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Ganryu

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Everything posted by Ganryu

  1. Deleting a sector leaves a solid area. But what if I have a sector within a sector. For example a carpet. I want to get rid of the carpet without making it solid.
  2. Ganryu

    Monsters with charge attacks

    Oh! Thanks. For some reason I had it in my mind that class actions were all atomic objects that you could not replicate through common decorate features... :D
  3. How do I go about to add a charge attack to a decorate monster? The minotaur charge action from Hexen/Heretic seems restricted to derived classes.
  4. Is it possible to "flip" the selection or similar things in gzdoom builder. I'm working on a rather large area with very complex architecture, and without the ability to flip selection manually I fear it will take too long to complete...
  5. Is that doable? One of my scripts needs to know whenever the player is in a specific area of the map. It would be easy in Doom, but with Hexen I have the problem that the chaos thing allows the player to teleport back to the start of the level without crossing a linedef. If that had not been possible I could have simply used line defs to check where the player is... My script essentially summons monsters in a particular area as long as the player is nearby. Zdoom, Hexen. I'm using GZDoom Builder.
  6. I have no idea how this is possible. I save regularily, but there seems to be some kind of interference if you save a map while having the wad open in slade. Essentially, gzdoom builder does behaves like normal. Saving seems to work (no complaints from gzdoom builder). Changes to the map appear when testing the map in the game. But if you restart gzdoom builder, the map is reset to some earlier point. Is it possible to save my work?
  7. Lesson learned :D The fact that I had to re-create some things turned out to be actually beneficial to the level design too. I ended up rethinking some decisions.
  8. For doors and moving sectors you can assign them a sound sequence. Hexen has the first 10 sound sequences hard coded and information about that is HIDDEN somewhere on the zdoom wiki, but not in any of the obvious places (predefined sounds, sndseq etc) I've previously managed to find this information before, but I can't for the life of me manage to find it again. Any ideas?
  9. What kind of a background do you have? Would it be possible for you to write this down more formally? Ie: Write it in LaTeX and compile to a pdf.
  10. I will have to read this one over again while making notes. I did, however, find something odd. It looks like A1, A3, A5 and A7 are not convex despite your text pointing out the subworlds are convex.
  11. Ganryu

    Becoming a better composer.

    I'm working on an original megawad thing for Hexen. The soundtrack will use a combination of some royalty free tracks found online and a few original compositions. (i'm also NOT reusing any puzzle artifacts! I create my own puzzle items) Here you can listen to one of the tracks. I'm pretty happy with how it's turning out so far. I'm trying to compose in the style of Kevin Schilder. The original Heretic / Hexen composer. This is the song for the final hub level: Spellforge. http://www.update.uu.se/~kgs/Hexy%201%20-%20v2.ogg
  12. Ganryu

    Hexen editing questions

    These questions should probably deserve seperate threads, but I decided to avoid clutter by keeping it in one place. 1: The behavior of switch textures seems hardcoded somewhere in the wad file. I note for example that all switches automatically change graphic when activated, EXCEPT the "big puzzle switch". (the one that is used for all major puzzles in the game. the one with a chain pulled from left to right) Is there any way to rectify this? For one of my levels I had to write a manual script to cycle the textures for the switch when activated. 2: Is there any way to prevent a switch from being pulled until a particular condition has happened? I have a puzzle that involves several switches rising up from the ground and then lowering again when one is pulled. The problem is the player can still pull them by activating the line while standing above it, even if the switch is below ground. Can I somehow stop this? 3: For my mod I need to inherit from a particular monster class. I note it is possible to extend the base class much like you can in object oriented programming, but is it possible to REMOVE features from the base class? For example, I want to replace all the animation data but keep almost everything else intact. Thanks in advance. This forum is extremely useful :D
  13. Ganryu

    Hexen editing questions

    Thanks again people! Is there anything in particular I should worry about when converting to UDMF? I saw, in passing, someone mentioning that some linedefs might break.
  14. Ganryu

    Hexen editing questions

    Another question has popped up! I decided that it'd allow for some more interesting architecture if I started using some 3d floors sparingly. This made me migrate to gzdoom builder. That made me think that perhaps I should 1: Switch over to UDMF format 2: Switch from storing everything in a wad file to using a folder structure Are there instructions here on how to go about doing the above?
  15. Ganryu

    How do I delete a sector in doom builder?

    Thanks people! That worked most effectively and without error :D
  16. Ganryu

    How do I delete a sector in doom builder?

    I've tried doing that but that deletes the outer sector too. I've had to reload after every attempt at doing that because the map ends up broken.
  17. Ganryu

    Hexen editing questions

    Trying a lot of your suggestions and nothing works... I think I'll just manually bake the textures from the patches in photoshop instead :)
  18. Ganryu

    Hexen editing questions

    http://www.update.uu.se/~kgs/F_stripped.wad That's a stripped down wad without the maps and decorate. If you need a more complete wad, tell me and I'll upload it.
  19. Ganryu

    Hexen editing questions

    Ok now I'm confused. I have two custom textures CITY01 and CITY02. These are based on three patches. P20, P21 and P24. For some bizarre reason CITY01 does not render correctly by zdoom at all. Previously I had the problem that everything was drawn black. Now the problem is that I don't get any textures there at all. I get the typical "garbage" that appears when you attempt to play in zdoom with some surfaces given the NULL texture. CITY02 renders fine.
  20. Ganryu

    Hexen editing questions

    Apparently I already had all the texture between TX_START and TX_END. For some reason zdoom can't find the patches at all, but doom builder can... I managed to fix it. Zdoom doesn't like when a patch is within TX_ namespace.
  21. Ganryu

    Hexen editing questions

    The iwad is the original source wad file, correct? So when I map for hexen, it should be hexen.wad? Hexen.wad seems to be correctly used as the iwad in that case. At least I've added the textures to my own modname.wad which contains the maps and some minor decorate work. Do I need to enclose my own textures and patches between some kind of tags in the pwad?
  22. Ganryu

    Hexen editing questions

    Thank for the replies, people! That cleared up a few questions :D Yes. I'm using Zdoom. Decorate. Doom Builder 2. Another question then :) It seems zdoom does not like my textures. Doom Builder shows them correctly, but zdoom just draws a black surface where the texture should be. The zdoom console complains about texture such and such missing patch this and that.
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