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Darkhaven4

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Everything posted by Darkhaven4

  1. Darkhaven4

    XDoom

    Hey, check it out- The project I was working on since about 2 months ago... I'm going to need a team of mappers and GFX designers/rippers, as well as some MIDI people. The project, named XDoom (thinking of renaming it to D-Doom), is at v0.1 and it will be freely available to anyone and everyone who wants it. Of course, I'll need to send it via eMail... But anyway, like I said, I'm going to need some help making it. Anyone who wants to help, eMail me at elric@monumentweb.com or PM me. It's based on the original Doom Bible, so of course it'll probably become it's own TC by the time it's complete. This project WILL be completed. You know, unless everybody in the Doom Community loses interest. Also, another little thing; I'm sticking to the original size limit: no bigger than around 700k for the 'shareware' episode 1, zipped up. The final version will have no size limit.
  2. Darkhaven4

    [newproject] Doom Chronicles

    I can help out on this. XDoom is sorta on hiatus right now, so I've got alot of free time. And by the way, there may have been a-many before me (*cough*Shadowrunner*cough*, but I am the #1 retarded at the Doomworld forums. Check the sig. And, DD_133... Heh, Family Guy owns you. This is going to Post Hell because of me, isn't it?
  3. Darkhaven4

    Doom 3D Viewer + Update + Memory Stats

    I'm really sorry for being a troll but that just sounds so fucking dumb. Like that Chiclets commercial. And Japanese people. But, being-a-total-asshole aside, this is a pretty cool program. I tested it with Pandora Tomorrow. Just to give you all an idea how big it is right now, it crashed the viewer. Without Things.
  4. Darkhaven4

    What...The...Fuck?

    When I load up my Decorate.lmp in Doom2 for use in one of my mods, it says " / is an unknown actor property!" Here is the code from the decorate.lmp... ACTOR Strife2Acolyte 12000 { Health 80 Radius 20 Height 64 Speed 10 PainChance 200 MONSTER +FLOORCLIP SeeSound S2Acolyte/sight AttackSound S2Acolyte/rifle PainSound S2Acolyte/pain DeathSound S2Acolyte/death ActiveSound S2Acolyte/active Obituary "%o was gunned down by an Acolyte." DropItem Chaingun Damage 6 States { Spawn: ACOL A 10 A_Look Loop See: ACOL ABCD 4 A_Chase Loop Missile: ACOL E 20 A_FaceTarget ACOL F 8 A_BulletAttack ACOL E 4 A_FaceTarget ACOL F 8 A_BulletAttack ACOL E 4 A_FaceTarget ACOL F 8 A_BulletAttack ACOL E 20 A_FaceTarget Goto See Pain: ACOL E 3 ACOL E 3 A_Pain Goto See Death: ACOL G 5 ACOL H 5 A_Scream ACOL I 5 A_Fall ACOL J 5 ACOL K 5 ACOL L 5 ACOL M 5 ACOL N -1 Stop XDeath: ACOL G 5 ACOL H 5 A_Scream ACOL I 5 A_Fall ACOL J 5 ACOL K 5 ACOL L 5 ACOL M 5 ACOL N -1 Stop Raise: ACOL NMLKJIHG 3 Goto See } } Can anyone see what the fuck leads the game to believe I'm defining / as an actor property? EDIT: Also, here's the SNDINFO entries for the Strife 2 Acolyte... // Strife 2 Acolyte = 12000 S2Acolyte/sight dsbrgsit S2Acolyte/death dsbrgdth S2Acolyte/active dsbrgact S2Acolyte/rifle dspistol S2Acolyte/pain dsbrgpn0
  5. Darkhaven4

    "Runaway Script 3 Terminated"

    It worked. #include "zcommon.acs" Script 1 (void) { While(Graf_ZahlIdea=1) { Print(s: "\cG Darkhaven4 sucks"); Delay(1); Print(s: "\cG I own yuo fagot"); Delay(1); } } Heh.
  6. Darkhaven4

    "Runaway Script 3 Terminated"

    I have a problem with my scripts for a map I'm working on right now for Hexen. See, when I define my variable (now known as EttinsKill0) and when the player kills an Ettin near the front door, it adds 10 to the variable. This all works perfectly fine. However, when the counter reaches 20 (player kills two ettins) I make a call for a door to open. It may not be too serious, but it's still a problem; After the door opens, I get the message, "Runaway Script 3 Terminated." Problem with that is, I put an "ACS_Terminate(X, Y);" command at the end of the script but I still get this message. Here's the scripts that cause this: #include "zcommon.acs" int EttinsKill0 = 0; Script 1 (int arg0) { Thing_Activate(arg0); //Activate the Ettin "statues" } Script 2 open { //Animated Floors stuff Delay(10); ChangeFloor(2, "X_007"); Delay(10); ChangeFloor(2, "X_008"); Delay(10); ChangeFloor(2, "X_006"); Restart; } Script 3 (void) { EttinsKill0 = (EttinsKill0+10); while(EttinsKill0 >= 20) //When the counter reaches 20... { Ceiling_RaiseToNearest(4, 50); // Open the door with tag 4 } ACS_Terminate(3, 1); //Terminate Script 3 on MAP01 } Does anyone see anything wrong with this script?
  7. Darkhaven4

