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K_Doom

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About K_Doom

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  1. Maybe you've already seen this ChubzDoomer video tutorial, right? So I wanted to do something different on my map and I decided to watch the video and copy all the logic. As it is an old video (12 years ago) it is natural that it does not work as well today, and now it is showing unexpected behavior. The intention is to create a 3D floating platform that rises and falls at a given time. It is also possible to squash the player if they stand under it (if this is not included they simply dive into the ground and become trapped). What actually happens is: the platform goes up and down, but the floor below it goes up together forming a column. It is not possible to stay under the platform, so the second logic (kill the crushed player) does not work either, but if he stays under the other standard 3D platform (in the red square) and the moving platform falls, he dies, bizarre. So even though I used pretty much the same code as in the tutorial, things didn't quite turn out as expected. Here is the code: Finally, I would appreciate any help to get this working properly.
  2. K_Doom

    What's your favorite animals?

    Certainly the crocodile and its relatives are my favorites (but far away from me hehe). This ancient and badass creature is sinister and inspires a lot of respect in me. It is also a brutal predator. this picture is 100% real
  3. K_Doom

    When did you meet Doom?

    I really liked your story, because in a way I identify with it. In 2016 I was going through a very difficult period of depression, my only friend moved far away, made new friends and forgot about me. I was studying IT but I didn't really like it, maybe because I was only thinking about negative things and ignoring everything around me. So I tried to distract myself by playing Brutal Doom and reading Vagabond. I mentalized the image of Doomguy, a man alone who faces hell, and that sounded poetic to me, because it was as if I too could have the same willpower as him to face my "hell" alone.
  4. K_Doom

    When did you meet Doom?

    Wow, so you're older than I thought. That's been a long time.
  5. K_Doom

    When did you meet Doom?

    Hello, this topic is a field survey. I want to know how old you are and when/how you met Doom. I'll start with me. I'm 26 years old and my name is Victor. I first met Doom at age 13 on one of those now defunct flash game sites. It was only the first episode (Knee-Deep in the Dead), after that I couldn't play anymore. Later I finished Final Doom on psx, the scariest one in my opinion. So at 15 I tried to finish Doom II and in the same year I discovered mods. Since then old trying other wads sometimes. So how old are you and when did you meet Doom, dear fellow forum member?
  6. K_Doom

    I can't add timers to the screen.

    @SMG_Man Thanks, this seems a lot more complex than I thought but it's a direction. If you don't answer again, it's because it worked.
  7. This project has some new weapons and items added, so I was forced to modify a HUD for this. I'm trying to add timers to the effect of new powerups on the screen, but I can't seem to find the right code for this. I dug through the files and commented out/deleted everything remotely related to "powerup timers", if that stopped working I would figure out the right code to add the new items. But I couldn't find it, Doom's default powerup timers keep working no matter what I do. I couldn't find the right code to insert my powerups. I've looked on the wiki too, but to no avail. So I need help knowing what is the correct code responsible for the powerup timers on this HUD. Below are some details; Notice the partial invisibility timer in the red rectangle. I want the same effect for custom items. The HUD is merged with the other map files in a pk3. Here are screenshots to easily find HUD files. The pk3 file: test_mnstrs&wpns.rar Thank you for your attention.
  8. This project has some new weapons and items added, so I was forced to modify a HUD for this. I'm trying to add timers to the effect of new powerups on the screen, but I can't seem to find the right code for this. I dug through the files and commented out/deleted everything remotely related to "powerup timers", if that stopped working I would figure out the right code to add the new items. But I couldn't find it, Doom's default powerup timers keep working no matter what I do. I couldn't find the right code to insert my powerups. I've looked on the wiki too, but to no avail. So I need help knowing what is the correct code responsible for the powerup timers on this HUD. Below are some details; Notice the partial invisibility timer in the red rectangle. I want the same effect for custom items. The HUD is merged with the other map files in a pk3. Here are screenshots to easily find HUD files. The pk3 file: test_mnstrs&wpns.rar Thank you for your attention.
  9. K_Doom

    Doom VS. FreeDoom Enemies

    Well, Free Doom's monsters are pretty ugly haha
  10. K_Doom

    thoughts on hyperdetailed doom wads?

    Detailing is interesting, but most details can be so small that they go unnoticed. But on top of detailing, what I like is seeing maps with "plot". I've played many wads where the levels were a discontinued set of someone's ideas, level X is a techlab and the next level is a castle in hell. So I miss contextualization sometimes, this goes from the name of the map that is something random like "Gotcha!", lack of background, logical continuity, plants that make sense, etc.
  11. GZDoom my friend, it's more practical.
  12. It worked perfectly, I don't know how I didn't think of that before, thank you very much.
  13. When you have a Lost Soul or any monster that uses the A_SkullAttack function there is a problem where when they don't hit the target of their attack they are in constant physical inertia until they hit some surface/object. So, I wanted to know if there is any change function/method to interrupt this inertia and thus prevent the monster from wandering around with its attack (A_SkullAttack) indefinitely? I searched for functions but didn't find anything that would change this action. Maybe if, somehow right after the A_SkullAttack function, the monster hit an invisible object right in front of it, it would be a way to get around this indeterminate inertia. So any suggestions?
  14. K_Doom

    What is the "nukage"?

    Any of these items listed can make sense in a science fiction story if they have a context.
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