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Doom-X-Machina

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Everything posted by Doom-X-Machina

  1. I think it goes without saying...
  2. Doom-X-Machina

    Most "Inflexible" Monster in Vanilla Mapping?

    They're replaced in the ports because of lack of memory, not inflexibility.
  3. Hey friends, Looking for a resource that may or may not exist(?) but also seeking advice on how to make it myself if I need to, or if it's even possible at all... Is there a resource out there in internet land (like a spawner) that can create electrical arcs that run across the floor/ceiling/horizontal axis? I'm thinking of damaging floors that can electrocute you and have little electrical arcs running across them. I'm very familiar with the lightning spawner from Realm667 which works on the vertical axis, but is there something that does a similar thing on a horizontal? 1) Any WAD's with something like this that anyone can direct me to for ideas and inspiration? 2) If I manipulated the vertical lightning spawner by realigning the sprites horizontally would it spawn horizontally instead? 3) If I animated a sequence of textures with a transparency would it work as a thin 3D floor (UDMF) stacked on a sector floor? Any knowledge or advice would be massively appreciated :) Cheers.
  4. Doom-X-Machina

    This UDB bug is a pain; does it happen to you too?

    Is this like... you're just working away and somehow the empty dead space between major map sections becomes a sector of it's own but without textures and you don't realise it until you run it and the whole thing is a fucking mess? If yes, then I have also encountered this oddity in UDB. Thankfully I've caught onto it quickly and was able to CTRL+Z and undo a bunch of steps until before it randomly just nerfed everything. Edit: watched the video, not the same error you've encountered. I'm not sure what's causing that. Perhaps an issue with external resources not loading??? Not sure.
  5. Doom-X-Machina

    How light works in UDMF?

    It's not. You're just not taking advantage of the amazing possibilities it offers with ACS.
  6. Doom-X-Machina

    Hey guys, really silly question but.

    Use dual monitors. Once you do, you'll NEVER go back to a single monitor.
  7. Doom-X-Machina

    How light works in UDMF?

    Why make things more difficult for yourself than they need to be?
  8. Hey all... So, basically I have some ideas for some big hydraulic/piston-like machines in a map I'm working on. Big circular concentric sectors moving up and down to simulate a massive piston kinda thing. I'm trying to work out how to sync the different parts of the piston to a repeating script where they stay in a perfect harmonic ratio. My question(s) is/are... how are sector raise/lower speeds calculated? I know there's 35 tics in a second of "Doom time"... how does a sector raising at a speed of say, 16 calculate against the 35 tic second? Or does it at all? Does a sector raising 64mpu at a speed of 8 match in sync with a sector raising twice the height (128mpu) at twice the speed (16)? How would you calculate 2 moving sectors into perfect 1:2 or 1:3 ratio? Any insight would be much appreciated. Cheers. EDIT: Any WAD's out there with a similar kind of thing to what I'm thinking of that I can have a look at?
  9. Doom-X-Machina

    How does sector raise/lower timing/speed work?

    I think this is exactly what I was after. Thankyou so much dude :)
  10. Doom-X-Machina

    Most satisfying sounds in classic Doom?

    Room full of shotgunners going nuts... music to my ears... Always loved the "brrrrrrrrrrrrr" the Cacodemons make when fall to a heap on the floor.
  11. Doom-X-Machina

    How do I stop my texture file overwriting my wad file?

    Just import the entire OTEX into your WAD and create a new patch table and texture definition file that includes everything. Worked fine for me.
  12. Doom-X-Machina

    Whats your opinions on marauders

    Marauder's are awesome. Their dogs are total dogshit and make no sense whatsoever.
  13. Doom-X-Machina

    How to make enemies instantly appear?

    Well, the way I would do it... I use UDB and UDMF format so, I would build a sector outside the main map area with a tagged monster and then place a tagged teleport location where I wanted the monster to appear. Then I would set a linedef to activate when crossed to teleport that monster to the teleport location using action 71-Teleport (silent) so there's no teleport fog. Monster set to ambush mode so won't activate unless on sight or sound.
  14. Doom-X-Machina

    How fast did you finish The Ultimate Doom

    I can blast through Knee Deep In The Dead in about 20-30 mins... Shores Of Hell is where things slow down a bit... All up, all 4 episodes I can clear in about 6 hours and that's 100% kills on UV.
  15. Doom-X-Machina

    6.66 Update Crashes

    I got a similar box telling me to update my AMD Radeon drivers which I did. Haven't experienced any issues. Could be an Nvidia thing?
  16. Doom-X-Machina

    Update 6.66 Released - Impressions

    COD:MW3's survival mode was wicked fun also. Another great take on a horde/wave/survival approach which has sadly been covered by the sands of time.
  17. Doom-X-Machina

    Update 6.66 Released - Impressions

    +1 Gears Of War did Horde mode right.
  18. Doom-X-Machina

    Update 6.66 Released - Impressions

    Master levels are awesome (as always)... New cosmetics are nice. Horde mode is not what I was wanting or expecting. Much left to be desired. I would've prefered a much more simple approach where it was endless waves of ever increasing difficulty that didnt end until you were dead. I don't like the bonus/traversal/blitz round bullshit. I think that's all completely unnescessary and it actually detracts from the flow and the potential of what it could've been. I may give it another spin, but first impressions weren't excitement inducing. Battlemode 2.0. It's still Battlemode. It's still garbage. It's not fun, even when you're winning. I hate it. The only way to improve Battlemode is removing it all together. For me, only the master levels are of any real interest. And still no deathmatch.
  19. Doom-X-Machina

    GZDOOM, LZDOOM or ZDOOM?

    GZDoom. The V12 of Doom engines.
  20. Doom-X-Machina

    DISSENSION v1.4 FINAL IS RELEASED!!!

    Yeah there's some FPS drops in places, not as bad as they were in the previous version. Really tried to cut that down to a minimum. It's still not perfect but after working on it since February 2019... I'm not sure what else I can do lol But thankyou for the feedback, I'm glad you're enjoying it :)
  21. Doom-X-Machina

    DISSENSION v1.4 FINAL IS RELEASED!!!

    Yeah, if you drag both this and the Brutal Doom pk3 and drop on the GZ executable it should load everything you need. I use ZDL so I've got Brutal Doom and my mods all preloaded in a list before I boot.
  22. Doom-X-Machina

    DISSENSION v1.4 FINAL IS RELEASED!!!

    RELEASED: https://www.mediafire.com/file/cfddbsp44uowj6l/DISSENSION_v1.3_Remaster.rar/file
  23. I wouldn't advise modifying the Doom2 IWAD at all (unless you have at least 1 copy of the original backed up). PK3's have a different data structure to WAD's. The data is layed out differently (usually in folders) in a PK3. Simply throwing the contents of a PK3 into a WAD file isn't going to work. For the weapons in particular, you would have to find their DECORATE file (or their entries in a DECORATE file) and assign them a number so the builder can reference them, along with any required sprites/sounds/etc. and rebuild a new lump in your PWAD using SLADE. Don't worry, we've all done what you did... doesn't work too well lol. I managed to "reverse engineer" the BFG9500 by @Sergeant_Mark_IV from a BD-only PK3 to a GZDoom (no BD) compatible WAD but it took me a long time working out how to restructure the data into a traditional WAD lump layout. Perhaps he could help you locate the individual files you would need to extract to implant into your WAD? Ask him, we're all friends here.
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