Search found 22 matches

by Dani_75_Hun
Mon Oct 16, 2017 1:33 pm
Forum: Mapping
Topic: Elevator issues
Replies: 0
Views: 524

Elevator issues

Hello,

I made an elevator, which should work like this:
If the elevator is at the height of 304, then the switch should only open the doors. If it's lower than 304, then it first raises it and then opens the door. There is another switch below which does the same, but with the height of 4.

Now ...
by Dani_75_Hun
Mon Oct 24, 2016 10:40 am
Forum: Editing (Archive)
Topic: Custom Regeneration - can't give it custom sound
Replies: 3
Views: 276

Re: Custom Regeneration - can't give it custom sound

Alright, got it working.

I made the "RegenActor" to make the sound, and I called A_Warp on it each time it gave me health. And now it works.
by Dani_75_Hun
Sun Oct 23, 2016 1:08 pm
Forum: Editing (Archive)
Topic: Custom Regeneration - can't give it custom sound
Replies: 3
Views: 276

Re: Custom Regeneration - can't give it custom sound

Blue Shadow wrote:You're probably better off using the built-in [wiki=Classes:PowerRegeneration]Regeneration power[/wiki].
Yes, I could use that, but I want it to heal above 100 HP up to 200 HP, and I couldn't get it to work with the built-in Regeneration.
by Dani_75_Hun
Sun Oct 23, 2016 9:30 am
Forum: Editing (Archive)
Topic: Custom Regeneration - can't give it custom sound
Replies: 3
Views: 276

Custom Regeneration - can't give it custom sound

Hello,

I have a custom Regeneration sphere in my mod, and I want it to make a custom sound everytime it gives health. The problem is that I can't make it to work.
Things I tried:
1. ActiveSound
2. A_Playsound
3. $playersound in SNDINFO

Here is the DECORATE for it:
actor RegenSphere ...
by Dani_75_Hun
Fri Sep 02, 2016 2:35 pm
Forum: Editing (Archive)
Topic: Imagetool crashes
Replies: 4
Views: 348

Re: Imagetool crashes

As you found out confont.lmp can be modified. But that is doing it backwards.

The Font Generator in BHS's DoomCrap is a frontend for Imagetool.
Use it to generate a pcx image from confont.lmp, such as

http://i.imgur.com/jxI3Siv.png

That image can be modified and then convert it to confont.lmp ...
by Dani_75_Hun
Fri Sep 02, 2016 8:18 am
Forum: Editing (Archive)
Topic: Imagetool crashes
Replies: 4
Views: 348

Re: Imagetool crashes

Kappes Buur wrote:Yup, Imagetool stopped working.

How did you assemble this pcx file?
I copied the confont from gzdoom.pk3, made minor modifies to it, then converted it to pcx via FormatFactory. Did I do something wrong?
by Dani_75_Hun
Thu Sep 01, 2016 11:44 am
Forum: Editing (Archive)
Topic: Imagetool crashes
Replies: 4
Views: 348

Imagetool crashes

Hello,

I want to replace confont, and I converted my image it to PCX. The problem is that it crashes as soon as it would start converting.

a) Is there any other method?
b) If not, could someone convert this to FON1?
by Dani_75_Hun
Thu Sep 01, 2016 11:42 am
Forum: Editing (Archive)
Topic: Replacing Quit Message and Automap text colors?
Replies: 1
Views: 299

Re: Replacing Quit Message and Automap text colors?

Nvm, recolored the whole font and it works.
by Dani_75_Hun
Mon Aug 22, 2016 8:39 am
Forum: Editing (Archive)
Topic: Replacing Quit Message and Automap text colors?
Replies: 1
Views: 299

Replacing Quit Message and Automap text colors?

Hello,

While I managed to replace ZDoom's OptionsMenu font color, the quit message's color and the automap's text color stays red. What am I supposed to do?
by Dani_75_Hun
Sun Aug 14, 2016 2:14 am
Forum: Editing (Archive)
Topic: Replacing fonts?
Replies: 4
Views: 660

Re: Replacing fonts?

HazeBandicoot wrote:The main menu graphics and most things that use the big font aren't text but pre-made graphics with the standard font, you must either make replacements using the new font or change the menudef to use statictext instead of staticpatch.
Yep, that did it. Thanks! :D
by Dani_75_Hun
Sat Aug 13, 2016 1:30 am
Forum: Editing (Archive)
Topic: Replacing fonts?
Replies: 4
Views: 660

Re: Replacing fonts?

Nevander wrote:You should just be able to drop a DBIGFONT lump in a WAD and it should work. I don't believe you have to define anything.
Nope, it did nothing.
Spoiler:
Ingame I still have the default fonts for some reason.

This is the Doom93 font from realm667, if you want to test it.
by Dani_75_Hun
Fri Aug 12, 2016 3:08 pm
Forum: Editing (Archive)
Topic: Replacing fonts?
Replies: 4
Views: 660

Replacing fonts?

Hello,

I'm currently trying to replace the fonts in the game. I managed to replace SmallFont, but BigFont just doesn't work. I tried 2 ways to replace it:

1. Separate lumps/character.
2. Via DBIGFONT.lmp

No matter which one I used, none of these worked.

I'm currently trying this:

BigFont ...
by Dani_75_Hun
Fri Aug 05, 2016 1:16 am
Forum: Editing (Archive)
Topic: Stopping a bouncing grenade?
Replies: 7
Views: 656

Re: Stopping a bouncing grenade? [SOLVED]

crude but effective but:
create an xdeath state in the bouncer that simply ends the current grenade whilst it spawns another actor that drops then explodes after a short while... simples...

that way any bleeding actor it hits, it will spawn seem to drop to the floor and then explode. will still ...
by Dani_75_Hun
Thu Aug 04, 2016 2:08 pm
Forum: Editing (Archive)
Topic: Stopping a bouncing grenade?
Replies: 7
Views: 656

Re: Stopping a bouncing grenade?

crude but effective but:
create an xdeath state in the bouncer that simply ends the current grenade whilst it spawns another actor that drops then explodes after a short while... simples...

that way any bleeding actor it hits, it will spawn seem to drop to the floor and then explode. will still ...
by Dani_75_Hun
Thu Aug 04, 2016 9:04 am
Forum: Editing (Archive)
Topic: Stopping a bouncing grenade?
Replies: 7
Views: 656

Re: Stopping a bouncing grenade?

I'm not entirely sure what you mean, but I assume you want a grenade that explodes on enemies with primary and not with secondary? Bouncers can have separate states for what they have bounced on if the USEBOUNCESTATE flag is set. So if you want it to explode when it hit the floor, put its explode ...

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