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The Doommer

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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.

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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.

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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.

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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...

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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.

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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...)

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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.

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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...

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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

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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.

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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 ?

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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 :

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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?

Sprites not appearing in the Things list?
    Sorry, that does not compute.
Also , some of the sprite don't display correctly
    Hint:

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Kappes Buur said:


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...

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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.

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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...

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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)

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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...

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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.

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  • 2 weeks later...
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 ?

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