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forgettable pyromaniac

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About forgettable pyromaniac

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    Self-Proclaimed Evo Smash Ultimate Champion of 2022

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  1. forgettable pyromaniac

    Change where custom things are in the editor.

    Yeah, I'm only using DEHACKED. I have never used DecoHack (I don't actually know what that is, as a matter of fact, need to look that up). I could do the configuration thing, though that is a little scary. I am using WhackEd4, though.
  2. forgettable pyromaniac

    Change where custom things are in the editor.

    It'll remain in the decorations tab, but be moved downward.
  3. forgettable pyromaniac

    Change where custom things are in the editor.

    I'm making a few custom replacements, notably a Grey Stalagmite that replaces the duplicate corpse in Decorations. Here it is, in Decorations. I wanted to see if its possible to move things around so they're next to eachother (assuming I renamed them "Stalagmite (Brown)" and "Stalagmite (Grey)", for instance) Where I'd want to put it (decorations) IDK if it's like... Hard-coded IDs that put things in specific folders, or how that works, but- UDB, Vanilla No-Limits (Crispy), Dehacked.
  4. forgettable pyromaniac

    Is there a better way to add CRT lines to Doomguy?

    On the right side with the ammo count, it looks right. I think they're a little offset by an odd number on the arms (i didnt realize that, thanks :P) I actually don't know how to do that exactly, especially in slade. Could probably figure it out in Paint.NET, though.
  5. forgettable pyromaniac

    Is there a better way to add CRT lines to Doomguy?

    The Gist is, I am making a HUD where I have doomguy's face on a CRT. I wanted to know if there was an easier way to algorithmically add on the CRT bars without doing it by hand, and while simultaniously keeping doom's palette, maybe with FFMPEG or something similar? Just to make my life easier, that's all. Thanks :)
  6. ive been really not in the mood to make levels

    maybe i should try making midi music and see if that gets my jive back for doom

  7. forgettable pyromaniac

    GZDoom & Making games with it.

    Yeah no that's about it, everything important there :D thank you that is also extremely helpful, thanks gez !
  8. forgettable pyromaniac

    GZDoom & Making games with it.

    I don't know the difference between pk3 and wad, afaik it was just a different way to format the same stuff (with directories instead(?)) Basically, was just asking about the basic like "this is the most important bits if youre planning on getting started with GZ" because I've made exactly one thing for GZ and I barely understood what I was doing, I'm much more familliar with vanilla/limit-removing creation. Proper english for the liscensing rights is always nice :) thank you. And as for assets, yeah - I knew that it would be a lot of effort and time, thats why I wanted to double check with people who knew better.
  9. forgettable pyromaniac

    GZDoom & Making games with it.

    That definetly clears up the engine side of things (just GPL it, afai can tell), but not nessecarily the way to go about it (the questions about GZ in general).
  10. forgettable pyromaniac

    GZDoom & Making games with it.

    So, I know GZDoom has been used in a few chunk of games released on steam and has been used for many other wads that do use some regular .wad assets, but I wanted to ask, right from the people who know 10x more about this stuff than me: What's the legality? As in, what am i allowed to do with GZ if I want to make my own game with it? Can I make a game with it and upload it to itch.io just fine? Steam (if I had the money)? I know if I wanted to, I cant use any doom assets, which is a given. But assuming I made everything that would in the .wad myself, what about the engine? Can I edit the exe name and icon? Do people make their own forks and build it that way, or do people only use the regular editors you'd expect (Slade3 and UDB)? And also, as someone who hasn't used GZ since they first started dooming, how customizable is it w/o building from source (i.e., can you make your own settings menu, can you force certain things like antialiasing/resolution scaling or something to keep the game looking kinda crunchy?) Trying to get all the information I need before I even consider doing something like that.
  11. forgettable pyromaniac

    Silencing the Chainsaw, properly.

    Dehacked, WhackEd4, Vanilla editing. So, the chainsaw is hardcoded to play their sounds, that's a given, and what most people (and even the code) say. https://www.doomworld.com/forum/post/2637069 but the wording behind what MTrop said got me interested: "...when the chainsaw is the current weapon and A_WeaponReady is called on state 67." If I change the ready state to something else entirely (swapping the Raise with ready, for example), will that shut up the chainsaw? Muting SAWUP to get rid of the raise sound effect isn't that bad, but having a silent SAWIDL play repeatedly is killiing the slicing through enemies sfx, and I want those to be hearable all the time if possible. Looking through the C(++) code for all this killed my braincells, so I don't quite understand whats going on in that respect.
  12. just binned my last Doom project

    gonna start over with a clean slate and see if that helps

  13. still working on stuff, just slowly
    and doing other things too

    FNF mods and the like
    nobody probably cares but yea

  14. reorganization is important, kids.

  15. forgettable pyromaniac

    Y'all ever get burnt out playing Doom?

    I did for a while over here, but making levels and music recently has gotten me back into things, as well as blind-streaming wads on twitch. Not as much as when I first got into the game, but yea :)
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