-
Content count
109 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Ra02
-
So if I understand correctly if I copy+paste this it will be " defaultbind v my_userbind1 defaultbind b my_userbind2 defaultbind n my_userbind3 defaultbind m my_userbind4" as BT_USER? I mean that defaultbind v my_userbind1 = key "v" BT_USER1 right?
-
Thanks, that's what I wanted to know. I knew that I have to put == instead of =. I was also wondering that it could be something like that but wasn't sure, also thanks for the page info. Now all I need to know is how to define BT_USER1 to 4 ... anyone?
-
Why when I add 1 or more custom textures to my wad with other custom textures their screwed up, when I add them in XWE and then open up DB2 many textures has X mark on their picture and when I try to play it all textures are warping to another and everything is screwed up, whats wrong?
-
DooMAD thats exactly what I was looking for, thanks a lot :)
-
Could someone create a train texture of this type? http://www.infrastructurist.com/wp-content/uploads/obama-high-speed-rail-plans.jpg I mean I want it from side and make it look like doom texture, if you know what I mean, just the train and a wagon, I will multiply wagons as needed. Or if there is already such texture a link to download would be good, thanks.
-
Err, no idea how to use it, I want only exterior one-side texture from side, cause the train will only pass by, there will be no other usage :) just for a effect :D
-
K I had it named D_DM2INT that works, but what about doors/platforms etc. ? I still cant hear the sounds
-
How do I set my intro music? I am doing my wad in .zip mode so Ive created folder called music, I can play map music from there but how do I set the title music? Do I have to import the music into map directly? Edit: Also I cant hear door opening/closing and elevator moving, why so? Ive downloaded HQ SFX and added them to "Sounds" directory, some work, some dont, guns and switches do work, do I have to set it somehow? Thanks
-
I would like to know if it is possible to make a script that will trigger only from one side of the line, I want to make a script for each sector in my map but only when the player enters so only from one side, then a HUD message will appear telling his location, also what position for HUD message is center of the screen slightly below top. Thanks for reply's.
-
Yay it works now properly, thanks a lot guys :)
-
exactly, so is that possible then?
-
ah, thanks a lot that is exactly what I was looking for Edit: Not working as I wanted to, as I pass the line it triggers both lines, I created 2 lines near door, the one inside and one outside. But whenever I pass them they activate both. I used this: script 2 (int angle) { if (LineSide() == LINE_FRONT) setfont("BIGFONT"); HUDMessage(s:"The Reception"; HUDMSG_FADEOUT, 0, 3, 0.5, 0.25, 0, 3.5); }
-
I cant start Gzdoom through DB2 for map testing, it works fine when I try it alone. Any ideas? I have Win 7 Edit: now this is stupid why the hell when I run C:\Program Files\Gzdoom\gzdoom.exe -iwad Doom2.wad it starts ultimate doom???
-
ah, thanks a lot :) //Edit: well I have downloaded SLADE and added those textures they work, I compiled the file to a wad but when I merge my wad and those textures in XWE the textures again lose colors, I tried to open DB2 new map and add extra resources Ive directed it to my textures wad but when I wanted to see those textures they didnt show up.
-
Hi all, so Ive decided to return to doom mapping after 6 months, since then I have forgot almost everything and I need to get back into it, but my question is, when I want to add textures to a wad the textures lose its colors, e.g. a box, the box is dark grey and there are logos in blue on it, when I add it to wad the box is light grey and the logos are orange and so on. How can I fix his, if you know what I mean. Thanks
-
Is that possible? I've tried to import mp3 but it turned into a code. If it is possible, how? Thanks
-
Aqua blue = transparency Just paint the white background with that kind of blue as in XWE
-
Have you tried to do it with 3D floors? Tag the bridge sector, create a dummy sector, tag one like of the dummy sector 160, and set the bridge type to solid, alpha 255. Ceiling height is the floor height of the bridge and floor height is the bottom of the bridge.
-
Like in cheogsh, I've set the TID of skybox viewpoint and a teleport destination and set a new skybox sector a tag of 200 and set it in the map info as it should, but when I try to TeleportOther(viewpoint, teleport, 0) [TeleportOther(13, 12, 0);] it doesn't work, why? Thanks
-
How can I stop intermission music loop? I guess it has to do something in MAPINFO or not?
-
Thanks, I am a musician, so I know how this works sorta, I create my songs in Guitar Pro, so I guess I'll just have to add long pauses, but I'm not using midi, so thats the problem :D but nvm. Thanks for help anyways. Maybe I'll add silence at the end of that song.
-
well doombuilder 2 has something like that, when you copy the area and paste it you are able to modify it, just grab the middle edge and drag it over the area till it flips, then you must scale it to be exact as it was. That's the only way I know.
-
Hi all, I want to make a script that will require 2 switches to be activated to deactivate a forcefield. I thought making int forcefld and then if (forcefld == 0) and (forcefld == 1) but I want to do a thing that it won't depend which switch you activate both will do 1. How can I do that. E.g. you activate one of those switches and it will say: 1 more to go, then you activate the 2nd (independently) and it will say: Forcefield is deactivated. Thanks
-
thanks for help but I've figured it out thanks to Cheogsh.. int forcefld; Script 1 (void) { forcefld = forcefld +1; } Script 2 (void) { if (forcefld == 0) { print(s:"Forcefield is on"); } if (forcefld == 1) { print(s:"1 more to go"); } if (forcefld == 2) { setlinetexture(1, SIDE_FRONT, TEXTURE_MIDDLE, "-"); setlinetexture(1, SIDE_BACK, TEXTURE_MIDDLE, "-"); setlineblocking(1, OFF); } }