everennui Posted February 19, 2017 I agree. My next PC will probably run Linux/FreeBSD and I'm so happy there are people who are out there working on these free programs. You can run an OS that competes with Mac and Windows for free. If you want a bit of useless trivia and computer history check out the history of GNU (Gnu's Not Unix). Richard Stallman is Computer Jesus. IIRC, Doom actually uses a similar (if not the same) license as GIMP. Interviews with Richard Stallman are so entertaining because he's got such a machine brain. If you don't want to fork out the cash for Microsoft Word there is also Open Office. 0 Quote Share this post Link to post
Marlamir Posted February 19, 2017 So Richard Stallman is behind GNU? didnt know that until now :-), thanks god we have guys like him srry guys but i have another problem :-/ and the problem is that i cant make mapinfo to work because is still giving me error when i want to test here the mapinfo definiton Spoiler map MAP10 "Destination -hell-" levelnum 10 titlepatch HUSTR_10 next endtitle secretnext endtitle sky1 sky1 0 cluster 66 music "$MUSIC_READ_M" UsePlayerStartZ cluster 66 { flat "AQF016" music "MUSIC_READ_M" exittext "here the custom text" } any help please? thanks 0 Quote Share this post Link to post
Kappes Buur Posted February 19, 2017 Mr. Trotl said:srry guys but i have another problem :-/ and the problem is that i cant make mapinfo to work because is still giving me error when i want to test here the mapinfo definiton .... any help please? thanks Your best option is to read the MAPINFO information on this page https://zdoom.org/wiki/MAPINFO/Map_definition and apply proper formatting. 0 Quote Share this post Link to post
Marlamir Posted February 19, 2017 ohh i think i forget to say the error is about the cluster, the map info works good but after i add cluster is start to giving me errors 0 Quote Share this post Link to post
scifista42 Posted February 19, 2017 That's because you're mixing the old and the new syntax within the same file. Just follow Kappes Buur's advice. 0 Quote Share this post Link to post
Gez Posted February 19, 2017 Since you use the old MAPINFO syntax, you have to use "clusterdef" not "cluster". The old syntax cannot make the difference between "cluster" as a map property and "cluster" as the start of a cluster definition, which is why it errors out and you need to use "clusterdef" instead. And your cluster itself uses the new syntax. Do not mix different syntaxes in the same file. Make everything use the new syntax; or everything use the old, but do not mix them! 0 Quote Share this post Link to post
Marlamir Posted February 20, 2017 So i mixing the "old and new fomat" of mapinfo and the syntax need to be deleted, yes now it works like charm. thanks guys so much, you again save my a** and hail for great days for you thanks again :-) 0 Quote Share this post Link to post
Byeblothingal 1024 Posted February 23, 2017 Does anyone know how to get it to acknowledge when you find a secret in Hexen & UDMF format? I put the "sector Secret" thing in the secrets & in the map it shows that there are secrets in the map but when I walk into the sector; it doesn't say "A SECRET HAS BEEN REVEALED" or mark that a secret has been found like I wanted. So no matter how many secrets I find; it always says "Secrets found; 0" 0 Quote Share this post Link to post
Dragonfly Posted February 23, 2017 Sector action 1024 marks it as a secret, and in UDMF you can also toggle a thing-flag on items / pickups, called "Count as Secret". I would screenshot this for you for your ease of use but I've not got access to GZDB here. 0 Quote Share this post Link to post
Byeblothingal 1024 Posted February 23, 2017 Dragonfly said:Sector action 1024 marks it as a secret, and in UDMF you can also toggle a thing-flag on items / pickups, called "Count as Secret". I would screenshot this for you for your ease of use but I've not got access to GZDB here. But when I enter 1024 into the "Action" linedef reference = it says its "unknown" are you saying that it will still work or am I wrongly reading you? 0 Quote Share this post Link to post
