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Godshatter

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Everything posted by Godshatter

  1. Godshatter

    zdoom and scripting

    Hey folks. It's been an awful long time since I posted anything here, but I have a question. I am using DB 2.0 (finally switched from 1.0) and am looking to utilize the built in ACS functionality. What I am wondering though, is this: can I still use "Doom in Doom format" in order to run scripts? Or do I have to use "Doom in Hexen format". Also, if I switch a map in progress from Doom in Doom format to Doom in Hexen format, what kind of damage could I cause to the map? Regards, Ash (Godshatter)
  2. Godshatter

    zdoom and scripting

    Very good. It looks like I'm all set. Thanks.
  3. Godshatter

    zdoom and scripting

    Thank you. I forgot to ask, in order to use Doom in Hexen format, do I need the hexen iwad? Regards, GS
  4. Godshatter

    15 years of doom

    following the 5/10 years of doom, is there anything planned for 15 years this december 10?
  5. hey again guys. my map is coming again pretty well but ive hit an odd problem. in 3d mode i see the correct floor height in the newest sector ive built but when i load it up in zdoom it shows the old floor height. texture changed and ceiling changed are correctly loaded though. ive closed DB and opened it again and ive also closed zdoom and opened it again to no result. as usual, here is a link to my new build. (no compressed files this time, just the .wad file) http://rapidshare.com/files/138124865/smalltime.wad.html the sector in question is sector 133 (the eastern portion of the cross that is a separate area in the southeastern part of the overall map). the reason im doing floor changes on that sector is because when passing linedef 610 sector 139 (and the sectors beside it) become a rising staircase, but the last step raises too far so im raising the floor of the sector it raises into. however, as stated above, those floor height changes are not properly reflected when i load the map in zdoom. thanks for the help guys. *edit* also linedef 564 (far east room, not quite the last one) shows the correct "face" texture when viewed in 3d edit mode of DB but when the map is played it looks like a HOM instead.
  6. Godshatter

    another question [linedefs/triggers]

    sweet, that fixed both problems. i just played through what ive made and i think i need to add just a little bit more health. that final room destroyed me in about 5 seconds.
  7. okay, so on the northeastern part of my map... sector 26 opens up into a new room with stairs leading up to a slightly raised floor. the door opens at the flip of a switch (functions correctly). however, when the player moves from sector 26 into this new room, when he passes over line 284 that should trigger sector 63 to raise however it does not. on the other side of this door when the player crosses line 318 or 316 sector 69 is supposed to raise and block the players retreat. i cant test the second door because the first one doesnt work. could someone please take a look? http://rapidshare.com/files/137154945/smalltime.wad.html is where u can get the file
  8. Godshatter

    door help (new thread)

    alright grazza, i started a new thread. i make a door and it works correctly. however in the sector volume that the door occupies there is a trench that i can pass over but monsters cannot. well actually, one of them i can go over but one of them i cant. http://rapidshare.com/files/136656572/smalltime.rar.html is a link to the map. problem sectors are 20 and 21
  9. Godshatter

    door help (new thread)

    ah, thank you nuxius. and thanks for the input kyka. turns out making the physical map isnt so hard. the hard part is keeping it visually interesting (details/architecture) and keeping the fights challenging but the ammo/health balanced. maybe in a week or so i'll have something for testing out.
  10. Godshatter

    door help (new thread)

    okay. what is the .dbs file for then? and on a design note, do u think the 1 way wall with the revenants is too... iritating to the player? (the inside of that room will be attached to a secret a little later in the level) im trying to make a level that will be challenging because i know my architecture isnt going to be all that inspired (since this is my first level and all)
  11. Godshatter

    door help (new thread)

    okay now i have another problem that i just now saw. for some reason monster projectiles can hit me when im in that first switch room off to the right (linedefs 19 and 82, though there could also be a problem with the linedefs immediately surrounding sector 28- the sector with the switch in it) new build (with the corrected doors and an unfinished lift) http://rapidshare.com/files/136688160/smalltime.rar.html also, do i need to keep including the .dbs file?
  12. Godshatter

    door help (new thread)

    awesome. thank you so much!
  13. Godshatter

    door help (new thread)

    okay. but i need to keep the ceiling height lowered initially right? (for the door to be initially closed).
  14. Godshatter

    door help (new thread)

    door opens and i want players and monsters to be able to pass through the volume. i dont want anything to be blocked. i just want the door to open and everything be able to move through.
  15. Godshatter

    door help (new thread)

