Search found 75 matches

by Fat_Angus
Sun Jun 18, 2023 6:44 pm
Forum: Levels
Topic: [RELEASED] Spawn 2: Descent of Canopus V1.1
Replies: 27
Views: 7838

Re: [RELEASED] Spawn 2: Descent of Canopus V1.1

Just released a 1.6 version, this adds a map marker system, and some more quality of life additions. Unless there are significant bugs I haven't detected, this will be the final update. The list of changes and new additions is below. https://www.moddb.com/mods/spawn-2 V1.6 UPDATE CHANGELOG -Added ...
by Fat_Angus
Fri Jun 16, 2023 5:56 am
Forum: Mapping
Topic: LANGUAGE lump not changing DoorLockedRaise key required messages
Replies: 4
Views: 967

Re: LANGUAGE lump not changing DoorLockedRaise key required messages

Alrighty then, I tested this file on Doom II MAP02: [enu default] PD_BLUEC = "\ccA \chBLUE \cckeycard is required to open this door."; PD_REDC = "\ccA \cgRED \cckeycard is required to open this door."; PD_YELLOWC = "\ccA \ckYELLOW \cckeycard is required to open this door."; PD_BLUEO = "\ccA \chBLUE ...
by Fat_Angus
Fri Jun 16, 2023 3:32 am
Forum: Mapping
Topic: LANGUAGE lump not changing DoorLockedRaise key required messages
Replies: 4
Views: 967

Re: LANGUAGE lump not changing DoorLockedRaise key required messages

Gez wrote: Fri Jun 16, 2023 1:22 am Have you tried changing the PD_colorK messages as well just to check?
Yep, still does it.
by Fat_Angus
Wed Jun 14, 2023 6:40 pm
Forum: Mapping
Topic: LANGUAGE lump not changing DoorLockedRaise key required messages
Replies: 4
Views: 967

LANGUAGE lump not changing DoorLockedRaise key required messages

I've changed the LANGUAGE lump file to change the default message you get when trying to open a door that requires a key to one that says that it is a door, and not an object, as well as creating a custom color, where the body of text is white, except for the color name of the required key (like in ...
by Fat_Angus
Fri Apr 07, 2023 3:45 am
Forum: Levels
Topic: [RELEASED] Spawn 2: Descent of Canopus V1.1
Replies: 27
Views: 7838

Re: [RELEASED] Spawn 2: Descent of Canopus V1.1

This project piqued my curiosity and I sat down to play the first Spawn to begin with, then the second. I've gotten some ways into Spawn 2 now, with a couple of keys under my belt, and I have some thoughts - there are some positive and some negative. I've tried to balance it! I'll start with a ...
by Fat_Angus
Tue Apr 04, 2023 9:50 pm
Forum: Levels
Topic: [RELEASED] Spawn 2: Descent of Canopus V1.1
Replies: 27
Views: 7838

Re: [RELEASED] Spawn 2: Descent of Canopus V1.1

I wanted to put a waypointer marker system like Bioshock, but I couldn't figure out how to do it right. Also, there are often multiple ways of getting to different areas of the map which is meant to offset issues of linearity. As for the doors, yes there probably are some that could be removed, and ...
by Fat_Angus
Tue Apr 04, 2023 5:36 am
Forum: Levels
Topic: [RELEASED] Spawn 2: Descent of Canopus V1.1
Replies: 27
Views: 7838

Re: [RELEASED] Spawn 2: Descent of Canopus V1.1

MODDB seems to finally be working again. The link should work properly now.
by Fat_Angus
Mon Apr 03, 2023 8:01 pm
Forum: Levels
Topic: [RELEASED] Spawn 2: Descent of Canopus V1.1
Replies: 27
Views: 7838

Re: [RELEASED] Spawn 2: Descent of Canopus V1.1

I am having trouble with MODDB. The current version showing on the site may be the older version. Please don't download it until MODDB gets the site working properly again!
by Fat_Angus
Sun Apr 02, 2023 9:14 pm
Forum: Levels
Topic: [RELEASED] Spawn 2: Descent of Canopus V1.1
Replies: 27
Views: 7838

Re: [RELEASED] Spawn 2: Descent of Canopus V1.1

VERSION 1.5 RELEASED! I came across a potentially serious bug that needed to be fixed and I decided to give it an overhaul while I was at it. So here it is, and here is the list of changes that have been made! https://www.moddb.com/mods/spawn-2/downloads/spawn-2-descent-of-canopus3 V1.5 UPDATE ...
by Fat_Angus
Tue Mar 28, 2023 8:17 pm
Forum: Scripting
Topic: I need a enemy HP bar script (ACS) for enemies with multiple TIDS
Replies: 1
Views: 171

Re: I need a enemy HP bar script (ACS) for enemies with multiple TIDS

Came up with something that works, here it is as a reference for others. // SCRIPT FOR DISPLAYING HP STATS FOR HIGHLIGHTED ENEMIES script 395 ENTER { while (!hpdie){ int old_id = (PickActor(0,GetActorAngle(0),GetActorPitch(0),768.00,0,MF_SHOOTABLE,0,PICKAF_RETURNTID)); int new_id = UniqueTID(); if ...
by Fat_Angus
Tue Mar 28, 2023 7:31 pm
Forum: Scripting
Topic: I need a enemy HP bar script (ACS) for enemies with multiple TIDS
Replies: 1
Views: 171

I need a enemy HP bar script (ACS) for enemies with multiple TIDS

I am trying to implement an RPG style HP bar for enemies, and I have a bit of ACS code that works well assuming all enemies have the same TID, but fails when pointed at enemies with different TIDs: script 395 ENTER { while (!hpdie){ int hppick = UniqueTID; if (PickActor(0,GetActorAngle(0 ...
by Fat_Angus
Fri Feb 04, 2022 8:29 am
Forum: Closed Bugs [Raze]
Topic: [RR] Skinny old coot not playing sound files.
Replies: 10
Views: 1428

Re: [RR] Skinny old coot not playing sound files.

The issue is that the coot sounds don't play upon first seeing the player like it does in the original engine and other ports. Red Nukem does this, Raze does not.
by Fat_Angus
Mon Dec 13, 2021 4:08 pm
Forum: Mapping
Topic: Missing segs/invalid data errors in console
Replies: 2
Views: 880

Re: Missing segs/invalid data errors in console

The wad I've been working with is one I first released 13 years ago, and I recently remembered using GLBSP to build the nodes at the time. I used it again and the issue seems to have gone away.
by Fat_Angus
Fri Dec 10, 2021 2:46 am
Forum: Mapping
Topic: Missing segs/invalid data errors in console
Replies: 2
Views: 880

Missing segs/invalid data errors in console

I have three maps that are producing errors that say the nodes need to be rebuilt. One says 'GL nodes contain invalid data' and the others say missing segs counted in GL nodes.' Saving the file and running the maps seems to clear the problem but they always come back again, no matter what.
by Fat_Angus
Mon Dec 06, 2021 5:38 pm
Forum: Closed Bugs [Raze]
Topic: [RRRA] Crash and save corruption
Replies: 4
Views: 577

Re: [RRRA] Crash and save corruption

Forgot about that. Here it is.

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