Search found 21 matches
- Sun Jan 28, 2018 9:52 pm
- Forum: Scripting
- Topic: MAPINFO vs DECORATE to add Actor Strife Peasant to Doom
- Replies: 2
- Views: 436
MAPINFO vs DECORATE to add Actor Strife Peasant to Doom
I'm trying to use the DoomEd numbers section of MAPINFO to reference the Strife peasants, which I would like to use unchanged in my Doom map. I normally create new actors in DECORATE but have been trying to use inheritance better. I've tried to specify the DoomEd number of each of the specific ...
- Thu Nov 30, 2017 1:58 pm
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100477
Re: Strife's Dialog System - UDMF Flavor
This is great! I cannot thank you enough. Its so helpful to have a complete implementation of all these pieces. Also, this wad sounds hilarious. I wish I had more time to play. Thanks again!
- Wed Nov 29, 2017 4:41 pm
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100477
Re: Strife's Dialog System - UDMF Flavor
What's the role of ACS in the UDMF technique shown in this thread? It sounds like I need to set monster IDs, as if the ACS script is the lynchpin between the monster entities in Builder and the DIALOG00 and LANGUAGE lumps. I've been looking at built-in functions and I'm stuck at the core ...
- Sun Jul 09, 2017 11:27 am
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100477
Re: Strife's Dialog System - UDMF Flavor
The starting bracket for the second choice in the Revenant's dialogue is backwards. Thank you for catching. Even after removing the entire two choice blocks, so the only thing left is the one line of dialog, I can't seem to initiate conversation with the Revenant. I'll keep trying things but I'm a ...
- Sun Jul 09, 2017 7:36 am
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100477
Re: Strife's Dialog System - UDMF Flavor
Hard to judge without the files, following the tutorial should give you a complete and working dialogue environment. Unless it's a very old version of GZDoom. I verified this behavior in the latest version of GZDoom. Here's the contents of my DIALOG01 lump. I currently have that saved as a Text ...
- Sat Jul 08, 2017 7:35 am
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100477
Re: Strife's Dialog System - UDMF Flavor
You don't need an Action Special unless you intend to swap their IDs, in which case you'd only need to utilize the Conversation ID field. What are you not successful with? Does it start the wrong conversation? Does it not work at all? My problem is that I can walk up to the ShotgunGuy in your ...
- Fri Jul 07, 2017 4:32 pm
- Forum: Editing (Archive)
- Topic: Talking to multiple monsters
- Replies: 0
- Views: 225
Talking to multiple monsters
Following Zergeant's instructions in the Strife Dialog thread, I've run into a problem where I can get all the conversation functionality to work for a single ShotgunGuy monster, but I cannot figure out how to talk to the Revenants. I've done the following: -Made sure DIALOG01 is in sync with MAP01 ...
- Fri Jul 07, 2017 3:52 pm
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100477
Re: Strife's Dialog System - UDMF Flavor
I can walk up to my ShotgunGuy, press USE and initiate conversation. :shock: However, when I try to do this with each Revenant, I'm not successful. :oops: I've taken a screenshot of my Slade build. Am I missing anything? I've made sure my MAP01, DIALOG01 and SCRIPT01 match, numbers-wise. I've ...
- Wed Feb 15, 2017 9:35 am
- Forum: Tutorials
- Topic: [Blender] Rendering pixel-perfect Doom-ey characters
- Replies: 11
- Views: 5719
Re: [Blender] Rendering pixel-perfect Doom-ey characters
Is it hard to create that "doomey" blender model? Any chance you could upload that somewhere?
This is an awesome process!
This is an awesome process!
- Tue Oct 25, 2016 1:10 pm
- Forum: Editing (Archive)
- Topic: Importiing Strife Peasants into Doom: Sound Issues
- Replies: 3
- Views: 335
Importiing Strife Peasants into Doom: Sound Issues
I've been adding various resources from Realm667 to a project via SLADE but I'm running into trouble when I tried adding the Peasant from Strife. I can get the ACTOR and the Sprites to display but I'm not sure what to specify in SNDINFO in order for there to be sound effects. Do I need to include ...
- Wed Aug 31, 2016 2:53 pm
- Forum: Tutorials
- Topic: Strife's Dialog System - UDMF Flavor
- Replies: 151
- Views: 100477
Re: Strife's Dialog System - UDMF Flavor
Thank you for the tutorial! I'm excited to get this working. Should the conversation start when I get close enough to the monsters? Do I need to hit my Use key? I'm not sure how to initiate the conversation. Am I doing something wrong obviously? I've loaded the tutorial map into GZDoomBuilder and ...
- Mon May 02, 2016 6:01 pm
- Forum: Editing (Archive)
- Topic: Adding a Strife Monster to Doom 2 (actors, flags, sprites)
- Replies: 18
- Views: 2051
Re: Adding a Strife Monster to Doom 2 (actors, flags, sprite
Should I add this to my DECORATE entry? Do I need to worry about some of these flags being present in Strife but not in Doom? I'm starting to wonder. You do know that there is a WIKI full of information on the subject DECORATE and more? So, for example: actor securityorb : sentinel 15555 {} simply ...
- Mon May 02, 2016 2:54 pm
- Forum: Editing (Archive)
- Topic: Adding a Strife Monster to Doom 2 (actors, flags, sprites)
- Replies: 18
- Views: 2051
Re: Adding a Strife Monster to Doom 2 (actors, flags, sprite
Should I add this to my DECORATE entry? Do I need to worry about some of these flags being present in Strife but not in Doom? ACTOR Sentinel { Health 100 Painchance 255 Speed 7 Radius 23 Height 53 Mass 300 Monster +SPAWNCEILING +NOGRAVITY +DROPOFF +NOBLOOD +NOBLOCKMONST +INCOMBAT +MISSILEMORE ...
- Mon May 02, 2016 2:35 pm
- Forum: Editing (Archive)
- Topic: Adding a Strife Monster to Doom 2 (actors, flags, sprites)
- Replies: 18
- Views: 2051
Re: Adding a Strife Monster to Doom 2 (actors, flags, sprite
Thank you!MaxED wrote:Remove PLAYPAL lump from your wad. It isn't needed, because the sprites from Strife were exported as .png.

- Mon May 02, 2016 2:20 pm
- Forum: Editing (Archive)
- Topic: Adding a Strife Monster to Doom 2 (actors, flags, sprites)
- Replies: 18
- Views: 2051
Re: Adding a Strife Monster to Doom 2 (actors, flags, sprite
Ok, I'm very excited to have gotten this far - below is the layout of the wad that is adding the Strife monster to Doom2. Thank you so much to Kappes and Gez. http://i.imgur.com/dqXNWjQ.png I've built my Wad like so, using the DECORATE method rather than MAPINFO, at least until I understand the ...