
Download:
http://www.zshare.net/download/6995798ad91152/


Graf, please explain. I am using v2.1.7 and A_JumpIfCloser works just fine. Are you saying that A_JumpIfCloser will be replaced by MaxTargetRange in future ZDooM builds?Graf Zahl wrote:Better use MaxTargetRange instead of A_JumpIfCloser if you don't mind limiting this to SVN builds.
I had made something very similar, but I like what you've done. So, yes, I will use your DECORATE (with a few modifications) and your sounds, and give you credit. The changes I'll put in are maxdropoffheight (I'll put in a value of 512, as many of my maps have vents in rooms with very high ceilings) and health = 40.CaptainToenail wrote:.... feel free to use them in your wads as long as you mention me, as I made em!
I assume MaxTargetRange an actor property which defines the furthest distance an actor can attack from. It won't replace A_JumpIfCloser but it'll be quicker than using A_JumpIfCloser for this sort of thing.ReX wrote:Graf, please explain. I am using v2.1.7 and A_JumpIfCloser works just fine. Are you saying that A_JumpIfCloser will be replaced by MaxTargetRange in future ZDooM builds?Graf Zahl wrote:Better use MaxTargetRange instead of A_JumpIfCloser if you don't mind limiting this to SVN builds.
I created the sprites myself using a Half Life model viewing program and took screen shots, I made sure they were low-res so they fit in with Doom quite well, as scaled images can look quite out of place, I could have easily created them at a higher resolution if I wanted tooI will use my own sprites, which are 3 times the size of yours. This way, I can scale them down and get better resolution on them. Btw, where did you get your sprites from? You have several frames more than me (D1 through H2H8), and if I can get your set of sprites in a larger size then I will use the entire set.
I had to convert it to Ogg because XWE wouldn't accept that particlular sound in its original Wave format, it kept converting it into an imageI also noticed that HCATTAK2 is in .ogg format but the others are in .wav format. Any reason for that? [Also, neither XWE nor Windows Media Player plays the sound back, and with all the other sounds I can't tell if ZDooM is playing it either.]
In the project on which I am working, I am using many scaled sprites so scaled-down headcrabs will not be out of place. Do you still have the original screen captures from the model? Jed's Half-Life Model Viewer captures the image in TARGA format, which can then be converted to .bmp or .png format. If you still have the originals (or converted but still in hi-res), could you please send them to me? It will save me the bother of using HLMV to capture each frame and convert the whole lot. Of course, I'll give you credit for all the sprite work as well.CaptainToenail wrote:I created the sprites myself using a Half Life model viewing program and took screen shots, I made sure they were low-res so they fit in with Doom quite well, as scaled images can look quite out of place, I could have easily created them at a higher resolution if I wanted too