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Remmirath

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Everything posted by Remmirath

  1. Remmirath

    Plugin support?

    It will be there, don't worry. :)
  2. Remmirath

    Hated music tracks?

    D_RUNNIN (MAP01) D_E1M6 I love D_E3M3, D_SHAWN, D_E3M8, D_AMPIE. :D
  3. Remmirath

    help...

    From what i've seen on a screenshot, he is following it because he made the exact layout of the map from Dr.Sleep's guide. So i guess he isn't having enough attention when he reads through it.
  4. Remmirath

    Edgar Allen Poe and Doom...

    Edgar Allan Poe is a famous English writer that lived around the 19th century, in the Romantic Age.
  5. Remmirath

    Which doom monster makes you laugh when you see it?

    The back view of the Cyberdemon makes me laugh a lot...
  6. Remmirath

    locker textures?

    Hey, you do know that people have a life outside the forum, right? You can't expect a reply only after 30 minutes.
  7. Remmirath

    Slade or Builder?

    Doom Builder. SLADE sucks IMO, because i have to draw every sector clockwise, otherwise everything screws up. And it isn't as flexible as Doom Builder.
  8. Remmirath

    Original Doom Music

    The real problem is that Windows plays midi with its own Syntesizer. To make them sound exactly like the old Doom, you have to use another synthesizer. For example, ZDoom has an OPL Synth Emulation, that make the midi sound exactly like the old Doom.
  9. Remmirath

    DeeP Water

    Does this happen when you try to enter 3D mode? Oh, and BTW, Eyes Above Fake Floor and Eyes Below Fake Floor should help you. They're 2 ZDoom things that can be picked from the ZDoom-specific things.
  10. Correct, Codeimp. Middle copies, right pastes.
  11. Remmirath

    Export Doom2 Tex, keep original file names

    By just exporting the textures lump you won't get much. You also have to export all the patches and the patchnames lump, too. Placing them in a new wad should do the trick. But i don't understand why you need something like this... :/
  12. Remmirath

    "tearing" in areas of map... how to fix?

    Exactly. They're just a DB issue. The map itself is perfect as it is. ;)
  13. Remmirath

    "tearing" in areas of map... how to fix?

    That's not an issue of your map; it's DB's nodebuilding issue; when structures of the map start to become more complicated, the nodebuilder becomes unaccurate; so there's no way to fix them; but it will not be in DB2 because Codeimp removed the nodebuilding in it while going in 3D mode.
  14. Floors and ceilings can't be aligned just like walls, because they're made to work with a special 64x64 grid alignment viewable with most of the newer editors. Anyway, they can be aligned if you use ZDoom or GZDoom, by using some scripting, but here i suggest you to stick with normal doom map format, in order to make your things easier. When you gain more experience, you can start mapping for more advanced map formats. ;)
  15. Remmirath

    Vanilla Map Complete!

    Well, Toenail. Definitely a nice vanilla map; i enoyed it a lot. Definitely a new school style fits well for a Vanilla map. Nice work! ;)
  16. Remmirath

    Doombuilder Autosave?

    The backups are only created once you save your map. They do not create when Doom Builder crashes. There isn't an Autosave function, AFAIK... The backups are in the same directory where you saved your wad...
  17. Remmirath

    Colored Light Effects

    So, from what i've understood, you want your serpent torches glowing with light. If som then it's something that only GZDoom can handle. GLDEFS can handle it pretty well... http://zdoom.org/wiki/GLDEFS <---- should help you...;)
  18. Remmirath

    elevators

    Did you know that ZDoom uses moving cameras like most of the modern games? :P
  19. Remmirath

    How do I put new enemies in my WAD?

    Okay, seems like you didn't get the point. I'll explain you. DECORATE is a lump exclusively created for Zdoom. It doesn't work with other source ports. So, in order to make DECORATE monsters work, you either have to use ZDoom or GZDoom. If you want to make them compatible for other source ports, you have to operate a DEHACKED conversion, but since most of the monsters use advanced custom states, i don't think that much can be done using Dehacked. Oh, and BTW, that isn't c++, but a simple logic code... ;) And every Beastiary monster you use is exclusively coded for ZDoom/GZDoom. PRBoom doesn't support DECORATE, nor every other ZDoom-specific lump, such as MAPINFO, DECALDEF, SNDINFO, SNDSEQ, and so on...
  20. Remmirath

    Detail texturing and sloped 3d floors - how to do?

    About detail and texturing, there's the High Detail Guide on http://www.realm667.com; texturing is about yourself...you gotta learn how to use textures properly to fit the ambient that you want. There's not a tutorial to teach how to texture. About sloped 3D-floors, i guess you're referring to GZDoom, so i can help you here. The method to do sloped 3d-floors is the same as 3d floors; control sectors and tagging. But you have to slope the control sector to affect the tagged sector in the map. And the most important thing is that the control sector and the tagged map sector have to be "aligned". I mean, they gotta have the same angle; Well, to clarify everything, you can look at this example wad i've posted: http://www.zshare.net/download/1898878036fbe91c/ This example wad shows how it's set up. You can see how i put the slope in the control sector, and how the sectors are "aligned". If you're good enough, you can see what i mean...=P
  21. Well, it cannot be done with vanilla doom unless you're going to use a mancubus, and it must be on MAP07. Otherwise it can be done with ZDoom ACS scripting with this basical function script 1 (OPEN) { while(thingcount(T_CYBERDEMON,monstertid) > 0) delay(70); Floor_LowerToNearest(tag,speed) }
  22. Remmirath

    A Question Of An Odd Problem With Doors

    I think i know what the problem may be: you actually put a door between 2 sectors; i mean, 2 sectors that can be raised and lowered at your will. To make doors work properly, there must be void sectors around them. That will surely allow the door to raise and lower correctly. Wrong situation: Correct situation: Don't care about the yellow line, anyway... EDIT: Enjay beat it to me...darn...
  23. Remmirath

    How can i load WolfenDoom?

    If you want a really decent Wolfenstein 3D conversion for Doom, you should really try Afadoomer's conversion. It's really simple to load, and it's a perfect recreation of both Wolfenstein 3D and Spear Of Destiny. I'll supply the link: http://www.afadoomer.com/wolf3d/downloads.html It needs to be played with ZDoom. If you are going to use GZDoom (http://grafzahl.drdteam.org) secret walls can be pushed just like the old Wolfenstein 3D, instead of raising like normal Doom doors.
  24. Remmirath

    floor stuff

    Or, if you want to do it the hard way with ZDoom, you can use Sector_SetFloorPanning and Sector_SetCeilingPanning.
  25. Remmirath

    TEXTURES lump

    Definitely it won't, because DB 1.68 is pretty old, and the TEXTURES lump is a recent addition to the ZDoom source code, so it won't show in DB.
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