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Parapsyche

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About Parapsyche

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    Warming Up
  1. Hey. I just submitted a map (my first) to newstuff, so hopefully it'll be on the list next week if it makes the cut. It's got some story elements in it, but basically to gain information you examine objects in the environment, kinda like in Metroid Prime. Look out for it if it comes out next week :P
  2. Parapsyche

    Scripting question

    lol, god. I accidentally put common.acs instead of zcommon.acs. It's amazing how much trouble one little typo can cause you. Thanks for the help!
  3. Parapsyche

    Compiling issue.

    Hey. I've had some trouble with DoomBuilder's scripting over the last week or so, in that for some reason it won't recognize some commands. For example, if I try to use a Ceiling_LowerInstant (or any of the ceiling, floor, plat or door commands, at least), it will recognize the code in that it will colour it blue in the script editor...but then when I attempt to compile the script, it comes up with the error "Ceiling_LowerInstant is used but not defined." Does anyone have an idea of what I can do to fix this? I'd really like to continue my map, lol. Thanks in advance.
  4. Parapsyche

    Scripting question

    Yeah, I checked the list and the function is there...plus it turns blue whenever I type it in, so it seems that DoomBuilder does recognize it. It's typed correctly and everything. But it's still giving me the same problem. I have the latest version of DoomBuilder as well...I'm not exactly sure what you mean when you ask what port I'm using, however. I just wish it would work so I could make this thing, lol.
  5. Parapsyche

    Scripting question

    Well, I can get it to work, except for any of the ceiling and door functions...platform and floor functions also don't work, and give me this error whenever I try to compile: "Ceiling_LowerInstant is used but not defined." How can I keep this from happening? Is there some update that I need in order to use these script commands?
  6. Parapsyche

    Scripting question

    Thanks a lot! I'll give that a shot and see how it works.
  7. Parapsyche

    Scripting question

    Hey there. I've been attempting to do something in my wad lately, and have been having trouble figuring out exactly how to go about making it work. I've run into a few problems, and I'm hoping you guys might be able to help me out. OK, so what I want to occur is for the player to have their blue keycard removed from their inventory when they use a keycard slot (just a structure in the wall), as well as have a ceiling lower in the keycard slot which is blue coloured, such that it looks like the key has been inserted, as well as unlock a door. The way I've been trying to do this is using a script in DoomBuilder that goes something like this, I think... Script 8 (Void) { Player_RemoveItem(Blue keycard value (5, I think), "Access Granted") Ceiling_LowerInstant(values and such) Door_Raise(values) } Now, the main problem is that for some reason, when I try to compile the script, it says something along the lines of "Player_RemoveItem is used but not defined", and then it won't compile. Another thing I tried was for a blue key to actually appear in a location inside the card slot, but I can't seem to get that function to work correctly either. Anyway, any help would be greatly appreciated. I'm really interested in learning how to do some of these neat tricks. Thanks in advance!
  8. Hey! Recently, I've been trying my hand at working on a map, and actually decided that I want to try to make a decently lengthly wad. The thing I need an opinion on, however, has to do with a feature I want to try to implement successfully. My idea was that throughout the levels in my WAD, there would be computer consoles (ones that stand out from others) that can be used that provide information on what is happening, and also some backstory and stuff. It's kind of inspired by Metroid Prime's scan visor, if anyone has played that. However, I also aim to make this a non-mandatory thing. So a player could blow through the levels in standard Doom fashion, or if they were interested in the story and such, they could examine these specialized terminals to figure out what's going on. I was just wondering if that seemed like a good idea. So far, it's pretty cool...I think, anyway. I put a few terminals in my map, and it kinda adds to the atmosphere. But I just need some other people's opinions on it, since mine, as the WAD's author, is biased :P Thanks in advance!
  9. K, cool. I got it to work, lol. I just had to switch some stuff around, as well as use Zennode instead of zdbsp, and now it works perfectly. Thanks a lot!
  10. Well, I started working on a wad a little while ago, and haven't been able to make any progress with it lately. This is due to the fact that almost every time I want to test my level, DoomBuilder crashes when it attempts to build the nodes. This also occurs when I try to save the map, and this sometimes causes it to completely screw up the file (Luckily I keep a backup file). Does anyone have any suggestions for how I can avoid this problem? Thanks in advance!
  11. Parapsyche

    Naming a map.

    Nevermind, I got it to work, lol. I just a stupid typo. Thanks for the help!
  12. Parapsyche

    Naming a map.

    Alright, thanks a lot for all the replies, guys! I got XWE and opened up my wad in it, made a new entry called "MAPINFO" in the list at the left, and inputted information for my map into it. However, this causes another problem :S For some reason, after I do this, DoomBuilder won't open the wad up anymore, which is weird. Has anyone encountered this problem before?
  13. Parapsyche

    Naming a map.

    So like, opening up my wad file in notepad, and actually typing it in there? Again, sorry for the noob questions, lol.
  14. Parapsyche

    Naming a map.

    Thanks! That's definitely useful for the functions and stuff. But how do you go about making a MAPINFO lump that is associated with the wad you are creating?
  15. Parapsyche

    Naming a map.

    I've been trying to figure this out for a while now, and read quite a few threads to see if I could find an answer. I've seen a couple of topics about it, but none of them really explain it such that I cna figure out what to do, lol (I'm quite a n00b). Anyway, I've been making a map recently (planning to do a 32 level set), and have been wondering how to name my map, so that it doesn't show up as Entryway in the automap, and also how to change the text sequences (like the one that occurs before Dead Simple). I've read that you can use dehacked for this, but I downloaded it and have no idea how to use it. If anyone could help me out with this, it would be awesome. Oh, and in case it's important, I'm making my map using Doom Builder, with a ZDoom Doom-Hexen format using the Doom 2 WAD. Thanks in advance! P.S. I remember reading somewhere that to change the map name as it shows up right before you enter a level (Like "Entering: Downtown") you actually have to just change the sprite of the level name. Is that correct?
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