

MALON
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About MALON
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Green Marine
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And I get a message saying I need to contact an administrator because my account has been deactivated. How do I contact anyone there since my account is disabled? Has this happened to anyone else? I literally don't know where else to post, so that's why I'm here. I just figured that there's a lot of people who visit both. Thank you for reading this.
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Hi everyone, I just wanted to stop by and say I made a thread over on the ZDoom forums that entail trying having custom DECORATE monsters fight one another with almost no rules (but a few). The first round has already been fought and the first winning monster is made by Yholl and his Yhollodemon, who fought against Lol, mine and Ghastly_dragons collaboration. I am uploading videos of all the fights currently and keeping track of win/loss records as best as I can. Links in the main thread. Be warned: the videos/fights themselves are pretty boring because attacks are basically 1 hit kills - not too interesting to watch, but fun to try and beat with your own monster. If interested, you can find the thread here: http://forum.zdoom.org/viewtopic.php?f=4&t=45415 I am willing to take monster submissions on this forum as well, I'll try to keep my eye out for them. A fellow forum user said he was creating a "Quality Infight Arena", so if that's more your style, keep your eye out! (I don't think he's made the thread just yet)
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[Solved] Possible for player to use class from 2 diff wads?
MALON replied to MALON's topic in Doom Editing
I solved it by using an ACS script to set APROP_SpawnHealth on the player when he entered the map, instead of going through DECORATE. This saved me from having to create a class solely for different health, thereby I now only have 1 player class. -
[Solved] Possible for player to use class from 2 diff wads?
MALON replied to MALON's topic in Doom Editing
Yeah, might be the only way. :( Yes, but ports like Zandronum can't use MAPINFO, so I was using both for max compatibility. -
So I made two different wads. Wad #1: Increases max player health (a new player class must be defined to do this) Wad #2: Made a friendly marine and turned his damage factor to 0 against the player (so he can't hurt the player). The basic actor definitions are (both wads use this code): DECORATEactor MyPlayer : DoomPlayer MAPINFOGameInfo { PlayerClasses = "MyPlayer" } KEYCONFclearplayerclasses addplayerclass MyPlayer I tried changing one of the wads to use "MyPlayer2" but it seems that wad load order determines which player class is used. Is there a way to get both to play nice at the same time, without merging wads? I'd like them separate because sometimes I want to use one without the other. Thanks!
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[Unsolved] Trying to increase maxseedist (A_LookEx) on a friendly marine, not working
MALON replied to MALON's topic in Doom Editing
A_Look doesn't have any way to change view distance as far as I'm aware. Putting large numbers (I tried 8192) has no effect. It appears to be stuck at 256 map units for a max distance. It does go lower, though. The number 1024 seems to be equal to 256 map units. If I do 512, he can see about 128 map units. I've also tried MaxTargetDistance and MinMissileChance to no avail. -
[Unsolved] Trying to increase maxseedist (A_LookEx) on a friendly marine, not working
MALON posted a topic in Doom Editing
actor MyMarine : MarineChaingun { Speed 0 +ALWAYSFAST +INVULNERABLE +FRIENDLY -SOLID +FLOAT +NOGRAVITY +MISSILEMORE +MISSILEEVENMORE +QUICKTORETALIATE +DROPOFF +STANDSTILL States { Spawn: PLAY A 1 A_LookEx(0, 0, 0, 0, 360, "Missile") Loop Idle: PLAY A 1 A_LookEx(0, 0, 0, 0, 360, "Missile") Loop See: PLAY A 1 A_LookEx(0, 0, 0, 0, 360, "Missile") Loop Missile: Missile.Chaingun: PLAY F 1 Bright A_CustomBulletAttack(0, 0, 1, 5000, "MarinePuff", 8192.0) Goto Idle } } actor MarinePuff : BulletPuff { DamageType "MarineFire" } The important part isA_LookEx(0, 0, 0, 0, 360, "Missile")According to the wiki (http://zdoom.org/wiki/A_LookEx), setting the third parameter to zero should have unlimited sight distance. He never seems to check more than about 256 map units away. Any ideas? User Demolisher on the ZDoom forums also had the same question go unanswered: http://forum.zdoom.org/viewtopic.php?f=3&t=27460#p524814 -
[SOLVED!!] Recommended ports for multiplayer slaughtermaps?
