Search found 261 matches
- Thu Apr 28, 2022 1:59 pm
- Forum: Mapping
- Topic: Override Default Door Sounds
- Replies: 8
- Views: 1083
Re: Override Default Door Sounds
I also have a vague recollection that it might be possible to change the default sound sequence for an individual map using MAPINFO but I can't be certain (never done it myself) and I can't check right now. Yes. Apparently, a map can have its own [wiki=Map_definition#SndInfo]SNDINFO and SNDSEQ ...
- Tue Apr 26, 2022 6:29 pm
- Forum: Mapping
- Topic: Override Default Door Sounds
- Replies: 8
- Views: 1083
Override Default Door Sounds
Okay, I feel like this should be simple enough, but I can't seem to find any info on it. Is there a way to override the default door sounds in Doom in UDMF in just one map? If I understand it right, I can override them in the SNDSEQ lump, but that will replace them for the entire game, will it not ...
- Tue Aug 03, 2021 4:47 pm
- Forum: Assets (and other stuff)
- Topic: PolyObject Texture Glitch
- Replies: 1
- Views: 739
Re: PolyObject Texture Glitch
Ironically, ever since I posted this, I haven't had the issue. Figures.
- Sun Aug 01, 2021 6:03 pm
- Forum: Assets (and other stuff)
- Topic: PolyObject Texture Glitch
- Replies: 1
- Views: 739
PolyObject Texture Glitch
I really don't know where to post this, so I'll start here. Maybe someone can point me in the right direction. I have a PolyObject that Swings left CCW about 90 degrees (a door). Every time I activate it the texture glitches really badly for a split second. It's driving me crazy and I can't seem to ...
- Sat Jul 24, 2021 7:53 am
- Forum: Mapping
- Topic: Another Portal Displacement Mismatch
- Replies: 1
- Views: 833
Another Portal Displacement Mismatch
I'm not sur why, but I keep getting an error on my console that says "Portal between lines ### and ### has displacement mismatch." I've researched this error here on the forum and I'm pretty sure I'm doing everything right. The angles are the same, the size is the same, they're pointing in the right ...
- Thu Jul 15, 2021 4:26 pm
- Forum: Mapping
- Topic: Texture/Flat is overridden by cameratexture with same name..
- Replies: 8
- Views: 1204
Re: Texture/Flat is overridden by cameratexture with same na
OK. So while I was preparing my pk3 for upload I discovered something interesting. Since this is a resources pk3, I had included texture wads from the 667 repository. SIX of them have their own ANIMDEFS lump. Those were the 6 causing all the errors. I don't quite understand how, because none of the ...
- Thu Jul 15, 2021 10:42 am
- Forum: Mapping
- Topic: Texture/Flat is overridden by cameratexture with same name..
- Replies: 8
- Views: 1204
Re: Texture/Flat is overridden by cameratexture with same na
I made sure it was deleted. I even opened a brand new map using ONLY the plutonia iwad, gzdoom.pk3, and my resources.pk3. Same issue... see why I'm pulling my hair out? lol Thought there might be another copy of ANIMDEFS in my PK3 archive, but I can't find one. You know what tho, when I get home I ...
- Thu Jul 15, 2021 6:21 am
- Forum: Mapping
- Topic: Texture/Flat is overridden by cameratexture with same name..
- Replies: 8
- Views: 1204
Re: Texture/Flat is overridden by cameratexture with same na
See, I thought of that. So I went through all my resources and couldn’t find any flats or textures named Monitor1-Monotor5. So I renamed my cameratextures to something different and got the same error again, but with the new name. And it repeats this error 12 times.
- Wed Jul 14, 2021 6:41 pm
- Forum: Mapping
- Topic: Texture/Flat is overridden by cameratexture with same name..
- Replies: 8
- Views: 1204
Re: Texture/Flat is overridden by cameratexture with same na
Thanks for getting this approved so fast. I didn't realize I wasn't logged in when I posted it. Sorry about that!
- Sat Jul 10, 2021 3:45 pm
- Forum: Scripting
- Topic: What's the difference between d: and i:
- Replies: 5
- Views: 391
Re: What's the difference between d: and i:
Thanks for the links and info! I don’t know why I couldn’t find it on the wiki!
- Sat Jul 10, 2021 10:25 am
- Forum: Scripting
- Topic: What's the difference between d: and i:
- Replies: 5
- Views: 391
What's the difference between d: and i:
I don't really know how to look this up, but I'm lost on the difference between d: and i: when printing a message or using HudMessage. can anyone clarify? HudMessage(s:"You must find ", d:amount , s:" ", l:goals[goaltype], s:"\nand destroy them."; HUDMSG_TYPEON | HUDMSG_LOG, 0, CR_TAN, 1.5, 0.8, 5.0 ...
- Mon May 07, 2018 9:39 pm
- Forum: Mapping
- Topic: Eyes Below/Above Fake Floor
- Replies: 5
- Views: 818
Re: Eyes Below/Above Fake Floor
Then is there a newer way to achieve the same affect without using eyes above/below? Or is that why these features are still around?
- Sun May 06, 2018 7:45 am
- Forum: Mapping
- Topic: Eyes Below/Above Fake Floor
- Replies: 5
- Views: 818
Re: Eyes Below/Above Fake Floor
Unfortunately I still am not getting any results. Maybe because I'm using 3d floors for the swimable area and not transfer heights? But 3d floor still creates a fake floor, right? Either way I tried transfer heights but that just caused more problems. The affect I'm going for is an underwater area ...
- Sat May 05, 2018 6:19 pm
- Forum: Mapping
- Topic: Eyes Below/Above Fake Floor
- Replies: 5
- Views: 818
Eyes Below/Above Fake Floor
ARGH. I think I'm doing it right, but nothing happens when I dive into the water or surface, I just stay in the same sector. Can anyone point me to a WIKI article that gives some examples or a better explanation of how to use these things? I've got the Thing ednum 9993/9992 in the sector to be ...
- Sat May 05, 2018 6:13 pm
- Forum: Mapping
- Topic: Why are my walls dark?
- Replies: 3
- Views: 776
Re: Why are my walls dark?
I can't get this to work in my map, tho for some reason, no change I make to MAPINFO seems to be translating to my map. I've been working on the same map on and off for years and some things have been forgotten and confused. I'll keep working on this tho. In the meantime, I have another question ...