Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

rabidrage

Members
  • Content count

    370
  • Joined

  • Last visited

Everything posted by rabidrage

  1. rabidrage

    Whats the deal with the "Lost Soul Corpse"?

    That's pretty weird. It sounds like they just want to give you some opening pyrotechnics. As for me, I'm totally gonna use the DoomED number to make something different show up in E2M5. It's a great way to introduce new things without editing levels...too early in my mod's development for that. So essentially it gives the player a taste of what's coming.
  2. rabidrage

    Whats the deal with the "Lost Soul Corpse"?

    I know I'm like a month late to this party, but I was looking into stuff like this within the last couple days. There are a couple Dead Lost Souls placed in E2M5. Not sure if they're anywhere else. If you were to give something else their DoomED number in Decorate, you could have something else appear there without messing up the Lost Souls' death animation.
  3. rabidrage

    How do I make this autoaim?

    Thanks for the help! It's perfect.
  4. rabidrage

    How do I make this autoaim?

    a_railattack (random(15,25), 7, 1, "none", white, RGF_SILENT | RGF_FULLBRIGHT | RGF_CENTERZ | RGF_NOPIERCING | rgf_explicitangle, frandom(2,5), "beampuff", 0, 0, 762, 1, 0.35, 0, "none", 0); I saw a post elsewhere that said to incorporate this as the spread_z parameter: BulletSlope()-pitch But I don't know exactly how to put it in. I tried putting it where the second zero is after pufftype, but then GZDoom doesn't want to load it.
  5. rabidrage

    How do I make this autoaim?

    Never mind. I almost got it completed here. Think it's gonna work just fine. I had left in the "ammouse" parameter.
  6. rabidrage

    How do I make this autoaim?

