

SPV999
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Everything posted by SPV999
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Scripting in the latest version of ZDoom. On player activation, I have a set of polyobject pillars that I want to go crazy (by which I mean random generators). However, after a few seconds they all wonder outside the level and disappear. Is there a way to check if a polyobject has gone through a wall and prevent it or teleport it back in? Thanks.
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That's what I figured. I know polyobjects arent subject to the normal rules, and didnt know if there was some catch built in to account for this (a special linedef setting or something). Oh well.
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Thanks! So you ARE just creating an invisible projectile and continually firing it at the ground. Nice.
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Once upon a time, I had a WAD that had a simple, 3-ish line script (in the Player definition, IIRC) that allowed the Player to damage enemies when you jumped on them. Between then and now, my PC crashed and I havent the faintest idea as to how to remake it. Does anyone have such a script, or know how to go about doing this? Thanks!
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Yep, I tried flipping them and re-loading into the wad, but they still faced backward. Now, if you turn Mario around so that the actual character is facing backward (left), then the sprites face forward (right). However, if I use the Doom guy or Chex guy, they face the right direction. I'm going to have to play with it again later. I'm obviously missing something.
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Video: http://www.youtube.com/watch?v=IQsbQt3JEOY Download: http://www.mediafire.com/?ufmo6dd9f9m Yay, first released WAD. I got the idea from Mario Doom, which this level is based in (HUGE thanks to them, again). Video explains everything, really, so yeah. It's just level 1-1 for now, but I'm taking my laptop on vacation next week and should be able to finish at least one more level. (... and this is not what I've been working on this whole time. This is actually a fairly recent project.) EDIT: I worked up a new HUD: http://i53.photobucket.com/albums/g61/SPV999/Star%20Quest/Screenshot_Doom_20080725_151229.png
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Bump for new level. 2-4, also shows the new HUD (best viewed in High Quality): http://www.youtube.com/watch?v=LjH6ZeQzzi0 Like the description says, it is imperfect, and I would have liked to have refined it more, but I ran out of time >_< I'll get back to this project at a later date, maybe in a week or two, maybe longer.
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Thanks guys. When I first started modding "Doom" I was actually more interested in Chex Quest. So it's just what I had on hand when I started this project. I tried for a unified sky at first, but some areas didnt take the idea well (specifically the pits). Plus it was hard to align the patch properly with the "ground" and still make it look nice all the way up the screen. I have no idea what's going on with the Mario sprites. I tried everything I could think of, and they still faced backward.
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Because you're playing Mario... in Doom :P Besides, now that I know it's easily possible to do this, it would be insanely easy to come up with new maps, ones not copied from any Mario game. This is very sad, but true. The other problem is the inability to control Doomguy in mid-air (you have to jump using momentum alone). I am coming up with an idea of how to implement a custom HUD, however, timer, points, everything. Should make it more Mario like (limiting it less). NO IDEA how that is going to work out. If you take away the camera change script, this is fully playable from an FPS perspective (you get a glimpse of it at the start of the video). Results may vary, as I've never tested it >.> Still kind of a n00b at this thing. The only engine I've ever worked with is ZDoom, I wouldnt know a thing about porting to a new engine, nor do I know anything about online. If someone wanted to port it to a different engine, be my guest. I'll help in any way I can. (I may look into this in the future, now that you mention it... it wont be soon though). Not at all, it's just a hobby. Thanks for the feedback :)
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That got it, thanks! :)
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I recently upgraded to ZDoom 2.2.0, and suddenly most of my moving cameras work. What I couldnt figure out is why. They work fine in 2.1.4 (my old engine). After two hours, I finally decided to download the tutorial WAD just for the heck of it: http://www.zdoom.org/zdkb/movecam.html Just to see if I was missing something stupid. I messed with it for a minute, only to find that, in the scripting, if you change the activator (VOID) to OPEN or ENTER, the camera no longer works. Is there some way around this that I'm not seeing?
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Ah, thanks. I thought I was going crazy O.o Well, while I'm here, and so I dont have to make a new topic (I feel like such a pest doing that >.>), can someone tell me why this script wont work? script 125 enter { while (TRUE) { int z=GetActorZ (0) - GetActorFloorZ (0); int y=GetActorX (0); int x=GetActorX (0); print (f:x, s:", ", f:y, s:", ", f:z); delay(1); if (x>2300 && y<2450 && z>1) { ACS_execute (10,0,0,0,0); } delay(1); } }It works till the IF part. It doesnt like doing a < (less then) check on x or y. Z works either way.
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Hi again. Using the WRW and various custom stuffs, my DECORATE file has become fairly large. I wanted to sort it into a few different catagories. I noticed that the Glock in WRW has it's own catagory below DECORATE called NewWeapons. I assumed it was because of this code: However, whenever I try to use any similar (replacing the NewWeapons with some other name) command or even the exact same command, I either get a Run-time error (35602) that closes Doom Builder, or nothing happens at all. So how do you use this without frying Doom Builder?
