[Project] "Knee-Deep in ZDoom"
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Tormentor667
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*waiting* ... I hope everything works fine 
Last edited by Tormentor667 on Tue Jan 25, 2005 8:20 am, edited 1 time in total.
Btw, not to dissappoint you all, but I didn't manage to fix up e1m3 as much as I would've liked (but thankfully ellmo did). Hopefully the next people who get the map into their hands will do better. Although the areas I fixed do like kinda cool, especially the no-detail underground part in the far north-west. I also noticed ellmo DELETED the -0- room above the nukage, but I put it back (although I didn't delete what he made).
Okay, I've done it!
Each map has intermap support. In order to compile scripts on these maps now, you will need to have the "import.acs" file. It can be found on the ftp. Link it to the script by changing the path on the import line in the script from my 'intermap.acs' to wherever you've saved this 'import.acs' file.
I built a basic system for action pointers. It will spawn an actor of type 'locator' which I have defined in DECORATE. The key to activate it can be defined in the normal key section (I have set up KEYCONF). As an example, there is a point at the beginning of M7. Feel free to provide other appearances for the 'locator' object, but I will reiterate that I do not think FLOATBOB is appropriate.
For mapping, remember to set the z-height of this pointer. You can use it by placing a map spot at each location in the map which needs an action pointer. Give these map spots a tid of 31000. If you use TIDs 31000/31001 in any other place in the map, something will break. Even if you do not include any of these points, please ensure compatability with the TIDs.
Everyone working on maps, please download the updated resource file, import.acs, and your map.
Each map has intermap support. In order to compile scripts on these maps now, you will need to have the "import.acs" file. It can be found on the ftp. Link it to the script by changing the path on the import line in the script from my 'intermap.acs' to wherever you've saved this 'import.acs' file.
I built a basic system for action pointers. It will spawn an actor of type 'locator' which I have defined in DECORATE. The key to activate it can be defined in the normal key section (I have set up KEYCONF). As an example, there is a point at the beginning of M7. Feel free to provide other appearances for the 'locator' object, but I will reiterate that I do not think FLOATBOB is appropriate.
For mapping, remember to set the z-height of this pointer. You can use it by placing a map spot at each location in the map which needs an action pointer. Give these map spots a tid of 31000. If you use TIDs 31000/31001 in any other place in the map, something will break. Even if you do not include any of these points, please ensure compatability with the TIDs.
Everyone working on maps, please download the updated resource file, import.acs, and your map.
- Bio Hazard
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Ninja_of_DooM
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Bio: Read back a few pages. Torm wanted a system to show where things that are not switches could be activated.
NoD: Have you done much ACS scripting at all? You don't need to do anything in XWE unless you're not using an editor capable of handling ACS. the SCRIPTS lump would contain the import directive, but it must be compiled into a BEHAVIOR lump for that map in order for it to function. If you don't modify the map's scripts at all, you don't need to worry about any of this.
Is anyone going to work on M7 for week 2? I was looking at it, and I think perhaps it might be a good place for Lee's map fragment. While it is very good, it is not very large compared to the other maps. It's okay if M1 stays smaller.
NoD: Have you done much ACS scripting at all? You don't need to do anything in XWE unless you're not using an editor capable of handling ACS. the SCRIPTS lump would contain the import directive, but it must be compiled into a BEHAVIOR lump for that map in order for it to function. If you don't modify the map's scripts at all, you don't need to worry about any of this.
Is anyone going to work on M7 for week 2? I was looking at it, and I think perhaps it might be a good place for Lee's map fragment. While it is very good, it is not very large compared to the other maps. It's okay if M1 stays smaller.
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Ninja_of_DooM
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- Tormentor667
- Posts: 13556
- Joined: Wed Jul 16, 2003 3:52 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
- Contact: