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...in the Doom engine?
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People Dehacked in flamethrowers with limited range, which is pretty cool. Give one higher damage than the Plasma Rifle and we're in business. I use the regular shotgun in lots of cases wherevother people use the SSG. The SSG frustrates me. If you miss a shot (I know,how, but it happens), you have to wait to adjust and finish the job. Plus, you can't optimize each shot to use both shells effectively all the time. So I'd be happy to swap the SSG out and put the flamethrower in. Unpopular opinion.
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I like your way of putting things into perspective and I think you're most likely right. Doom 64 was not a Quake killer or competitor for sure. Did that perhaps have anything to do with the fact that it was only available on N64? I was the only one among my friends who had one at the time.
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Make actor spawn item based on player inventory
rabidrage replied to rabidrage's topic in Doom Editing
I think that sums up my confusion as well. I wanted to use A_Look, but I wanted the actor to behave as though it had spawned that way (with the expected item spawned on top of it). So then it became a question of having it see the player before the player sees it, and I know LookAllAround is good for that, but you still have to have line of sight... ...perhaps I overthought the whole thing. -
Anybody know how to, say, shift menu stuff over? I've built a custom menu from various mods, and when I get to the skill menu, the cursor kinda overlaps the menu options. I can still read them and move to select between them, but I'd like to perfect what I've got.
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How well do you think it would do against Quake?
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Yes, let's say a team equal in size and skill to the Quake team. You wouldn't be able to compete on geometry, though I don't think the original Quake had colored lighting, unless I'm forgetting something? But you're right--to the average gamer the minutiae could get lost. I was development illiterate in 1995 and thought the lighting in PSX Doom was awesome, though. Still fairly illiterate to this day, but trying harder to understand. On the topic of geometry, for what it's worth, there was a primitive version of deep(ish) water in early fan wads, as well as faux 3D bridges. It's not much...but you can obviously have it to work with.
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Let's say I meant a combination of option 1 and option 2. I see where you'd say option 1 could not happen, but your goal is to try. I was hoping the option to modify and expand the engine would open up the necessary paths...and let's say the team is doing it for a living. It's funny, because at the time (when I didn't know anything about how this stuff worked, including the difference between sprites and models), I thought the Quake models didn't look so great. I got a hold of Doom 64 and thought it looked a thousand times better.
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Well it does have to be able to run on the technology of the time. And it has to come about without knowledge of future technology. Though like I said, if you want to modify the engine, you can do that.
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Make actor spawn item based on player inventory
rabidrage replied to rabidrage's topic in Doom Editing
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It's 1996. Quake is about to come out, and you work at id. You know everything about it. You've been tasked with creating a game in the Doom engine to compete with it, and you have as much time as it took to develop Quake (this scenario is the most unrealistic one ever, but go with it for the fun of the experiment). You can expand and modify the engine to your heart's content. You have permission from various creators to use absolutely anything from the modding community up to that point, as well as features from console ports and other Doom games. What do you do, and do you think you'll be able to compete? Bear in mind that this allows you to implement colored lighting, reverb, translucency and CD-quality audio from the Playstation, as well as ACS and polyobjects from Hexen. You face this scenario again with the release of Quake 2, Quake 3 and then Doom 3. As time goes on, you have access to anything that comes out officially or unofficially for any Doom engine game. How do you fare and why?
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Make actor spawn item based on player inventory
rabidrage replied to rabidrage's topic in Doom Editing
Well this spawns the Pentagram without the candles, the Unmaker or the upgrade, every time. Where did I mess up now? ACTOR BDECPentagram 25856 { +NOBLOCKMAP +NOTELEPORT +DONTSPLASH +FORCEXYBILLBOARD +CLIENTSIDEONLY +NOCLIP -NOGRAVITY +ISMONSTER RenderStyle Translucent XScale 0.3 YScale 0.1 Alpha 1 Gravity 1 Radius 1 Height 1 States { Spawn: PNTG B 1 BRIGHT A_Look TNT1 A 0 A_JumpIfInTargetInventory("Unmaker", 1, "Upgrade1") PNTG B 1 BRIGHT A_Look Loop See: PNTG B 1 BRIGHT TNT1 A 0 A_SpawnItemEx("CandleStick", 26, 25, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", -26, 25, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", 40, -15, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", -40, -15, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", 0, -40, 0) TNT1 A 0 A_SpawnItemEx("Unmaker", 0, 0, 0) PNTG B -1 BRIGHT Stop Upgrade1: PNTG B 1 BRIGHT TNT1 A 0 A_SpawnItemEx("CandleStick", 26, 25, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", -26, 25, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", 40, -15, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", -40, -15, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", 0, -40, 0) TNT1 A 0 A_SpawnItemEx("UnmakerUpgrade1", 0, 0, 0) PNTG B -1 BRIGHT } } -
Make actor spawn item based on player inventory
rabidrage replied to rabidrage's topic in Doom Editing
Ah, thanks. I was wondering. I added the MONSTER flag, had it spawn right into a see state and used A_Chase, but that didn't work. A_Look will work better? -
I'm trying to take a Pentagram actor from a mod and have it spawn the Unmaker...unless you already have the Unmaker. How do I have the Pentagram do a player inventory check when it spawns to determine what it spawns in turn? The following does not seem to work: ACTOR BDECPentagram 25856 { +NOBLOCKMAP +NOTELEPORT +DONTSPLASH +FORCEXYBILLBOARD +CLIENTSIDEONLY +NOCLIP -NOGRAVITY RenderStyle Translucent XScale 0.3 YScale 0.1 Alpha 1 Gravity 1 Radius 1 Height 1 States { Spawn: See: TNT1 A 0 A_JumpIfInTargetInventory("Unmaker", 1, "Upgrade1") PNTG B 1 BRIGHT TNT1 A 0 A_SpawnItemEx("CandleStick", 26, 25, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", -26, 25, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", 40, -15, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", -40, -15, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", 0, -40, 0) TNT1 A 0 A_SpawnItemEx("Unmaker", 0, 0, 0) PNTG B -1 BRIGHT Stop Upgrade1: PNTG B 1 BRIGHT TNT1 A 0 A_SpawnItemEx("CandleStick", 26, 25, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", -26, 25, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", 40, -15, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", -40, -15, 0) TNT1 A 0 A_SpawnItemEx("CandleStick", 0, -40, 0) TNT1 A 0 A_SpawnItemEx("UnmakerUpgrade1", 0, 0, 0) PNTG B -1 BRIGHT } }
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I mean, I've found some awesome shortcuts before, or stumbled into what I wanted to do. I have a universal reverb script in ACS that I got to work by taking someone's failed attempt and blending it with a reverb script from the PSX Doom TC. Dumb luck and persistence can pay off.