Search found 41 matches

by Stroyed
Tue Mar 07, 2017 6:22 pm
Forum: General
Topic: ZDoom project ideas you have
Replies: 5377
Views: 698349

Re: ZDoom project ideas you have

This isn't really related to ZDoom directly, but I know the iOS version of doom is open source, so why not make a version with support for a lot of modern features and maybe even connect it to Doomworld somehow so players can download custom wads. Just a cool idea, at least to me, especially since ...
by Stroyed
Sun Mar 05, 2017 3:23 pm
Forum: Editing (Archive)
Topic: Melee Weapon Moving Player's View
Replies: 2
Views: 235

Re: Melee Weapon Moving Player's View

DavidN wrote:"A_SkelWhoosh" is probably the cause - it calls A_FaceTarget. https://zdoom.org/wiki/A_SkelWhoosh Is that your intention? If not, you could replace it with an A_PlaySound.
Thanks for the info and no, it wasn't my intention.
by Stroyed
Sun Mar 05, 2017 2:30 pm
Forum: Editing (Archive)
Topic: Melee Weapon Moving Player's View
Replies: 2
Views: 235

Melee Weapon Moving Player's View

I have a melee weapon that will sometimes seem to "lock on" to an enemy's dead body. Whenever this happens, the player's view will jump to look at the enemy's dead body. I'm not sure what could be causing this, but it's annoying. This is the code for the weapon: ACTOR Sword : Fist replaces Fist ...
by Stroyed
Sat Mar 04, 2017 8:56 pm
Forum: Editing (Archive)
Topic: Weapon Not Replacing Other Weapon
Replies: 4
Views: 283

Re: Weapon Not Replacing Other Weapon

Yeah. I just found that out. Did the thing with the player class and it worked perfectly
by Stroyed
Sat Mar 04, 2017 8:26 pm
Forum: Editing (Archive)
Topic: Weapon Not Replacing Other Weapon
Replies: 4
Views: 283

Re: Weapon Not Replacing Other Weapon

I had it as Fist before, but that didn't work either.
by Stroyed
Sat Mar 04, 2017 8:13 pm
Forum: Editing (Archive)
Topic: Weapon Not Replacing Other Weapon
Replies: 4
Views: 283

Weapon Not Replacing Other Weapon

I think this title is pretty self explanatory. I'm using decorate, here's the code:
ACTOR Sword : weapon replaces Fist
{
Weapon.SlotNumber 1
Weapon.SelectionOrder 3700
Weapon.Kickback 100
//Obituary "$OB_MPFIST"
//Tag "$TAG_FIST"
+WEAPON.WIMPY_WEAPON
+WEAPON.MELEEWEAPON
States
{
Ready ...
by Stroyed
Wed Mar 01, 2017 4:44 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 202614

Re: "How do I ZScript?"

Ok. Thank you. And also, do I have to trigger the script to run like ACS? Or does it just work automatically? Like if I were to put in a function that prints a message, would the message show up when i boot up the game?

EDIT: Also, is there a tutorial that goes over all of this so I don't have to ...
by Stroyed
Wed Mar 01, 2017 3:51 pm
Forum: Scripting
Topic: "How do I ZScript?"
Replies: 1451
Views: 202614

Re: "How do I ZScript?"

How do I set up a zscript in a wad editor? Is it like decorate where I just title it ZScript.txt and it'll just work?


EDIT: Never mind, I think I figured out what to do. From what I can tell, I just make a folder called ZScript and anything inside is labeled a ZScript.
by Stroyed
Thu Jan 12, 2017 5:58 pm
Forum: Editing (Archive)
Topic: Sprites not working no matter what I do
Replies: 5
Views: 669

Re: Sprites not working no matter what I do

Ok, I deleted textures.pk3 and the sprites were working, but now it doesn't do anything. It just sits there where as when it was invisible it would move around and attack me.

New DECORATE.txt Code:
ACTOR TestMonster : Actor 32767
{
health 10
speed 15
states
{
Spawn:
TSTM C 10
loop
See ...
by Stroyed
Thu Jan 12, 2017 1:36 pm
Forum: Editing (Archive)
Topic: Sprites not working no matter what I do
Replies: 5
Views: 669

Sprites not working no matter what I do

So as a test, I setup a monster. I have four sprites for it. Each is just a letter indicating the action it's preforming. For instance, I have W for walking and A for attacking. I'm using a pk3 file and I've done everything I can. I've set the offsets, added to textures.txt, and have the sprites in ...
by Stroyed
Sun Oct 23, 2016 4:15 pm
Forum: Editing (Archive)
Topic: How does one go about making an IWAS?
Replies: 7
Views: 462

Re: How does one go about making an IWAS?

Tapwave wrote:Any PLAYPAL will work, as long as it's in the same format as Doom's. SLADE has a palette editor.
Sweet! Thanks for the info.
by Stroyed
Sun Oct 23, 2016 4:12 pm
Forum: Editing (Archive)
Topic: How does one go about making an IWAS?
Replies: 7
Views: 462

Re: How does one go about making an IWAS?

Tapwave wrote:That's the very very least you'd need to consider your wad/pk3 an IWAD. But of course you'll need to make the rest of the game too! :p
Does it have to be a certain color pallet or can I change the default colors a bit and put them in the mod?
by Stroyed
Sun Oct 23, 2016 1:50 pm
Forum: Editing (Archive)
Topic: How does one go about making an IWAS?
Replies: 7
Views: 462

Re: How does one go about making an IWAS?

Tapwave wrote:Technically, all you need is a PLAYPAL.
Otherwise, work it like you'd work a TC. Maps, graphics, sounds, information lumps such as MAPINFO and all that.
So all I need is color pallets?
by Stroyed
Sun Oct 23, 2016 11:47 am
Forum: Editing (Archive)
Topic: How does one go about making an IWAS?
Replies: 7
Views: 462

How does one go about making an IWAS?

I'm doing a school project and I've decided I'm going to make a game. I figured that using the doom engine would be the easiest because it's easy to use and run. The problem is I want to let everybody in the class who wants a copy have it without accidentally, illegally distributing the original ...
by Stroyed
Mon Oct 10, 2016 8:57 am
Forum: Editing (Archive)
Topic: Error in Decorate Code
Replies: 4
Views: 1320

Re: Error in Decorate Code

Oh. I found the download on doomworld so ill check marines.wad out :)

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