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Huh. The Doom Builder I had I got off a third-party site. It's possible while it said 1.68, it wasnt really 1.68. Never actually checked. Well the important thing is it worked. :)
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K. But, I changed over to Doom Builder X (I'm upgrading my Doom setup today), and it works fine now. I can create all the categories I could want. Kind of weird. EDIT: Oh, it's ZDoom (Doom in Hexen format). Almost forgot that.
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Someone might have already thought of this, I don’t know... I was just bored in study hall today and started drawing this. And for once, when I got home and tried it, it actually worked! It’s pretty neat (IMO) so I’d thought I’d share. Basic premises is that you have a continuously moving line of things on a belt system. It’s not individual belts activated with switches or walk-over linedefs, each belt feeds into each other using teleporters, so the belts don’t even have to be connected. You have to be careful when setting delay times, however. All of it is noted in the scripting (in the WAD). Here’s a copy of the map (hope this works, never done it before): http://www.mediafire.com/?ftz9zgwmtzt This could come in handy for warehouse or assembly line-type levels. You could even have a “Shut down the factory before the enemies new super weapon is assembled” theme, using an “if timer>## && switch==#” script. IDK, I was bored. >.>
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"Actor ImpClaw is already defined" Ok... Zdoom itself runs fine, but whenever I try to test a map using Doom Builder, it gives me the above error. And no, that actor, as far as I'm aware, is not defined anywhere else within the WAD or anywhere for that matter. I can place a "2" or any other random number/letter at the end of the ACTOR name and it works fine, but then the next actor in DECORATE (line 33, superimpclaw) gives me the same error. I've been using the weapons in the Weapons Resource WAD (merged with my own ZDoom WAD) for a month or so now. At first it wouldnt work, then for some weird reason it started working on it's own, now it's not again. It's starting to get annoying. Help? EDIT: I think I figured it out, or at the very least it's working again. The IWAD you choose in the configuration settings cant have the same DECORATE actors as the WAD you're testing.... I think....
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Really? Thanks. It's a big WAD (36,000 KB), so it'll take a minute. Dont mind the copyrighted stuff therein, I dont plan on ever putting this (or at least this version) up for download, it's just a pet project. And you get a cookie: http://i53.photobucket.com/albums/g61/SPV999/Boards/89591d12.jpg EDIT: Here's the WAD: http://rapidshare.com/files/84645722/doom.WAD Good luck. :)
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Doom Builder will only give me the scripts option when using ZDoom (Doom in Hexen format) or straight ZDoom (Hexen) format. But it wont let me use DECORATE in Hexen, and I dont have any sprites or maps in Hexen either (all my current maps are ZDoom (Doom in Doom format)). Is there something I'm missing? Some way that I can use Scripts, DECORATE, my current sprites, and no limit on Vertices (another error it gives me in Hexen)? Do I have any idea as to what I'm talking about?
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Ah ha! Got it working. I had to create a new map in Doom Builder in (Doom in Hexen format), then save it into a copy of my PWAD (didnt want to risk my PWAD), and finally re-load the map. I would still like to know if there was a way to convert my old maps. Any time I try saving them into another WAD, or playing them in (Doom in Hexen format), it tells me it cant build the nodes, then the game starts and gives a vertices error. It's not the NodeBuilder, as when the map is created in (Doom in Hexen format) it works just fine. We're so close! I'll try tinkering with a copy some more.
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But what of my old maps that are already in ZDoom (Doom in doom format)? Plus, how would I get this maps into my current WAD (I assume use the "Save into" option, but while I'm here...)? And I know how to use DECOARTE, but whenever I load Doom Builder into any sort of Hexen (Doom in Hexen format, or plain Hexen) it doesnt give me a DECOARTE option in the Things menu, even though my configuration IWAD does have DECORATE (normally, the WAD I'm editing would have DECORATE while the configuration IWAD wouldnt, as it causes errors, but since in this case I'm making a new map there's no other WAD to reference.) Thanks for your patients so far though.
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Here we are. Note the first line is my mistake. http://i53.photobucket.com/albums/g61/SPV999/converror.jpg
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Thanks! that clears up a lot, but now the DOS prompt is saying it cant open the WAD file (though the converter starts, according to the prompt)
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Ok, I'll figure out DECORATE later. For now, how do I use zwadconv (now that I have it)? I also have dm2conv that also claims to work but I still dont know how to use.
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Why doesnt Doom Builder give me the option for DECORATE when I convert the map to Hexen then? I tried converting using DoomII converter, but I cant figure out how to execute the program. >_< Yeah, I'm a n00b. I also get vertices errors, but I think I just need to convert the maps using a real converter instead of just Doom Builder. Let me just say this: I want to keep my maps/textures/ect. exactly as they are, but be able to use Scripts in them. currently they are in ZDoom (Doom in Doom format). How, if possible, would I go about doing this?