Search found 1105 matches

by Mr. Tee
Wed Apr 10, 2013 5:23 pm
Forum: General
Topic: Loading a directory as a WAD
Replies: 5
Views: 1907

Re: Loading a directory as a WAD

Hi, I've been doing some little development tests with ZDoom, but I can't figure out how to load a single directory as mod without packaging it as a WAD or PK3 first. I am aware that by setting up a handy script you can circumvent this problem, but this step still seems unnecessary. Is there a ...
by Mr. Tee
Wed Mar 27, 2013 3:14 pm
Forum: Editing (Archive)
Topic: need help animating textures that wern't previously animated
Replies: 8
Views: 936

Re: need help animating textures that wern't previously anim

problem with that is that the texture wont appear in standard doom2 maps without remapping them... as you have changed the name of the original texture it is intended to replace. My intention is to replace a plain texture with an animated one without remapping the game... It would have been useful ...
by Mr. Tee
Sat Mar 16, 2013 8:07 am
Forum: Editing (Archive)
Topic: Multiple instances of GAMEINFO lump
Replies: 2
Views: 296

Re: Multiple instances of GAMEINFO lump

I think this is a pretty safe bet, the last one being defined by the alphabetically last ".WAD", ".PK3/7" or folder in which it is located.
by Mr. Tee
Sat Mar 16, 2013 8:04 am
Forum: Editing (Archive)
Topic: Scaling weapon sprites.
Replies: 4
Views: 764

Re: Scaling weapon sprites.

Here's a quick tip sheet from the comments in my ZDoom Editing Demo. I keep this handy whenever I'm creating sprite graphics as offsets generally drive me insane: (I'm assuming your PNG files or whatever have no offsets written in the files themselves) // For projectiles that fly through the air ...
by Mr. Tee
Sat Mar 16, 2013 7:56 am
Forum: Editing (Archive)
Topic: need help animating textures that wern't previously animated
Replies: 8
Views: 936

Re: need help animating textures that wern't previously anim

I believe your ANIMEDEFS textures need to end in a number to have sequentially numbered textures using the RANGE parameter. For example, if I changed your ANIMEDEFS code to: texture tpa3_1 range tpa3_2 Tics 2 texture tpb3_1 range tpb3_2 Tics 2 ... it should work. ZDoom would not know to count from ...
by Mr. Tee
Sat Mar 16, 2013 7:42 am
Forum: General
Topic: [Programming] NPC schedule across maps
Replies: 13
Views: 1643

Re: [Programming] NPC schedule across maps

I think this would require every single NPC to have a unique allocation in a global array or something and the code has to loop through every single NPC to evaluate what they should be doing based on the time of the day and what "schedule packages" they have on them Loop? What is this, the dark ...
by Mr. Tee
Sun Mar 03, 2013 3:27 pm
Forum: Editing (Archive)
Topic: Moving Monsters without changing state.
Replies: 3
Views: 427

Re: Moving Monsters without changing state.

I'm assuming you don't want to use the CHF_FASTCHASE property in A_CHASE which has the monster strafe left and right around the player? http://zdoom.org/wiki/A_Chase If not, you can use THRUSTTHING in an ACS script if you want it to move left and right at specific intervals (or random intervals ...
by Mr. Tee
Tue Feb 12, 2013 6:46 pm
Forum: Editing (Archive)
Topic: How to make monsters stay around areas.
Replies: 5
Views: 539

Re: How to make monsters stay around areas.

Another quick and dirty method would be to use A_Wander, although this is not nearly as precise as the method EnJay mentioned. Still, it could have some fun uses for getting monsters to "wander" in a certain area while in their Spawn state. Adding A_Look will have the actor look around for the ...
by Mr. Tee
Tue Feb 12, 2013 6:41 pm
Forum: Editing (Archive)
Topic: Editing Multiple Sprites Color at one time?
Replies: 3
Views: 553

Re: Editing Multiple Sprites Color at one time?

Whoa.... SLADE didn't have that when I downloaded it a while ago... I must get this! Very useful indeed.
by Mr. Tee
Tue Feb 12, 2013 6:35 pm
Forum: Editing (Archive)
Topic: Does somebody mind fixing these sprites for me?
Replies: 26
Views: 2396

Re: Does somebody mind fixing these sprites for me?

Ok, I just found out how to make new objects/things. There is about a maximum of 255, which should be a good for quantity. I have no idea where you came by this number, but it's pretty clearly incorrect just looknig at existing ZDoom actors. Quite correct. You can actually have ID numbers way past ...
by Mr. Tee
Tue Feb 12, 2013 6:29 pm
Forum: General
Topic: Opinions on randomized damage
Replies: 55
Views: 4371

Re: Opinions on randomized damage

Actually I remember playing vanilla DoomII Co-Op with a highschool buddy back in the day, and one time I gibbed a Zombieman with the plasma rifle! It's more fun when you see a sufficiently hurt zombieman get gibbed by an imp's fireball. Now there's a truly rare situation. Oof.... Most rare, and ...
by Mr. Tee
Tue Feb 12, 2013 5:57 pm
Forum: Editing (Archive)
Topic: 'Complete' Invisibility Sphere from Beautiful Doom
Replies: 2
Views: 681

Re: 'Complete' Invisibility Sphere from Beautiful Doom

Perhaps I am living under a rock, or perhaps many people have this question in their minds: What is "Beautiful Doom"? A Google search yields nothing at all... http://www.google.ca/search?q=%22beautiful+doom%22&oq=%22beautiful+doom%22&sugexp=chrome,mod=6&sourceid=chrome&ie=UTF-8 Additionally, if this ...
by Mr. Tee
Tue Feb 12, 2013 5:43 pm
Forum: Editing (Archive)
Topic: Autoaim stuff
Replies: 1
Views: 1075

Re: Autoaim stuff

Gez, good show lad. From the code you have pointed out, I believe you are correct, however strange it seems. Without actually looking at the code I never noticed this myself in the game. I usually play with autoaim "never", but trying "very low" and "low" doesn't yield a noticeable difference, well ...
by Mr. Tee
Mon Feb 11, 2013 6:16 pm
Forum: General
Topic: Opinions on randomized damage
Replies: 55
Views: 4371

Re: Opinions on randomized damage

I prefer random. To me it helps convey some of the genuine randomness that occurs when shooting a target (in RL not all wounds from the same gun are the same (aim, weather, target moving etc all play a part)). Also, it means that shot counting isn't always correct. ie You can't just fire a certain ...
by Mr. Tee
Wed Feb 06, 2013 9:09 am
Forum: Editing (Archive)
Topic: Bypassing locked doors
Replies: 42
Views: 1648

Re: Bypassing locked doors

Suppose a method suddenly appears. For example, DoomScript happens and you can reprogram directly the action functions themselves. Yeehaw, you can now get in at a lower level than everybody else and make your mod compatible with everything by redefining all the *Locked* specials. Except... Two ...

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