    Interesting. Before I add the A_Firebullets bit, I've changed the railgun part to this: A_CustomRailgun (random(15,25), 7, 1, "none", white, RGF_SILENT | RGF_FULLBRIGHT | RGF_CENTERZ | RGF_NOPIERCING | rgf_explicitangle, 2, frandom(2,5), "beampuff", 0, 0, 762, 1, 0.35, 0, "none", 0); Now I get this error message: Expected ',', got '('. Where did I mess up?
  7. Is there anyone anywhere online who has gone to the trouble to document each occurrence of particular actors throughout all the base games? I know it sounds absurd, but we all know there are people out there who are that bored and obsessive. Just wondering, because I'm thinking of it as a backdoor to add new monsters, weapons and items without editing maps. I don't want to strip out all the decor, but I figure there doesn't really need to be a solid and nonsolid version of the same things...so I'll keep the visual variety while getting away with my own spin. It's just a matter of knowing offhand where to look to inspect my work.
  8. I've used this guy before. But trying to copy him out of the wad he's originally featured in seems to be causing trouble. Why is Slayer invisible and not moving? actor Hologram : Inventory { Inventory.Amount 1 Inventory.MaxAmount 1 } ACTOR Runner { Game Doom SpawnID 8 Health 300 PainChance 100 Speed 12 FastSpeed 14 Radius 20 Height 56 Mass 400 Monster MaxStepHeight 400 MaxDropoffHeight 400 +FLOORCLIP +NOBLOODDECALS +RELATIVETOFLOOR +AMBUSH +MOVEWITHSECTOR +DONTHURTSPECIES +LOOKALLAROUND +FIXMAPTHINGPOS +CANUSEWALLS +CANPUSHWALLS +ACTIVATEIMPACT +QUICKTORETALIATE +SLIDESONWALLS +ISMONSTER +SHOOTABLE +SOLID +COUNTKILL +ACTIVATEMCROSS +CANPASS SeeSound "Aliensit" AttackSound "claw" PainSound "alienpai" DeathSound "aliendth" ActiveSound "alienact" Obituary "%o was slaughtered by a Xenomorph Runner." BloodType "AlienBlood" damagefactor Slime, 0 damagefactor "WeylandBullets", 2.0 damagefactor "MarineTarget", 1.0 damagefactor "AlienTarget", 0.0 damagefactor "DroidTarget", 1.0 damagefactor "EnemyShot", 2.0 damagefactor "PredatorTarget", 1.0 Painchance "PredatorTarget", 255 Painchance "MarineTarget", 255 Painchance "AlienTarget", 255 Painchance "DroidTarget", 255 Painchance "Fire", 255 Painchance "Lava", 255 Painchance "Poison", 20 Painchance "Ice", 255 Painchance "Bleeding", 20 Painchance "Flame", 255 DamageFactor "Fire", 1.5 DamageFactor "Ice", 1.5 DamageFactor "Flame", 1.5 DamageFactor "Lava", 1.5 DamageFactor "Poison", 1.0 DamageFactor "Bleeding", 1.0 DamageFactor "Feeding", 0.0 Species "Xeno" DropItem "XXBerserk", 2 States { Spawn: XENR AB 10 A_Look Loop See: XENR AA 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR BB 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_JumpIf(128, "See") Goto Spawn //Loop Melee: XENR D 5 A_FaceTarget TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 A 0 A_CustomMeleeAttack(random(2,8)*4,"alienatt","claw") XENR E 5 A_Recoil(-15) XENR F 8 Goto See Pain: XENR G 1 A_Pain TNT1 A 0 A_Jump(200, "Avoid") Goto See Avoid: XENR A 1 A_FaceTarget XENR ABCB 2 A_FastChase Goto See Projection: XENR B 0 A_SpawnItemEx("Projection", 0, 45, SXF_SETMASTER) XENR B 0 A_TakeInventory("Hologram", 1) Goto See2 Death.Poison: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget XENR H 1 A_KillChildren TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop Death.Bleeding: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget XENR H 1 A_KillChildren TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop Death: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_KillChildren TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget TNT1 A 0 A_Jump(255, "Death1", "Death2", "Death3") Death1: TNT1 A 0 A_KillChildren Death2: TNT1 A 0 A_KillChildren Death3: XENR H 1 TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 A_KillChildren XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath.Poison: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget XENR H 1 A_KillChildren TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath.Bleeding: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget XENR H 1 A_KillChildren TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath: TNT1 A 0 A_TakeFromTarget("GiveUpC", 2) TNT1 A 0 A_KillChildren TNT1 A 0 A_GiveToTarget("ClearOK", 1) TNT1 A 0 A_ClearTarget TNT1 A 0 A_Jump(255,"C1", "C2", "C3", "C4", "C5", "C6", "C7", "C8", "C9", "C10") C1: TNT1 A 0 A_GiveToTarget("Comment1") Goto XDeath2 C2: TNT1 A 0 A_GiveToTarget("Comment2") Goto XDeath2 C3: TNT1 A 0 A_GiveToTarget("Comment3") Goto XDeath2 C4: TNT1 A 0 A_GiveToTarget("Comment4") Goto XDeath2 C5: TNT1 A 0 A_GiveToTarget("Comment5") Goto XDeath2 C6: TNT1 A 0 A_GiveToTarget("Comment6") Goto XDeath2 C7: TNT1 A 0 A_GiveToTarget("Comment7") Goto XDeath2 C8: TNT1 A 0 A_GiveToTarget("Comment8") Goto XDeath2 C9: TNT1 A 0 A_GiveToTarget("Comment9") Goto XDeath2 C10: TNT1 A 0 A_GiveToTarget("Comment10") Goto XDeath2 XDeath2: TNT1 AAA 0 A_SpawnItem("AlienBlood", 0, 45) TNT1 A 0 A_KillChildren TNT1 A 0 A_PlaySound("misc/xdeath4c") EXPL A 0 A_CustomMissile ("AlienGibTorsoRunner", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90)) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking Stop Crush: EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90)) TNT1 A 0 A_PlaySound("misc/xdeath4c") TNT1 A 0 A_KillChildren EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90)) Stop } } actor Slayer : Runner 32014 { MaxStepHeight 600 MaxDropoffHeight 600 Scale 2.0 Health 3000 Speed 8 FastSpeed 10 PainChance 50 Radius 20 Height 76 Mass 4000 Painchance "Fire", 255 Painchance "Lava", 255 Painchance "Poison", 1 Painchance "Ice", 255 Painchance "Bleeding", 0 Painchance "Flame", 255 DamageFactor "Fire", 1.5 DamageFactor "Ice", 1.5 DamageFactor "Flame", 1.5 DamageFactor "Lava", 1.5 DamageFactor "Poison", 1.0 DamageFactor "Bleeding", 0.0 DamageFactor "Feeding", 0.0 DamageFactor "Tracer", 0.7 DamageFactor "Electric", 1.5 DropItem "XXBerserk", 20 +AMBUSH +FIXMAPTHINGPOS +CANUSEWALLS +CANPUSHWALLS +ACTIVATEIMPACT +QUICKTORETALIATE +SLIDESONWALLS +ISMONSTER +SHOOTABLE +SOLID +COUNTKILL +ACTIVATEMCROSS +CANPASS +SHADOW States { Spawn: XENR A 1 TNT1 A 0 A_GiveInventory("Hologram", 1) Loop See: TNT1 AB 10 A_Jump(50, "See3") TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Projection") TNT1 A 0 A_Recoil(-1) XENR BB 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_Jump(50, "See") Goto See //Loop Melee2: XENR D 8 A_FaceTarget TNT1 A 0 ThrustThingZ(0,20,0,1) XENR E 8 A_Recoil(-15) TNT1 A 0 A_CustomMissile("SRunnerAttack",20,0,0,0) XENR F 8 Goto See Melee: TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Melee2") TNT1 D 8 A_FaceTarget TNT1 A 0 ThrustThingZ(0,20,0,1) TNT1 E 8 A_Recoil(-15) TNT1 A 0 A_CustomMissile("SRunnerAttack",20,0,0,0) TNT1 F 8 Goto See2 Projection: XENR B 0 A_SpawnItemEx("Projection",0,0,0,0,0,0,45,SXF_SETMASTER) XENR B 0 A_TakeInventory("Hologram", 1) Goto See2 See2: TNT1 A 0 A_Recoil(-1) TNT1 BB 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_Jump(50, "See3") Goto See2 //Loop See3: TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_GiveInventory("Hologram", 1) TNT1 A 0 A_Recoil(-1) XENR BB 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_Jump(50, "See3") Goto See Pain2: XENR G 1 A_Pain TNT1 A 0 A_Jump(200, "Avoid2") Goto See Pain: TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Pain2") TNT1 G 1 A_Pain TNT1 A 0 A_Jump(200, "Avoid") Goto See2 Avoid2: XENR A 1 A_FaceTarget XENR ABCB 2 A_FastChase Goto See Avoid: TNT1 A 0 A_JumpIfInventory("Hologram", 1, "Avoid2") TNT1 A 1 A_FaceTarget TNT1 ABCB 2 A_FastChase Goto See2 Death.Poison: TNT1 A 0 A_ClearTarget XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop Death.Bleeding: TNT1 A 0 A_ClearTarget XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop Death: TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_ClearTarget TNT1 A 0 A_Jump(255, "Death1", "Death2", "Death3") Death1: TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) Death2: TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) Death3: XENR H 1 TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 A_RemoveChildren(1, RMVF_EVERYTHING) XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath.Poison: TNT1 A 0 A_ClearTarget XENR H 1 