Doomdude89 Posted May 2, 2021 Can i cut & drag stuff like this in doom builder? If so how? 0 Quote Share this post Link to post
Albertoni Posted May 2, 2021 12 minutes ago, Doomdude89 said: Can i cut & drag stuff like this in doom builder? Select all sectors, ctrl + x, put mouse on an empty area, ctrl + v if something goes wrong, ctrl+z to undo the changes 0 Quote Share this post Link to post
ViolentBeetle Posted May 2, 2021 1 hour ago, Doomdude89 said: Can i cut & drag stuff like this in doom builder? If so how? And you can drag it with right mouse button, but it might not be the best idea, because it will drag all vertices that are part of that, and thus might screw with the lines attached to them - like turn the door into a narrow and very tilted corridor. But it might actually work for you. 0 Quote Share this post Link to post
ShallowB Posted May 14, 2021 (edited) I am struggling a bit to get a custom enemy's homing missile attack to work. The missile fires, but never actually tracks the player. I've gone over it a handful of times, but I'm just not seeing the error I'm making. Would anyone mind looking over it with fresh eyes? I'm sure I've missed something obvious, but I'm just not seeing it. DECORATE for the enemy (ignore the stats and sounds, a lot of it is placeholder): Spoiler actor KingCobra 15006 { Health 1000 Radius 20 Height 80 Speed 35 PainChance 50 Mass 1000 SeeSound "imp/sight" ActiveSound "imp/active" PainSound "imp/pain" DeathSound "imp/death" Obituary "%o died" HitObituary "%o died" MONSTER +FLOORCLIP States { Spawn: SNEK AB 10 A_Look loop See: SNEK AABBCCDD 4 A_Chase loop Missile: SNEK A 8 A_FaceTarget SNEK E 6 A_CustomMissile("CobraBite",40,0,0) goto See Melee: SNEK A 8 A_FaceTarget SNEK E 6 A_SargAttack goto See Pain: SNEK F 3 SNEK F 3 A_PAIN goto See Death: SNEK G 5 SNEK H 5 A_Scream SNEK I 5 SNEK J 5 A_NoBlocking SNEK K 5 SNEK L -1 stop } } DECORATE for the missile actor: Spoiler actor CobraBite { PROJECTILE +SEEKERMISSILE Radius 8 Height 16 Speed 20 Damage 8 SeeSound "imp/attack" DeathSound "imp/shotx" Decal PlasmaScorchLower States { Spawn: BITE A -1 A_SeekerMissile(45, 90) Stop Death: FBXP A 8 FBXP B 6 FBXP C 4 Stop } } I've looked at other custom monsters, the ZDoom wiki, and the Revenant (which uses a totally different seeking missile action that I'd rather not replicate, but even when I did copy it for testing purposes, it still didn't work). I'm out of ideas here. Edited May 14, 2021 by ShallowB 0 Quote Share this post Link to post
jaeden Posted May 15, 2021 You need to call the A_Seekermissile repeatedly. instead of: Spawn: BITE A -1 A_SeekerMissile(45, 90) Stop there should be something like: Spawn: BITE A 3 A_SeekerMissile(45, 90) Loop 1 Quote Share this post Link to post
ShallowB Posted May 15, 2021 That's it! I must have gotten tripped up since the projectile I'm using doesn't animate, but the loop is necessary to keep A_SeekerMissile on target. Thanks a ton! 0 Quote Share this post Link to post
RDETalus Posted May 17, 2021 What are people's feelings on Boom gimmicks like these? If a WAD had 3-5 per level of these sorts of special effects involving stuff like moving water, opening / closing portals, light changes, would it feel too un-Doomlike? Keep in mind that when these things move, they emit the "moving lift" sound effect that often doesn't really sound like what is supposed to be happening. 1 Quote Share this post Link to post
ViolentBeetle Posted May 17, 2021 49 minutes ago, RDETalus said: What are people's feelings on Boom gimmicks like these? If a WAD had 3-5 per level of these sorts of special effects involving stuff like moving water, opening / closing portals, light changes, would it feel too un-Doomlike? Keep in mind that when these things move, they emit the "moving lift" sound effect that often doesn't really sound like what is supposed to be happening. You can drain water with Doom actions too. 0 Quote Share this post Link to post
erzboesewicht Posted May 18, 2021 Music-related question: Is it "allowed" to use GS instruments in midis for Doom wads or are only GM sounds allowed? I guess this has to do with the standard soundfonts that come with the distinct doom source ports, so are they mostly GM or GS? I ask because I would like to use sounds like the Sine Wave but don't know if they would be heard by most others who play my wads. Thanks! 0 Quote Share this post Link to post
