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Orbis

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    37
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About Orbis

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    Green Marine
  1. Orbis

    Scary Doom levels

    Heh, you couldn't finish it? I finished it in 5:39.
  2. Orbis

    Wintex

    Try XWE by Csabo. It's alot easier- 1. Goto Entry->New. Name the new entry "P_START" or "PP_START." Both work fine. 2. Goto Entry->Load, and select the patch(es) you want to load. They will be automatically converted into patches. Then, add a new entry (see above) called P_END or PP_END. As before, both work. 6. Right click on each patch and click on "Add to Texture..." It will make a TEXTURE1 lump and a PNAMES lump containing all patches and textures from Doom2. To make a textures patch for Doom1 I think you have to replace existing patches without adding a Texture1 lump...
  3. Orbis

    Displaying images

    There's probably some really insane way you could do this with ZDoom, involving KEYCONF, hudmessages, and changing the source for dynamic wad-loading upon execution. Or pack it up all into a single wad and divide it into episodes using MAPINFO.
  4. Orbis

    ZDoom with different filetypes

    ...I have to admit, you got me there.
  5. Orbis

    ZDoom with different filetypes

    Then please enlighten me as to how .WAD and .TXT are almost entirely different.
  6. Orbis

    ZDoom with different filetypes

    I've heard of the 2-byte limit on everything- ZDoom solved most of it, except for 64k sidedefs (or was it linedefs? INS). Maybe this could be a step towards solving the 64k linedefs/sidedefs problem. I mean, they say that the .WAD extension can't handle anything over 2-byte signed (or in ZDoom's case, unsigned) values for all the self-imposed limits. And another thing somewhat related to this is that it can read DoomEd4 files (the version that builds wads almost entirely different from regular ones), so this little "hole" in ZDoom could help along the solution to that problem. And what I mean by "entirely different from regular ones," I meant that it builds nodes using different structures than the normal Doom(2) wads seen around today; such as TAG DESC (segment triggers stored in here instead of in linedefs and sectors IIRC), THINGS P (not so sure about this one, doesn't read correctly in XWE), SEGS EFS (also doesn't read properly), and NODES RS. Do you get what I'm saying here?
  7. I just recently discovered that ZDoom can be "force-fed" different filetypes, as long as the basic WAD data structures remain intact. For example, you could convert a wad with no nodes structures in it to a .WTF or .OMG file or whatever and run it in ZDoom with absolutely no problems, and it will still build nodes for you upon loading the map/maps. Interesting...Eh?
  8. Orbis

    More effects

    I'm not talking about that kind of splitting doors, I'm talking about a door where the top will go straight up and the bottom will go straight down, and then they will close back almost perfectly (except the slight delay between the bottom stopping and the top reaching the bottom height).
  9. Orbis

    More effects

    EDIT: Let me rephrase that... Do you know of any wads out there that already have splitting doors (not like the ones in Aliens TC, I have one that works nearly perfectly).
  10. Orbis

    More effects

    Hello. I've been doing some experiments to give mappers more visual effect possibilities to put in their wads, to put it simply, that actually use HOMs to the mapper's advantage. So far, two effects I achieved were 1. a much simpler way to make a shadowcasting lightbox. What I mean is, the ceiling light level oscillates while the floor remains at a constant light level, using HOMs, and 2. (based on the previous one) a crate which casts a shadow on the floor, but not the ceiling. Both are, aforementioned, quite easy to achieve. It's similar to Ultimate Doomer's simulated "instant spawning monsters" (seen in Fragport and Shadowcaster) effect; lowering the floor (or raising the ceiling) of a sector below/above the player's eyeseight, while the HOM produced covers up the "true floor/true ceiling" and produces a fake floor/ceiling. I'm twiddling around with different prototype effects as I type this, so more to come.
  11. Orbis

    Action Doom

    It links me right to the countdown. No action. Sob... Nevermind... Heheheh...
  12. Orbis

    Action Doom

    WHAT?! WHERE?!?!?!?!
  13. Orbis

    Action Doom

    But only in defense of demonsex.
  14. Orbis

    Action Doom

    SCUBA, GIVE US A DOWNLOAD LINK YOU BASTARD!
  15. Orbis

    Action Doom

    It's over. Action Doom is out! OMG HOORAYES!!!!!
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