The "How do I..." Thread

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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Because that's not what he asked. ;)
And that will introduce a problem with what to do with the top and bottom of the box.
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DoomKrakken
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Re: The "How do I..." Thread

Post by DoomKrakken »

Such as...?
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Ozymandias81
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Re: The "How do I..." Thread

Post by Ozymandias81 »

DoomKrakken wrote:Such as...?
I think edward850 means that winz doesn't have any top-bottom textures for 3d skyboxes, just because winz didn't ask for 'em or just because he doesn't need 'em. And if he's gonna try to build some non-gl maps, well 3d skyboxes will never work.
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

No matter what he does, he needs new graphics or the sky stretched.
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Ozymandias81
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Re: The "How do I..." Thread

Post by Ozymandias81 »

edward850 wrote:No matter what he does...
:| :glare: :nope:
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Not sure I follow. If he wants to avoid tiling the sky, the sky needs to be taller. If he doesn't want it stretched, it needs to be remade. If he wants it to make it a cube map, it needs new graphics anyway. If he makes it an actual skybox, he needs something to put in place of the sector floor/ceiling.
winz
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Re: The "How do I..." Thread

Post by winz »

I have solved it doing a cool and simple trick. I still would like to know sources for cool, HD skyes, ideally hellish type. All i've found in realm667 is too pixelish.

Anyway, I have another question: I would like to render fog only vertically. Namely, I have very tall sectors, I added fog so you look down and it looks fog-ish, which is a pretty cool effect when I nailed the color and brightness to create the correct saturation. The problem is, the sectors that are on the front look too fogged way too near you. I want them to be rendered normal, and only have fog when I look down... hope this makes any sense.
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DoomKrakken
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Re: The "How do I..." Thread

Post by DoomKrakken »

What was this trick you implemented?

EDIT: https://www.dropbox.com/s/i02fugg9dpr5b ... d.wad?dl=0

This is a copy of Hellbound I got from Doomworld Idgames. I'm not finished playing it (it's a F___ING AWESOME MAPPACK), but there is this one glitch that really breaks gameplay. Located in MAP14: Doom District. The elevator that gives you a long ride up at the beginning of the level appears to make you fall through the floor in a certain area of the elevator floor. It appears as though you fall halfway through, yet you cannot escape. Does anyone know how I can fix this? Much appreciated.
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WARCHILD_89
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Re: The "How do I..." Thread

Post by WARCHILD_89 »

Is there a way to make a monster take cover behind walls and obstacles?
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Shot answer: No. Doom doesn't really have anything resembling geometry awareness.
D2JK
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Re: The "How do I..." Thread

Post by D2JK »

Though far from perfect, you could make the monster wander around randomly while its enemy is in its line of sight, and stop otherwise.
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TheBadHustlex
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Re: The "How do I..." Thread

Post by TheBadHustlex »

Is there a way/flag that makes the altfire of a weapon also use the first ammo, even if a "weapon.ammotype2" is defined? (Ammotype2 is for showing the remaining shots in the magazine on the status-bar).
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Leonard2
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Re: The "How do I..." Thread

Post by Leonard2 »

Anyone know how I can get a fixed point value from ACS to DECORATE?
I know ACS doesn't make the difference between fixed point value and integers so when I use ACS_ExecuteWithResult in DECORATE, I get the integer representation of my fixed point value yet when I divide it by 65536 (which should get a float value in DECORATE) the result always seems to get rounded to an integer again..
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edward850
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Re: The "How do I..." Thread

Post by edward850 »

Divide it by 65536.0 in decorate. The .0 will convert it as a double.
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Rowsol
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Re: The "How do I..." Thread

Post by Rowsol »

TheBadHustlex wrote:Is there a way/flag that makes the altfire of a weapon also use the first ammo, even if a "weapon.ammotype2" is defined? (Ammotype2 is for showing the remaining shots in the magazine on the status-bar).
If you want to use ammotype1 for altfire you'd have to a_takeinventory in the altfire state.
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