Search found 1105 matches
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...