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About dasfrodo
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Got it running! I had the same version, but GZDoom didn't like where I put the demo files for some reason. After I put them in the engine directory, it worked. Thanks!
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Thanks for the feedback :) Glad you enjoyed it. I think you attached demo files? I doesn't seem like I can open them with my GZDoom version but maybe I'm also too dumb. Any pointers? EDIT: I think you have a different GZDoom version than I do... I can open the file it just doesn't play.
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Hey thanks for the Feedback! As for the backpack ... Torch is already fixed, thanks!
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Hi Doomworld. This map is the result of a couple of weeks building here and there. I've taken everything I've learned from my first map and made something way more ambitious. I'd love to hear your feedback, so play away! Things I'm not so sure about: The flow of the map I think I nailed it, but I've seen some minor confusion in blind playtesting. Balancing (enemies and ammo) I have a feeling the map is too easy, but then again, I've played it a million times already. Credits: Music / MIDI Doomkid Riff v2 by Doomkid - LINK Prime Mover by Alfonzo - LINK Textures Textures by Yves Allaire aka "evillair" - LINK Have fun! Format: UDMF IWAD: DOOM 2 MAPS: 1 PORT: ZDOOM (should run with any settings) Jumping allowed Freelook allowed (and encouraged) Crouching disabled DOWNLOAD: dsfrd_ThermalEnergyStation_V1.zip SCREENSHOTS:
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When I was still using the default Execute Script I had the issue that my counter didn't work, and that was due to the infighting and maybe also due to kills on the same tic. I just can't confirm that since you know, the script didn't run as intended in the first place due to the infighting. But ever since I switched to ExecuteAlways I don't have either of these problems, which makes sense considering ExecuteAlways doesn't have the limitation of one execution per tic.
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Huh this is interesting, though it doesn't seem like them dying simultaneously is a problem. I've tried this encounter countless times now and I kill multiple enemies with one SS shot all the time, no issues with the script. Is there something else that could kill multiple enemies in the same tic that causes this issue? Thanks though, that is an interesting way to do this kind of stuff as well.
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And of course, as it so happens all the time... I figured it out two minutes after I posted here lol. The solution is using Action 226 "Script Execute Always" on the monsters, not 80 "Script Execute".
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Hi! In my map I'm creating an encounter that only ends (opens up Doors etc.) when a certain killcount is met. What I have noticed is that, at least with GZDoom, kills that happen via infighting do NOT call my script. That basically means that if too many infighting kills happen, the doors just won't open. Is there a fix for that, some kind of property I can set so that infighting kills also count as script triggers? This is how my script is setup right now, though I doubt that's the problem: int killCount1; script "LightRoomEncounterCounter" (void){ killCount1++; Print(s:"Trigger!", i:killCount1); if (killCount1 >= 16){ Delay(105); Sector_SetColor(22,255,255,255,0); Light_ChangeToValue(24,150); Delay(70); Door_Open(21,32); Floor_LowerByValueTimes8(23,32,20); } } Thank you!
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Decomission - [1 Limit Removing map / RC2]
dasfrodo replied to Breezeep's topic in WAD Releases & Development
As others have said, beautiful map and the lighting is awesome. Although you overrelied a little bit too much on boxes in corners in my eyes ;D It was also too hard for my taste, can't imagine beating it on UV. -
Overall fun, but I think especially the earlier ones just feel like a couple of randomly thrown together room shapes. I gave up on the sixth map when I got thrown in a room with two barons of hell, a couple of imps, cacodemons and lost souls with no way to move around. I also completely missed that I picked up the blue key on map 6 which led to backtracking and general confusion. The key just drowned in other pickups and looked like a health bonus.
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I mean it's literally like 1 FPS lol
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This video reminds me of running games on my 400 MHz PC back in the day which definitely were not supposed to run on that system.
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Yes it absolutely makes sense, but I'd expect to be able to tell UDB what part of the sector to use for alignment. I've had multiple cases already where two of the three parts of a walldef (for example bottom and middle) simply didn't matter at all but I still couldn't auto align and had to do it by hand. I don't know the inner workings of UDB but my gut feeling tells me that it is simply something that just hasn't been implemented yet.