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Mr.Rocket

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Everything posted by Mr.Rocket

  1. Either way, we're trying to be constructive. And I'm trying to lever the fact there's too much constructive criticism going on between most authors, so I figured the best thing we could do is go in game and point out issues there so we wouldn't booger up the topic, basically trying to clean some things up.. But look what happened lol..
  2. So ah, is his first post in this topic being constructive?
  3. What wait... ? what.. you're going to come in this thread and bitch about something you don't like because it's stealing your spot light? Is that what it is? As I said before.. Bye! ~ apparently you seem to have more of a problem than any project.. Oh and the biggest problem with this project right now, IS YOU. :D
  4. Indeed, nothing wrong with criticism. The point of my post a few hours back is that I don't want every author to come out and say something (at that, different) about every map in the mega. lol It could get really freak'n lame.
  5. I would assume, to answer your question. Isn't this a totally different flock of people in this project than the previous one?
  6. Now to be clear, I totally understand about the critique etc. I'm just trying to put a stop to it before every author comes out of the wood work about every fucking level and says something different about them. lol I think it would be easier to just have a play test where we could all be in game and talk about each level then and there, because as I've said, we have already 3-4? different authors saying different things about some of the same levels. And, If we have a close meeting point, with an actual in-game visual that way, I'm sure it would help. Instead of flooding the threads with eveyones take on what they thought about eveyones level in particular. ya know? And really, I shouldn't even have to be making this post.. :\
  7. Mr.Rocket

    How do I upload .WADs to IdGames?

    I pretty much dig the web based version, I don't have to look for a freebee ftp client like the old days.. Just make sure to check your email for an accepted file on the host. junk mail etc..
  8. Mr.Rocket

    Script appearing on the screen

    The something crazy is probably missing a delay. ~ heh I sounds funny I know but, yeah..
  9. I have a better idea, actually, than what's going on right now where random authors are scrutinizing each others maps? ~ considering, there's been 3 authors pop in and say completely different things about the same maps, so far.. Really though, I; I don't really know what's going on here, I mean, is each author going to come in and post about each individual map? I don't think I've ever seen this sort of thing start to happen, so hopefully we can put a stop to it before it goes on any farther. I know I had a lot of fun making the maps I made, and I'm sure everyone else did too, but I don't think we signed up to have all our maps picked at, lol. in fact I know we didn't.. that would just be lame.. heh. That, and I don't want others to be discouraged on the fact that some authors have already spent some time going through the levels and posting up their comments and or critique. I understand that, but still.. that's not what this is about.. That said, I really don't expect this sort of thing to go on through the holidays. I know I don't want to go through Christmas and New years and everyone bitch about everyone's fucking level. lol :D Instead, how about an actual DM play test(s), instead of just running around in random maps in single player and then going by assumption. I mean since the maps afaik are all good as far as VPO (which just means we're good in vanilla atm), why not host that damn thing with a password on Zandro so we can all play test the Mega, and go from there? :P Good idea, huh? :D I haven't DM'd for awhile, but I'm pretty sure I still have it. ~ in other words, prepare to die. :P j/k we'll see, if you have the ballz. That said, @OpenRift , host this bitch up! ;) ---- Maybe there should be some certain rules, maybe first time playing on such n such date, it's totaly a look around, map to map, map to exit and talk about each map during its walk through.. Then next time on said new date, we actually try an jump in and play the mega. just so we can all be on the same page, etc. What do you think?
  10. Mr.Rocket

    Need help with coding in reloads

    Is your R key binded/bound to the slot to reload the custom weapon?
  11. Noted, I'll have to widen those up a bit. The BFG is rather easy to get but you're a sitting duck getting to it, and only 1 way in and out of the tele. ~ between entry and re-entry, you're basically trapped, So you're taking a risk going for it. ;) ~ pretty easy to get in single player though. :D No problem, I can switch the silver teleport flats with the common red ones. ;) The Berserk is considered a power up, 100% hp no matter what, that's why it's up there.
  12. Mr.Rocket

    Converting an old Wad

    I'm thinking you should be able to create it as a new actor with a different name than the other, they would just look exactly the same. The difference is that you would have control over them independently. Same model name! ~ but in modeldef and decorate, different names. eg: Modeldef: //Sits on the ground Model Crate_box1 { Path "models" Model 0 "CRATE.obj" Skin 0 "crate_texture1.png" Scale 0.5 0.5 0.5 FrameIndex TREA A 0 0 } //Floating crate Model Crate_box2 { Path "models" Model 0 "CRATE.obj" Skin 0 "crate_texture1.png" Scale 0.5 0.5 0.5 Zoffset 64 FrameIndex TREA A 0 0 } Decorate: //sits on floor.. ACTOR Crate_box1 { +SOLID Radius 64 Height 64 Mass 100 States { Spawn: TREA A -1 Stop } } //is floating.. ACTOR Crate_box2 { +SOLID +NOGRAVITY Radius 64 Height 64 Mass 100 States { Spawn: TREA A -1 Stop } }
  13. Pretty exciting stuff! I can't wait to see how it all turns out. So do you guys plan to do some recreating of the original maps or will the new maps be from scratch/based on your own concepts etc?
  14. No worries, I think you might have got it, it seems stable around 121 PLN now. ;)
  15. Yeah that seems much better! although your map is still getting a VPO via PLN in this area: Uploaded a 2nd shot since quitting the game covered up the player coord's..^
  16. Mr.Rocket