A_RemoveChildren(1,RMVF_EVERYTHING) TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath.Bleeding: TNT1 A 0 A_ClearTarget XENR H 1 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_SpawnItem("AlienBlood", 0, 45) XENR H 8 XENR I 8 A_Scream XENR J 4 XENR K 4 A_NoBlocking XENR L -1 Stop XDeath: TNT1 A 0 A_ClearTarget TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) TNT1 A 0 A_Jump(255,"C1", "C2", "C3", "C4", "C5", "C6", "C7", "C8", "C9", "C10") C1: TNT1 A 0 A_GiveToTarget("Comment1") Goto XDeath2 C2: TNT1 A 0 A_GiveToTarget("Comment2") Goto XDeath2 C3: TNT1 A 0 A_GiveToTarget("Comment3") Goto XDeath2 C4: TNT1 A 0 A_GiveToTarget("Comment4") Goto XDeath2 C5: TNT1 A 0 A_GiveToTarget("Comment5") Goto XDeath2 C6: TNT1 A 0 A_GiveToTarget("Comment6") Goto XDeath2 C7: TNT1 A 0 A_GiveToTarget("Comment7") Goto XDeath2 C8: TNT1 A 0 A_GiveToTarget("Comment8") Goto XDeath2 C9: TNT1 A 0 A_GiveToTarget("Comment9") Goto XDeath2 C10: TNT1 A 0 A_GiveToTarget("Comment10") Goto XDeath2 XDeath2: TNT1 AAA 0 A_SpawnItem("AlienBlood", 0, 45) TNT1 A 0 A_PlaySound("misc/xdeath4c") TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) EXPL A 0 A_CustomMissile ("AlienGibTorsoRunner", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90)) TNT1 A 0 A_Scream TNT1 A 0 A_NoBlocking Stop Crush: TNT1 A 0 A_ClearTarget TNT1 A 0 A_RemoveChildren(1, RMVF_EVERYTHING) EXPL A 0 A_CustomMissile ("AlienGibRunnerHead", 45, 0, random (0, 360), 2, random (10, 90)) TNT1 A 0 A_PlaySound("misc/xdeath4c") EXPL A 0 A_CustomMissile ("AlienGibRunnerArm1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerArm2", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AA 0 A_CustomMissile ("AlienGibRunnerLeg", 15, 0, random (0, 360), 2, random (10, 90)) EXPL A 0 A_CustomMissile ("AlienGibRunnerTail", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidRidiculous", 45, 0, random (0, 360), 2, random (40, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig1", 35, 0, random (0, 360), 2, random (10, 90)) EXPL AAAAA 0 A_CustomMissile ("FlyingAcidBig2", 35, 0, random (0, 360), 2, random (40, 90)) Stop } } ACTOR SRunnerAttack: BaronBall { Radius 8 Height 8 DamageType "Normal" Projectile Speed 15 +RANDOMIZE Damage (random(20,40)) +FORCEXYBILLBOARD +THRUGHOST RenderStyle Add Alpha 0.6 SeeSound "none" DeathSound "none" Decal "none" States { Spawn: TNT1 A 4 BRIGHT Goto Vanish Vanish: TNT1 A 0 Stop Death: TNT1 A 0 BRIGHT TNT1 A 0 A_PlaySOund ("misc/xdeath1") TNT1 A 10 Stop } } ACTOR DroneACidBall: BaronBall { Radius 4 Height 4 DamageType Slime Projectile Speed 25 +RANDOMIZE Damage (random(5,10)) +FORCEXYBILLBOARD +THRUGHOST +THRUSPECIES +RELATIVETOFLOOR -NOGRAVITY RenderStyle Add Gravity 0.2 Alpha 1.0 SeeSound "none" DeathSound "none" Decal "none" Scale 0.5 States { Spawn: BAL7 A 1 BRIGHT A_CustomMissile ("FlyingAcidFakeNoGravity", 1, 0, random (0, 360), 2, random (0, 350)) Loop Death: TNT1 A 0 BRIGHT TNT1 A 0 A_Explode(5,10) TNT1 A 0 A_PlaySOund ("misc/xdeath3") TNT1 AAAA 0 A_SpawnItem("AlienBlood") TNT1 A 10 Stop } } ACTOR SRunnerAcidBall: DroneACidBall { Radius 4 Height 4 DamageType Slime Projectile Speed 15 +RANDOMIZE Damage (random(5,10)) +FORCEXYBILLBOARD +THRUGHOST +THRUSPECIES +RELATIVETOFLOOR RenderStyle Add Alpha 1.0 SeeSound "none" DeathSound "none" Decal "none" Scale 0.5 States { Spawn: BAL7 A 1 BRIGHT A_CustomMissile ("FlyingAcidFakeNoGravity", 1, 0, random (0, 360), 2, random (0, 350)) Loop Death: TNT1 A 0 BRIGHT TNT1 A 0 A_Explode(5,10) TNT1 A 0 A_PlaySOund ("misc/xdeath3") TNT1 AAAA 0 A_SpawnItem("AlienBlood") TNT1 A 10 Stop } } Actor Projection { MaxStepHeight 600 MaxDropoffHeight 600 Scale 2.0 Health 3000 Speed 8 FastSpeed 10 Radius 20 Height 76 Mass 4000 Monster +COUNTKILL -SOLID +CANPUSHWALLS +CANUSEWALLS +ACTIVATEMCROSS +CANPASS +ISMONSTER +VULNERABLE States { Spawn: XENR AB 10 A_Look Goto Idle Idle: XENR AB 10 A_Look Loop See: TNT1 A 0 A_Recoil(-1) XENR BB 2 A_Chase TNT1 A 0 A_Recoil(-1) XENR CC 2 A_Chase TNT1 A 0 A_Recoil(-1) TNT1 A 0 A_JumpIf(128, "See") Goto Spawn //Loop Avoid: XENR A 1 A_FaceTarget XENR ABCB 2 A_FastChase Goto See Death: TNT1 A 0 Stop } }
  9. rabidrage