Gez Posted May 18, 2021 You're only guaranteed the MIDI will work if you restrict yourself to the GM set. But to be honest, I've already seen "GS-only" songs used in wads (on the top of my head, Epic 2 MAP28: Ogdoad) and it seemed fine. I figure you can just test it out on a few popular ports with their default soundfont to check if it works. 1 Quote Share this post Link to post
Kain D. Posted May 21, 2021 I have question out of curiosity. Does MBF have line skipping bug? 0 Quote Share this post Link to post
Edward850 Posted May 21, 2021 50 minutes ago, Kain D. said: I have question out of curiosity. Does MBF have line skipping bug? Yes. 0 Quote Share this post Link to post
GratefulName Posted May 22, 2021 (edited) So, i'm making a custom weapon in dehacked. And without the .Deh file the sprites are visible but when i add my dehacked only one sprite is visible and the rest turns invisible. I'm testing with GZDoom but when i switch to PrBoom+ it says the famous I_SignalHander: Exiting on signal: signal 11, can someone help me? Edited May 22, 2021 by GratefulName 0 Quote Share this post Link to post
ViolentBeetle Posted May 22, 2021 Where can I find how fast does a particular sector move under a particular action in units per tic? In my case specifically, fast crusher, but there has to be some universal list somewhere. 0 Quote Share this post Link to post
terminator Posted May 24, 2021 (edited) hi. i am very new in mapping. i tried to create a test scene for my 2nd wad using only vanilla settings (gzdoom udmf), however ultimate doom builder r3764 (64-bit) could not save the nodes properly. often had to use "save to" another wad file. gzdoom 4.5.0 also faced problems rendering the scene. the pillars that did not render correctly were correctly rendered when approached. is there anything i could do to solve this issue, or is it a software limitation problem (eg. too many connecting nodes in udb and gzd)? if it is a limitation problem, may i know the max/min limits? tq in advance for replies. screenshots: Spoiler attached wad file below: test.zip Edited May 24, 2021 by terminator attached wad file 0 Quote Share this post Link to post
Kappes Buur Posted May 24, 2021 (edited) 1 hour ago, terminator said: hi. i am very new in mapping. i tried to create a test scene for my 2nd wad using only vanilla settings (gzdoom udmf), however ultimate doom builder r3764 (64-bit) could not save the nodes properly. often had to use "save to" another wad file. gzdoom 4.5.0 also faced problems rendering the scene. the pillars that did not render correctly were correctly rendered when approached. is there anything i could do to solve this issue, or is it a software limitation problem (eg. too many connecting nodes in udb and gzd)? if it is a limitation problem, may i know the max/min limits? tq in advance for replies. You have, indeed, exceeded the limits. It is usually ok to have a map area of 20k x 20k. But for your map, as it is, 7k x 7k would be ok. Spoiler As to the nodebuilder Spoiler would be ok. Edited May 24, 2021 by Kappes Buur 0 Quote Share this post Link to post
terminator Posted May 24, 2021 (edited) 54 minutes ago, Kappes Buur said: You have, indeed, exceeded the limits. It is usually ok to have a map area of 20k x 20k. But for your map, as it is, 7k x 7k would be ok. Reveal hidden contents As to the nodebuilder Reveal hidden contents would be ok. oh my. the size of the test scene is about 3% of the actual planned map, covering multiple huge rooms etc with the same visual theme. 7k x 7k or even 20k x 20k would not be enough. guess i need to find a workaround for this :P anyway, thanks a lot for the heads up :) Edited May 24, 2021 by terminator 0 Quote Share this post Link to post
Gez Posted May 24, 2021 You'll need to split your map into smaller parts. Discussions about how to do that can be found here: 1 Quote Share this post Link to post
RDETalus Posted May 24, 2021 Where do I post my WIP map to get feedback? It's no where close to done so I don't want to make a thread for it, but it is playable. 0 Quote Share this post Link to post
