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Doom'd Marine

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About Doom'd Marine

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  1. Doom'd Marine

    O.o switch Textures

    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.
  2. Doom'd Marine

    O.o switch Textures

    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
  3. Doom'd Marine

    O.o switch Textures

    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 =/
  4. Doom'd Marine

    O.o switch Textures

    alright. EDIT: is there a tutorial that i can use, im running windows XP and DOS wont open for me =/
  5. Doom'd Marine

    O.o switch Textures

    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.
  6. Doom'd Marine

    scripting help

    #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..
  7. Doom'd Marine

    Opinion: Does this need more detail?

    Then again, im not Tormentor667, I dont want to put 3000 sectors into a map, too much detail o_o
  8. Doom'd Marine

    Opinion: Does this need more detail?

    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.
  9. Doom'd Marine

    Opinion: Does this need more detail?

    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 =) >.> <.<
  10. Doom'd Marine

    problems with Zdoomgl...

    ZdoomGL Version 0.97 I believe. O.o
  11. Doom'd Marine

    Soul Eater: Official Progress Thread

    Ehhh.. im not good at making textures other than making them darker x.x
  12. Doom'd Marine

    Soul Eater: Official Progress Thread

    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. )
  13. Doom'd Marine

    Opinion: Does this need more detail?

    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!)
  14. Doom'd Marine

    scripting help

    Yes. i did, thats the first thing i did when i set the force feilds up.
  15. Doom'd Marine

    How to make a special sector??

    Try tagging that enemy with " Open door generic" and what not, and test it out O.o
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