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Search found 20 matches
- Mon Feb 02, 2015 10:07 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38049
- Views: 4673043
Re: [SPRITES] Spriting Carnival!!
Was playing around with some 3D stuff and wanted to see how well i could rip a model for a sprite, i don't think it went so well...
- Sat Sep 27, 2014 4:09 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
Mmm, its a little disheartening that the sound can't be boosted with the game itself but i guess its better than having it sound like a struggling motor / sound clipping off at major points in the audio line i'll have to figure out how to do some Sound editing and what not then.
- Fri Sep 26, 2014 2:01 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
Is there a way to increase custom weapon sounds Volume or are they fixed to a certain value? the sound file is fairly loud as it should be.. but in the game its much MUCH quieter.
- Wed Jun 25, 2014 5:43 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
Is there a way to prevent Blood from Falling to the ground / floating, much like how Marathon has its blood where you hit an enemy and the splat is stationary on the enemy. Also is there a way to have different types of Blood hits when you hit an enemy, say i hit a Cacodemon and it emits a Square ...
- Thu Nov 28, 2013 12:51 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
Yeah i thought it din't work but it turned out i forgot to add a bracket at the end of the code. Much appreciated i've got the effect i'm lookin' for.
- Thu Nov 28, 2013 12:19 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
Probably should have mentioned i'm trying to make somthing thats compatible with Zandronum.TheMightyHeracross wrote:Add this line in the frames that you want to cancel in:
A_WeaponReady(WRF_NOBOB)
If only Zandro wasn't so far behind zdoom this would work, but sadly it doesn't.. any other methods?
- Thu Nov 28, 2013 4:15 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
Doesn't really help me with what i'm looking todo, and i'm not sure what i'd need to be looking for inside the burtal doom's packets the decorate files are little bunched up and makes it hard for someone like me to make sense of it, just really need a simple right down on the subject at hand.
- Thu Nov 28, 2013 3:16 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
How do i go about adding a reload - cancel, say i reload two shells of a shotgun and press the fire button it'll stop reloading and shoot?
- Wed Oct 09, 2013 10:54 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
I've got a six image skybox North, West, South , East and Top / Bottom but sadly i was unsuccessful in using said images for the box, a regular sqaure box with the proper height and width of the texture and i shove in a skybox picker / viewpoint it's just a plain old box, i've tried curving the ...
- Fri Aug 23, 2013 4:16 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
I'm trying to make a custom pickup item, though it doesn't do anything but play a sound which in this case is radio chatter when you pickup a Earpiece radio Actor Radio : Inventory 10364 { Height 25 Radius 8 Scale 0.4 inventory.pickupsound "Chat" states { Spawn: RADI A-1 Stop } } Which works all ...
- Wed Aug 21, 2013 8:42 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
I'm trying to find a way to give certain monsters footsteps that doesn't affect the player or any other monster besides the one intended there was one way i found that would have worked quite will which would be adding a A_Playsound to the See: Somthing like this - See: TNT1 A 0 A_Playsound("Step ...
- Tue Aug 20, 2013 1:03 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
Is there a better way to brighten up an attack sequence for a weapon without the use of the "BRIGHT" thing you put in with the sequence of the gun or atleast a way to dim it down as it goes through it's frames?
- Thu Aug 15, 2013 3:17 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
This isn't a BIG problem but it is annoying enough to ruin a gameplay experience for some people, i've got some custom attack sounds for some monsters but the problem is when there is two of the same monster in the same room and they start to attack you, the attack sound cancels the other ones out ...
- Fri Jul 26, 2013 10:03 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
Sure, here you go.Blue Shadow wrote:Could you upload the WAD/PK3?
http://www.mediafire.com/?7inrvnooajyor4l
- Fri Jul 26, 2013 1:36 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897991
Re: The "How do I..." Thread
SNDINFO entries do not need quotation marks. Also, did you import your sounds correctly? I'm positive i've imported the sounds correctly unless they need to be some other kind of format besides .wav. Have you tried them without the quotation marks? Like this: bluesuit/pain OW! bluesuit/death AHhhg ...