terminator Posted May 24, 2021 4 hours ago, Gez said: You'll need to split your map into smaller parts. Discussions about how to do that can be found here: many thanks for the awesome suggestion, @Gez :) 0 Quote Share this post Link to post
Somniac Posted June 18, 2021 How do I get a sliding polyobject door to stay open permanently? I don't seem to be able to set an infinite delay time. I've finally managed to make the thing appear in the map and function but it keeps closing immediately. 0 Quote Share this post Link to post
1Destro3456 Posted June 18, 2021 On 5/24/2021 at 5:08 AM, RDETalus said: Where do I post my WIP map to get feedback? It's no where close to done so I don't want to make a thread for it, but it is playable. Probably to a play tester 0 Quote Share this post Link to post
Alper002 Posted June 18, 2021 54 minutes ago, VisionThing said: How do I get a sliding polyobject door to stay open permanently? I don't seem to be able to set an infinite delay time. I've finally managed to make the thing appear in the map and function but it keeps closing immediately. Instead of using a polyobject door action, use one of the normal polyobject movement actions. That'll make it do what you want it to. 1 Quote Share this post Link to post
Kappes Buur Posted June 19, 2021 (edited) 6 hours ago, VisionThing said: How do I get a sliding polyobject door to stay open permanently? I don't seem to be able to set an infinite delay time. I've finally managed to make the thing appear in the map and function but it keeps closing immediately. Give it a loooooooong delay, for example #include "zcommon.acs" // 8:Polyobj_DoorSlide (po, speed, angle, dist, delay); script 1 (void) { Polyobj_DoorSlide (2, 16, 0, 176, 0x7fffffff); } Edited June 19, 2021 by Kappes Buur 1 Quote Share this post Link to post
RDETalus Posted June 19, 2021 Eviternity.wad has custom monsters and is Boom compatible, it does this with .deh edits. How come the wad file also has a DECORATE that defines the monsters as well? Dehacked works in GZDoom already, is the DECORATE for improving mod compatibility or avoiding some sort of bugs? 0 Quote Share this post Link to post
Gez Posted June 19, 2021 IIRC it's to support Zandronum that did not have perfect MBF DEHACKED compatibility. 2 Quote Share this post Link to post
Jacek Bourne Posted June 21, 2021 How do you make wall textures render the sky. How do you create horizons pretty much. 0 Quote Share this post Link to post
Dragonfly Posted June 21, 2021 On 6/19/2021 at 4:20 AM, RDETalus said: Eviternity.wad has custom monsters and is Boom compatible, it does this with .deh edits. How come the wad file also has a DECORATE that defines the monsters as well? Dehacked works in GZDoom already, is the DECORATE for improving mod compatibility or avoiding some sort of bugs? A whole mixed bag really. Correct obituaries, better support in ports that like DECORATE, theoretically improves mod compatability, etc etc etc. Similar to why we use MAPINFO despite PrBoom at the time not supporting it - we can name maps correctly, define episodes, etc. Eviternity has a lot of things in it that aren't compatible with the intended port, such as the weather effects. This was done with a similar approach to what web designers do, where we utilise features that older browsers don't support, but ensure that there's a certain level of "graceful degradation" so the core intended experience is still there, just missing a few of the bells and whistles. :) 2 Quote Share this post Link to post
Vaeros Posted June 22, 2021 I've read somewhere that it's possible to add more states/frames to an weapon animation in WhackEd4... If so, How you can do that? I'm using DEHEXTRA btw. 0 Quote Share this post Link to post
RDETalus Posted June 22, 2021 7 hours ago, Vaeros said: I've read somewhere that it's possible to add more states/frames to an weapon animation in WhackEd4... If so, How you can do that? I'm using DEHEXTRA btw. Yeah that’s possible, you can add more weapon animation frames, but usually by harvesting frames from other things. For example, taking all of Commander Keen’s death frames and using them in your weapon animation. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.