    odd http://rapidshare.com/files/136656572/smalltime.rar.html i just tried that one and it does work
  16. Godshatter

    doombuilder help (rising staircase)

    thanks so much guys. when i get home from work ill try again.
  17. so ive been reading the EXCELLENT guide as created by drsleep and ive run into a problem building rising staircases. http://smg.photobucket.com/albums/v465/Godshatter/?action=view¤t=stairs1.jpg is a link to illustrate which linedefs are giving me problems. the rectangular sector is set with ceiling = 0 and floor = -128 the more boxlike sector to the left is set with floor = 0 and ceiling = 128 the 4 sectors contained within the box sector to the left are set with floor = -128 and ceiling = 128. now of the first 3 sectors in the "underground" part, the first one gives me no problems. on the 2 sectors that have the highlighted linedefs when i raise the ceiling from 0 to 32 (to allow for the player to pass as he goes up the stairs) i get what looks like an OHM effect on the highlighted linedefs in 3D mode. first image is with no problems, ceiling height is still all 0 for the underground part (before altering it). http://smg.photobucket.com/albums/v465/Godshatter/?action=view¤t=stairs2.jpg these next images show the effects of raising the ceiling from 0 to 32 (and i have textures on all top middle and lower front linedefs) http://smg.photobucket.com/albums/v465/Godshatter/?action=view¤t=stairs3.jpg however in this picture even with the ceiling raised from 0 to 32 from this angle it doesnt look like it. http://smg.photobucket.com/albums/v465/Godshatter/?action=view¤t=stairs4.jpg (this would be looking from the right side of the rectangular sector to the left). so, im not really sure what im missing here. also, that first "stair" sector to the right was the only one i made. i copy pasted the others from that original one and then flipped any linedefs that needed it. i tried remaking it again without copy-pasting except it came out even more screwed up so i reloaded the level from an earlier build and started over.
  18. Godshatter

    doombuilder help (rising staircase)

    awesome, thanks. also, is there a way to get 1 switch to trigger multiple events? like have hitting a switch open a door + raise a platform? secondly, is there a command or something to select a specific sector? it keeps saying sector 0 is not closed but i cant even find it to select now. (im working on a new map here btw) i seem to be having difficulties when i draw adjacent sectors where they share a common line. one of them will lose the line associated it or have too many lines associated with them all of a sudden.
  19. Godshatter

    doombuilder help (rising staircase)

    aye its working now. as long as i dont try to export it. but i have one last question. how do i make the ceiling open so i can see the sky/outside instead? or just make an outside sector in general?
  20. Godshatter

    doombuilder help (rising staircase)

    zennode.exe gave me the same error.
  21. Godshatter

    doombuilder help (rising staircase)

    okay after making all the fixes that the find errors tool required, i still cant export the map. getting the same error. also i forgot to ask a question about teleporters. how does doombuilder know which teleporter entrance goes to which teleport exit? the entrance sectors have a teleport tag, but the exit (thing) doesnt seem to have any flag that marks it as an exit for any one specific teleport entrance. the guide im reading never addresses this for some reason.
  22. Godshatter

    doombuilder help (rising staircase)

    thanks for your help creaphis. im making those changes now.
  23. Godshatter

    doombuilder help (rising staircase)

    ah. thank you for that clarification. however when i try and export it, i get an error saying the nodebuilder could not build the required structures. is there a way to get a list of things that failed or that gave the nodebuilder problems? using zdbsp as the nodebuilder edit: also, is there a way to show the sector numbers in the sectors themselves? like have a 3 somewhere in sector 3 without having to mouse over it. just so i know which sector numbers have already been used? edit2: download here http://rapidshare.com/files/134431410/demo2.rar.html i really appreciate yall's help by the way
  24. Godshatter

    doombuilder help (rising staircase)

    that got it. the larger sector that they were all inside was sector 21 and the smaller ones giving me trouble were sectors 24 and 25. those side lindefs were tagged as part of sector 21 so i changed them to the correct ones and that solved the problem. however, i had intended for those internal sectors to be child sectors of 21. by tagging those lines to sectors 24 and 25, does that alter the geometry of sector 21? edit: also will changing those sectors effect the mechanics of the rising staircase since they are entrained?
  25. Godshatter

    doombuilder help (rising staircase)

    could u suggest a place where i can upload files? edit: i unchecked the back side def so it should have front sidedef only but i still get the same problem. edit2: though that seemed to help with the ceiling problem. i now correctly see the ceiling in those sectors, but im still getting those black areas on the side.
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