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About Doom'd Marine
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I -Tried- to look at the example, but i cant get it to stay open for more than a millisecond, Even if i run it from the command prompt and try searching for it, it wont work.
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Gah I'll end up messing it up :P well.. this is what i got off the wiki and tried my best to get it to work -------------------------------------------------- SWITCH EWAL001A ON EWAL001A OFF EWAL002B SWITCH 35W1LEV ON 35W1LEV OFF 35W2LEV --------------------------------------------------- And when to test the switch i had already in the map, i got the error that said that i needed at least ON animation frame, when i had two textures, one for on and one for off what did i do wrong? x.x
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Well yours must be diffrent from mine because when i type in the spot where swantbls.exe is and it says its not a valid exe or batch =/
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alright. EDIT: is there a tutorial that i can use, im running windows XP and DOS wont open for me =/
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I got some textures for switches, and i was wondering what it takes to be able to make them function like the default switches made for doom 2 Like, any scripting or stuff of that nature.
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#include "zcommon.acs" //Field on/off flag. int foff; script 1 (void) { //If field is on then repulse player. if (!foff) { //Shove the player and do a bit of damage. thrustthing(random(160, 224), 8); damagething(5); } } script 2 (int line) { //Set the flag. foff=1; delay(32); //Get rid of the textures. setlinetexture(line, SIDE_FRONT, TEXTURE_MIDDLE, "-"); setlinetexture(line, SIDE_BACK, TEXTURE_MIDDLE, "-"); //Turn off the impassible flag. setlineblocking(line, OFF); } Thats the tutorials script... i wonder why my script ( which is almost the same ) doesnt work..
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Then again, im not Tormentor667, I dont want to put 3000 sectors into a map, too much detail o_o
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Oh, this is a double post but i just wanted to say that this is open and what not o.O that it is encouraged to put your opinions for fixing things that arnt right with the room.
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thanks, i asked team Tnt if i could use eternal doom textures and they pointed me to the texture pack, so thats where i got them =) >.> <.<
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ZdoomGL Version 0.97 I believe. O.o
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Soul Eater: Official Progress Thread
Doom'd Marine replied to JacKThERiPPeR's topic in WAD Releases & Development
Ehhh.. im not good at making textures other than making them darker x.x -
Soul Eater: Official Progress Thread
Doom'd Marine replied to JacKThERiPPeR's topic in WAD Releases & Development
Yeah... working with them you kinda run out of things to do with the textures... ( ran out of hell themed level ideas so he switched to modern/base type levels for the time being. ) -
http://groups.msn.com/0a4g6adrkv6omhlk0leuplt1o6/shoebox.msnw?action=ShowPhoto&PhotoID=1 this is the first room in my mega wad... I hope i did better than the last time i did one of these topics n.n; Oh; and to clear things up, The room has the same design on the other side... i just couldnt fit the room into one screenshot. Edit: well... if its got something in it that wouldnt look right or something; Opinions are welcome.. as long as its constructive critisim Edit 2: Ezxariarch, ist it alright if i burrow some of your modern textures from your wad? >.> ill give you credit for them (duh!)
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Yes. i did, thats the first thing i did when i set the force feilds up.
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Try tagging that enemy with " Open door generic" and what not, and test it out O.o