Search found 17 matches
- Tue Sep 07, 2021 11:45 am
- Forum: Off-Topic
- Topic: Hexen Player Gib sounds mystery
- Replies: 3
- Views: 756
Hexen Player Gib sounds mystery
So i've just been wondering, what are the Hexen gib sounds? [FGXDTHx, CLXDTHx, MGXDTHx] How were they made? What was used to make them? All i really know is that there's a faint bone crackling sound in them, but not the other sounds. XDTH1 starts with what sounds like something speaking in a non ...
- Fri Aug 27, 2021 3:59 pm
- Forum: Scripting
- Topic: Acs Troubles
- Replies: 4
- Views: 247
Re: Acs Troubles
Great, now it won't work in the decorate. The lost soul will not make sound, but if i remove the A_Stopsound it does. WTF? Spawn: SKUL A 0 Bright A_JumpIf(CallACS("lostsoulnoise")==false, "Nofire") SKUL A 0 Bright A_Playsound("thing/fire",7,1,1) SKUL AB 10 Bright A_Look Loop Nofire: SKUL A 0 Bright ...
- Fri Aug 27, 2021 3:19 pm
- Forum: Scripting
- Topic: Acs Troubles
- Replies: 4
- Views: 247
- Fri Aug 27, 2021 2:07 pm
- Forum: Scripting
- Topic: Acs Troubles
- Replies: 4
- Views: 247
Acs Troubles
Hi all, so i'm trying to make it so that via a menu option you can make the lost soul make an ambient fire noise. However, it just returns with "P_StartScript: Unknown script "lostsoulnoise"" Is there something wrong with my code? ACS #include "zcommon.acs" script "lostsoulnoise" (void ...
- Tue May 25, 2021 5:39 pm
- Forum: Scripting
- Topic: Key display troubles
- Replies: 1
- Views: 271
Key display troubles
Hi, i need some help. I have some trouble with adding new keys. They don't show up on the status bar. ZScript: class RTPStatusBar : DoomStatusBar { override void DrawBarKeys() { bool locks[9]; String image; for(int i = 0; i < 8; i++) locks[i] = CPlayer.mo.CheckKeys(i + 1, false, true); // key 1 if ...
- Fri May 21, 2021 8:01 am
- Forum: Scripting
- Topic: SBARINFO Key troubles
- Replies: 0
- Views: 158
SBARINFO Key troubles
So i'm trying to add a new key to doom, but when i collect them, their key images won't show up on the status bar. DECORATE CODE actor SilverCard : DoomKey 13683 { //$Category Keys //$Title Silver Keycard Inventory.PickupMessage "$VDK_GOTSILVERCARD" Inventory.Icon "I_SLVCRD" States { Spawn: SKEY A ...
- Wed May 12, 2021 10:08 am
- Forum: General
- Topic: Most wanted Doom map
- Replies: 4
- Views: 833
Most wanted Doom map
Hi all, so i recently came up with an idea about making a doom map that uses a poll to achieve the "most wanted status". https://forms.gle/7ZeCqvQa9zHhxrVM9 This poll will allow you to answer with honesty, what you like/don't like in a doom map. After the end of May, i will start work on two maps: ...
- Sun May 02, 2021 11:06 am
- Forum: Gameplay Mods
- Topic: The workman's weapons
- Replies: 0
- Views: 1169
The workman's weapons
DOWNLOAD https://www.doomworld.com/applications/core/interface/file/attachment.php?id=125938 a mediocre weapons mod that has reload animations WEAPONS Push-Action Revolver| Damage: very low | Speed: moderate | Alt-Fire: none | Range: hitscan Air Freshener| Damage: low | Speed: fast | Alt-Fire: none ...
- Sat Jan 23, 2021 10:50 am
- Forum: Technical Issues
- Topic: Slade 3: All monsters are friendly
- Replies: 5
- Views: 843
Re: Slade 3: All monsters are friendly
Fixed it using sound blocking linedefs.
- Sat Jan 23, 2021 10:26 am
- Forum: Technical Issues
- Topic: Slade 3: All monsters are friendly
- Replies: 5
- Views: 843
Re: Slade 3: All monsters are friendly
I see what your saying. But 1. All other monsters in Ambush mode worked perfectly without selecting a player class. And 2: This is the decorate definition for the main player class. ACTOR IdiotPlayer : PlayerPawn { Speed 1 Health 100 Radius 16 Height 56 Mass 9999999 PainChance 20 Player.DisplayName ...
- Fri Jan 22, 2021 10:06 am
- Forum: Technical Issues
- Topic: Slade 3: All monsters are friendly
- Replies: 5
- Views: 843
Re: Slade 3: All monsters are friendly
Here it is from the original wad.
- Thu Jan 21, 2021 7:33 pm
- Forum: Technical Issues
- Topic: Slade 3: All monsters are friendly
- Replies: 5
- Views: 843
Slade 3: All monsters are friendly
My map is MAP09, hexen format. On a heavily modded .wad file.
This is the map. None of the monsters here are supposed to be friendly. Even when i summon monsters, they're friendly. No zscript, No mapinfo, No ACS affecting the map.
Please help.
This is the map. None of the monsters here are supposed to be friendly. Even when i summon monsters, they're friendly. No zscript, No mapinfo, No ACS affecting the map.
Please help.

- Wed Nov 11, 2020 9:17 am
- Forum: Mapping
- Topic: Slade3: Skys do not work
- Replies: 3
- Views: 775
Re: Slade3: Skys do not work
My problem was actually in the mapinfo.
- Wed Nov 11, 2020 8:59 am
- Forum: Mapping
- Topic: Slade3: Skys do not work
- Replies: 3
- Views: 775
Re: Slade3: Skys do not work
I did fix it, but my skies are not doom 2 skies.
There checkerboard patterns. Maybe it's something wrong with mapinfo? Ima try fixing it.
There checkerboard patterns. Maybe it's something wrong with mapinfo? Ima try fixing it.
- Tue Nov 10, 2020 7:35 pm
- Forum: Mapping
- Topic: Slade3: Skys do not work
- Replies: 3
- Views: 775
Slade3: Skys do not work
My skies no longer work properly. They used to, but no. I tried everything to get my skies to work again. TL;DR I replaced my sky textures with better ones, my wad does not accept it. Here is my wad [i isolated all that i associate with this humongous blunder.]: Prisci5isolated.wad Please, i need to ...