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Everything posted by Doom'd Marine
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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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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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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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Im scripting a forcefeild to learn how to do it correctly, and when i get to test the two scripts ( one is for the force feilds itself, and the second is to turn it off. well when i go to turn them off they dont turn off, and when i test the forcefeild it only stops me, it doesnt repulse me, just keeps me from moving forwards. #include "zcommon.acs" int foff; script 1 (void) { if (!foff) { thrustthing(random(160, 224), 8); damagething(5); } } script 2 (int line) { foff=1; delay(32); setlinetexture(line, SIDE_FRONT, TEXTURE_MIDDLE, "-"); setlinetexture(line, SIDE_BACK, TEXTURE_MIDDLE, "-"); setlineblocking(line, OFF); thats the code im using O.o is there something obivious going on (im still a newb at scripting so yeah.) }
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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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well i was testing out Zdoomgl for the first time, i do what i usually do, i put a copy of my Iwad ( to keep it in my doom 2 folder ._. ) and i boot it up, but when i do, the screen for the console runs fine but the screens blacks out till i exit the program.. is there a fix for this? EDIT: I decided to give it another try, Because i seen what it can do and decided that it be nice to give it a try.
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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. ) -
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
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Oh.. i was just following the tutorial on the Zdoom page, o.o; "That's confusing. You appear to be describing 2 different activation types. Player crosses is just that: the player crosses the line and it gets activated. There is also a "player pushes wall" activation type. That is the type where the player bumps up against the wall to activate the line and it is different from "player uses wall" which is the more traditional "space-bar activated" line." Oh.. script one had the player bump activation ( where the force field would push you back and do damage) and the switch that turned the first script off was the "player uses" activated
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Shush it =/ Why dont you make yourself useful and at least try and help instead of asking the mods to delete it for no reason.
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Script 1 was marked " player crosses " or when a player bumps up against it, and it was set to repeatible. script 2 was set up like a switch.
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Um, is there a download with diffrent style of UAC logos? other than the shiney silver one? I was wondering so i can start on an idea, as soon as my RL is calmed down.
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O_O holy *$! thanks dude, i found some other awesome texture packs that could help ( Im gonna do a wad where you are attempting a rescue mission within the bases ( Both bases on episode 1/2 of doom 1 and earth ) >.>; thanks =)
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Well im making the skybox to a level im making, and to see how they made the sky, i looked in the test wad thats in the tutorials and it showed the background in the sky patch for the level, well i got the same patch and its on my skybox, i set the tiles to F_SKY on the ceiling, and it came up with the map14 default map... what did i do wrong?
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I dont put anything, i never know what to put because i end up scraiping the skybox due to the problem of the ceiling
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Yeah i get that, but when i look up into the sky, it looks up into the default ceiling texture, and thats what im wondering about. what texture ( or trick, either one) would be best to fix this.