Search found 17 matches

by Telemassacre
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 ...
by Telemassacre
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 ...
by Telemassacre
Fri Aug 27, 2021 3:19 pm
Forum: Scripting
Topic: Acs Troubles
Replies: 4
Views: 247

Re: Acs Troubles

Jarewill wrote:Hm, is this for a gameplay mod?
If so, did you compile your script and include it with LOADACS?
If it's for a gameplay mod, you should also specify a library.
Oh. Thank you.
by Telemassacre
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 ...
by Telemassacre
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 ...
by Telemassacre
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 ...
by Telemassacre
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: ...
by Telemassacre
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 ...
by Telemassacre
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.
by Telemassacre
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 ...
by Telemassacre
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.
help.wad
(23 KiB) Downloaded 27 times
by Telemassacre
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.
Bruh.
Bruh.
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. :(
by Telemassacre
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.
by Telemassacre
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.
by Telemassacre
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 ...

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