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About Gez
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Scientist 2 already contains Scientist 1. https://doomwiki.org/wiki/Scientist_2 Yeah, no problem. In fact the older versions also work with modern ports without issues. You don't need to use deusf if you're using a source port. DeuSF only exists because of shortcomings in vanilla Doom's resource loading code; where it was not capable of loading a partial set of sprites and flats from a PWAD without jumping through hoops. This has all been resolved a very long time ago in source ports. With Chocolate Doom you'd have to use the -merge parameter to load the Scientist wad, instead of -file; but with everything else there's no worry. https://doomwiki.org/wiki/Scientist_2023 It is pretty much the same just with added improvements. Though more than "added improvements" I'd say "complete overhaul". It's largely the same story with largely the same levels, but still very different. Oh, and without the multiplayer levels, if you cared about that.
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How do I make a script that fades the volume of a map spot thing?
Gez replied to LucidNight12's topic in Doom Editing Help
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Change where custom things are in the editor.
Gez replied to forgettable pyromaniac's question in Editing Questions
So yes, I've checked and UDB does support editor keys in DEHACKED. I should have remembered it did, but it's been a while. The difference is that since DEHACKED does not use // but # for its comments, editor keys start with #$ instead of //$. -
Change where custom things are in the editor.
Gez replied to forgettable pyromaniac's question in Editing Questions
How did you replace the name? Just in DEHACKED? I wonder if UDB's DEHACKED parser handles some editor keys... -
⁶⁶⁶ DOOM 2 INTERMISSION MAP SCREEN v2.1 WIP ⁶⁶⁶ (An Add-on for DOOM II)
Gez replied to DevilMyEyes's topic in Resources
How about No Rest for the Living? -
How do I make a script that fades the volume of a map spot thing?
Gez replied to LucidNight12's topic in Doom Editing Help
https://zdoom.org/wiki/SoundVolume Seems to me like your SoundVolume call has too many parameters. SoundVolume (6, CHAN_BODY, 50.0); If you want a gradual fade, you probably need to do it "by hand", something like this: script 2 (void) { float fade = 0.0; while (fade < 50.0) { SoundVolume (6, CHAN_BODY, fade); fade+=1.0; // Increases volume by steps of 1. Test in game and feel free to change to higher value if that's too slow. delay(1); // Loops the volume ramp up every tic. Test in game and feel free to change to higher value if that's too fast. } } -
The Official 'Trying to Find a Specific WAD' Thread
Gez replied to gruntkiller4000's topic in WAD Discussion
The one from @exl is Demons of Problematique, which is still around; unless you're specifically looking for the development/test version from this thread and not the final version. No idea for @impkilla's; the author didn't seem to stick around a long time. -
'A_Teleport' query regarding random points
Gez replied to Doom-X-Machina's question in Editing Questions
Either should work, really. Do as you see fit. -
'A_Teleport' query regarding random points
Gez replied to Doom-X-Machina's question in Editing Questions
They are. Usually, what people use when they want to make a monster teleport around is that they actually turn the monster invisible, make a few/some/a lot of A_Wander calls with a 0 tic duration so that they're instantaneous, and turn the monster visible again. For style, you can spawn a teleport fog at the monster when it turns invisible and another when it turns visible. Tada! It teleported! -
...yet. On the Youtube vid, the author commented: So, it might still happen.
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All those things are linked together. The broligarchs which are behind the AI boom and, before, the crypto boom, are also behind climate denialism and the rise of fascism in western countries, and they support fascist regimes, advocating for appeasement towards russia by coercing Ukrainian capitulation. The fascist dictatorships like russia, iran, china, and north korea also support the broligarchs as they need crypto for money transfers that escape Western sanctions, and they need AI to flood the Internet with bots spouting their post-truth bullshit. And fascism always supports and incites genocide everywhere, as fascism is always built upon the idea that The Other is responsible for all ills, and so eliminating The Other will be how a golden age is reached.
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What is the point? What purpose would it serve that is not already served by Freedoom?
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Here is the code in GZDoom: https://github.com/ZDoom/gzdoom/blob/f671018700e1e71ad2dda9ccdbf3fe62bb9efb49/src/g_statusbar/sbar_mugshot.cpp#L439 So it needs to have the player character be flagged as being "extremely dead", and to have the mugshot flagged as allowed extreme death mugs. However, the files you'll most want to look at, if you want to change your local copy, are not in the executable, they'll be in gzdoom.pk3. https://github.com/ZDoom/gzdoom/blob/f671018700e1e71ad2dda9ccdbf3fe62bb9efb49/wadsrc/static/sbarinfo/doom.txt https://github.com/ZDoom/gzdoom/blob/f671018700e1e71ad2dda9ccdbf3fe62bb9efb49/wadsrc/static/zscript/ui/statusbar/doom_sbar.zs https://github.com/ZDoom/gzdoom/blob/f671018700e1e71ad2dda9ccdbf3fe62bb9efb49/wadsrc/static/zscript/ui/statusbar/statusbar.zs
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I believe you'll have to change the GibHealth property of the player class for that. You'll need to replace the Backpack with a CustomInventory that gives the regular backpack and calls A_SetMugShotState("Grin").
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It honestly looks more like the Raven engine. Though I wouldn't assert that it's what they used. Just like when I watched some gameplay video of it, it strongly reminded me of Shadowcaster. I mean, look at the gameplay outside of the cutscenes and grammar quizzes...