Search found 198 matches

by Death Egg
Tue Feb 09, 2021 7:43 pm
Forum: Technical Issues
Topic: ZDoom MAPINFO comment parsing
Replies: 1
Views: 495

ZDoom MAPINFO comment parsing

Hi, I'm currently implementing a parser for a source port that is capable of reading both old and new style ZDoom MAPINFO. While I'm aware MAPINFO's current commenting style is C-style (//) there was mention of previous standards possibly supporting semicolons instead. Was this a thing, and if so ...
by Death Egg
Thu Mar 19, 2020 10:41 pm
Forum: Scripting
Topic: SpawnShot DeathSound doesn't override original DeathSound
Replies: 6
Views: 411

Re: SpawnShot DeathSound doesn't override original DeathSoun

maybe jus create a dummy death state to see if that fixes it? No dice. Still plays the teleportation sound effect. I've also tried before to add animations or things to the SpawnShot's death, and it ignores anything I put in it anyway. the teleport effect is likely from the A_SpawnFly thing in ...
by Death Egg
Tue Mar 17, 2020 10:19 pm
Forum: Scripting
Topic: SpawnShot DeathSound doesn't override original DeathSound
Replies: 6
Views: 411

Re: SpawnShot DeathSound doesn't override original DeathSoun

Dan_The_Noob wrote:maybe jus create a dummy death state to see if that fixes it?
No dice. Still plays the teleportation sound effect. I've also tried before to add animations or things to the SpawnShot's death, and it ignores anything I put in it anyway.
by Death Egg
Tue Mar 17, 2020 9:41 pm
Forum: Scripting
Topic: SpawnShot DeathSound doesn't override original DeathSound
Replies: 6
Views: 411

Re: SpawnShot DeathSound doesn't override original DeathSoun

Dan_The_Noob wrote:maybe check your SNDINFO is correct, because this code seems ok.
The SNDINFO is as follows: (roughly)

Code: Select all

new/death           dssound // assume it's a sound that definitely exists in the files
by Death Egg
Tue Mar 17, 2020 7:10 pm
Forum: Scripting
Topic: SpawnShot DeathSound doesn't override original DeathSound
Replies: 6
Views: 411

SpawnShot DeathSound doesn't override original DeathSound

So I've got a special version of the SpawnShot for the project I'm working on. Right now the code looks like this: actor MySpawnShot : SpawnShot replaces SpawnShot { SeeSound "new/sight" DeathSound "new/death" DropItem "SpecializedDropActor" States { Spawn: BOSF A 3 BOSF BCD 3 A_SpawnFly Loop } } I ...
by Death Egg
Sun Mar 15, 2020 8:11 pm
Forum: Scripting
Topic: Spawning enemies using A_BrainSpit
Replies: 4
Views: 366

Re: Spawning enemies using A_BrainSpit

currently it has 100% chance of going to SpitAttack and FireAttack? change A_Jump (256, "SpitAttack", "FireAttack") to A_Jump(128, "SpitAttack") then have "goto FireAttack" after the A_Jump, so it's 50% chance to either brainspit or fireball. I've changed it to A_Jump(128, "SpitAttack") and the ...
by Death Egg
Sun Mar 15, 2020 7:01 pm
Forum: Scripting
Topic: Spawning enemies using A_BrainSpit
Replies: 4
Views: 366

Spawning enemies using A_BrainSpit

So I want a boss enemy that can both attack and spit out enemies like the Icon of Sin, but right now it only shoots the fireballs. My DECORATE for it looks like the following: ACTOR CoolerBaron replaces BaronOfHell //3003 { BloodColor 111 239 103 Health 1500 Radius 44 Height 100 Mass 1000 Speed 0 ...
by Death Egg
Sat Jul 27, 2019 7:38 pm
Forum: General
Topic: The Gore Guys - What Gives?
Replies: 9
Views: 3020

Re: The Gore Guys - What Gives?

I thought one of them was based on a real corpse from WW2, but I could be misremembering.

EDIT: Nvm its already mentioned
by Death Egg
Thu May 30, 2019 3:01 pm
Forum: General
Topic: How to splitscreen/couch coop?
Replies: 41
Views: 14932

Re: How to splitscreen/couch coop?

Wasn't there an unfinished ZDoom splitscreen build lying around somewhere?
by Death Egg
Sat Feb 09, 2019 5:52 pm
Forum: General
Topic: Know any good spaceship-themed maps?
Replies: 4
Views: 639

Re: Know any good spaceship-themed maps?

One of the maps in Equinox cleverly uses Arch-Viles and an alien aesthetic to pull off a pretty creepy vibe.
by Death Egg
Fri Jan 04, 2019 3:54 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Update reminder
Replies: 6
Views: 762

Re: Update reminder

Understandable, especially given the past couple years. Too bad there isn't a way to do it without logging that information. Surprised there hasn't been some kind of negative response with SLADE3 too then. (Unless I've just missed that)
by Death Egg
Fri Jan 04, 2019 3:37 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Update reminder
Replies: 6
Views: 762

Re: Update reminder

This is something that's been suggested before, but in my opinion it's still too contentious an issue to do it. Honestly I think it's better to just have this in your browser's bookmarks and just check it every so often. What makes it contentious? If it's being annoyed by constant reminders, couldn ...
by Death Egg
Fri Jan 04, 2019 2:52 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Update reminder
Replies: 6
Views: 762

Update reminder

I'll bet having an automatic updater would be a huge pain in the ass to implement, but if GZDoom had a way to check if there's updates and tell the user if it finds that there are any that would be helpful in preventing people from asking why newer mods won't work. (As well as helpful for people ...
by Death Egg
Wed Aug 22, 2018 12:23 pm
Forum: General
Topic: DSSECRET license
Replies: 2
Views: 549

DSSECRET license

What's the license for using ZDooms DSSECRET sounds effect? Is it public domain or from a proprietary game?
by Death Egg
Tue Jul 31, 2018 3:59 pm
Forum: TCs, Full Games, and Other Projects
Topic: Compendium - Classic Megawad Compilation
Replies: 170
Views: 149872

Re: Compendium - Classic Megawad Compilation

I haven't checked yet, but is the SERENITY/ETERNITY/INFINITY trilogy in this?

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