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Everything posted by Xaser
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Zombiemen Vs The Stormtroopers from Star Wars, who would win?
Xaser replied to sincity2100's topic in Doom General Discussion
My money's on the zombiemen. Nobody on either side is going to succeed in hitting anything, and the stormtroopers are gonna be the first to drop dead from starvation. -
Just a heads-up for folks: if you're posting a set of textures, it'd be a huge help to also provide a zipfile with the contents (or even a wad; some kind of collection at least) -- I'm seeing a lot of posts here that link each texture one by one as separate images, which makes saving them to disk rather tedious. If you're uploading to Imgur or similar, then the filenames get lost as well, so it's a long process of right click + save as + make a name for the texture, a zillion times in a row. :P [A large "texture sheet" is easier to save, but it's not much better in practice since you'll have to manually split the images apart later to actually make use of them.]
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Almost everyone in this thread is missing the forest for the trees. For what the OP is trying to do in their map, the function they ought to be using is SpawnSpotFacing, not Spawn or Thing_Spawn or anything else -- they already have a MapSpot with a TID of 1 placed at the desired location, and spawning stuff at a map spot is preferable in the vast majority of circumstances since you can move it around freely without having to futz with all the manual coordinate nonsense in the script itself. Way simpler to set up, too -- no transcribing of numbers. Regular ol' Spawn is for when you want to do some fancy stuff like spawn FX in the general vicinity of something, rather than directly at an exact point; for general monster "summoning" purposes, SpawnSpotFacing is your bread and butter. [Thing_Spawn and SpawnIDs are ancient; nobody should be using these in 2024 unless they're targeting vanilla Hexen or a very very old port of some sort. Nobody is going to know what spawning a "79" means unless you leave a comment or #define something, at which point you may as well have used the actor name and saved yourself the extra steps.]
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John Anderson "Dr. Sleep" Lethe.Wad
Xaser replied to BlackxZodiac13's topic in Doom General Discussion
Where is this resemblance? I'm still not seeing it, aside from general "Dr. Sleep style-isms" which are present in all his maps. I did a best-attempt recreation of the room in the Lethe screenshot in UDTWID E4M8, and my attempt looks like this from above: I'm not sure which area from Recant this is meant to resemble: -
Spelunker (New Legacy of Rust custom map)
Xaser replied to Lizardcommando's topic in Map Releases & Development
@Lizardcommando It's "pwads", not "pwadfiles"*, and it needs to be formatted like a JSON array, like so: { "type": "gameconf", "version": "1.0.0", "metadata": { }, "data": { "title": "Spelunker", "author": "Clifftron1986 aka Lizardcommando", "description": "There's a cave to explore that has demons and stuff", "version": "3.0", "iwad": "doom2.wad", "pwads": ["id1-res.wad","id1-weap.wad"], "executable": "id24", "mode": "commercial", "options": null } } [*the gameconf in id1.wad itself looks like it's based on a super-old version of the gameconf spec; ignore the null "pwadfiles" and "dehfiles" keys; they don't exist any more.] -
Demo compatibility and complevels are a separate (though related) concept from the standards themselves, since different ports have different goals on this front. With MBF21, for example, dsda-doom and Woof! both implement a shared demo-compatible complevel 21, while other ports (GZDoom, Eternity, Odamex, etc.) do not. It's not expected that you'll be able to record a demo in dsda-doom and play it back on Eternity, for example. Demo compatiblity isn't something the spec can require, realistically, but that's fine in practice since the relevant ports practice good demo-compat hygiene in every feature that gets added. Anyhow, that's a long winded way to say: I wouldn't use the phrase "ID24 Format" to describe Kex-recorded demos, since the incompatiblity comes from the source port, not the feature set. "Kex format" or "kexDoom format" is fine, maybe "OSRS2" if you want to be a nerd and use the demo signature as a reference. :P
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RAVEN MIDI Pack II -- Breathing life into "Deathkings" -- alpha 1 ready!
Xaser replied to Jimmy²'s topic in Resources
Hell to the Big Damn Yes, Sir Jimmy of Jimmsdale, Purveyor of Jimmitude. -
RAVEN MIDI Pack II -- Breathing life into "Deathkings" -- alpha 1 ready!
