Search found 47 matches

by NickPerrin
Sat Nov 03, 2012 3:47 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

Is it possible to have monsters not detect the player by touching? For example, monster is facing North, player approaches from South. He "rubs" up against the back of the monster's radius but is never in its line of sight. It detects him from the touch alone and goes into chase/melee/missile states ...
by NickPerrin
Sat Nov 03, 2012 3:44 pm
Forum: Editing (Archive)
Topic: So, What's the best Sprites Editor?
Replies: 37
Views: 2091

Re: So, What's the best Sprites Editor?

BloodyAcid wrote:Photoshop anyone? Photoshop? No?
I use photoshop for everything! +1! For sprites, whether a monster death animation or a lighting flare effect.
by NickPerrin
Mon Oct 22, 2012 8:22 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

So this exists in Brutal Doom as a way to define a new player class, base it on the old one, and also REPLACE the old one so any normal player start will use this new class: ACTOR Doomer : PlayerPawn Replaces DoomPlayer However, when I do exactly the same thing for my own player definition, starting ...
by NickPerrin
Mon Oct 22, 2012 3:27 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

EDIT: I seem to have found out how to do exactly what I want to. HOWEVER... I have an "A_GiveInventory" command in one of my weapons, which I have tested to work. I have multiple "A_JumpIfInventory" commands in my player actor definition, in the spawn, see, and missile states, which tell the player ...
by NickPerrin
Sat Oct 06, 2012 3:46 pm
Forum: Resources
Topic: Mike12's Resources - Cleavers, Chainsaws and Revolvers 9/2/2025
Replies: 281
Views: 98681

Re: Mike12's Resources - UPDATE: Beretta Variants, 8/4/12

Finished working on a polished and faithful-as-possible version of the Shadow Warrior beta shotgun using a combination of available resources, hand-done editing, and original beta screenshots off of my Duke 3D 1.3d CD-rom AWESOME! I always wanted to do this but never needed to/never did. Great job.
by NickPerrin
Thu Oct 04, 2012 9:21 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

NickPerrin wrote:...but there still appears to be no explanation why my custom death state for the weapon is not working. I'm a little stumped. :? I've looked at Brutal Doom to get an idea of how it's done but I still don't know what I'm missing or doing wrong.
Any ideas on this issue?
by NickPerrin
Thu Oct 04, 2012 9:10 am
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5976
Views: 667145

Re: Resource Request thread *Read 1st post*

I'm looking for shotguns - ANY SHOTGUN, ALL STYLES - that is held from an angled view rather than centred. Even weapons that aren't classed as shotguns, but have a bulky look to them and could be repurposed as such as great too. I'm half-decent at sprite editing and will likely be cobbling something ...
by NickPerrin
Tue Oct 02, 2012 1:10 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

Replacing the starting weapons requires a modified [wiki=Classes:DoomPlayer]player class[/wiki]. Thanks! That works. ...but there still appears to be no explanation why my custom death state for the weapon is not working. I'm a little stumped. :? I've looked at Brutal Doom to get an idea of how it ...
by NickPerrin
Mon Oct 01, 2012 5:10 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

ACTOR Fist That's your problem. Gotcha. I tried using this to rename the actor to Melee while keeping it as a replacement for the doom "fist": ACTOR Melee : Weapon replaces Fist I also tried ending it with "Fist replaces Fist". And in both cases my new fists don't show up, but the default doom ...
by NickPerrin
Sun Sep 30, 2012 8:52 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

Could you post the relevant code? Absolutely, was just about to. The melee weapon. ACTOR Fist : Weapon { Game Doom Weapon.SelectionOrder 3700 +WEAPON.WIMPY_WEAPON +WEAPON.MELEEWEAPON +NOALERT States { Ready: TNT1 A 0 A_PlaySound("weapons/HANDL") PUN2 BCDEFGHIJKL 1 TNT1 AAA 0 //TNT1 A 0 A ...
by NickPerrin
Sun Sep 30, 2012 7:55 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

Hitscan and player's melee attacks utilize puffs. You can determine their type of damage by giving the puff a damage type using the [wiki=Actor_properties#DamageType]DamageType[/wiki] property, just like projectiles. I've given my melee attack's puff a damagetype flag. I then gave the zombieman a ...
by NickPerrin
Sun Sep 30, 2012 1:42 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 901846

Re: The "How do I..." Thread

Weapon or attack-specific damage... how does one do this? I see how to set a new death state, different damage factors etc, but no idea where to define how a certain weapon or attack from a weapon will call upon specific death states on monsters.
Thanks!
by NickPerrin
Sun Sep 30, 2012 12:58 pm
Forum: Resources
Topic: [Resource] Obscure Games & Acknex Resources *REUPLOAD*
Replies: 246
Views: 47597

Re: [Project] Obscure FPS Resources

Does anyone have any experience with Shattered Steel ? It's a mecha game by Bioware and it has great cockpit graphics and weaponry. This looks great - I'm going to echo this post. It looks from the screenshots that the interiors are static graphics with overlays, and I could use some of those ...
by NickPerrin
Thu May 17, 2012 1:21 am
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 813102

Re: Brütal Doom v0.15a Hotfix

Realism really isn't a goal in this project. Which is why damage from bullet ricochets MUST be removed. Seriously, this is so out-of-tone with the rest of the project and makes no sense, just adds unnecessary annoyance and has no part in the balance of an unrealistic, super-fun wild crazy gore fest ...
by NickPerrin
Mon May 07, 2012 4:23 pm
Forum: TCs, Full Games, and Other Projects
Topic: Pirate Doom! - House of Mojo 06/05/14
Replies: 559
Views: 130603

Re: [WIP] Pirate Doom!

That would be very nice, could you do this in midi? I´m using only midi songs to keep the filesize low. Also, congratulations on your work :D Yup, for sure! In fact, MIDI takes less time than fully sequenced music, so that works out well for both of us. I'll let you know in this thread when I have ...

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