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marky

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About marky

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  1. marky

    Monster sprites - a secret art?

    Oh, sorry, I didn't want to show off... of course I didn't make these sprites from zero. The Hellbuck was an imp, but I worked on it the pixel way. And for the Phobetor I had an image from the net, but only from one view. So I had to draw the other views from this pic and this was really pixel work. As to the 3D-modeling: I tried to cope with Blender, but that is much too complex if you only do it for Doom sprites. However, a friend of mine is really interested in 3D modeling and I passed it on to him. Now he works fine with this program and I'm looking forward to the first 3D model I can add into my wad...
  2. marky

    Monster sprites - a secret art?

    Well... 3 weeks have passed since I started this thread. I worked on and now I'm quite satisfied with the results. Once you get used to draw your sprites pixel by pixel, you can come to good results. As an appetizer for the wad I'm working on, and to show you the results, I post two screenshots of new monsters I've made. Let me know your opinion... The Phobetor The Hellbuck I hope to finish the first two maps of Biovite.wad in a few weeks. Marky/ Milian
  3. marky

    Pick up on switch

    Hi, Cyb, I tested this, too. I deleted the twin and inserted a new one on other places in my map. With the same result. There must be a mistake in the whole map that prevents the twin from appearing. Really weird... I posted my question in the ZDoom Forum and maybe one of the experts will take a look. Thank you, marky Edit: Ok, I discovered a bug in Zdoom. Player starting points are ignored, if you place them into the map after you put ambient sounds in it. This is only in ZDoom, Doom format maps, not in Hexen format. Further information at: http://forum.zdoom.org/viewtopic.php?t=3490
  4. marky

    Pick up on switch

    Sure I could, but I can't. It's in doom format and I don't know ACS and I don't have the time nore the will to learn it. It shouldn't be a problem to put two player starts in a map.
  5. marky

    Pick up on switch

    I'm not sure, what you want exactly to see on the screenshots, so I made 3. This one shows the two player starts (bright red spots): And the following two screenies show the menu for each player spot: (The things with the question mark in them are new monsters) The player start in image 3 is the regular player. The one in the second image is the twin. No matter, if he is in the seperated sector or if I put him next to the other, he isn't visible. The map is part of a TC, so the wad is quite large, 4 MB unzipped. And as it is in the making, I rather don't want to put it into public now. If you promise not to send it to others and if you don't mind to have this amount of bits and bytes in your mail box, I could send it to you (zipped, of course). Thanks anyway, marky
  6. marky

    Pick up on switch

    No. Zdoom, version .63
  7. marky

    Pick up on switch

    Yes, I'm pretty sure... and quite confused and doubting my intelligence... Both things are type 1 (Player 1 start), both have the flag 007. I start the game in SP mode. When I start the mancubus.wad or any other wad that contains the voodoo player, everything works fine. When I make a new map, put two player 1 spots in it... everything works fine. But in this map, the twin simply doesn't appear. I'm baffled.
  8. marky

    Pick up on switch

    hmmm. the ghost player just doesn't appear. i put it right next to the original player 1 start now, but there is nothing to see. both starting points have the same flags (easy, medium, hard). but i don't see my twin... strange... (as to scripting: I don't have the time to learn it. )
  9. marky

    Pick up on switch

    Hi all! In the mancubus.wad (map 04), there are some switches, that give you pickups when switching. I want to do this in my map, too. I tried it exactly the way it's done in the mancubus.wad: You build a hidden sector, put a second player1 start in it and a lower sector, which rises by using the switch. The lower sector carries the pick up. I tried it like this, but nothing happened when I pulled the switch. So I used the IDCLIP to go into that hidden room. And to my surprise, there was no player1 phantom. Isn't it possible to put two player1 starting points into one ZDoom map (Doom in Doom format)? If so, how can I do this pickup-on-switch-trick in this format? Thanks for help, marky.
  10. marky

    ZDoom: Watersurface

    So sorry. Thank you for the quick reply :-)
  11. marky

    ZDoom: Watersurface

    Hello! Is it possible to make the surface of deep water semi-transparent without scripting? The map is Doom in Doom-Format (not Hexen), and i use the linedef type 242 (Fake ceiling and floor) together with the deep water thing. It would be cool, if you could see through the watersurface (transparent fake floor). Is this possible?
  12. marky

    DECORATE: Flying Monsters

    Hi, all! I have a question again, concerning flying monsters. I made a new Monster for ZDoom with the DECORATE lump. Everything is ok. I set the following flags: MONSTER +SPAWNFLOAT +FLOAT Now, the monster flies, but it only flies at the same height. Is it possible to give it the ability to freely change the flying height like a bird? And another question: Is it possible to determine the probability or frequency of an attack? Til now, the monsters flies at you and attacks and attacks until you or the monster is dead. I would like to have it attack and then fly around and come back and attack again. Thanks for any help. Marky. Edit: To delay the attacks you can use +JUSTATTACKED, i found out. That's really cool! Any ideas to my other problem? +NOGRAVITY does not change much in the flying height.
  13. marky

    Need more music

    Hi! I only want to remark, that, concerning copyrights, there is NO difference between a mp3 and a midi-file. Both play compositions in which the composer holds all rights. Why do you all make a difference between these two filetypes? MIDI-files are not free of copyrights.
  14. marky

    Doom builder question

    The ceiling texture is F_SKY1 and it uses the texture SKY1, 2 or 3 according to the map number. The sky is a ceiling texture, so you find it in the list of flats.
  15. marky

    Doom builder question

    ehm.. that's what I said, I think... maybe my English is too bad to understand :-/
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