Search found 42 matches
- Thu Dec 04, 2014 12:28 am
- Forum: General
- Topic: Fullscreen Mode problem
- Replies: 2
- Views: 522
Fullscreen Mode problem
My friend and I started playing Zdoom 2 on a lan set-up, and for a while everything worked okay, but now for some reason when we try to use fullcreeen mode on one of the computers the monitor screen goes blank and a message appears: "input not supported." Anybody have any idea what happened there?
- Wed Sep 03, 2014 4:35 pm
- Forum: Editing (Archive)
- Topic: raising and lowering thing starting positions
- Replies: 15
- Views: 1284
Re: raising and lowering thing starting positions
I found a workaround that solves the problem. I just edited the bitmaps to permanently change the height of each thing. I started with the wall torches, adding about 56 units in height to the bottom of the bitmap (and removing 56 units from the top). It worked perfectly. If I want to keep the ...
- Wed Sep 03, 2014 4:30 pm
- Forum: Editing (Archive)
- Topic: modify fluids animation?
- Replies: 17
- Views: 925
Re: modify fluids animation?
I found a way to solve the problem. I made copies of the water and nukage bitmaps, then recreated the animations in my wad using different file names. I did not name them in a series, like WATER1, WATER2, etc. I gave them all unique names, so there is no way to link them without an animdef command ...
- Tue Sep 02, 2014 11:03 pm
- Forum: Editing (Archive)
- Topic: modify fluids animation?
- Replies: 17
- Views: 925
Re: modify fluids animation?
I'm using XWE, and lumps are handled automatically, so I just work with textures. Okay, so I found the textures for FWATER1 - FWATER4 in the "Floors" section of Doom2.wad. I tried renaming them to reverse their order, but I can't make changes to the wad. It says "I/O error 103" when I try.
- Tue Sep 02, 2014 5:09 pm
- Forum: Editing (Archive)
- Topic: modify fluids animation?
- Replies: 17
- Views: 925
Re: modify fluids animation?
I am indeed editing a WAD, and I have added custom textures, but I have no experience working directly with lumps, so I only have a vague idea what you're talking about. How do I find the lumps associated with the Doom 2's "range animations," as you call them? And how do I change their order?
- Tue Sep 02, 2014 5:26 am
- Forum: Editing (Archive)
- Topic: modify fluids animation?
- Replies: 17
- Views: 925
Re: modify fluids animation?
Lump order? Can that be changed?
- Tue Sep 02, 2014 1:30 am
- Forum: Editing (Archive)
- Topic: raising and lowering thing starting positions
- Replies: 15
- Views: 1284
Re: raising and lowering thing starting positions
I tried altering the thing description even further by adding +SPAWNCEILING, but it still spawned on the ground.
Actor NTreeSwamp2 30053
{
radius 10
height 120
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn: NTRE D -1
Stop
}
}
Something definitely seems to be wrong.
Actor NTreeSwamp2 30053
{
radius 10
height 120
+SOLID
+NOGRAVITY
+SPAWNCEILING
States
{
Spawn: NTRE D -1
Stop
}
}
Something definitely seems to be wrong.
- Mon Sep 01, 2014 8:21 pm
- Forum: Editing (Archive)
- Topic: raising and lowering thing starting positions
- Replies: 15
- Views: 1284
Re: raising and lowering thing starting positions
Okay, I tested the "no gravity" idea, and it didn't work. The thing still spawns resting on the floor. Very frustrating.
- Mon Sep 01, 2014 7:11 pm
- Forum: Editing (Archive)
- Topic: raising and lowering thing starting positions
- Replies: 15
- Views: 1284
Re: raising and lower sprite starting positions
Oh, and regarding the Builder version question: It's been a while, so I don't recall where I read about version incompatibility, but it was probably here. I decided to disregard the warning and try a newer version anyway, so after downloading and installing it, I tried opening my maps with it, but ...
- Mon Sep 01, 2014 7:06 pm
- Forum: Editing (Archive)
- Topic: raising and lowering thing starting positions
- Replies: 15
- Views: 1284
Re: raising and lower sprite starting positions
Questions: If gravity is causing the things to fall to the ground when the map is loaded... 1) Why don't I observe that? I have seen that effect happen in the past, usually when I made a mistake, but these things which I'm trying to elevate spawn sitting on the ground right in front of me. No ...
- Mon Sep 01, 2014 5:04 pm
- Forum: Editing (Archive)
- Topic: modify fluids animation?
- Replies: 17
- Views: 925
Re: modify fluids animation?
I did that. Nothing changed. So far I've tried 1) setting the sector and the control sector to scroll east (fast), 2) flipping and/or rotating the bitmaps, and 3) reversing the animation sequence, all to no effect. The water and nukage still flow westward. By rotating the bitmaps 90 degrees, I can ...
- Mon Sep 01, 2014 4:53 pm
- Forum: Editing (Archive)
- Topic: raising and lowering thing starting positions
- Replies: 15
- Views: 1284
Re: raising and lower sprite starting positions
The most recent example is swamp trees. If I place one in the water, it spawns on the ground, with its lower section below water level, so I tried to raise it up, to make it completely visible above the water line. I went to the Edit Thing window and clicked on the top scroll button to raise the ...
- Mon Sep 01, 2014 2:44 am
- Forum: Editing (Archive)
- Topic: raising and lowering thing starting positions
- Replies: 15
- Views: 1284
Re: raising and lower sprite starting positions
Yes, the thing's position on the Z axis. I'm using GZDoom Builder, and in the Edit Thing window it's called "Height," given in relative or absolute values. It used to work fine, but now changing that value does nothing. The thing changes height in editing mode, but when I test the map the thing just ...
- Mon Sep 01, 2014 1:08 am
- Forum: Editing (Archive)
- Topic: raising and lowering thing starting positions
- Replies: 15
- Views: 1284
raising and lowering thing starting positions
In the sprite creation window, there's an option to raise or lower the sprite's starting position relative to the floor. I've used it before, but now it seems to have stopped working. The sprite always spawns at floor level, no matter what the elevation is set for. Does anyone know how to fix this?
- Sun Aug 31, 2014 10:57 pm
- Forum: Editing (Archive)
- Topic: modify fluids animation?
- Replies: 17
- Views: 925
Re: modify fluids animation?
Oh, wait. What kind of level editor? Wad editor or GZDoom Builder? I already tried assigning scroll commands on those sectors using Builder, and nothing happened. It's as if liquid animations have a built-in scroll direction that can't be overridden. Any more ideas?