WolfenDoom Chronicles

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DeathIncarnate
Posts: 60
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: WolfenDoom Chronicles

Post by DeathIncarnate »

QuakedoomNukem Cz wrote:
DeathIncarnate wrote:Any spriters that could help out with making some Helghast-like Nazis? Or where I could find such sprites?
Low-res Wolf3D style. IIRC, SOD Reloaded had a gas-mask Nazi.

Reference:
https://creativemarket.com/Getmilitaryp ... are-doomed
There are gas mask soldiers in Impie's Winter Agent Juno mods, maybe you can use these as edits, just get the heads and put them on the enemy you need to do it on.
https://drive.google.com/file/d/1KGiANm ... sp=sharing
Ah yes, thank you... These will do quite perfectly. :)
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DeathIncarnate
Posts: 60
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: WolfenDoom Chronicles

Post by DeathIncarnate »

I'm having an annoying problem with the ThingCount function.
I have two custom DECORATE enemies with thing type 19006 - let's call it YouLittleShit. In the map I've given them a tag of 55.
After killing these two enemies, floor tag 1 should lower very quickly.

Here is the code:

Code: Select all

script 14 OPEN
{
	while(ThingCount(19006, 55) > 0)
		delay(10);
	
	Floor_LowerToNearest(1, 160);
}
Various problems I've run into while trial-and-error-ing the shit out of the script:
* Map starts, floor lowers immediately
* Kill one enemy, floor lowers
* Kill both enemies, floor doesn't lower

I'm at my wit's end right now. >:(
Could it have something to do with the thing type 19006? Do I need to define this like zdefs.acs has? T_DEMON, T_IMP etc?
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QuakedoomNukem Cz
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Location: Smržovka; Czech Republic

Re: WolfenDoom Chronicles

Post by QuakedoomNukem Cz »

The enemy number 19006 should be T_None instead from my experiences.
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DeathIncarnate
Posts: 60
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: WolfenDoom Chronicles

Post by DeathIncarnate »

QuakedoomNukem Cz wrote:The enemy number 19006 should be T_None instead from my experiences.
Thanks a mil :D . I would have never figured that out. :idea:
Blue Shadow
Posts: 4949
Joined: Sun Nov 14, 2010 12:59 am

Re: WolfenDoom Chronicles

Post by Blue Shadow »

What you pass as the first argument to ThingCount is the [wiki]spawn number[/wiki], not the [wiki]editor number[/wiki].
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DeathIncarnate
Posts: 60
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: WolfenDoom Chronicles

Post by DeathIncarnate »

Was thinking of messing around with making the pixels look slightly sharper to represent what should look like a newer Luger model.

Old vs New:
Spoiler:
I know this is far from perfect, but apart from colour remapping, I don't edit sprites very often, so this is one of my very few attempts at actually editing/"fine-tuning" sprites.
Any thoughts? I'm trying not to rely too heavily on other modders assisting with sprites.
While it is a very helpful community... "Give a man a fish... /teach a man to fish...", right?

(Apologies for the oversized preview. It isn't actually this large in the game)
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Rex705
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Contact:

Re: WolfenDoom Chronicles

Post by Rex705 »

I think it looks nice but now you need to put a little more detail into the rest of the gun to match the barrel and sights. :geek:
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DeathIncarnate
Posts: 60
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: WolfenDoom Chronicles

Post by DeathIncarnate »

Thank you. :)
Hopefully I'll manage to get the shading right too, as that probably also needs a bit of work.
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DeathIncarnate
Posts: 60
Joined: Thu Oct 16, 2014 1:57 am
Location: South Africa

Re: WolfenDoom Chronicles

Post by DeathIncarnate »

How do I prevent armour from exceeding 100%? Is there a way to override the standard 200% armour bonus?
Even though the player picks up as many as possible, it won't go above 100%, but I'd like the "give all" / IDKFA & IDFA cheats to only give the player a maximum of 100% as well.
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