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PaganRaven

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Everything posted by PaganRaven

  1. PaganRaven

    [RELEASE] Breadmonster Invasion

    Really? Is it in Maine? edit: Location Maine Wow it's a small world, that's near where I was growing up. If I go back after I graduate maybe I'll try stalking you (or you can stalk me, if you want)
  2. PaganRaven

    DO YOU WANT TO GET PAID TO MAKE DOOM MAPS?

    Lol how I wish this was real.
  3. PaganRaven

    [RELEASE] Breadmonster Invasion

    The link on the downloads page has been fix'd now. Stupid case-sensitivity.
  4. PaganRaven

    What's your oppinion about "Harmony"?

    I have the same opinion as the OP. Sure it's "new" and an impressive feat to be all done by one person, but the setting is a bit cliche'd and the levels are way too massive and linear. If he made the levels more exploratory like doom/hexen style maps in the next installment my opinion might change.
  5. This is a project I've been working on for more than four years, you can download it here: http://www.zero1productions.com/billy/Wiscasset/index.html Screenshots since they are required for people's attention: Thoughts? Comments? Harsh criticisms?
  6. wow I wish I read this sooner.
  7. PaganRaven

    Breadmonster Invasion Part 1 beta

    I'll give you a hint: You're supposed to press the buttons in a particular order (and they're not supposed to stay down). The obelisks in the big central area show you what the order is...
  8. PaganRaven

    Breadmonster Invasion Part 1 beta

    Hmm... weird... Oh yeah, shoot at one of the pictures on the wall to reveal an item that lets you fly, making running around to push all the buttons much easier (if you haven't beaten it already)
  9. PaganRaven

    Breadmonster Invasion Part 1 beta

    Those animal switches and the four buttons should work if you do them right, but yes, the buttons are a bit quirky. I'm thinking over reprogramming that puzzle to be based on the player entering a certain range of xyz coordinates on the map (taking out the freezing) instead of it being based on passing through the lines around the buttons, but I have no idea if it would make it better or worse and it might be a pain in the butt to code (or the code might just take an hour or two to play around with and I'd be done with it). If you're not liking that crap, play it on the easiest skill. It makes just one animal button to decode and only one or two buttons to push and the difficulties make absoloutely no difference in monster and item placements. The effect it does have is the health/power recovery rate of the player. On hard you recover very slowly, and on easy you recover too fast to ever be in danger. I was pretty much only testing it on normal so that's guaranteed to work. After map 2, the overcomplicated puzzles end and it's much more playable, but not just the "collect the keys and find the exit" like doom (well, it sort of is, but there are more things than just keys). For how drawn out it was to build and script most of the maps I'm planning on making smaller, more straight-forward maps with simpler challenges for the 2nd episode so it doesn't take another half a decade xp
  10. PaganRaven

    Breadmonster Invasion Part 1 beta

    Thanks, I never noticed. My answer for this is: I have no idea. My attempts to fix the bugs in the fist a year ago ended in failure. Then I figured nobody would ever even see the fist so I wouldn't worry about it until later. For some reason A_CustomMelee doesn't like doing what I tell it to, and just attacks one target and annoys everything else. Could it be that A_CustomMelee was made for monsters and not weapons? I'll surely have it figured out for the official version, I hope. One is male, the other is female. That's about it. It's purely cosmetic. But they do happen to say different things in some situations ;) I should warn you not to play on harder difficulties right away. Map 2 becomes ridiculously cryptic at anything beyond "normal" difficulty. I thought I was doing something amazing at the time, but when I realized what I was doing wasn't necessarily easy on the player, it was already done.
  11. Hi. I kinda noticed that there's no action special for making tags move to the same floor height in a sequence (or maybe I just didn't look hard enough). You can build stairs, but that makes a difference of height between all the tags instead of putting them at the same level. You could just give all the platforms the same tag and raise the floor level, but that makes them do it synchronously, as opposed to a fashion where the next platform waits a little bit before rising after the previous one. To accomplish this in a map I had to use a script, and I would have rather just attatched a special right to the switch. Here's a little pseudocode of what I think the special should do:/* Function to make platforms that raise to the same level in a sequence, beginning with starttag and ending with endtag. If delay time is 0, the next platform waits for the previous one to finish moving before rising. */ Plat_raiseSequence(int startTag,int endTag,int speed,int amount,int time) { for (int count = startTag; count <= endTag; count++) { Floor_RaiseByValue(count,speed,amount); if (time > 0) delay(time); else if (time == 0) tagWait(count); } }
  12. Hi there Doomworld Community! =) Commander Keen 2.5D is - you guessed it - a game starring Commander Keen using the GZDoom source port! I had the concept down for a while, but when Doombuilder II was released a couple weeks ago is when I really got cracking. This game promises all the same gameplay features of the Commander Keen games but in a first-person, immersive 2.5D environment (If you don't like the first-person view, you can just put it in chase mode). Jump high, shoot lasers, pogo-it-up, collect points, but don't get hit or you're an instant goner! Dead And in lieu of multiplayer (which was a feature never seen in the official keen games) a new hero hits the scene in the form of Billy's annoying and over-excitable neighbor Marta! She has a pink stunner, moon shoes, and an IQ of 313. I just uploaded this to the idgames database a few minutes ago (called CK25Da.zip) and am waiting for review for it to be officially archived. This is just an alpha release of the first few levels (one of which is really more of a placeholder than an actual level at the moment), but this includes a fully playable map to give you a good taste of how this mod plays. If ID software ever made The Universe Is Toast during the time they were shifting to Wolfenstein and Doom, I'm guessing this is probably what it would have been like =) EDIT: For now you can grab it here: http://www.wadhost.fathax.com/files/CK25Da.zip
  13. I was planning on making a world map similar to the old keen games where you go in between levels (I still don't have much of a clue how to implement it yet). Maybe I should have just sent the player from map1 to map3 directly for this thing. Having the enemies respawn every time you load the level is intentional as I want to try to have a lives system that sends you back to Map02 and you have to re-enter to try again. It's also a method to make the stunner ammo replenishable (though I really want to make a melee attack of some sort to nullify this. Maybe a taser on the stunner that activates when there's no ammo). The level stats thing, however, is really something I wanted to avoid, even though I went through the trouble of making an intermission screen for it. I'm not sure whether to remake the gun to be smaller in girth, or just lower it on the HUD to keep it from being obstructive (but then you might not see Billy's hand! =0 ) As for the random crashing, I really have no idea how to fix it. I know it must have something to do with the way the gun and pogo is operating. There's an item that's given to the player by pressing altfire that, when checked for in the spawn state, goes into a "pogo state." When the player presses altfire again or fire, that item is taken away. I don't have a clue what that item's doing to make the game crash occasionally X_X
  14. Yeah sure. I just went ahead and took 5 minutes (it literally took that long) to upload it somewhere else for your convenience. Refer to my edit above for the download ;) NOTE: As stated in the included text file, this only works with GZDOOM (and probably only newer, unofficial builds). Zdoom or otherwise will not run properly (I'm assuming)
  15. In UDMF lines now have a property called "translucent" and you can check the radio button. There is an alpha field in the custom setting, but no matter how much I play around with it the line is still completely opaque. When I try the translucent line special (number 208 I think), it makes the line COMPLETELY invisible instead of being only slightly visible like I want it to! What is going on here?
  16. PaganRaven

