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SubatomicPenetrationTTW

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Everything posted by SubatomicPenetrationTTW

  1. I found a .pk3 with sound replacements I really like, but it doesn't work with PRBOOM because of it's format. Is there anything stopping me from going into SLADE, taking the sounds and putting them into a .wad? Would it work that simply, or is there more steps? Also a SNDINFO file, in the PK3.
  2. Thanks a ton. Again, this is baby's first time using any kind of scripting. Very thankful.
  3. I think I'm super dumb, it doesn't. If I put ENTER instead of void do you think it would work? I tried that earlier and got nothing, and thought something else was messed up.
  4. I did a bit of reading on scripting, something I don't have experience with, and tried to follow what the wikis said to do to change player stats but it's not working. Can anyone tell me what's wrong with this? Script 2 ENTER { Thing_ChangeTID(0, 1000 + PlayerNumber()); // This assigns the TID } script 3 (void) { SetActorProperty (1000,aprop_speed,0.75) ;SetActorProperty (1000,APROP_Accuracy,0.50) ;} Sorry if this is horrible, again, literal first time doing anything of this sort.
  5. Stuck using an outdated Macbook for a bit and can't get a virtual machine working. If anyone knows a good level builder that has Mac support, or how to get doom builder working on Mac, I'd be happy. Thanks.
  6. Lol, I didn't get any of the numbers or keys, I'm silly. Thought just moving over the font type file and STBAR and STARMS would be enough. Thank you, I'm new to this kind of stuff.
  7. I did mean the info, I believe. That screenshot is exactly what I'm trying to achieve. At present I don't have access to tools to screenshot, but my HUD still has the default text from base DOOM for the actual info. I think I might have missed some STBAR stuff I needed to move, what files did you move, exactly, please?
  8. Recently played Dimension of the Boomed and really liked the HUD, enough so I wanted to use it for other wads. I could change the texture for STBAR and STARMS by placing them in a new .wad with no other contents via SLADE, but attempting to place the Quake inspired font into the .wad archive did not change the font of the HUD within the game. If anyone could help me, I'd be very grateful.
  9. Damn, these are a lot of maps, and a lot of them seem good, thank you for all the recommendations. Starting with innocence X, I'll probably move onto the rest shortly, thank you a ton.
  10. Hadn't heard about this, seems to be exactly what I was looking for. I'll try and play it shortly, thanks. Yeah, I probably could just load it and any other vanilla doom wad, now that I'm giving it a bit of thought. Wrote this right before bed, guess I was sleepy. Thanks.
  11. I just want spooky Doom that isn't trying to be Silent Hill or a creepypasta. I am too lazy to find something myself after about five minutes of fruitless looking. Responses deeply appreciated, if I broke a rule by putting this in the wrong board I apologize. Thanks.
  12. Played the wad on Ultraviolence, got about 95% of the kills, 96% of items and 75% of secrets. Tried to screenshot it but GZdoom went to Underhalls before I could so fuck it, guess I'm not doing that. A lot of the items just being placed in straight lines feels weird and unnatural, and getting both the armor pickup and the health pickup the same method is weird since they're both marked as secrets. I also think giving the rocket launcher is sort of just strange? The gun is only useful for about one encounter immediately after you find it, then you're either out of ammo or you're in the final room with a bunch of pillars where it's impossible not to take splash damage from using it. Plasma rifle would've been about an equal enough reward, and would've been usable for more of the map. Enemy placement is also sort of eh. They're not really scattered about well so that it feels like an interesting encounter, they're just all clumped together into one mass you shotgun to death while corner peaking. I also think the last encounter is absolutely horrible. The main thing an archvile does is resurrect corpses, so why put it in a room with a bunch of enemies that don't leave corpses? It does lead to the lost souls trapping you between the pillars, which I imagine was an intentional design choice, but that just winds up being annoying to deal with especially since you don't give the SSG and there's a good chance the weapon you're probably using for the fight (shotgun) just won't kill the lost souls before the archvile kicks your ass. Not mine though, first tried it. I'm cool as fuck. Wall textures feel repetitive a little bit, too, maybe have there be more closed, distinct rooms so that it doesn't feel as jarring to swap wall textures and so it doesn't feel like every area is the same. Also, add an SSG next time.
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