Search found 75 matches
- 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 ...
- 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 ...
- Fri Jun 16, 2023 3:32 am
- Forum: Mapping
- Topic: LANGUAGE lump not changing DoorLockedRaise key required messages
- Replies: 4
- Views: 967
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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!
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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.
- 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.
- 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.