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Wassup y'all, gotta question for ya
TubularB1Us replied to TubularB1Us's question in Editing Questions
Haha... I forgot the SStart and SEnd markers... -
So, I was editing sprites from Project Brutality for my main vanilla mod and for some reason they won't show up in-game (I use Crispy Doom), I converted the graphics to Doom Format and have the exact name(s) as the base sprite names but for some reason they just will not appear in game, I should also note that for some reason Slade will not save the weapon sprites as HUD items, yet my other wads do it just fine. I've added a screenshot from my WIP Western mod for reference, notice how the screen registers the revolver sprite as a HUD item, but not the PB pistol? Yeah, I don't get it either.
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Hey y'all, gotta question for ya. How would one go about making something like the shotgun fire all pellets in one spot to mke it perfectly accurate? I know it's possible with atleast the pistol seeing is Doomkid managed to achieve it in his various Rowdy Rudy entries, even going so far as to make it a two-round burst, so I figured there would be a way to make any weapon perfectly accurate. If you must know, I'm trying to change the shotgun to a lever-action rifle.
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Some random brick textures I through together for a mod, quite proud of the results for someone who rarely texturemaps anymore.
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TubularB1Us changed their profile photo
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Alright, so, I've got everything but I can't get the DEH to run in GZDB (I had to downgrade because my main PC broke and my current laptop doesn't have the necessary features to run UDB I guess.) I've tried typing -dehlump [DEH file name], but nothing seems to come of it.
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Hey all, as the title suggests - I need some help. I'm pretty new to Dehacked modding and I wanted to change the Plasma Rifle to where it has no cooldown state, similar to Doom Zero if you've played it. I also wanted to change the firerate to make it on par with the Quake 3 plasma gun. I've tried dissecting the Doom Zero DEH file but I have absolutely no idea what I'm doing, so any help is appreciated.
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Is the general rule of thumb "If it doesn't crash CD then it'll likely work in the DOS Executable"? I've only ever worked with Zdoom based ports, and I also know the ChocDoom is about as close to the original DOS version as we can get, so I'm not exactly sure on what to look for in terms of level-crashing anomalies.
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Question - I'm not as familiar with ChocolateDoom as I am GZ, so how exactly do I load custom WADs? Every time I drag my map onto the EXE it'll automatically load Plutonia for some reason, assuming that's how it's even done. On a side note, I'm not very familiar with the DOS platform as a whole either, so.
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Heyo, it's me again with an albeit strange question. Is it possible to configure what sound a custom flat texture makes when you step on them? If you've ever played with BD or the PB counterpart, you'd know that the player makes footstep sounds corresponding to what "material" a specific flat is, such as grass or stone, so, again, my question is if you can achieve this with custom textures too as I have a few metal flats that currently sound like dirt/carpet and I'm extremely lost as to what I can do to fix it (if I can fix it at all).