Jack9955 Posted May 21, 2023 I found a placebo solution - Adding a sector in the front and making it 8 units higher than the main sector's floor. 0 Share this post Link to post
Jack9955 Posted May 23, 2023 Hello, what are the main additions of Boom to Doom? I feel like I'm missing something making maps for Vanilla. 0 Share this post Link to post
Jack9955 Posted May 23, 2023 I have a question, what are the "Puller" and "Pusher" entities in Boom? 0 Share this post Link to post
Edward850 Posted May 23, 2023 (edited) One pulls you, the other pushes you. https://doomwiki.org/wiki/Carrying_sector Edited May 23, 2023 by Edward850 0 Share this post Link to post
Edward850 Posted May 23, 2023 3 minutes ago, SOF2Fragger said: Try udmf UDMF is a map storage format, not a feature set. It's to maps what PK3s are to WADs. 0 Share this post Link to post
Jack9955 Posted May 23, 2023 (edited) I am trying to make the zombiemen attack faster to make them a bit more of a threat, however when I test my PWAD, the BEX patch seems to not work. I am using the latest version of PrBoom+ with complevel 9, if that helps. Edit: No need to answer, I fixed it by renaming the dehacked entry to "DEHACKED", I forgot to do that. Edited May 23, 2023 by Jack9955 0 Share this post Link to post
Redneckerz Posted May 23, 2023 @Jack9955 Please bookmark https://doomwiki.org/wiki/Entryway to find your stuff there before asking it here. The wiki is there for this exact reason. 0 Share this post Link to post
DRON12261 Posted May 23, 2023 (edited) 11 hours ago, Jack9955 said: Hello, what are the main additions of Boom to Doom? I feel like I'm missing something making maps for Vanilla. Vanilla is the original format, with all its limitations, so theoretically you could run such a map anywhere. Boom can be considered an add-on to the vanilla format, which removes the limitations and brings a number of very useful innovations for mapping. Not to be confused with Limit-Removing, this "format" is essentially only vanilla without restrictions. Boom map can run on these ports PrBoom+, Doom Retro, Woof!, DSDA, ZDoom and quite a few other ports. I recently wrote a mini "article" on the topic of testing maps and sufficiently touched the subject of map formats and ports, attaching links to additional sources. Read it, I think it will be very useful. https://www.doomworld.com/forum/post/2640803 Edited May 23, 2023 by DRON12261 0 Share this post Link to post
Jack9955 Posted May 24, 2023 Hello, this door is not opening (not going up) the sound does play but the texture does not move. How do I fix this? I will post my WAD, if that helps. asdc.zip 0 Share this post Link to post
bunnytummy Posted May 24, 2023 Hmm it does open for me: Anyway, try using tags other than 0, put a sector tag in the door's sector of 1 or more, then, the same tag number for the lines on the door 0 Share this post Link to post
Jack9955 Posted May 24, 2023 What source port did you use? I'm using Prboom+ 0 Share this post Link to post
bunnytummy Posted May 24, 2023 I tested with crispy doom and prboom plus 2.5.1.4 But as I suggested, try using sector numbers for tags other than 0. 0 Share this post Link to post
Jack9955 Posted May 24, 2023 Didn't work, I will try with another source port. 0 Share this post Link to post
Jack9955 Posted May 24, 2023 (edited) So... The problem is PrBoom+ I tested DSDA Doom and the door worked Edit: Nevermind, the door now works in PrBoom+, what the fuck! I'm not complaining tho Edited May 24, 2023 by Jack9955 1 Share this post Link to post
Jack9955 Posted May 24, 2023 How can I make the music change when the player crosses a linedef? Is it possible with Boom? Do I have to code? 0 Share this post Link to post
Stabbey Posted May 25, 2023 I think it's only possible with a port which supports scripting, so no to Boom, and yes to code. 1 Share this post Link to post
thelamp Posted May 25, 2023 Boom can change music during a level but it's not done with linedefs and unfortunately reloading a save resets the music so it's pretty jank. Here's an example of how it's done, the key thing here is that the object which triggers the music change is thingtype 141** where ** is the number of the track as defined in the MUSINFO lump in this wad. musinfo-example.zip 1 Share this post Link to post
prfunky Posted May 25, 2023 On 5/12/2023 at 4:36 PM, Jack9955 said: What is an actor? heh; actor here is a generic name for any "thing". player (your visual representation/doomguy) is an actor cacodemon is an actor rocket is an actor Here is the ZDoom.org Wiki entry of stock Doom actors: https://zdoom.org/wiki/Classes:Doom 1 Share this post Link to post
Jack9955 Posted May 28, 2023 (edited) I'm having an Issue with floor lowering action. There is a Commander Keen hanging next to the floor I want to lower, when he is alive, the floor doesn't lower, when I kill him, the floor lowers. Can I fix it without having to remove Keen? Edited May 28, 2023 by Jack9955 0 Share this post Link to post
ViolentBeetle Posted May 28, 2023 (edited) If you are doing vanilla or limit-removing compatibility, it's probably because there's not enough space for the keen. In Vanilla compatibility it usually happens when monster is stuck in a wall or under ceiling that is too low. Doom will block a non-crushing sector movement if there's a monster, player or barrel in the way so that they don't get stuck, even if this isn't applicable because the sector is actually widening (Like floor going down). The collision detection is also flawed, so sometimes stuck monsters block sector movement despite being nowhere near it. TLDR: Try raising your ceiling. Edited May 28, 2023 by ViolentBeetle 0 Share this post Link to post
Jack9955 Posted May 29, 2023 Is ZDoom CL compatible with UDMF? When I load Zdoom: Doom in UDMF Format (UDB) there are like 150 error reports, is it even compatible? ZDoom LE gives no error reports. 0 Share this post Link to post
ramon.dexter Posted May 30, 2023 What the errors exactly say? You know, telling us about errors, while not giving us the exact errors is little bit silly. 0 Share this post Link to post
Jack9955 Posted May 30, 2023 6 hours ago, ramon.dexter said: What the errors exactly say? You know, telling us about errors, while not giving us the exact errors is little bit silly. 0 Share this post Link to post
Gez Posted May 30, 2023 These errors and warnings have nothing to do with UDMF. It's just UDB failing to parse the DECORATE files, apparently because the parent classes are missing (they may still be hardcoded native classes, I dunno, I'm not familiar enough with @drfrag's many many forks to know what version each one is based). It shouldn't be a real problem, it just means you'll have trouble getting custom actors automatically parsed. That LOCKDEFS error is odd, though. 0 Share this post Link to post
Professor Hastig Posted May 30, 2023 Neither Doomwiki nor ZDoom Wiki mention UDMF - and the base ZDoom version 2.1.7 is also definitely far too old to support it, it was released almost 2 years before UDMF came to be. It is also far too old to have all internal classes declared in DECORATE, this also happened years after 2.1.7, so the errors are hardly surprising. Just now, Jack9955 said: What does lockdefs mean? It is for defining custom locked door types. 0 Share this post Link to post
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