Chezza Posted September 24, 2015 The Doommer said:I want those bloody dyings , Doomguy dying cutsenses , etc I think those are all available if you open Brutal Doom with Slade 3. But again, it won't work if you just put the resources into your Wad. You will need to code it to make it happen... On the other hand there is a possibility there is a Decorate file already coded appropriately and it's a matter of just including it in. 0 Quote Share this post Link to post
The Doommer Posted September 24, 2015 A question by the way... Where to get BFG10K , Railgun , Grenade Launcher , etc in Brutal Doom ? 0 Quote Share this post Link to post
The Doommer Posted September 26, 2015 Guys how to create my own Doom Sprites ? EDIT : Question exists. Sorry 0 Quote Share this post Link to post
The Doommer Posted September 27, 2015 How to make two weapons like fist & chainsaw or shotgun & SSG ? (they use 1 key slot) 0 Quote Share this post Link to post
The Doommer Posted October 6, 2015 How to do that ? I want to define a patrolling function for a monster , but ZDoom Wiki had no result... 0 Quote Share this post Link to post
scifista42 Posted October 6, 2015 You can't define your own action functions, you must pick and use the existing ones. For patroling, try using Thing_SetGoal (in ACS) in combination with Patrol Points (in your map). 0 Quote Share this post Link to post
The Doommer Posted February 17, 2016 Sorry about answering after almost 6 months but... Just wanted to receive some recommendations from you guys about the game weapons... I will keep or at least update the BFG , Plasma Gun , Super Shotgun & Chainsaw but ... What about the pistol ? Is it useful anyway ? What are your recommends ? (for example someone wants another weapon instead of shotgun...) I can just use these Realm667 Guns... Thanks for your attention. 0 Quote Share this post Link to post
Chezza Posted February 17, 2016 Personally I find most Realm667 guns dated and not matching the quality of stock weapons. However I don't like the pistol and would be happy if it was replaced by something more useful but balanced. I always liked Brutal Doom's Rifle for example. 0 Quote Share this post Link to post
The Doommer Posted February 18, 2016 Chezza said:Personally I find most Realm667 guns dated and not matching the quality of stock weapons. Yeah some of them are very bad , but some of them look good ! Chezza said:However I don't like the pistol and would be happy if it was replaced by something more useful but balanced. I always liked Brutal Doom's Rifle for example. Same as me. i'm planning to use M4 as the replace , is it good ? And there is an idea in my mind : I want to Remove the common ammo . Then BFG won't share ammo with plasmagun and chaingun won't share ammo with pistol. And i know what is the way but... I want the BFG Cell sprite to be different with the plasma cells and i want to reduce the ammunition for the weapons. I planned 20 for BFG (Single fire consumes 1) , but i have no idea about plasmagun , pistol (the replace might be M4) and chaingun. (i might remove the shotgun...) I want to see the recommendations... Thanks for the attention... 0 Quote Share this post Link to post
Chezza Posted February 19, 2016 Replacing the pistol with another rifle is fine by me, although I suspect you would get comments claiming you just stole BD's ideas. Personally I don't care. Just make sure it doesn't render the minigun useless... then again separate ammo. Having separate BFG ammo may be quite interesting. I think most Doomer's treat is as the "get out of shit creek" weapon. As a result the plasmagun is less commonly used to conserve ammo for the BFG. I would personally use the plasma much more if it had its own ammo and common enough to find. 0 Quote Share this post Link to post
The Doommer Posted February 19, 2016 The truth is that the pistol is useless , Replacing it with another useful weapon is not stealing idea , And i still beleive that the Brutal Doom is the best and nothing can be compared to it's improved gameplay... I just afraid that my PWAD might be not compatible with the Brutal Doom because of replacing the old doom guns with mine and also adding some new weapons... But i will add some weapons form Quake and My brain. I think that there will be no problem... Anyway i decided to set these ammo counts : M4 : 150 - With Backpack : 300 Shotgun : 100 - With Backpack : 200 Chaingun : 500 - With Backpack : 1000 (I know thats alot , but that's chaingun and ammo will be found not very easy...) Plasmagun : 200 - With Backpack : 400 BFG : 20 - With Backpack : 40 Looking good ? (Game isn't easy...) 0 Quote Share this post Link to post
