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GIG

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About GIG

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    Warming Up

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  1. GIG

    2023 Cacowards

    Excellent write ups - congrats to all this year!
  2. I dont want to give away too much right now - just know I have something cooking for you all Got to keep on pushing
  3. GIG

    Is it pronounced "gibs" or "jibs"?

    gibs = "jibs" GIF= "gif" Now, im off to enjoy a cool class of orange guice.
  4. GIG

    What are you listening to?

    I just got a SpawnActor script to finally work and YT Music played this banger of a tune for me! Didn't even know this band untill now.
  5. In case anyone needs a work around to this SNDINFO issue, I have found this is one way, to reference $random collection of sounds. A bit laborious and requires new sound edits/files with manual pitch shifts applied, but it does create the desired effect and works with ACS script: (The below example used in the SNDINFO file) $random Leafhit1_snd {LEAFHIT1 LEAFHIT3} $random Leafhit2_snd {LEAFHIT2 LEAFHIT4}
  6. Hi everyone, please can you help me solve why these sound effects do not shift their pitch? My SNDINFO code used is below. The two sound files under the command "$PitchShiftRange 7" should vary their sound pitch between a value of 0-7 right? It just doesnt change the sound in game. All the sound files are in doom format, converted from WAVs. Editing in Slade 3.2.2 LEAF2END LEAF2END LEAFTOUCH LEAFTOUC $PitchShiftRange 7 LEAFSTR1 LEAFSTR1 LEAFSTR2 LEAFSTR2 LEAFHIT1 LEAFHIT1 LEAFHIT2 LEAFHIT2 As well as setting up the SNDINFO in Slade, I am calling these sound effects via an Execute Script command on hitscan/projectile impact via an Ultimate Doom Builder ACS script, as per example below: script "Leafhit" (void) { PlaySound(0, "LEAFHIT2"); } Is there any reason why $PitchShiftRange commmand in the SNDINFO should not work? I cant find anyone anywhere who has successfully used this $PitchShiftRange code command so now asking here. Anyone used this command successfully? Is my code just flat out wrong? >_<'
  7. GIG

    MyHouse.wad

    Well said. Its a real moment in gaming history. Couldn't be happier its from the Doom community too!
  8. GIG

    Semi-Auto Pistol

    Great, happy to hear it!
  9. GIG

    Semi-Auto Pistol

    I fogot to add the MAPINFO text file too (oops!) - that little bit of code is how it initalises it with the player. I've added it to the attached wad here, along with the DECO file, Patch Table and TEXTUREx file. Basically everything but a map level. I promise to get better at sharing these things! Thanks for your feedback on the gun too! (Press alt fire now too for a suprise in true Beretta style) TwoToneSemiAutoPistol.zip
  10. GIG

    Semi-Auto Pistol

    Thank you. These are my roots after all :) More to come.
  11. Hi, just sharing my take on the humble Doom Pistol - staying largly true to the original but with a modern feel. (The fire rate is balanced for the vanilla game, a faster, more exciting version will feature somewhere soon...) Two tone (Silver Barrel) Semi-Automatic fire (not insanely fast mouse clicks, but a good rate balanced for the other weapons) 3 round burst alt fire (not robocop fast, but a good rate balanced for the other weapons) Extra sprite frames added for smoother animation (all recoloured) Right handed grip Here is my DECO file used in Slade to get this working: (images and MAPINFO file attached in the .wad below also) Feedback always welcome. Enjoy! (Edit: added new zip file contents) SemiAutoDoomPistol.zip
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