• Content count

  • Joined

  • Last visited

About boris

  • Rank
  1. Use the "Reset Local Texture Offsets (UDMF)" action. Default hotkey is Ctrl-Shift-R. [edit] To clarify: there's a global linedef offset, and individual offsets of upper, middle, and lower textures. Shift-R resets the global offset, Ctrl-Shift-R the individual one. When you change the offsets in visual mode it always changes the individual ones.
  2. Really sorry for bothering you man but is being invaded with cialis bots on the most recent wad, Mancubus2isafaggot is continuing to flame other people and their works. If you could sort it out somehow. 

    1. bzzrak


      Manc2 is the funniest chap I've seen in a long time, his trolling skills are admirable. I would compile his quotes into a book.


      He's not me, saying just in case the previous sentence led you to such a conclusion.

    2. fraggle


      Out of morbid curiosity I took a lot. I don't think his trolling skills are admirable at all - kind of shit tier stuff really. Trolls can be entertaining sometimes when they're actually witty and intelligent. There's none of that here - just another boring edgelord who thinks he's being clever and original by being insulting. Who hasn't seen that before?

  3. Is there any way to create an undo point from scripts (for map editing)? Couldn't find anything about it in the docs, and it seems like a pretty cruical feature.
  4. You could do that with SLADE: For the fun of it, here's a bulk texture replacer script for SLADE, based on the example: -- Set textures to use local textures = { ["BFALL1"] = "SFALL1", ["BRICK12"] = "BRICK11" } -- Get map sidedefs local sides = App.mapEditor().map.sidedefs -- Loop through all sidedefs for i,side in ipairs(sides) do for old_texture,new_texture in pairs(textures) do -- Replace the middle texture if side.textureMiddle == old_texture then side:setStringProperty('texturemiddle', new_texture) end -- Replace the upper texture if side.textureTop == old_texture then side:setStringProperty('texturetop', new_texture) end -- Replace the lower texture if side.textureBottom == old_texture then side:setStringProperty('texturebottom', new_texture) end end end
  5. Use the Find and Replace mode (default key: F3).
  6. I'm playing with GZDoom's hardware renderer. But I make it look softwareish, i.e. no texture filtering (for me Doom just has to be pixelated) and no lighting on fireball or torches or whatever. So I get what's IMO the best of both worlds.
  7. Use the "On projectile impact" activation option, along with a normal teleport action. Example WAD attached.
  8. Adventures with unlogical puzzles, where you are pretty much down to trial and error, are usually criticized for those puzzles. The equivalent in Doom is having to hump walls to progress.
  9. Although it's probably very rare, having teleport destinations and keys not show up on certain difficulties can be perfectly valid. For example you might have a situation where two demons come running at the player. On UV you want the first demon to cross a certain line to teleport behind the player, but not on other difficulties. So you set the teleport destination to only be there on UV. Same with keys, you might want keys to be easier to get on lower difficulties. So you can't really make everyone happy. With GZDB's search feature it's pretty easy to check manually, though.
  10. My working copy also works with UDMF, at least mostly, it seems.
  11. Always show the players where to use a key before they get that key Always make it clear what a switch is doing (unless it's a secret). This can be done multiple ways. Show the players directly what a switch is doing (opening a door, lowering a floor etc.); show it indirectly, like having close and remote bars of the same style lower with one switch; through sound, although that will put players playing without sound or a hearing impairment at a disadvantage Teach the player idioms you're using in your map early on. For example doors that only open from the other side could have another color than regular doors. Try to avoid backtracking (i.e. having to go back the exactly same way you came after picking up a key or pressing a switch). If you can't avoid it try to spice it up a little with new monsters (like monster closets opening or teleporting them in). Note that this does not include revisiting areas. That's a good thing. Try to place doors and stairs and the likes at angles that are not aligned perfectly horizontal or vertical once in a while. That doesn't mean to use crazy angles all the time, even placing a stair at a 45° angle can work wonders in how a map feels
  12. But that's what it ultimately is - just some "boring" technical stuff. It doesn't have to sound cool or fun, it doesn't have to have an enticing name for people to try it out. It should state what it does in a clear manner. Has there been anybody who didn't look at UDMF because it's called UDMF and not in the likes of PENIS or BIKESHED? The numbering is important because it makes very clear what a WAD needs, and what a port can do. Have a WAD that uses features from DEX-5 (or whatever)? Well don't be surprised that it won't run correctly in your port that only supports DEX-3. [edit] Also think about the people who're not firmly planted in the community and don't know about stuff like that. What's more clear, "requires a Advent 4 compliant port" or "requires a Doom Engine eXtension, standard 1 (DXE-1) compliant port"? For the latter they at least have a hint at what it is.
  13. I like the acronym+number, but I'm not too fond of anything with BEX in it, since it could be confused with... BEX.