Chainsaw
Members-
Content count
26 -
Joined
-
Last visited
About Chainsaw
-
Rank
Warming Up
-
AFAIK, you cant. Light is done by sector. And the light level is constant for the entire height of the sector.
-
I can never really be bothered balancing it for anything other than UV. I only ever playtest on UV. I normlally just make less monsters appear in lower skill levels, not worrying about the balance. And as for ammo on the level... I did run out when there were loads of demons around.. and fist fighting them was a bit of an arse. Also... theres a lack of secret areas. Not a biggie (depends if you like them or not) but I like rewarding people that like exploring/deducing things. I normally try and make them more difficult to find that just pressing space on every wall.
-
Esselfortium's Doom Soundtrack Remastering Project
Chainsaw replied to esselfortium's topic in Doom General Discussion
these sound really great. Almost as good as firing doom up on a Sound Blaster Pro for the first time :D Any plans to remaster the doom2 music at some point? -
I cant be bothered to trawl through the IDgames archive, so can anyone recommend any zdoom maps with really good detailed design and/or good scripting, the former being more important. Just alot of the maps I do find have little or no scripting in them.
-
Getting Absolution to run on an older PC?
Chainsaw replied to TheLazenby's topic in Map Releases & Development
The min spec for half life was a p133, and Im sure I saw it run (albeit, very slow) on a P90. And are you sure about DX9? its reasonably new.. is there even a version for Win98? -
The way I do it (assuming its what you mean), Create a sector where you want the pillar to be then in sections mode highlight it with the mouse and press delete, et voila. All you gotta do now is texture it.
-
Im using this effect in part of my new map. By using sloping floors you can actually make a platform appear to be higher than you are, but dont let the players POV able to look "underneath" the floating platfor els the illusion doesnt work.
-
If I have two monsters in a room (imps lets say) how can I check that both are dead before spawning a shotgun for example. If both the imps had TID 2 and a mapspot had TID 1, would be something like: if(ThingCount(T_IMP,2) == 0) { Thing_spawn(1, T_SHOTGUN, 0,0); }
-
Ive come up with (what I think what would be) a great concept for a map. Just I lack the inspiration for the actually mapping. It took me 7 years to gradually peice together my last complete map (doing about a weeks work at a time). Any tips from anyone?
-
Well, I finally got it doing what I wanted using THing_move(). it even works with map spots, but for some reason it wont move an object to you if you're standing next to a wall.
-
The following script should teleport you every 5 seconds back to where you just teleported from. TID's 2 and 3 are ZDoom map spots. I cannot make them move and take the place of the player was. The player always teleports to where they are placed on the map. I have also tried it with teleport destinations with the same effect: script 1 (void) { int destID = 3; int leftID = 2; Thing_ChangeTID(0, 1); while(1) { TeleportOther(leftID, 1,0); TeleportOther(1, destID, 1); if(destID == 2) { destID = 3; leftID = 2; } else { destID = 2; leftID = 3; } delay(5 *35); } } I have also tried Thing_Move, but again to no avail. any ideas?
-
This just returns the co-ordinates of the thing with the given Thing ID. Is it possible to give a thing ID to a player?
-
script 1 (void) OPEN { ActivatorSound("thesoundyouwannaplay", volume) } this will play the sound when you start a map, at the volume level which is a number between 0 and 127.
-
What function in ACS can I use to get the current XYZ coordinates of yourself?