    Converting an old Wad

    I haven't tested. When it comes to models, I've only placed models in a map so far from within the editor. Nope, I just tested.. :D Though, without just setting the z-height ### and gravity to 0 on the thing/model in the map editor its self, I think you might be able to in decortate and zscript with SetOrigin ? for its z-height and have the Gravity at 0 in decorate. Edit: I went ahead and tested this out.. Here we go, ZOffset at the bottom of the MODELDEF properties at the wiki.. Or even just a normal offset keyword, Offset x y z should work. So, in your Decorate set to +NOGRAVITY. And in your Modeldef add, ZOffset 64. In this case it will bring the model 64 units off the ground. Keep in mind though that you may have to adjust its bounding box also. In case you need to jump over the box or something and you wouldn't want its invisible bounding box in your way. ~ which would be adjusting the Radius and Height in your Decorate, try to make it the same size if not smaller than the model its self. Good luck!
  17. Don't we all, but it's funny how you see something wrong with everyone else's map, but apparently you don't see anything wrong with your map? But obviously there is, if I were to critique your map as you did everyone else's. :D Someone has to right? Not really, but here we go: e2m5: First, there's pillars that tend to keep the map from flowing, they are very easy to bump into in the heat of battle. There are areas that look like doors but aren't or look like they should be. Then there's the BFG access which is a dead end, "until the wall to it opens", very boring waiting on the BFG wall to open, and not knowing what makes it trigger from the get go. The player can also get stuck in there waiting for the lift to bring them up to a teleport, which finally only spawns you on the chaingun. Lastly there's not many textures being used in the whole map, compared to other maps. Currently players will be glad to know that the exit switch is functional, though it doesn't have an exit sign. Feel free to take that with a grain of salt, I know I would. :P I'm glad you got your VPO straightened out though. Cheers
  18. I can't stand the selected midi for my e2m6 ODAMN map. :P Actually, I thought the original game music was fitting for it, really.
  19. Btw, everyone keep in mind that this is a beta and don't take things to heart! Things will need some fixes etc, it's a given, that's why it's a beta test after all. ;) There's a couple things I need to fix in my maps, (I'm my own worst critic) :P and there's a couple things that I don't think need fixed and are intentionally like they are.
  20. I have to agree lol, and I put an invisibility sphere in my map e2m3 as well which I actually should have taken it out, though it's not easily seen, it's sort of a secret area. ~ over by the blue door area with the barrels..
  21. This, however must be something that happened after it got compiled as it doesn't do this in the version I released: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=159868 This issue only shows up in the mega wad currently.
  22. Here ya go: bridge01.zip This doesn't explain anything about fog effect however, @Bridgeburner56 pretty much has that covered. ;)
  23. Mr.Rocket

    How to use brightmaps in a custom wad?

    It's hard to tell what other warnings or errors you're coming up with on your end because going by the screen shot, all I see is some errors about your midi device. ~ although, I do see you have an ATI video card and Gzdoom may not play well with it. though probably built into the Ryzen CPU. But Gzdoom might only have issues with older ATI Opengl render. Anyway, yeah I'd stick to pk3 structure as IMO, it's a lot easier to edit info lumps, textures, etc. or in your case, brightmaps via local directory than to have it all internally in a pwad.
  24. Mr.Rocket

    How to use brightmaps in a custom wad?

    @Rifleman's bmtest.pk3 indeed does work. I added it to a test wad I made also which has a big brightmap texture on the wall. Both brightmaps, with the Imp and the texture, light up in the dark.. testing_brightmaps.zip Extract, then drag n' drop the pk3 onto your Gzdoom.exe. Otherwise, if you are using Zandronum, will it won't work exactly as it would in Gzdoom. Zandronum's pk3 file structure is setup a little differently. For it, I think the bightmaps might need to be in a skins folder, maybe, I haven't looked.
  25. Current progress on MAP10: Central bridge area Below the bridge BFG room, the layout is mostly there, still need to texture/detail it. Plasma gun room, just started on it. The layout for the map is almost done. It is a symmetrical map for the most part. The floating cube's you see around the map are actually models and are slowly rotating. ~ there's smaller cubes also that are 3dfloors. and are slowly floating up and down. Just made a small waggle script for those. Possessed Editor shot: I have no idea why it's starting to look like some sort of Aztech indian face, with a mohawk lol. It's probably about 60% done or so. The name of it is currently, "The Forged Souls of Deathmatch"..heh. But to keep things simple, it will probably just be called "Forged Souls". It's setup as a pk3 directory structure, and gothictx.wad is loaded as the resource wad in UDB, besides Doom2.wad. The music (as a place holder) is currently Slip Knot's - Psychosocial, as a midi. I'll let you know when I feel it's ready for testing. Hopefully it won't be long.. ;)
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