Gez Posted February 23, 2017 Byeblothingal 1024 said:But when I enter 1024 into the "Action" linedef reference = it says its "unknown" are you saying that it will still work or am I wrongly reading you? Sector type 1024 is secret. There are no secret linedefs. (There's a secret flag for lines, but it just means it's shown on the automap as a normal wall instead of whatever it actually is. It doesn't make finding the line a secret.) I suggest reading about secrets on the wiki. Little game: What is type 9? Doom-style line: Floor donut ZDoom UDMF line: Line_Horizon Doom-style sector: Secret area ZDoom UDMF sector: nothing Map thing: Shotgun Guy ACS thing: Spectre Dehacked thing: Mancubus fireball Morality: when people say to use such or such number, make sure you pay attention to what kind of number they're talking about. 0 Quote Share this post Link to post
scifista42 Posted February 23, 2017 1. It's a sector effect, so put it onto a sector, not onto a linedef. 2. It appears as unknown in DB2 because of a badly made config. It actually works in the game. The sector effect will cause the secret to be triggered automatically when the center point of the player's bottom touches the sector's floor. An alternative way of making secrets is to place the "Secret" thing anywhere, give it a tag, and activate it via Thing_Activate (explicitly called from a script or a linedef or thing action) when you want the secret to be triggered. Use either the sector effect or the thing activation, but combining them in the same secret doesn't make sense. 0 Quote Share this post Link to post
Kappes Buur Posted February 23, 2017 Byeblothingal 1024 said:But when I enter 1024 into the "Action" linedef reference = it says its "unknown" are you saying that it will still work or am I wrongly reading you? Read the ZDoom Wiki article about Secrets Easiest is to set the sector to secret 0 Quote Share this post Link to post
Byeblothingal 1024 Posted February 23, 2017 Kappes Buur said:Read the ZDoom Wiki article about Secrets Easiest is to set the sector to secret https://www.youtube.com/watch?v=tg9cIKaQTXA I much appreciate the video but of coarse my version doesn't have a "generalized effects" tab. Your version looks WAY different than mine. Thank you 3 for the help, ill try it out. Since mine doesn't have that tab; im gonna try what R2D2 had to say. 0 Quote Share this post Link to post
Kappes Buur Posted February 23, 2017 Byeblothingal 1024 said:..... but of coarse my version doesn't have a "generalized effects" tab. Good heavens, are you still using the original Doombuilder 1 ? Byeblothingal 1024 said:Your version looks WAY different than mine. Nowadays, I am using GZDoom Builder - bugfix. Not only because it is newest, but because it is up todate with ZDoom/QDoom/GZDoom development and always has the latest ACS files. And to also mention the many features which make mapping so much easier. 0 Quote Share this post Link to post
Byeblothingal 1024 Posted February 23, 2017 Kappes Buur said:Good heavens, are you still using the original Doombuilder 1 ? Nowadays, I am using GZDoom Builder - bugfix. Not only because it is newest, but because it is up todate with ZDoom/QDoom/GZDoom development and always has the latest ACS files. And to also mention the many features which make mapping so much easier. NO im not using the original heaven's doom builder 1. I am using the original Hell's doom builder 2 (the 1st version of it to come out) & that was after using WadAuthor for about 12 years so it was an awesome upgrade to be fully satisfied with... been mapping since about 1997 (or so) 0 Quote Share this post Link to post
Kappes Buur Posted February 24, 2017 Byeblothingal 1024 said:I am using the original Hell's doom builder 2 (the 1st version of it to come out) Can you not update to the installer of DB2_r1553. This will install all required files if not already installed. And then update to the latest and last DB2_r1715. After that I recommend to update to GZDB_BF. Unless something prevents you to take that route. Nostalgia: My first experience with mapping was when I purchased Joe Pantuso's book DOOM GAME EDITOR in 1995 and briefly used his editor RGDOOMED ver 2.86 deLuxe. Since then I transitioned through multiple editors and eventually stuck with ZETH 4.17 when I became aware of ZDOOM. Now, I just map for GZDoom using DB2/DB2_BF. 0 Quote Share this post Link to post
