Stabbey Posted April 10 I assume that Crispy and Chocolate Doom don't like textures which are too big, but I don't remember if there are any limit-removing source ports which have problems with too-big textures? I've got one which is 96 x 2100 pixels in a map, so I'd like to make a note what, if any, source ports that just won't work in. 0 Quote Share this post Link to post
plums Posted April 10 16 minutes ago, Stabbey said: I assume that Crispy and Chocolate Doom don't like textures which are too big, but I don't remember if there are any limit-removing source ports which have problems with too-big textures? I've got one which is 96 x 2100 pixels in a map, so I'd like to make a note what, if any, source ports that just won't work in. Crispy is fine with large textures, as are most if not all active ports aside from Chocolate and Dos exe hacks like DOOM32. The bigger problem with a texture that size is that most software renderers need textures to be a power-of-two wide and will truncate down to the next po2 size, so you'd need to make it 128px wide and just keep your lines to 96 units long, or tile it several times so that it's like 1024x2100. 0 Quote Share this post Link to post
Stabbey Posted April 10 1 hour ago, plums said: Crispy is fine with large textures, as are most if not all active ports aside from Chocolate and Dos exe hacks like DOOM32. The bigger problem with a texture that size is that most software renderers need textures to be a power-of-two wide and will truncate down to the next po2 size, so you'd need to make it 128px wide and just keep your lines to 96 units long, or tile it several times so that it's like 1024x2100. Making it 128 px wide is no problem, the edges are solid black anyway, I can make the extra space all black. (For the curious, the vertical distance is reserved for the numbers 00-59, up and down, spaced precisely 35 units apart). 0 Quote Share this post Link to post
Kappes Buur Posted April 10 (edited) 21 hours ago, Kesky said: This feels like too dumb of a question for its own topic. I'm trying to make the players MaxStepHeight to 46 in ACS because the map would play alot better with that then allowing jump. I thought it would be as simple as this but this script applies the step height to every entity except the player. Any help is appreciated. I feel like its a really simple issue that I'm missing here. script 5 ENTER{ SetActorProperty(0,APROP_MaxStepHeight,46); } Try to give the player a unique TID instead of 0 See the ZDoom WIKI Playernumber Edited April 10 by Kappes Buur 0 Quote Share this post Link to post
Kesky Posted April 10 50 minutes ago, Kappes Buur said: Try to give the player a unique TID instead of 0 See the ZDoom WIKI Playernumber I tried it before but it didnt seem to work sadly 0 Quote Share this post Link to post
Arbys550 Posted April 10 I have two questions about Ultimate Doom Builder after recently switching to it. I've tried looking through Preferences but didn't find anything: Is there an option to disable selection of things in a sector when in sectors or linedef mode? I don't want to drag/copy things when I move/copy a sector. This is a long shot, but is there a way to adjust the sensitivity of switching to bulk select when clicking and dragging? I keep trying to click a bunch of linedefs really fast but it keeps thinking I'm trying to drag and it clears my selection, forcing me to start over. This didn't happen to me in Doom Builder X 0 Quote Share this post Link to post
boris Posted April 11 18 hours ago, Arbys550 said: Is there an option to disable selection of things in a sector when in sectors or linedef mode? I don't want to drag/copy things when I move/copy a sector. In Sectors Mode and Linedefs Mode there's a button in the toolbar for "Synchronized Things Editing". Default hotkey to toggle is Shift+T. 18 hours ago, Arbys550 said: This is a long shot, but is there a way to adjust the sensitivity of switching to bulk select when clicking and dragging? I keep trying to click a bunch of linedefs really fast but it keeps thinking I'm trying to drag and it clears my selection, forcing me to start over. This didn't happen to me in Doom Builder X Preferences -> Editing -> Mouse selection threshold You should look into using paint select (default hotkey: holding middle mouse button), which selects everything the mouse touches while you hold the hotkey. For that you should make sure that Preferences -> Editing -> Additive paint selectign without holding Shift is enabled. You can also hold shift while clicking, since that'll enable additive selecting, which will not deselect everything when you're doing a mass select by accident. 2 Quote Share this post Link to post
Arbys550 Posted April 11 3 hours ago, boris said: In Sectors Mode and Linedefs Mode there's a button in the toolbar for "Synchronized Things Editing". Default hotkey to toggle is Shift+T. Preferences -> Editing -> Mouse selection threshold That's exactly what I was looking for, thanks! 0 Quote Share this post Link to post
sf6 sucks Posted April 11 how do i make UDB have a dark mode instead of white 0 Quote Share this post Link to post
TheHambourgeois Posted May 7 This is a ZScript question. Faithless inherits actor definitions from the Hexen monsters, which is useful for if you are trying to add say, Hexen monsters to a Heretic set. For obvious reasons, this is preferable to re-coding the monsters from scratch. I tried to do this just testing a concept out, and I had an error thrown that the actor I was inheriting was not found. It seems like there is another step than just starting a zscript definition and inheriting the desired monster. I've looked through the faithless archive and was not able to figure it out. In short: if you want to inherit actor definitions from another IWAD, what steps do you need to take to have them included and heritable? 0 Quote Share this post Link to post