    This actor is invisible and not moving!

    Update: It works as a PK3, with Sprites in a Sprite directory.
  10. rabidrage

    This actor is invisible and not moving!

    They are. And I've tried putting them between the appropriate markers. S_START and S_END. And I tried SS_START and SS_END as well.
  11. Is there a simple script that would allow specific textures to spawn actors, so that a universal mod could add custom monsters, weapons, etc. wherever said textures appear? It would be great to have one script that could be copied and pasted, and modified for multiple different pairings. I'm thinking of making a Wad compilation that's compatible with it, and I'd love to see what kind of fucked-up progression I can create!
  12. rabidrage

    Script to make textures spawn actors?

    Interesting, Gez. I've seen and downloaded something similar before. Horribly inefficient for lighting, unless I get a much better computer. But it could serve as a base for something better. And I might even use the lighting effect specifically for skies, because the effect when you're passing a window is pretty cool without bogging the framerate down too badly.
  13. So I downloaded HCBB.pk3 to add PBR textures to my mod. My mod already has brightmaps, parked in a good old brightmaps folder inside my pk3. When I add the normal/specular/materials/materials2/shaders folders and add the GLDefs to the lump I already have, the brightmaps stop working. GZDoom tells me they're "not found" in the textures they correspond to. I've tried adding the path to the same GLDefs that specify paths to normal, specular, etc. It gives me the exact same message! Nothing I do seems to work. Where is the error?
  14. rabidrage

    The Ultimate Game

    Here's a question to get those creative juices flowing. If you made a megawad out of your favorite wads, what would it look like? How would the progression work? Would it be insane or logical? Basically, what levels and in what order? You can put standalone wads in the middle or cherry-pick from other megawads, and you can change the map numbers around any way you want. This should be intriguing! For those of you who would never do this, there's nothing to be gained from telling me. I already know you're out there, and you wouldn't want to disrupt the integrity of the wads, etc. This question is for the rest of you!
  15. rabidrage