Xaser replied to Jimmy²'s topic in Resources
Armory track's still happenin' -- Cammy reached out and was interested in a collab, though we've lately been a bit on the busy side with things (as they tend to go). -
John Anderson "Dr. Sleep" Lethe.Wad
Xaser replied to BlackxZodiac13's topic in Doom General Discussion
There's a hidden texture in the map itself: [tl;dr: yes, it's a tribute. The opening room is based directly on the screenshot, since it's the only known piece of media that ever surfaced related to it.] -
John Anderson "Dr. Sleep" Lethe.Wad
Xaser replied to BlackxZodiac13's topic in Doom General Discussion
Is there a source for that claim? I don't see any resemblance at all, aside from the fact they're both symmetrical (which isn't saying much). -
@Fletcher`, you may need to reupload to Imgur or Google Drive or some other place -- the image is too large for Doomworld's forum software; it's been scaled down.
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Strangest bits of design in official DOOM packs?
Xaser replied to KarunaAztima's topic in Doom General Discussion
This room from E2M6 always sticks out in my head, just for how unusual the border detailing is for an IWAD map: It looks like something out of a late-90's/early-00's PWAD -- heck, I forgot this room even existed until doing the research for DTWID and discovering this incredibly un-TWID room right there in the original game. :P -
Yup -- override the Used virtual function on your actor and add your code there. That'll do the trick. [As a note: some places say to set the USESPECIAL flag and do some stuff that way -- don't do that, that's for getting the actor to run an ACS script (or some other map special) when used, which isn't what you're looking for here.]
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I wonder if some of the "flamethrower is weak" comments are coming from folks playing it in GZDoom -- the current latest release has a bug that makes the splash damage not work properly, at which point it'd indeed just be a short range plasma rifle. It's fixed in dev builds, though, so switching over to one of those will make it way more effective.
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Demo compatibility with Kex/R&R's Boom/etc. implementation is not something that's required (or encouraged) by the ID24 spec -- community ports ought to build atop their own Boom/MBF21/etc. implementations.
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Have you tried the map in single-player yet? The ammo issues you're running into are either caused by one or more players hoarding all the resources, or missing one of the essential weapons in the map -- e.g. the Calamity Blade is impossible to miss in singleplayer, but in MP only one player actually has to enter the room in order to open the path to the west/YK area. The imp horde is trivial with the Blade, and probably impossible without it. :P The Kex port doesn't (yet?) have item respawn as an option for co-op, so you may have a better time giving it a go in a port like Odamex that adds the option.
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The GOG/Steam difference is probably what's causing the confusion on this. A better summary for the OP is: If you've got it on Steam, the original wads are in the "base" subfolder. If you've got it on GOG, the original wads should be in your library as a separate download ("Doom II + Master Levels" and "The Ultimate Doom") [Presuming I've got the GOG details right, lemme know if that's accurate; I don't have a copy there.]
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Files in the "rerelease" subdirectory are the ones with the new lumps. The files in the "base" subdirectory are the originals, unmodified, with the same hash sums. [Note: this is for the Steam release; I don't have a GOG or console version handy to check those.]
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Huh, so it is. I can't remember offhand if I missed it or if I tried it and it failed for some mystery reason, unfortunately. @Cacodoomonic could you post your updated code? I can't tell what the issue is from the description.
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Either set the third parameter of A_Explode to XF_HURTSOURCE (instead of 0), or add another state right after it that calls A_Die. That oughta do it. The Banshee's explosion deals self-damage, that way the monster properly dies (jumping directly to the Death state doesn't technically kill it, leading to all sorts of funky side effects) -- I set it up that way 'cause MBF21/ID24 doesn't have an A_Die function like GZDoom does. [Semi-offtopic, but: is this project of yours targeting Zandronum? If not, you'll want to be using ZScript, not DECORATE. Solution above applies in either case though.]
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Is it possible to use two texture sets with different colormaps?
Xaser replied to Foxo's topic in Doom Editing Help
If you're making a GZDoom mod (targeting the hardware renderer or one of its other truecolor modes), then yes. If you convert the textures to PNG before copying them over with SLADE, they'll keep their proper colors -- just make sure you don't accidentally save the modified source wad. :P -
Hardest official (or Romero) classic game or expansion?