snapshot Posted February 19, 2016 Ask your problmes, see if they can fix it out for you :P , yep looking good. 0 Quote Share this post Link to post
Chezza Posted February 19, 2016 You may have issues. If your wad is designed to be played with Brutal Doom then you shouldn't replace the stock weapons as it will conflict and likely not work whatsoever. You may have to modify the Brutal Doom mod itself since it piggybacks off the original weapons. You will need permission of course. And if you do this, then you will need everyone to download your variant of Brutal Doom in order to play. 0 Quote Share this post Link to post
The Doommer Posted February 19, 2016 Chezza said:You may have issues. If your wad is designed to be played with Brutal Doom then you shouldn't replace the stock weapons as it will conflict and likely not work whatsoever. You may have to modify the Brutal Doom mod itself since it piggybacks off the original weapons. You will need permission of course. And if you do this, then you will need everyone to download your variant of Brutal Doom in order to play. Yeah i might ask Sargent Mark IV to help me with this... No problem about adding a link for Brutal Doom beside of my pk3 link. I can't keep those stock weapons because of the common ammo and my pk3 's gameplay... 0 Quote Share this post Link to post
The Doommer Posted February 19, 2016 How to make dual version of a weapon (The DECORATE code i mean...)? Explaining More : How to say that when picking up a second chaingun , give the weapon to player ? Guys i can't understand the code included in brutal doom , it's very confusing. Sarg coded a lot... :D 0 Quote Share this post Link to post
Chezza Posted February 24, 2016 I'm afraid you may have issues with getting direct help on this one. Only so many people know Decorate coding and fewer would of worked with the dual weapons technique. You may need to learn it by yourself to figure it out. That gain some general understanding so you can ask direct simplier questions people should know the answer for. There is a whole lot of A_JumpIfInventory("Something") which means if the player has a particular item in inventory move the decorate script to the ("Something") which can be found somewhere in that same text file etc. Quite a few names would be links to sprites for BD's custom weapons. 0 Quote Share this post Link to post
The Doommer Posted February 24, 2016 Chezza said:I'm afraid you may have issues with getting direct help on this one. Only so many people know Decorate coding and fewer would of worked with the dual weapons technique. I don't want a complex version like BrutalDoom , I want just after pressing fire , The dual sprite fire two times at the same time and the weapon will be given to the player after second pickup of the chaingun... I just afraid that in multiplayer the weapon can be aqquired by the player just one time (My game is gonna support both MP & DM)... Chezza said:There is a whole lot of A_JumpIfInventory("Something") which means if the player has a particular item in inventory move the decorate script to the ("Something") which can be found somewhere in that same text file etc. Does it works as i want ? 0 Quote Share this post Link to post
The Doommer Posted February 25, 2016 Guys i gave DoomEd numbers to my sprites but some of them don't appear correctly in the Things list at SLADE , Just a ? sign appears... Also , some of the sprite don't display correctly , they become like a grayscale sprite : Original : On My PK3 : 0 Quote Share this post Link to post
The Doommer Posted February 26, 2016 Guys where to find Doom64 Weapon Sprites ? EDIT : Found them , sorry again... 0 Quote Share this post Link to post
The Doommer Posted February 27, 2016 Sorry guys i don't want to be rude but... Just for making sure : Does anyone see my posts now ? Or i'm just sending them without being visited ? 0 Quote Share this post Link to post
Kappes Buur Posted February 27, 2016 The Doommer said:Guys i gave DoomEd numbers to my sprites but some of them don't appear correctly in the Things list at SLADE , Just a ? sign appears... Also , some of the sprite don't display correctly , they become like a grayscale sprite : DoomED numbers to sprites? DoomED numbers are asigned to Actors. Make sure that the DoomED number is not already assigned to another Actor. http://zdoom.org/wiki/Standard_editor_numbers Sprites not appearing in the Things list?Sorry, that does not compute.Also , some of the sprite don't display correctly Hint: 0 Quote Share this post Link to post
