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TheHambourgeois

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About TheHambourgeois

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    Green Marine

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  1. TheHambourgeois

    Post your Doom textures!

    we must be on a similar mapping wavelength because i just made these a couple days ago:
  2. TheHambourgeois

    Hambourgeois' EDF Editing Questions

    oh interesting ill look at implementing that then thanks. my previous post was more forward looking for whenever heretic and hexen get fully implemented which i realize is a big project
  3. TheHambourgeois

    Post your Doom textures!

    Oh for sure. I feel like everything I've posted in this thread so far is like 90% existing id content and 10% me tweaking things in GIMP so as far as I'm concerned it's community content and I don't even give a shit about attribution.
  4. TheHambourgeois

    what are you working on? I wanna see your wads.

    working on a lo-fi leaning eternity set with some new weapons and I made a package warehouse because working at UPS is slowly rotting my brain gonna be some tech bases and some hell stuff too e: I was dilly dallying on implementing The Feature of Eternity because it seemed intimidating but I can't believe how easy this was???
  5. TheHambourgeois

    Hambourgeois' EDF Editing Questions

    nice i will check it out. i need to play some heretic and see if any of the burst attacks like the iron lich ice ball burst or the powered up claw attack burst auto-aim vertically cause i think that'd be the ticket if so. reading the documentation anyway it seemed like tracer attacks from players use the auto-aim logic to determine what they will seek?
  6. TheHambourgeois

    Is there a trick for sector light effects in eternity UDMF maps?

    Doom Builder X
  7. TheHambourgeois

    Is there a trick for sector light effects in eternity UDMF maps?

    Literally my first time UDMF mapping and they still show up in the UI so...
  8. TheHambourgeois

    Is there a trick for sector light effects in eternity UDMF maps?

    I ended up solving my own problem by using the generalized parameters instead of the stock ones, if anyone has the problem in the future.
  9. TheHambourgeois

    Hambourgeois' EDF Editing Questions

    well no rush i've still got plenty of mapping to do and I knew eternity had feature gaps when I started working in it so I am comfortable using the workaround that I've found
  10. TheHambourgeois

    Hambourgeois' EDF Editing Questions

    I think they were doing it before I made them ripper projectiles too but I can check. Out of curiosity does the logic for that (non-collision) follow an inheritance chain or will it just make them not collide with the projectile that called them? e: commented it out and confirm that the projectiles still collide when not ripping
  11. TheHambourgeois

    Hambourgeois' EDF Editing Questions

    I am using A_SpawnEx for now. Here is my EDF for the projectiles. thingtype SpiritBall { seesound firsht deathsound firxpl speed 20.0 radius 6.0 height 8.0 damage 20 cflags NOBLOCKMAP|NOGRAVITY|DROPOFF|MISSILE|NOCROSS|SPACMISSILE states @" Spawn: SPCH ABABABABABABAB 4 bright A_SpawnEx (StaffPuff) //counters seemed to explode too early or not at all???? Death: SPIR C 1 bright A_Stop SPIR C 0 bright A_SpawnEx (CannonSpirit, none, 18, 0, 0, 20, 0, 0, 30, 256) SPIR C 0 bright A_SpawnEx (CannonSpirit, none, 18, 0, 0, 20, 0, 0, 90, 256) SPIR C 0 bright A_SpawnEx (CannonSpirit, none, 18, 0, 0, 20, 0, 0, 150, 256) SPIR C 0 bright A_SpawnEx (CannonSpirit, none, 18, 0, 0, 20, 0, 0, 210, 256) SPIR C 0 bright A_SpawnEx (CannonSpirit, none, 18, 0, 0, 20, 0, 0, 270, 256) SPIR C 0 bright A_SpawnEx (CannonSpirit, none, 18, 0, 0, 20, 0, 0, 330, 256) SPIR C 7 bright SPIR D 6 bright SPIR E 4 bright stop "@ } //projectiles for the ring of death after thingtype CannonSpirit { seesound sklatk deathsound firxpl speed 20.0 radius 16.0 height 16.0 damage 10 cflags NOBLOCKMAP|NOGRAVITY|DROPOFF|MISSILE|SEEKERMISSILE|SPACMISSILE|RIP|DRAWSBLOOD mod CannonSpiritDmg states @" Spawn: SPIR ABA 4 bright A_GenTracer SPIR A 0 bright A_PlaySoundEx (sklatk, 0) SPIR BAB 4 bright A_GenTracer loop Death: SPIR C 8 bright SPIR D 6 bright SPIR E 4 bright stop "@ } I ended up making a damagetype and changing the player thing to take 10% damage from it which works for now but that would mess with multiplayer (probably moot since i do not necessarily expect anyone to use this to play multiplayer) damagetype CannonSpiritDmg { obituary "got spooked by a cannon spirit." obituaryself "scared themself to death." } //making this a bit less suicidal to use thingdelta { name DoomPlayer damagefactor CannonSpiritDmg, 0.1 } I think if a generic version of the tomed dragon claw from heretic ever gets implemented that would be the obvious way to go but for right now I am working with what I have e: you'll probably also notice I have the secondary projectiles set up to be seeking projectiles cause I originally intended this to be more or less the wraithverge but that is also not a possibility with the solution ive found
  12. TheHambourgeois

    Post your Doom textures!

    "i should make floors for these" *looks at GATE1* ...sigh buncha flats to go with these: e: and 64x128 walls
  13. TheHambourgeois

    Post your Doom textures!

    Lol i've been wanting to make almost those exact same textures with the bigger brick border for a while now. set looks great. anyway heres a bunch of 128x128 skinmetal: I was a little quick and dirty with it, ill see if i can't make the red ones not so smooth in the middle e: heres a rougher red variant e the second: what the hell starting a skinmet warehouse over here got rid of the first set, both of these are much better. these should keep the highlights of the cutting and not wash out the middle as much
  14. TheHambourgeois

    Is there a trick for sector light effects in eternity UDMF maps?

    Ok well the rub is I should have it set up correctly then but it's just rendering at a static light level in game. Here's the relevant wad I guess. Should run in the most recent daily build of eternity from drd. The batch file should run it appropriately if you drop it in your eternity folder. Issue is in map 2 in the sword room (approach the room with the red key and it'll blink in eventually). https://drive.google.com/file/d/1kPJ0qhCELw7tMvbFdV34eYHIk5OQbaj4/view?usp=drivesdk
  15. TheHambourgeois

    What pre-defined shapes or tools do you use most when mapping?

    Curve linedefs is the only one I really use and even then I only use it in like tech bases that I want to be really immaculate. I like to make pretty lo-fi maps so I like a lot of my "curves" to look clunky.
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