    Favorite full weapons replacement

    bf-cdoom.wad. I'm not joking.
  8. Darkhaven4

    Episode 3

    WHO THE HELL KEEPS DELETING MY POSTS?
  9. Darkhaven4

    XDoom

    Dark Citadel and Courtyard I came up with off the top of my head; I didn't know they were copied from other Doom games. Hangar's there because it was in the Doom bible... The rest I knew I was copying ;) And by the way, I *might* make a connection with doom2.net soon, so don't worry about that.
  10. Darkhaven4

    Defining Variables?

    How exactly would one go about storing a variable in a script for activation later in a map?
  11. Darkhaven4

    Playlist

    Guitar: Hiding the Secrets *Refueling Base Music* Halo main theme Marilyn Manson - Sweet Dreams Adrian's Asleep The Healer Stalks Countdown to Death Getting Too Tense In the Dark Piano: Hiding the Secrets... That's it.
  12. Darkhaven4

    XDoom

    http://outpostomega.freewebsitehosting.com/wads/XDOOM.7z Here's the latest version of XDoom. I'm really sorry, but you need 7Zip to unzip it. I couldn't upload it any other way.
  13. Darkhaven4

    Icon Of Sin Tutorial

    Thing limit for anything in Doom is 32768. In ZDoom it's 65536.
  14. Darkhaven4

    SNES Doom mod

    I just got alot of patches resized and packed up inside Bashe's wad; along with the floormaps. So Job, everything done so far (I think?) is inside one wad.
  15. Darkhaven4

    XDoom

    Nobody said anything about it being in a DEH patch; This project is for ZDoom, remember?
  16. Darkhaven4

    XDoom

    SOME KIND OF FUCKED UP UPDATE: Started adding rooms and detailing E1M2 today. Plus, I found a version of the Unmaker by Scuba Steve on his "bitch-ass weapons emporium" site.
  17. Darkhaven4

    new screenies of atmosphere

    Those sprites are from somebody else's DOOM FOREVER, right? Or was it you that made Doom forever, or something? Other than that, your wad looks like it's coming together rather nicely.
  18. Darkhaven4

    SNES Doom mod

    GOOD NEWS: All floormaps completed! The solid-colored floormaps now replace all Ultimate Doom flats! And Job, I just checked, it isn't there.
  19. Darkhaven4

    SNES Doom mod

    Job, Bashe, I just started resizing sprites and patches to resemble the SNES level of detail. Also, judging by the number of flats redone, I'd say I'm 20% done simplifying the flats into floormaps.
  20. Darkhaven4

    SNES Doom mod

    Hey, I took care of the cut baron death frames. I also started "simplifying" the flats into solid floormaps to resemble the solid-colored floors of SNES Doom.
  21. The maps in HR and HR2 can probably be converted to Doom1 fairly easily... I dunno about AV...
  22. Darkhaven4

    Doom Alphas

    Check out Deathz0r's 0.4 Alpha Resource Pack. It has everything ripped very clean from the 0.4 Alpha. Sorry, I don't know the link.
  23. Darkhaven4

    SNES Doom mod

    I believe the shot's PLSSA0 and PLSSB0 frames were cut because of sprite space limits. The ball's PLSSA0 and PLSSB0 frames should be replaced by PLSSC0. This is all IIRC, mind you- I'll check on it in a minute to make sure. EDIT: Yeah, they were cut, but it's PLSEA0 that replaces them. Also, I've noticed two very *odd* things while playing SNES doom. The first thing is that there is only one "line" of fire; you can only hit one enemy at a time(decorate lump with invisible infinite-speed projectiles?) The other thing is that sometimes the enemies don't make death sounds. PLUS: I just found out something very interesting. For an extra challenge, if we should stay *very* true to the SNES version of Doom, we have to make everything in a single 2 Meg WAD or less. Remember, 2MB = 2048KB
  24. Darkhaven4

    SNES Doom mod

    Nevermind it, that's the one I wanted. Thanks alot, dude. EDIT: Just an afterthought; What about making a 32x Doom mod after the SNES Doom mod is done? Heheheheh...
  25. Darkhaven4

    SNES Doom mod

    I have some info. The enemies move alot slower, I've noticed, through just getting stuck on the floor and moving out of it a step at a time. It's kind of hard to explain. This can be done with BEX editing... But, then again... And by the way, stop all that crap about resizing, please. Just do it in paint. And Bashe, could you send me the save file in question? elric@monumentweb.com I already have all the Plasmagun and shotgun states ripped, by the way. They're way too small to use, however.
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