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by Classic Doom Guy
Tue Sep 04, 2007 12:13 pm
Forum: Editing (Archive)
Topic: Question About Bridge Usage
Replies: 4
Views: 299

Yeah, for future reference, the bridge is only a clear Thing that has no gravity, and you can stand on it or go under it much like you could stand on or go under a floating monster.

If it was visible, it would just be a sprite of something and wouldn't look very good.
by Classic Doom Guy
Mon Aug 20, 2007 4:31 am
Forum: Editing (Archive)
Topic: I'm having trouble with SoundSequence
Replies: 7
Views: 388

Re: I'm having trouble with SoundSequence

Thanks Randy. I got it to compile. And now the sound doesn't actually play in the game. It exists in the wad because I've gotten it to play as the secret sound. But somewhere between me picking up the shotgun which is set to execute script 1, and the compiled script 1 executing, and the sound ...
by Classic Doom Guy
Sun Aug 19, 2007 7:12 am
Forum: Editing (Archive)
Topic: I'm having trouble with SoundSequence
Replies: 7
Views: 388

The NUtcracker wrote:I think it's an outdated version of ACC.
So is there an update? Maybe one that also has 3D floors and sector reflection possible in it?
by Classic Doom Guy
Sun Aug 19, 2007 5:14 am
Forum: Editing (Archive)
Topic: I'm having trouble with SoundSequence
Replies: 7
Views: 388

I'm having trouble with SoundSequence

I'm trying to have a sound play when I pick up an item, and somewhere along the line I defined something incorrectly. Surprise surprise. My ACS code: #include "zcommon.acs" script 1 (void) // laugh { SoundSequence (str laughter); } The error message as to why it won't compile: Line 5 in file "script ...
by Classic Doom Guy
Sat Aug 11, 2007 11:14 am
Forum: Editing (Archive)
Topic: Why won't monsters spawn with Z-height?
Replies: 4
Views: 450

512-160=352 Your sector is only 352 tall yet you are trying to put map spots 384 units above the floor (z-heights for things are relative to the floor below them). Lower your map spots, ensuruing that there is enough height above them to accommodate the height of the monster you are trying to spawn ...
by Classic Doom Guy
Sat Aug 11, 2007 10:19 am
Forum: Editing (Archive)
Topic: Why won't monsters spawn with Z-height?
Replies: 4
Views: 450

Why won't monsters spawn with Z-height?

I've seen it done in original Hexen. I know it can be done. I've got a setup where I want it to look like monsters smashing through a skylight. The Map Spots have a Z-height of 384 in a 512 ceiling area. The floor is 160. The script is all set up and the line triggered. They don't appear. I tried it ...
by Classic Doom Guy
Fri Aug 10, 2007 8:37 am
Forum: Editing (Archive)
Topic: sound
Replies: 16
Views: 741

Though actually it occured to me that you could chop the song apart and remove the bits that have vocals entirely. With some imagination you could make that sound good.

That is, if you want to do it at all. And Jallamann makes some good points that I didn't think about.
by Classic Doom Guy
Fri Aug 10, 2007 5:00 am
Forum: Editing (Archive)
Topic: sound
Replies: 16
Views: 741

Cory you can't remove the words because the song is only one track, only one string of information. There are no "layers" to edit. Only in the original studio's recording files would you find each piece of the song separate, and then and only then would you be able to piece together everything ...
by Classic Doom Guy
Wed Aug 08, 2007 10:13 am
Forum: Editing (Archive)
Topic: Help extracting some music lumps
Replies: 2
Views: 256

Kappes Buur wrote:The music is in d64mus.wad. Load this into XWE, then Save As... (Raw Data) the lump you would like.
Rename the saved lump to lump.mp3 i.e.: D_DEAD.mp3
Thanks.
by Classic Doom Guy
Wed Aug 08, 2007 10:11 am
Forum: Editing (Archive)
Topic: Why can't I exit in a script?
Replies: 2
Views: 249

Zippy wrote:Did you remember to put

Code: Select all

#include "zcommon.acs"
at the top of the file?
Me and my typos. :P


I had common.acs. I guess all my other stuff works with that. :oops:


Sorry for spamming up the boards.
by Classic Doom Guy
Wed Aug 08, 2007 5:28 am
Forum: Editing (Archive)
Topic: Why can't I exit in a script?
Replies: 2
Views: 249

Why can't I exit in a script?

So I want to have the level exit occur in a script, and of course I get this: script.acs:24: Function exit_normal is used but not defined. ACS did not compile your script. :roll: :roll: Which is pretty funny, or very upsetting, considering that the special is in a damn script in the wiki. Oh, and ...
by Classic Doom Guy
Tue Aug 07, 2007 11:42 pm
Forum: Editing (Archive)
Topic: Help extracting some music lumps
Replies: 2
Views: 256

Help extracting some music lumps

http://www.doom2.net/~doomdepot/abs-download.html This link goes to several Doom 64 TC wad files, including one of the music only. Well I desperately want a track from it, so I opened her up in SLumpEd and they don't work. XWE doesn't like them either. I put one in my own wad and it would not play ...
by Classic Doom Guy
Tue Aug 07, 2007 10:31 pm
Forum: Editing (Archive)
Topic: Tips on how to draw a good GZdoom skybox?
Replies: 10
Views: 1145

Perhaps I should clarify: I'm not talking about the Skybox Thing and Skybox Picker Thing. I've used these, and I have many great ideas for them. I'm talking about GZdoom's Quake 2 style skyboxes that are used in leu of a sky texture. It requires 6 images which are then put on the insides of a "cube ...
by Classic Doom Guy
Mon Aug 06, 2007 5:41 pm
Forum: Editing (Archive)
Topic: So how do I use Zwadconv?
Replies: 17
Views: 1129

I'm assuming you're referring to the d in z d wadconv, which I took from your first post: This thing just says Usage: zdwadconv <source.wad> <output.wad>. I thought it might be wrong, but I'm usually at work when I post this stuff, so I can't verify it myself. On the other hand, you also have a ...
by Classic Doom Guy
Mon Aug 06, 2007 3:52 pm
Forum: Editing (Archive)
Topic: So how do I use Zwadconv?
Replies: 17
Views: 1129

Jesus Christ..... I put in: "c:\DOOM\GZdoom\doom ii\zdwadconv" "c:\DOOM\GZdoom\doom ii\MAP02A.wad" "c:\DOOM\GZdoom\doom ii\MAP02Z.wad." It didn't work, but then I saw the f'ing mistake. Now it works. Who can spot the mistake? Hint: It's also in Hotwax's code, which I was copying and pasting this ...

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