    The Official 'Trying to Find a Specific WAD' Thread

    Trying yet again. Please help! Lots of nostalgic feelings from this one. It replaces a later map, I wanna say between 9 and 17, and I think is part of a larger multi-level wad. At the time it was talked about as having an enormous outdoor area and being one of the biggest maps to date--though I played it in the early-mid 2000s. It was released either then or the 90s. You come out of some caverns, cross some water and then go up some white stone steps (made to look naturally formed and not very tall, but hella wide). There are imps on the steps. Then you get to the top and you're faced with an enormous outdoor area, where imps are lobbing fireballs that take forever to get to you. Once you walk far enough, you come to a structure made with a custom white marble texture. Stairs lead up to doors on the side (or is it just one door?) out of which come Arch-Viles. I believe the wad author was trying to tell a visual story as you journeyed through the wad, hence the terrain.
  16. rabidrage

    Force falling damage

    Hello all! Long time, no talk. I've been scouring the wiki to no avail, and perhaps it's just my lack of programming background that makes it difficult, but I'm trying to implement something in a mod and I seem unable to do it. I want to add universal falling damage, specifically Strife-style falling damage to a GZDoom mod. If you know how to do it in ZDoom it's likely the same. Since I don't have custom maps (at least, not yet), I don't know where to put it. Gamedefaults in the Mapinfo lump doesn't seem to do it. How would you go about this?
  17. rabidrage

    Combining brightmaps and PBR textures in GZDoom

    Also--the PBR pack I'm trying to use appears to rely heavily on shaders, which makes me wonder if this is ever all going to work.
  18. rabidrage

    Combining brightmaps and PBR textures in GZDoom

    So...in my search for an answer, I found the demo you've linked to. And I narrowed the problem down to shaders. Demo2 has no shaders, and the mod I'm trying to incorporate does. However, I have found a brightmap mod that also applies shaders and *might* be compatible. I haven't had much time to test it.
  19. So I downloaded HCBB.pk3 to add PBR textures to my mod. My mod already has brightmaps from Sbrightmaps, parked in a good old brightmaps folder inside my pk3. When I add the normal/specular/materials/materials2/shaders folders and add the GLDefs to the lump I already have, the brightmaps stop working. GZDoom tells me they're "not found" in the textures they correspond to. I've tried adding the path to the same GLDefs that specify paths to normal, specular, etc. It gives me the exact same message! Nothing I do seems to work. Where is the error?
  20. @HAK3180 Okay. I thought it might not be your cup of tea. I am working on a totally vanilla map, maybe I'll post it here when it's finished.
  21. @HAK3180 Oh yeah, sorry. They get loaded together. Cyberbaronland.wad first, then Cyberbaronland3.wad. I don't recall exactly why I ended up building it that way, though I'm sure an examination of the wads in Slade would remind me.
  22. rabidrage

    3DO Doom, but playable!

    So here we go! Someone actually ported it to PC and it apparently runs smoothly! Now if we could get people modding it...
  23. Would you be willing to record Cyberbaron Land? It's only been done once so far, and it took about 25 minutes. I'd love to see someone who's been ripping through all these Wads take a crack at it. It's different from anything else you've played. You only get the chainsaw and you have to keep moving! This one uses a few new monsters and uses a modified BDJ20, but honestly, it makes sense when you see what it's all about. You won't have to do any jumping, crouching or freelook, but you will want to run it in GZDoom. Give it a shot? https://www.moddb.com/mods/cyberbaron-land/downloads/cyberbaronland
  24. rabidrage

    Creative 3DO Blaster

    I don't have one of these, don't know if it would even work with a modern PC. But if anyone has any knowledge of it, I'd like to know--does playing 3DO Doom through a PC via the Blaster make it any faster? I'd love to see video of it in action. I found one video where someone runs it for like 5 seconds in a small screen size and it looks good, but that's not enough. It would be hella intriguing to see this version of Doom actually run well without tweaks on legit period software. Might make it look like less of a mistake.
  25. rabidrage

    Best and worst Doom console port

    The Saturn port might have had slightly better resolution and it definitely had the best HUD. I also like that the weapons are faster. Not saying it's a competitive port, but I do play all of them for the variety.
×