNT1 A 1 TNT1 A 1 goto Death Death: TNT1 A 1 stop } }
  13. Mengo

    Accidental infinite ammo?

    So I'm making a wad, and I've been working on it for a while, and all of a sudden I finally realize, the shotguns i put in don't use any ammo at all while the vanilla shotguns still do.
  14. Thanks! I actually was using Custompunch at first but I didn't think of using custom bullet puffs with a new damagetype.
  15. For a wad I'm making I'm giving a strong melee attack to the shotgun. I'm trying to see if there's any way I can make the melee attack have the ShotgunMelee damagetype while the hitscans have a normal damagetype.