Search found 32 matches
- Fri Feb 03, 2023 10:50 am
- Forum: Scripting
- Topic: How to Completely Get Rid of Border Graphics?
- Replies: 3
- Views: 700
Re: How to Completely Get Rid of Border Graphics?
The graphics for the borders are called BRDR_X, where X comes any of those letters: B - Bottom edge, BL - Bottom-left corner, BR - Bottom-right corner, L - Left edge, R - Right edge, T - Top edge, TL/TR - Top-left/right corner. However the only way to remove the black bar is to either specify the ...
- Mon Jan 30, 2023 10:40 am
- Forum: Scripting
- Topic: How to Completely Get Rid of Border Graphics?
- Replies: 3
- Views: 700
How to Completely Get Rid of Border Graphics?
[imgur]https://imgur.com/a/cAC7TWV[/imgur] Got rid of a big bulk of the on screen graphics by defining the flat as an empty texture, but the frame bevel and that black stripe at the bottom remain. Also, would it be possible to keep the sprites in the same position they typically are when ...
- Wed Jan 18, 2023 7:37 pm
- Forum: Levels
- Topic: Corrupted Citadel - My First Map
- Replies: 3
- Views: 1672
Re: Corrupted Citadel - My First Map
Good work; this was fun in single. Good placement of the Spider and the Cyber as they're often used badly in single maps. The only gripe I have is no obvious exit button or switch. I'm guessing you're meant to 'death exit' per E1M8 in the pit near the AV? Hope not, as it spoils the sense of victory ...
- Fri Jan 13, 2023 6:22 pm
- Forum: Levels
- Topic: Corrupted Citadel - My First Map
- Replies: 3
- Views: 1672
Corrupted Citadel - My First Map
I actually finished and uploaded this map quite a bit ago but I never figured that people don't usually trounce around IDgames archive for random shit to play so it kinda just floundered. Posting a link here so it gets more eyes and I can get feedback. For Z-based source ports. Contains some ...
- Thu Jan 12, 2023 3:38 am
- Forum: Requests
- Topic: Need a Summoner type enemy
- Replies: 0
- Views: 571
Need a Summoner type enemy
Okay, so, say I wanted to make a demon who summoned 3 demons, 2 in the front at the left and right, 1 in the back. This demon should have roughly the same size as the Archville and it flies. And what if I wanted it to have an attack that goes across the ground and sort of limit the players movement ...
- Sat Nov 06, 2021 4:11 pm
- Forum: Scripting
- Topic: Prevent script from activating if a different script hasn't?
- Replies: 8
- Views: 474
- Sat Nov 06, 2021 10:42 am
- Forum: Scripting
- Topic: Prevent script from activating if a different script hasn't?
- Replies: 8
- Views: 474
Re: Prevent script from activating if a different script has
script 5(void) { If(!Script6Ok) { Terminate; Print(S:"message"); } Radius_Quake2(0,3,50,0,10,0); SpawnSpot("Explosion",123); Floor_MoveToValue(142,2000,888,0); Floor_MoveToValue(143,2000,1040,0); Floor_MoveToValue(144,2000,992,0); } script 6(void) { FloorAndCeiling_RaiseByValue(146,10,204 ...
- Sat Nov 06, 2021 9:44 am
- Forum: Scripting
- Topic: Prevent script from activating if a different script hasn't?
- Replies: 8
- Views: 474
Re: Prevent script from activating if a different script has
Thanks Logan, but is it possible to squeeze a print function in there? I've tried and im clueless 

- Sat Nov 06, 2021 12:24 am
- Forum: Scripting
- Topic: Prevent script from activating if a different script hasn't?
- Replies: 8
- Views: 474
Prevent script from activating if a different script hasn't?
script 5(void) { Radius_Quake2(0,3,50,0,10,0); SpawnSpot("Explosion",123); Floor_MoveToValue(142,2000,888,0); Floor_MoveToValue(143,2000,1040,0); Floor_MoveToValue(144,2000,992,0); } script 6(void) { FloorAndCeiling_RaiseByValue(146,10,204); FloorAndCeiling_RaiseByValue(147,10,204); Floor ...
- Sat Oct 30, 2021 6:05 pm
- Forum: Scripting
- Topic: How to script Duke3D type explosions?
- Replies: 4
- Views: 464
Re: How to script Duke3D type explosions?
I think most people (including me) use those features - but there is actually a built-in destructible geometry feature that I don't think has had much love from mappers yet: viewtopic.php?f=59&t=62420 viewtopic.php?f=105&t=63907 The examples in both of those threads work in 4.7.1 That's neat and i ...
- Sun Aug 22, 2021 4:17 pm
- Forum: Scripting
- Topic: Locking a lowering platform?
- Replies: 3
- Views: 213
Re: Locking a lowering platform?
Thank you <3
- Sun Aug 22, 2021 3:45 pm
- Forum: Scripting
- Topic: Locking a lowering platform?
- Replies: 3
- Views: 213
Locking a lowering platform?
I would like an explanation on how to properly apply a ACS_LockedExecuteDoor script to a lowering platform door using all 3 key cards and how i could use that on other doors later. Reading the wiki for these scripts hurt my brain and I'd like a more human explanation :p I assume posting the code for ...
- Tue Feb 09, 2021 9:46 pm
- Forum: Mapping
- Topic: Doors keep touching "ceiling"/sky
- Replies: 13
- Views: 2669
Re: Doors keep touching "ceiling"/sky
wanted to say thanks
- Thu Feb 04, 2021 5:23 pm
- Forum: Mapping
- Topic: Doors keep touching "ceiling"/sky
- Replies: 13
- Views: 2669
Re: Doors keep touching "ceiling"/sky
well there are two areas, the hallway thats supposed to connect the arena to the area just a bit forward of the mausoleum, and the circular area with pool and the Egyptian spire. Links to textures: Doom 1: https://www.realm667.com/index.php/en/component/docman/?task=doc_download&gid=200&Itemid ...
- Sun Jan 31, 2021 11:45 pm
- Forum: Mapping
- Topic: Doors keep touching "ceiling"/sky
- Replies: 13
- Views: 2669
Re: Doors keep touching "ceiling"/sky
see, i did, but im using a bunch of different addons for stuff. The Texture packs for Doom 1 and final doom from realm 667 should fill it out. X(