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How to quickly select all in Ultimate DoomBuilder?
Shino1 replied to Shino1's question in Editing Questions
I guess. There's no better way? That sounds like a silly ommission. -
The only way to convert a map into an OBJ file is to first select everything. I found a thread that says that much. ... Uh, how do you select all linedefs/sectors? In most program that'd be "Ctrl+A" but not in UDB.
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Considering that Nmn makes a ton of high quality custom sprites - https://opengameart.org/users/nmn - I am pretty certain this is safe. Especially since lot of his work on OGA, mods there don't let improperly licensed content stay up for long. So I'm pretty certain this is ok to use. And I'm pretty sure the mutant dog is based on this model they made previously - https://opengameart.org/content/monster-mutant-for-fps-game
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Nice, thanks a lot! Projectile sprites look great honestly. But I'm gonna have to edit the attack frames a bit to resize them - Undead Warrior is 78 units tall, which is why my version is also taller than the default "Dark Soldier" sprite too.
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He's meant to be a vampire who shoots magic vampiric projectiles, which I guess makes sense because the stronger projectile spawns blood splatters (which can get pretty visible if you're using a gore mod like NashGore). So that means I will need to redo the attack frames but honestly, current Dark Soldier attack animation is somewhat lackluster anyway, it's just a weak arm swing that's barely visible from the front. Oh thanks, I will keep that in mind!
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Yeah, I also think it's a big improvement. Final tweak: I improved shading a bit and I like this version.
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Are you referring to the new tweaked version? Because I did make it less colorful.
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Thanks! If you have any feedback on how I could improve it, I will be happy to listen. Also the black one isn't really from the Attic, this is still the current version of FD Revenant replacement. There's push to replace that sprite with Octaminator, but this still hasn't happened due to some opposition. Which is part of the reason why there's need for a replacement, since it would be confusing to someone playing both Blasphemer and Freedoom why two entirely different monsters look so similar. EDIT: Okay, I tried polishing it up a bit based on feedback I got in the Freedoom Discord.
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Huh. Yeah, I quickly edited the sample to remove monsters, and turns out that fixed it. You're right, ceiling was too low. Thanks!
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Oh wow, yeah, this is amazing!
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For reasons I don't understand, line specials for lowering floor heights randomly stopped working in a Freedoom map I'm tweaking. It works correctly in GZDoom, but not in Chocolate. The map is Freeedom 1, E1M2 (Ultimate Doom won't work due to missing textures). I cut out only the part of the map that's relevant, there are two switches that should lower the computer pillars 8 units above floor, but I just get an infinite grinding noise. e1m2fixv7sample.zip
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I think even sliding creatures like snakes or snails need *some* kind of movement animation to not look weird. Like even two frame cycle of them wobbling slightly. We don't even have a single walking frame, it's literally just one idle frame, attack, and a couple death frames. Which is funny in hindsight when considering that Maulotaur has like 50 different unique frames (all his attacks are well animated and sprite isn't mirrored). Clear where all the budget went :P Additional advantage of the floating monster would be potentially better compatibility. Half of the point of Blasphemer is ability to run Heretic mods in a free environment, so if someone made a mod where Iron Liches actually *do* fly like Cacodemons, then a floating monster will look much better when seen in Blasphemer.
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Yeah, then any creature with legs is out of the question. Alternate idea: perhaps something like a Beholder from DND? Of course we can't use actual Beholder as that's intellectual property of Wizards of the Coast, but we can use something similar - it seems there's a floating eye monster called "Backbeard" in Japanese culture (https://gegegenokitaro.fandom.com/wiki/Backbeard, https://megamitensei.fandom.com/wiki/Backbeard) that's been used as an enemy in some games. Or we can just make up an original one and call it something like Evil Eye, which is a concept universal to many cultures.
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I want to make maps for Chex Quest (original or 3, I'm fine with either) and I'm not sure how to do that. I found this article: https://chexquest.fandom.com/wiki/Mapping_for_Chex_Quest_-_DooM_Legacy_Edition but the configuration file it links to is a dead link.