Xaser replied to famicommander's topic in Doom General Discussion
I've been wondering how Legacy of Rust would stack up against Plutonia in the difficulty department. It's got a bunch of new tricks up its sleeve, and there are definitely a couple of maps that are going to be crazy-hard on UV if you're playing 'em blind (Coiled City says hi), but it's a comfort knowing that Plut is still beating it out. The aim wasn't to make an uber-difficult set, but we kinda knew going into it that the maps were naturally going to be much harder than most IWADs since we've spent so damn long playing the game over the aeons. :P -
Welcome to the future, Agent. Vesper is a shiny new weapon mod for MBF21, showcasing a full arsenal of high-tech & demonic weaponry that'll make you say "I can't believe it's not GZDoom!" Built using pure DEHACKED, with a little help from DoomTools, it doubles as both a feature demonstration and a standalone weapon pack to use with your favorite maps. Blast 'em away with plasma shotguns, acid grenades, and heat-seeking blood sprayers! Downloads & Links Current release: v1.0.0 -- released 2022-01-02 Dropbox Mirror Release Archive Git Repo Project Homepage, hosted by Hellforge Studios as part of Doomforge Supported Ports dsda-doom Woof! Odamex Eternity (devbuilds only at time of writing) GZDoom (v4.8.2 or higher) DelphiDoom ...More to come! Gameplay Reel: Big thanks to @rd. for putting this together! Watch the mod played by someone who actually knows how to play the game! ;P Obligatory Weapon Previews: Blunderbuss: A highly-portable plasma shotgun. For when buckshot just won't do (which, coincidentally, is always). Nox Launcher: Break-action delivery device for specially-formulated anti-demon Nox Grenades. Bring a spare pair of lungs. And more! Download the dang mod already and check 'em out! Screamshots Click for fullscreen versions. Also yep, that's Proper Valiant, Sunlust, and Eviternity, showin' off the DEHACKED compatibility. Word. How the hell does any of this work? Some geeky details: This is all done with with DEHACKED, and these gifs were taken with dsda-doom. The secret sauce is in the MBF21 spec: there's a whole host of new weapon codepointers that let you do all sorts of fancy business, and combined with DEHEXTRA's ability to have virtually-unlimited* states, it's now possible to do incredibly advanced weapon & monster logic without making the leap to an advanced port (i.e. GZD or EE). The "Boom" family of ports is no longer stuck in the stone age. :D If you're wondering how all this works behind the hood, or want to learn how to build an MBF21 project of your own, check out the GitHub project for the mod. It contains the full source used to build the WAD with DoomTools, including source for the incredibly-powerful DECOHack, which is the key to making all this fancy 21st-century DEHACKED stuff possible. If you've ever written a line of DECORATE or ZScript, you'll feel right at home. [*yeah, there's DSDHacked which has literally-unlimited states, but it may be a while before all relevant ports support it, so Vesper targets the 'lesser' of the two specs for now.] OBLIGATORY FAQ: Q: What port do I need to run this? A: Any port that supports MBF21, though dsda-doom is the primary target. See the list at the top -- everything else is swim-at-your-own-risk. Q: Does this project feature new maps? A: Not yet, just plug in your favorite mapset and have fun. Maybe if this takes off, I'll start up a Vesper mapset project or somethin', but let's not get ahead of ourselves. :P Q: Does this project feature new monsters? A: Nope, just guns. For now. ;) Q: Hey, the mod's busted in GZDoom! A: GZDoom's MBF21 support isn't complete just yet, and the mod doesn't work in GZD at the time of writing. It'll support it before too long, I imagine, once the kinks are all worked out. Q: The mod isn't working in [some other port x]! A: In this case, you're probably best off seeking help from the port developer. Vesper is written using spec-compliant MBF21 features, but since the standard is so new, it's more likely that there are going to be bugs with port-specific implementations of MBF21 features rather than anything wrong with the mod itself. Either way, it's best to start there, then we'll figure out afterward it turns out there's anything in the mod that needs fixing. OK that's it, now let's shoot some goddamn guns!!
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Rust's midis aren't "special" in any way here -- same as any other IWAD midi. Use your best judgment. :P
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Into Sandy's Cities - a Sandy Petersen MegaWAD (now on Bethesda.net!)
Xaser replied to GermanPeter's topic in Map Releases & Development
Damn, we're nearly on page two and no "GermanPetersen" joke yet? For shame! [Congrats on the release! Good to see more Sandy-twid madness 'round these parts.]