    About the script editor...

    Hi. The built-in WAD script editor seems kinda neat. Except when I want to include library files for the script the in-map script won't compile because the libraries are not in the level WAD (plus I modified my zdefs file a little bit). I try dropping the libraries into the zdoom compiler folder in DB2 and it doesn't see it. This would be okay since I can compile ACS files in locations outside the WAD, but I don't see a compiled file produced there (even though it said it compiled). Using other compilers gives me .o files, which isn't enough to save it to the map with doombuilder alone. What am I to do?
  17. PaganRaven

    Doom builder 2 won't start on any of my PC's

    You also need SlimDK and directX 9 or 10.
  18. PaganRaven

    When can I expect DoomBuilder 2 to come out?

    The official release is working, so you won't hear any more whining out of me ;) And I noticed now it tells me line special 160 is 3D floors! It used to be a 'mystery special' that didn't tell me anything. This is awesome CI =D But why no sound? For some reason it feels kinda bare when drawing lines doesn't make any point and clicky noises like deepsea did way back in the days of old...
  19. PaganRaven

    When can I expect DoomBuilder 2 to come out?

    Sorry about yet another double post just for the sake of bumping, but I tried downloading the February 20 build of DB2 and that one works splendidly. So why is it that the two more recent builds are failing for me then, hm?
  20. PaganRaven

    When can I expect DoomBuilder 2 to come out?

    I installed all three of those things (SlimDK DirectX .Net framework) and it's still as arsed as it always was =( But I'm really not sure wheter it was directX 9 or 10 or somewhere in between that I got. Now I know the public build is coming out in like, 4 days. Maybe I'll give that a go and if it still doesnt work I'll come back and gripe about it.
  21. PaganRaven

    Final Heretic Chapter One: The Docks

    There are too many peasants all over the place! They're almost as bad as the bobs from Marathon. And I'd rather fight a heresiarch or a thousand cyberdemons than that death knight X_X Other than that, good wad.
  22. PaganRaven

    When can I expect DoomBuilder 2 to come out?

    No, I already have the .NET framework. I did use that download as an attempt to "repair" .NET to its original state and hope that might change something... and it didn't. Even Doombuilder 1 gives me an error message every time I exit, but the program runs and everything saves just fine. I hate vista >=(
  23. PaganRaven

    When can I expect DoomBuilder 2 to come out?

    Hey I just tried running this today and it didn't work. It doesn't exactly come with instructions for how you're supposed to set this up (what DLLs you should find or what to update windows with, where to put IWADS, etc.) Any suggestions for common solutions? From the look of the main site though it looks like the official build is coming pretty soon though. I even did the stuff suggested in the "running doombuilder on vista" sticky and it was a no-go =(
  24. PaganRaven

    When can I expect DoomBuilder 2 to come out?

    Cool! It's just like those unofficial builds of GZDOOM! I'll be sure to bookmark this and come back to it in the summer =)
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