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DeetOpianSky

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  1. E3M9 Schism is mispelled in map title. Also if you wouldn't mind making the switch action once to lower the floor that'd be great. If you'd rather I make the update let me know and when you'd need it by.
  2. You can also select them in a drawn box in the sequence they would be in or use Paint Select as mentioned above, then click on the 'Price Tag' icon at the right of the top tool bar. This allows you to increment with a starting tag as well set an increment value with a GUI, plus there's a msg to let you know if the tags would overlap anything before they're tagged and gives you the option of skipping used tags.
  3. Update uploaded to drive for Hollowmind. Corrected some bleeds, probably caused half as many more. Tried several different node builders and wiggled the heck out of a ton of vertices. There are going to be a few here and there. Squashed the most unsightly ones. Added some ammo to a few areas.
  4. I should have also asked what source port/format you're targeting. In GZDOOM/UDMF I was able to come up with this: https://drive.google.com/drive/folders/13KEyF-XuQQvqv9Nc8Ums6paTDWrBlVgX The video shows a room off of the start area for my map that can be found here. Feel free to look it over and reverse engineer it if this would work for your project. What I may not be understanding is if you'd want to also see yourself in the reflection, that is not achieved in the above but I'll tinker around with it and see what I can figure out for that. There are sections of ProtoSlayer that have some examples that may be of interest also. It's primary dev has a degree in game design so it has some extremely advanced stuff and spectacular lighting. Best of luck on your project! -Off the top of my head it is also possible to export 3D floors and geometry as a model, any geometry... as I once exported my entire map by accident. Once you have the model (of your second room in this case) you can do whatever you want with it, rotate it, roll it, pitch it, etc. The actual collision with this method would be invisible 3D floors or invisible floors you would need to manipulate or possibly script to 'behave' like the model's geometry if the effect would be more than just visual.
  5. Just to clarify, are you going for a visual effect or actually walking upside down ?
  6. //teleport to a new area (starts inactive) bool firedscript = TRUE; script 20 (void) { if (!firedscript) { Teleport(39, 39, "nosourcefog"); //I'm pretty sure the script is teleporting a thing tagged 39 to sector? 39 without fog. //For the player to teleport it has to be set to the player's ID (if you've changed it with another script) //or 0 for the activator of the script. //ZDOOMWiki example: 39:W1 Teleport Teleport(0, tag) Player Cross, Monsters Activate firedscript = true; } } //inactive teleport is made active Script 21 (void) { firedscript = false; } I would suggest setting up the teleport line without an activator then giving your secondary line an action to execute a SetLineActivation script. That would look like this: //In place of the line below with the Teleport script you're using now. //Teleport(39, 39, "nosourcefog"); //Use instead: SetLineActivation(X, SPAC_Cross); //X is the tag of the line.
  7. The 'engine' would actually be GZDOOM which has been used for a lot of standalone games. Age of Hell, Selaco and the like are recent Steam-released examples of these. As far as assembling a team, Discord has proved to be a great staging area. As far as creating a team you'd want to reach out to the community; most likely in the Wad Releases/Developement thread or Other Games area to see who would like to join/contribute. Often project ideas and solicitations of this type are responded to with a certain 'show your work mentality' if they're not presented as paid work scenarios, asking for a portfolio of completed projects or an all out mission statement / DOOM Bible style plan. I'm not saying that's the response you'll get, just that I see that a lot. If you're not making something commercial or plan to pay, give leading a 'community project' a spin. Assemble a resource pack and general idea of what you're making along with rules or guidelines. Not to self promote but the Death by 1000 Lines developement thread is a recent example of a new lead starting their first community project. There are several other forums around that also host community projects and the like, that is to say: If you don't find your team (or full team) here; don't give up, they may still be out there somewhere. Best of luck with this!
  8. Super easy, barely an inconvenience. Use SetCameraToTexture . Some of the other effects would probably require some input scripting which I'm not extremely familiar with, there are quite a few 3rd person mods that do this that you might check out and see how they did it.
  9. While this wouldn't be 'before' Map01 as the map would load, it would give a similar effect to what you've described. One way would be described in Chubz' Moving cameras and Cutscenes Tutorial just using an ENTER or OPEN script to freeze the world upon the player entering the level, then either playing a slideshow via textures/instant lowering walls or adding the story area elsewhere in the map and 'filming' it using the method in the tutorial. This method is over 2 years old so there may be and almost always will be other options available.
  10. This list only includes games from my Steam profile. Deep Rock Galactic 4.2k Civiliation VI 1.5k Dead by Daylight 1.1k Fallout 4 397 DOOM (2016) 364 Skyrim 226 Cities Skylines 168
  11. I suggest Chubz's tutorial on Global Variables. This is one method on how events can be tracked and interact across a series of maps.
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