MALON replied to MALON's topic in Multiplayer Doom
A big thank you to Edward850! So far, it's working flawlessly even on holyhell.wad using latest svn of zdoom! I really appreciate everyone's help! Truly! Huge thank you! And I'm sorry for "lying" about testing zdoom, I was told that the issues were likely to never be fixed and believed it. That's my fault. AGAIN THANK YOU ALL! This solved several days worth of trial and error for me! -
[SOLVED!!] Recommended ports for multiplayer slaughtermaps?
MALON replied to MALON's topic in Multiplayer Doom
What if I want to play a netgame? Do I have to give everyone rcon access? Because that doesn't seem right. Ignore that post, I tried to delete it, I made an initial mistake starting the game. I'm testing it right now. Will post back with CORRECT results this time. Sorry!!!! -
[SOLVED!!] Recommended ports for multiplayer slaughtermaps?
MALON replied to MALON's topic in Multiplayer Doom
Alright, I'll be honest. I have not tried zdoom within the past several months. But about 3-4 months ago, I tried it without success. Prior to that, I've tried zdoom multiplayer every year or so for the past 5 years (I promise I'm not exaggerating) and I even posted threads on the zdoom forums about it, and the response I got was "multiplayer is not the focus of zdoom and we have no intention of fixing it. That's what other ports such as zdaemon are for". Needless to say, I was pretty dejected but accepted the fact. I guess I figured it would never be fixed. It would desync VERY fast, within 30 seconds if the map had lots of monsters. It would desync about once every 3 levels playing vanilla doom 2. (using svn builds) I am going to try right now with svn builds on wired lan. Will post back with results. -
[SOLVED!!] Recommended ports for multiplayer slaughtermaps?
MALON replied to MALON's topic in Multiplayer Doom
How do I make it so everyone can puke? (lol) Basically it's a net script that anyone should be allowed to activate. In zdoom/zandronum, all you have to do is add the "net" keyword and it's accessible by anyone in MP. -
[SOLVED!!] Recommended ports for multiplayer slaughtermaps?
MALON replied to MALON's topic in Multiplayer Doom
So I've tried ZDaemon - it does not allow puking a script in multiplayer from the console (which is required for a mod i made). I get an error "puke is only allowed in SP mode" I tried odamex. It does allow puking, but does not puke correctly. It just says "script not found". However, if I load that exame same wad in zdoom or zandronum, it pukes correctly. BTW, I'm trying to "puke 921", which is within the limits of ACS. DoomLegacy.exe 1.44_alpha_4 won't even run. -
[SOLVED!!] Recommended ports for multiplayer slaughtermaps?
MALON replied to MALON's topic in Multiplayer Doom
Oh wow, okay. I will give it a shot! Thanks! I've tried zdoom, I get the infamous "out of sync" error (which even happens on standard doom levels with no mods). Unfortunately, I dont think zdoom is very good for MP. -
[SOLVED!!] Recommended ports for multiplayer slaughtermaps?
MALON posted a topic in Multiplayer Doom
I've tried playing SlaughterFest2011 as well as HolyHell.wad on Zandronum, but it consistently kicks a 2nd player due to "too many missing packets". I know that holyhell.wad is ridiculously extreme and I don't really expect a source port to be able to ever do it. However, SlaughterFest2011 is more reasonable, but zandronum still fails on that one. Are there any good multiplayer slaughtermap ports? BTW, I'm playing LAN, not internet. It's not a bandwidth issue, it's a port issue. Also, even though it's extreme, if someone does know a way to play holyhell.wad multiplayer style, please tell me! -
You posted this as I was typing my other comment. This is EXACTLY what I was looking for. Thank you very much for all your hard work, Graf!