Search found 32 matches

by DoomBoy1999
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 ...
by DoomBoy1999
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 ...
by DoomBoy1999
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 ...
by DoomBoy1999
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 ...
by DoomBoy1999
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 ...
by DoomBoy1999
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 ...
by DoomBoy1999
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 :P
by DoomBoy1999
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 ...
by DoomBoy1999
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 ...
by DoomBoy1999
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
by DoomBoy1999
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 ...
by DoomBoy1999
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
by DoomBoy1999
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 ...
by DoomBoy1999
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(

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