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ViolentBeetle

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Everything posted by ViolentBeetle

  1. Some warning signs that follow the pattern on the gray texture. Maybe I should try and make them more uniform, but it's kinda hard to do without making them huge.
  2. I've been amusing myself with image generation and then attempted to turn the result into a texture. Original result was monochrome and I tried to tint it somehow into style of an old photograph but not sure if it's working. It kinda looks like something from the time where color wasn't invented yet.
  3. If it happens after encountering them, seems like you did something with their attack frames or chase frames, it's impossible to tell from description.
  4. I think the idea is to take a thing you won't use (Wolf SS is a good first pick to go) and have its entire existence to just be a looped frame with A_Scream codepointer. It might need 2 because of some weirdness of the first frame, but I'm not 100% sure. A_Scream plays the death sound, so whatever sound "Meil Leiben" is should be replaced.
  5. New update, new map. MAP29: Deus Vault Also the incorrectly teleporting monsters on MAP30 should be fixed and MAP25's final battle was reworked. HFRONTE3_DEV_20240426.zip
  6. If it crashes when you encounter them, sounds like you did something wrong with their chase frames?
  7. You'll probably want to find their last frame of death sequence and give it infinite length. It will look weird, because they will freeze mid-explosion, but that's what corpse is all about.
  8. Beside the "transfer sector brightness" and "modify sector brightness by height", we could also use "add/substract front sector brightness". Which would, naturally, add or substract brightness of the sector in front of the linedef to tagged sectors. This should cover most "Blinking light across multiple sectors" needs.
  9. Just a surreal billboard. The joke isn't new, maybe I can modernize it somehow.
  10. We are about 10 days from the end of April, so it's time to do some pings. @DeetOpianSky, are you doing revisions right now? @Lagoonatic, you still have 2 not entirely finished maps, are you still working on them? @Razza, my notes say I gave you feedback on something, but I can't quite remember what was you working on, still working, any plans on finishing?
  11. Idea for previously discussed movement copepointer. A_Strafe. Following arguments: Angle_min, angle_max: Set angle deviation from -315 to 315 to establish range. I assume it would be a bad idea to allow non-45 degree angles, but I can't prove it Attack roll: Boolean to set if attack should still happen Mirrored: boolean, randomly reverse the angle, yes by default. One might want to draw different sprites for moving left and right, or might not Turn: boolean, should monster face the movement direction or should keep facing original direction
  12. Just wanted to say that I am still alive, I will try to go through the two recent submissions soon. Sorry, work keeps me busy more than I hoped when I started this.
  13. A few more recolors of @AshtralFiend's containers. The blue might be a bit too dark, but that's the best I managed that doesn't look like ass (Blue spectrum is a bit weird) You can really just take the red one and swap the range yourself as you please, those are just some results that I think look acceptable.
  14. It should be DSFRE000 and so on. I'm not sure how it will interact with what I assume is pk3 file structure, though. (Posted reply at the same time, realjohnmadden said it better, but you don't NEED pc speaker sounds)
  15. I got hooked on bulk-recoloring textures again, here's some variants. This one are kinda lazy because the line doesn't really follow container's texture (Not much on an artist I am), but particularly at a distance they should be fine.
  16. I too love making billboards. Somehow I couldn't find anything that would generate text in duke font.
  17. As in lump names? It means this lump was changed but changes aren't saved yet (You haven't saved the wad). Thinking of it, I can't remember seeing any green. What does THAT mean?
  18. I monster-proofed edges and added death exit as a walkover line (Due to issues with switch I mentioned earlier) cruel sea now with death exit.zip
  19. I didn't remember there should be death exit, just for everyone's information, people will be spamming use key near the exit and accidentally restart if you have an exit button. We had this issue when people started playing Pina Colada.
  20. Are you planning on just having gaps if there's missing maps? Kinda weird.
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