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How do I make a script that fades the volume of a map spot thing?
Worst replied to LucidNight12's topic in Doom Editing Help
I see a few problems in the script; It's giving an error because there is no float datatype in ACS. But you can use fixed point type there, just change "float" to "int". As @Gez pointed out, you have too many parameters in the SoundVolume function. The third parameter for SoundVolume goes from 0.0 (mute) to 1.0 (full volume), so smaller steps should be used. You could try something like this: -
Episode 1 MAP46 was actually somehow corrupted in the previous idgames update. Now in the very recent update, the map should be functional again.
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I agree that releasing another author's works with your edits is extremely impolite when you have not received permission to do so either through directly contacting them or through them granting permission in their text files. However there is at least two source ports that allow "adding DM starts" without editing and redistributing any of the existing map files. In GZDoom this can be done with ZScript using the LevelPostProcessor class to modify a map before it starts. In ZDaemon this can be done with the PATCHINFO lump. Both of these methods allow "adding DM starts" without needing to include any modified files from the original wad. As such I think patches made in this manner shouldn't be much worse than for example gameplay mods.
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Works for me without issue, see this example: libglobal_changelev.wad. So the problem is probably either in something you omitted from the code you posted here, in the map scripts, or in something else that you are loading.
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Multiple lines with same switch trigger??
Worst replied to Doom-X-Machina's question in Editing Questions
Another option would be to add at the end of the script the following line: while(TRUE) Suspend; This would make all future executions of the script do nothing. -
10 LINE GENOCIDE: The Biggest Smallest Community Project Ever [Boom, UMAPINFO, DSDA-Doom recommended, now on IdGames!!]
Worst replied to NiGHTS108's topic in Community Projects
I realize I'm a little too late on this, but I noticed that on the IdGames release my map E1M46 has become somewhat broken. Comparing with my submitted version, I noticed that a vertex has gone missing in the IdGames version. Not sure if you rebuilt the nodes or something else, but a couple of the walls don't work right in it anymore. -
*** The "ask a miscellaneous editing question" thread ***
Worst replied to baja blast rd.'s topic in Doom Editing Help
There is the DSPUNCH sound for when the punch hits an enemy. But if you mean a sound that would play even if you hit nothing, then that would require modifying the fist 'weapon'. How to best do that, depends on what doom port(s) your mod is targeting, though. -
Why aren't edited texture colors appearing correctly?
Worst replied to BrutalBlam's question in Editing Questions
When you convert graphics in SLADE to Doom Gfx (Paletted) the colors in your graphics will be translated to fit the palette of the Base Resource archive, which in case of Doom, means the colors of the Doom palette (PLAYPAL). So with Doom Gfx (Paletted) format you cannot keep any colors that are not part of the Doom palette. I think your only options are: a) Modify colors in your graphic so that it converts better to doom palette, or b) Modify colors in the doom palette lump(PLAYPAL), so your graphics convert better, or c) Keep your graphic in PNG format (Will only work in some source ports, such as GZDoom), or d) Just accept that your graphic doesn't look great in the doom palette. -
Is there is a way to make replacing sprites a bit faster/less tedious?
Worst replied to LukeGaming's question in Editing Questions
There's an old tool called Spricer, that supposedly slices sprites out of an sprite sheet. ZDoom forum topic - [Tool] Spricer ZDoom forum topic - [Preview+Download] Spricer BETA Also you can apparently use tools in GIMP to Slice an image. (source) I haven't tried any of these methods/tools myself, so I can't vouch for how well they work though. -
This probably works: Patch File for DeHackEd v3.0 Doom version = 21 Patch format = 6 Thing 140 (Dog) Hit points = 70
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MBF21 dehacked from DECOhack isn't working
Worst replied to realjohnmadden's question in Editing Questions
Those appear to be the editor numbers for Commander Keen and Boss Brain, but yeah it's not correct to use them here. Instead those identifiers you suggested or the dehacked thing numbers should be used. -
[UDB and SLADE] SNDINFO, "Identifier has not been declared."
Worst replied to Pokeblue's topic in Doom Editing Help
Normally this is because I didn't put a SNDINFO.txt in the WAD file. Nah, this error is not because of SNDINFO. It's happening because you are trying to use a string argument without quotes, so the compiler gets confused, and thinks that you are trying to do a math division of 'pa' by 'lobo'. Also you are using the wrong ACS function for playing a custom sound. Try this instead: PlaySound (8, "pa/lobo", CHAN_VOICE, 1.0, FALSE, ATTN_NONE); For full volume, you also need to use 1.0 instead of 1. Because the argument is a fixed point number. Btw. in your SNDINFO lump, you should not include to the filetype extension ".wav". -
Scripted enemies showing on the enemy count
Worst replied to shawnofthedead28's topic in Doom Editing Help
Read @Bauul's reply in this thread, it has probably your best options on what can be done about it. This is an issue that the mapper has to solve, it cannot be "fixed" by the source port, because there is no way for the game to predict on its own what scripts might end up spawning over the course of the level. -
[ACS Help] How to Assign TIDs to Initially Placed Monsters in "Doom 2 Format" Map via ACS
Worst replied to Arsinikk's topic in Doom Editing Help
How is this supposed to work for giving them TIDs though? Even if you hack around with the THINGS lump, in vanilla Doom format, there is no field in there for the Thing id (tid), and you can't add new fields to the binary format, and expect source ports to still know how to parse it, unless you straight up convert the map to Hexen format. -
[ACS Help] How to Assign TIDs to Initially Placed Monsters in "Doom 2 Format" Map via ACS
Worst replied to Arsinikk's topic in Doom Editing Help
For ZDaemon, this can be done with the PATCHINF lump. But I don't think any other source port supports it. If you need the same in GZDoom, you can of course duplicate it with ZScript, using what Boris linked. Not sure about other ports like Zandronum though. Example: // Example PATCHINF lump for ZDaemon [MAP03] // Give thing number 12 the TID 666. ThingH_ById_Change (12, *, *, *, 666)