The Doommer Posted February 27, 2016 Kappes Buur said:DoomED numbers to sprites? DoomED numbers are asigned to Actors. Make sure that the DoomED number is not already assigned to another Actor. http://zdoom.org/wiki/Standard_editor_numbers Sorry , i said that with mistake... I gave DoomEd numbers to actors... form 50000 to 50076 is that gonna cause any problem ? if not , why i see this ? 0 Quote Share this post Link to post
The Doommer Posted February 27, 2016 Kappes Buur said:Hint: http://i.imgur.com/RFLifgO.png I Added Doom2.wad as the resource but Doom64 PlasmaRifle's sprite still don't display correctly... Seen like this : The funny thing is when i open the doom64_abstin.wad and load the plasmarifle Sprite , It displays the sprite with no problem... Adding Doom64_abstin.wad as the resource fixes the problem just for the plasma rifle... 0 Quote Share this post Link to post
Kappes Buur Posted February 27, 2016 The Doommer said:if not , why i see this ? http://i.imgur.com/jayedFr.png All I can think of, without being able to dissect your pwad, is that DECORATE must be a text file. In other words, a file generated in a text editor like Notepad or Notepad++ and not in a wordprocessor like Word or OpenOffice or LibreOffice. The Doommer said:I Added Doom2.wad as the resource but Doom64 PlasmaRifle's sprite still don't display correctly... I hinted with 2 arrows, one for the resource and one for the palette. And it is the palette which determines with what color the image is rendered. Experiment with the other palettes and see what results. 0 Quote Share this post Link to post
The Doommer Posted February 28, 2016 Kappes Buur said:All I can think of, without being able to dissect your pwad, is that DECORATE must be a text file. In other words, a file generated in a text editor like Notepad or Notepad++ and not in a wordprocessor like Word or OpenOffice or LibreOffice. I just created a DECORATE lump in SLADE and set the language as ZDoom Decorate. Kappes Buur said:I hinted with 2 arrows, one for the resource and one for the palette. And it is the palette which determines with what color the image is rendered. Experiment with the other palettes and see what results. I tried all the palettes , but same result for the Plasma Rifle Sprite... 0 Quote Share this post Link to post
Kappes Buur Posted February 28, 2016 The Doommer said:Also , some of the sprite don't display correctly , they become like a grayscale sprite As I hinted to already, that happens when an image as Graphic(DOOM) does not see the correct Base Resource and/or Palette. When you set those and it still does not render the correct image then something else is going on. I am on Windows7, maybe Slade3 on Ubuntu does not handle Doom graphics correctly. The Doommer said:if not , why i see this ? http://i.imgur.com/jayedFr.png In which program do you see this browser? What I see is this (I just inserted your DECORATE script) 0 Quote Share this post Link to post
The Doommer Posted February 29, 2016 Kappes Buur said:When you set those and it still does not render the correct image then something else is going on. What is going on ? Kappes Buur said:In which program do you see this browser? SLADE 3 Map Editor , Things List After clicking Change Type on a Thing... 0 Quote Share this post Link to post
Kappes Buur Posted February 29, 2016 The Doommer said:SLADE 3 Map Editor , Things List After clicking Change Type on a Thing... Ah, that explains why it is unfamiliar to me. Trying to load most maps, which are a bit more involved, into the map editor of Slade3 I get this Therefore, I only use the lump editor part of Slade3. 0 Quote Share this post Link to post
The Doommer Posted March 1, 2016 Kappes Buur said:Trying to load most maps, which are a bit more involved, into the map editor of Slade3 I get this http://i.imgur.com/UuKd916.png Therefore, I only use the lump editor part of Slade3. Yeah , thats why most of the time i won't use SLADE3 map editor... But , report it to the SLADE Issues forum 0 Quote Share this post Link to post
The Doommer Posted March 10, 2016 Kappes Buur said:As I hinted to already, that happens when an image as Graphic(DOOM) does not see the correct Base Resource and/or Palette. When you set those and it still does not render the correct image then something else is going on. I am on Windows7, maybe Slade3 on Ubuntu does not handle Doom graphics correctly. So why when i open Doom64_abstin.wad via SLADE in ubuntu , i see the graphics correctly ? 0 Quote Share this post Link to post
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