Gez Posted May 7 Normally, all of the standard actors are inheritable, be it in ZScript or in DECORATE, regardless of what game they're for. My first explanation would be that you've made a mistake in the inherited actor's name. Double-check that. 0 Quote Share this post Link to post
DoomGuy999 Posted May 7 How do i zoom out less than 5 percent in UDB? 0 Quote Share this post Link to post
Kappes Buur Posted May 8 10 hours ago, DoomGuy999 said: How do i zoom out less than 5 percent in UDB? When you use UDB 1 Quote Share this post Link to post
Stabbey Posted May 8 13 hours ago, DoomGuy999 said: How do i zoom out less than 5 percent in UDB? You probably shouldn't build your map such that you ever need to do so. In theory, there is a gigantic area you can build your level in, but in reality you can't make use of all that space. Having parts of your map be too far from other parts has been known to mess up how the blockmap calculations are implemented, and you get missing walls, strange blocks from nowhere and other glitches. There are many threads in the editing/questions forum about strange glitches which ultimately come down to making the level too large or too spread out. 0 Quote Share this post Link to post
Asphalt Posted June 12 Hello everyone, here I'm back again, annoying people with stupid questions... Sorry if it has been discussed already but so far I didn't have any luck with finding tutorials and whatever could explain how to do what I need. I have a large room with two raised platforms at different heights from one another. I need to have a switch that, when pressed, raises a staircase connecting these two platforms. The problem is that such staircase needs to start building from the ground floor, so it has first to reach the level of the first platform, and then create the stairs up from there to the other one. Here is a small sketch to explain things better: Spoiler From what I've seen as of now, there's only the option to change the height increase of the single steps, but not any options to tell the engine from which level to start building them. So... any help would be much appreciated. Thank you guys!! 0 Quote Share this post Link to post
Gez Posted June 12 6 minutes ago, Asphalt said: Hello everyone, here I'm back again, annoying people with stupid questions... Sorry if it has been discussed already but so far I didn't have any luck with finding tutorials and whatever could explain how to do what I need. I have a large room with two raised platforms at different heights from one another. I need to have a switch that, when pressed, raises a staircase connecting these two platforms. The problem is that such staircase needs to start building from the ground floor, so it has first to reach the level of the first platform, and then create the stairs up from there to the other one. Here is a small sketch to explain things better: Hide contents From what I've seen as of now, there's only the option to change the height increase of the single steps, but not any options to tell the engine from which level to start building them. So... any help would be much appreciated. Thank you guys!! One thing you can do is to have the first however many steps be placed outside of the playable area, so that the stairs the players can see are those you want to have. Since a Doom sector does not need to be a single continguous area, you can have separate areas be part of a single sector, you can do clever tricks with stairs. I like this example from Perdition's Gate, where stairs but also towers can be seen raising when the player crosses the threshold, at 3:31 in the below vid: So you can use the same trick to have the stairs starting elsewhere. 1 Quote Share this post Link to post
ViolentBeetle Posted June 12 23 minutes ago, Asphalt said: From what I've seen as of now, there's only the option to change the height increase of the single steps, but not any options to tell the engine from which level to start building them. Beside what Gez said, I'm pretty sure stair builder effect sets sector destination in relation to the previous step and not in relation to the sector itself. So if you can afford to raise a single step off the first platform, you can have it keep building. 2 Quote Share this post Link to post
seth Posted June 15 Question for mapping, I'm new, how to i remove the default levels from my wad, like currently when you complete the first and currently only level of my wad it sends you to underhalls instead of the slideshow thing with the monster sprites, whatever its called, as well as a few side questions, how do i change the sky and how do i change the name of my levels?? 0 Quote Share this post Link to post
ViolentBeetle Posted June 15 2 hours ago, seth said: Question for mapping, I'm new, how to i remove the default levels from my wad, like currently when you complete the first and currently only level of my wad it sends you to underhalls instead of the slideshow thing with the monster sprites, whatever its called, as well as a few side questions, how do i change the sky and how do i change the name of my levels?? There's no definite method, since original doom didn't support it, but there are different techniques based on what source port you are using. Here's a guide to swap name and intermission graphic I found useful long ago UMAPINFO is a relatively new invention that is implemented in largest ports that is more flexible. Read more here. 0 Quote Share this post Link to post
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