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Major Cooke wrote:Blame Michaelis and DBThanatos for that. They have special programming notepads which they use to highlight things and such, but I find it annoying since I use SLADE and it doesn't recognize the file name.
[Laughs in Notepad++ and PSPad]
Strangely enough, SLADE doesn't have any problem with those files for me, it opens them up without problems and correctly detects the entry type, as well.
Also, this is how the loading screen looks like in action, though something saying D4D might be more fitting.
@Xeotroid: Love that loading screen Amazing work! Didn't even know stuff like that was possible...
@Major Cooke: I BELIEVE this has been requested before, but in the "Pickup" upgrade mode, is there a way to use the upgrade menu as a way to view what the upgrades you obtain do? (Open the menu, cannot purchase upgrades but can view descriptions) I usually play Ultimate Doom with pickup and Doom 2 (and onward) with Credits, but the first upgrade I get is usually a powerup upgrade I don't know xD
EDIT: Also regarding the new version...
Redownloaded Resources, D4D, and got new dev build. Seems like monsters are fine, but after first Glory Kill, its as if I have "notarget" on (monsters can't detect me) and can walk through monsters.
@Xeotroid okay you have me convinced. Send it my way and I'll toss it in. I wonder if it picks up an error on syntax compile, if it'll actually show the error.
@XTor98 yeah that's also a GZDoom bug that was my mistake. Keep to an older version, try bagel's version out that he's using.
@mamaluigisbagel Another beta tester confirmed that it was dependant on the GZDoom version so for now, stick with the older one until a newer version comes out. Also, yes, I plan on changing the upgrade menu to show what upgrades you have and for what items while in pickup mode.
it seems that upgrades don't work in alpha 6. When purchasing them, the credits arent taken away, despite the upgrade menu saying "owned", though the upgrade doesnt actually work at all and when the upgrade menu is reopened, it shows as if nothing was purchased
edit: nevermind, it was just Tilt++ mod breaking them for some reason, maybe its the Tick() override
The big screen itself is quite easy, but SLADE has problems with it. When you convert an image to the planar format (you need to have additional image formats checked in SLADE's settings), you mustn't click save to confirm the changes but rather click on Revert and confirm that. If you click on Save, you'll get a strange PNG file that either works in most places (not in the loading screen) or it gets strangely corrupted and broken. If you click on Revert, it will work. Enjay actually figured it out in an old thread.
The notch graphics were a bit worse, because they're supposed to use STARTUP's palette, but SLADE can't use it, so the best solution is to make it with a hex editor, since it's all raw data (one hexa character is one pixel in the graphic, so it's easy to follow). That beam was easy to make, but something more complex, like the original bone notches, would be tougher and borderline impossible if you wanted them to use different colours than those in the main image.
To be honest, I'm surprised there's a support for something as niche as this, were planar graphics even used at this point in 1995 other than the loading screen in Hexen?
Stop me if you've heard this question before... XD
Is there a chance we're gonna get the fancy lightning effects here as a standalone mod? I really, REALLY need the lightning from here, because all other attempts to create BFG tracers and Lightning Gun projectiles really pale in comparison to the ones in D4D.
Or, at the very least, can one teach me how to do these myself?
Yes, I plan on doing a tutorial when I can. However it's quite complex which is one reason I've put it on hold and I want to figure out a way to make it simpler if possible, though I'm not sure if I can...