Byeblothingal 1024 Posted February 24, 2017 scifista42 said:1. It's a sector effect, so put it onto a sector, not onto a linedef. 2. It appears as unknown in DB2 because of a badly made config. It actually works in the game. The sector effect will cause the secret to be triggered automatically when the center point of the player's bottom touches the sector's floor. An alternative way of making secrets is to place the "Secret" thing anywhere, give it a tag, and activate it via Thing_Activate (explicitly called from a script or a linedef or thing action) when you want the secret to be triggered. Use either the sector effect or the thing activation, but combining them in the same secret doesn't make sense. R2D2; I just did this with the "sector secret" thing in the secret & tagged as #134 & then put; script 13 ENTER { Thing_Activate(134); ChangeCamera(15,0,0); } in the script & it works on bringing up the "a secret has been revealed" message BUT it does it RIGHT when I enter the map & not when I enter the sector. So its like being 1/2 way there. 0 Quote Share this post Link to post
Kappes Buur Posted February 24, 2017 Don't use script 13 ENTER, use script 13 (void) instead and set the linedef to trigger script 13 on walkover. 0 Quote Share this post Link to post
Byeblothingal 1024 Posted February 24, 2017 Kappes Buur said:Don't use script 13 ENTER, use script 13 (void) instead and set the linedef to trigger script 13 on walkover. It says "Bad script declaration" when I change "ENTER" to "VOID" 0 Quote Share this post Link to post
YukiHerz Posted February 24, 2017 Because it's (void), not VOID. 0 Quote Share this post Link to post
Byeblothingal 1024 Posted February 24, 2017 YukiHerz said:Because it's (void), not VOID. THANK YOU GUYS SO MUCH! THIS KICKS ASS! it works now. I GREATLY appreciate the help. This is the 4th time I have had a question that actually got answered to the point where I achieved my goal. You guys really know your shit...especially you R2D2. You are ALWAYS helpful to question askers. Your title should be "Forum Problem Solver" or something like that. 0 Quote Share this post Link to post
YukiHerz Posted February 24, 2017 Thankfully the doom modding community has aged so damn well, lotsa helpful and willing people with a lot of patience. 1 Quote Share this post Link to post
Byeblothingal 1024 Posted February 24, 2017 YukiHerz said:Thankfully the doom modding community has aged so damn well, lotsa helpful and willing people with a lot of patience. I have been able to help 2 people with questions but on my track keeping text file that has everyone here's name & how many times they were able to successfully answer a question ever since I have been here next to their name; R2D2 has by FAR the highest number of people helped (that I have witnessed) 0 Quote Share this post Link to post
Marlamir Posted February 24, 2017 I know this is probably not the right thread, but i dont want to create new thread just because of this. but i want to ask if there is actually way how to make Daedalus: Alien Defense work on latest sourceports, because im stuck at traveler tube. is just keeps teleporting me in endless loop. i tried zdoom and zandronum and same problem. srry again if this is not the right thread but is there way how to fix? 0 Quote Share this post Link to post
Kappes Buur Posted February 24, 2017 Mr. Trotl said:....., because im stuck at traveler tube. is just keeps teleporting me in endless loop. Unless you use zdoom-2.8pre-807 or before do not use ZDoom, I have not tried Zan. Some of the newer ZDoom versions will even lock up the computer. See https://forum.zdoom.org/viewtopic.php?f=7&t=50970&p=887289 Use either GZDoom or QZDoom. 0 Quote Share this post Link to post
Voros Posted February 24, 2017 How do I change the background flat showing in the intermission screens via DEH/BEX? Something like this:#example only, not meant to be functional BGFLATE1 = FLOOR4_3 BGFLATE2 = FLOOR4_3 0 Quote Share this post Link to post
BigDickBzzrak Posted February 24, 2017 BEX: Patch File for DeHackEd v3.0 # Created with WhackEd4 1.1.2 BETA # Note: Use the pound sign ('#') to start comment lines. Doom version = 21 Patch format = 6 [STRINGS] BGFLAT06 = MFLR8_4 # after MAP06 BGFLAT31 = DEM1_4 # between map31 and 32 In plain DEH it's a bit different, your flat's name must not be longer than the original flat's name, and the string is different I think. 0 Quote Share this post Link to post
Voros Posted February 24, 2017 How about for custom flats? Edit: nvm it's working now. 0 Quote Share this post Link to post
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