Search found 13 matches
- Fri Mar 01, 2013 2:50 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5968
- Views: 662192
Re: Resource Request thread *Read 1st post*
Looks great! Thanks a lot!
- Fri Mar 01, 2013 2:24 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5968
- Views: 662192
Re: Resource Request thread *Read 1st post*
Can someone edit this rifle sheet, so there's no ammo counter thingy on it? Just plain metal or some useless, but fancy looking scope. Thanks in advance.
- Thu Feb 28, 2013 2:10 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5968
- Views: 662192
Re: Resource Request thread *Read 1st post*
Does anyone know if Funktasm has finished these beauties? If so, can someone post the spritesheets if found? If not, can someone post as many spritesheets of "human" soldiers with various weapons in Doom style as possible? Much appreciated.
- Sat Feb 23, 2013 9:35 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896521
Re: The "How do I..." Thread
Ok, thanks for the help. Now it doesn't come up with any error. However, my custom sounds don't want to play when hit or killed. Instead I get default doomguy grunts. The custom Player.SoundClass is set in decorate but it doesn't work. What seems to be the problem? EDIT: Nevermind. I figured that on ...
- Sat Feb 23, 2013 7:23 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896521
Re: The "How do I..." Thread
Ok, another moronic question by me: How do I make my custom Player.SoundClass work? When I define it with parameter $playersound , zdoom gives me an error that sounds reserved for players can't be reassigned, but when I use $playersounddup then it gives me an error that pain1 (a sound file) is not a ...
- Fri Feb 22, 2013 11:23 am
- Forum: Graphic/Audio Patches
- Topic: Doomguy Visor Hud - NOW 4:3 COMPATIBLE
- Replies: 191
- Views: 74040
Re: Doomguy Visor Hud
Looks really cool. Although I'm kind of bothered that there are no actual numbers showing your health, ammo etc. Numbers AND bars at the same time would be a cool idea. Also, can this hud be used as a part of a mod (with credit given to the author of course) or is it for playing with it only?
- Tue Feb 19, 2013 3:25 pm
- Forum: Off-Topic
- Topic: What are you listening to?
- Replies: 2083
- Views: 108499
Re: What are you listening to?
http://www.youtube.com/watch?v=lRci3qWeFCA
Started with hearing this in Carmageddon years ago and now it's my most favourite band of all times.
Started with hearing this in Carmageddon years ago and now it's my most favourite band of all times.
- Tue Feb 19, 2013 12:20 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896521
Re: The "How do I..." Thread
Just the time you posted, I've figured it out on my own, but thanks for reply anyway.
- Tue Feb 19, 2013 10:53 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896521
Re: The "How do I..." Thread
How do I put quotation marks inside a quoted message in DECORATE? I want to a name like this to be displayed on the screen: 20ga "Hellbreaker" shotgun , but I can't because when I put a quotation mark it takes it as an end of a message and takes "Hellbreaker" as a function. How do I do make it to ...
- Mon Feb 18, 2013 8:01 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896521
Re: The "How do I..." Thread
Thanks, Blue Shadow. Your post has helped me a lot. I didn't need any damagetype, just added PoisonDamage as DamageFactor and it turned out fine, my biosuit now makes player receive only a tiny bit of damage from the projectile. Once again, thanks. EDIT: No, wait. It didn't work that way either. I ...
- Sun Feb 17, 2013 1:45 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896521
Re: The "How do I..." Thread
I have a problem with recognizing monster's damagetype in its script, so I am not able to add protection from it to a radiation suit. Where can I find its projectile's damagetype? FYI the monster is a Vulgar from R667 Beastiary.
- Sat Jan 26, 2013 3:32 pm
- Forum: Editing (Archive)
- Topic: Zdoom doesn't "want" to recognize my custom-made classes
- Replies: 3
- Views: 368
Re: Zdoom doesn't "want" to recognize my custom-made classes
So it's only lack of markers in the wad? I thought they weren't that important and didn't expect Doom to f*** up everything just because of this. Gonna check out if that's really the case.
EDIT: Ok, so problem solved. Thanks a ton for the help.
EDIT: Ok, so problem solved. Thanks a ton for the help.
- Sat Jan 26, 2013 11:20 am
- Forum: Editing (Archive)
- Topic: Zdoom doesn't "want" to recognize my custom-made classes
- Replies: 3
- Views: 368
Zdoom doesn't "want" to recognize my custom-made classes
Hi, everyone. I'm new to this forum, but I've been working with Doom engine for about 3 years. I have kind of a weird problem with ZDoom. I'm working on my project, so it's obvious I'll be making a lot of my own classes in decorate. I'm using SLADE 3.02 for editing and Zdoom 2.6.1 for running the ...