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>> No.1228321 [View]
File: 2.92 MB, 1280x1024, Screenshot_Doom_20110713_222744.png [View same] [iqdb] [saucenao] [google]
1228321

>>1228316
>i see, got any download links?
A quick google search gives you
>http://devbuilds.drdteam.org/gzdoom/

>also, can you have doors on 3d floors?
like a 2 level high building and there are functioning, raising/lowering doors on both floors?
Yeah, you can. It's a bit of a hassle, but certainly possible. This elevator and counterweight are made 100% of 3d floors, same principle.

>> No.1228314 [View]

>>1228306
>so there is way less fucking around with dummy sectors?
*way* less. You still need them of course, and if you know what values you want it's faster to do it in 2d-mode right away. But stuff like railings, tables, middle floors and whatever is much faster and more comfy to make.

>> No.1228301 [View]

>>1228292
Drag and drop.
>does it actually make gzdoom features easier to implement or just possible to see inside the builder?
Oh god, you wouldn't even believe. It draws 3d-floors and dynamic lights right in visual mode, and you can select the actual 3Dfloor and move it's floor/ceiling or change it's textures just like a normal sector. Also, it renders slopes and you can just click and scroll to change them too.

>> No.1223893 [View]

>>1223872
My try at making a sierra type point-and-click adventure game in doom. You walk around, explore shit, solve puzzles, and enjoy the scenery.

>> No.1223820 [View]
File: 2.21 MB, 320x240, Sequence 01.gif [View same] [iqdb] [saucenao] [google]
1223820

>>1223801
There's not really a single one with everything. Personally I'm most interested in 3D polyobjects if that's ever going to exist.

>> No.1223780 [View]

>>1223765
Erm

Resource options > check "preclude this from yadda yadda" on gzdoom.pk3

>> No.1223759 [View]

>>1223752
Try changing the order your wad files are loaded. Might be a problem there maybe?

>> No.1223731 [View]

>>1223730
Try adding it and see what happens.

>> No.1223726 [View]
File: 67 KB, 761x457, resources.png [View same] [iqdb] [saucenao] [google]
1223726

>>1223714
Go to this menu and see to it that gzdoom.pk3 is in the automatic loadlist

>> No.1223705 [View]

>>1223702
Are you loading gzdoom.pk3 by default in db2? IIRC that's where decorate classes are declared in the first place.

>> No.1219575 [View]

>Player.ViewHeight 50
Sweet jeebus it feels so good

>> No.1219138 [View]

>>1219114
>Your solution stretches the rocket. If you wanted it to just be smaller then only use Scale 0.1 or Scale 0.2.
Fuck, that was a typo. Thanks for noticing :P
>>1219112
Great! You can do stuff like tweak it's speed, health and whatever with the inherits-replaces line. It only changes the lines you type yourself and retains the other ones from the parent actor.

>> No.1219095 [View]

>>1219040
actor minirocket : rocket replaces rocket
{
XScale 0.1
Yscale 0.2
}

If I'm not mistaken.

>>1219084
Hello.

>Regarding the rising lava is it possible to have that stuff kill monsters that are in it?
I think it's possible to make lava hurt monsters, but I don't know how.
>Or have the lava rise through 3d floors?
Yeah, it's possible. You need a duplicate lava sector for the spot with the 3D-floor though. Every time 3dfloors overlap you need to duplicate all of them for that spot.

>> No.1219068 [View]
File: 1.15 MB, 1920x1080, Screenshot_Doom_20131123_220352.png [View same] [iqdb] [saucenao] [google]
1219068

The hud is coming together, woo! All of the graphics will be redone eventually, consider them a sketch. Note "Look" being in a different color due to currently being selected.

>> No.1214009 [View]
File: 89 KB, 934x618, 3draise.png [View same] [iqdb] [saucenao] [google]
1214009

>>1213940

>You know about the missing textures but I'd add at least more ammo for the cyberdemon
This has been one of my main concerns. I think I'll stick the ammo inside the monster closet(s) that open when he's released, so you can't just stand in a corner and wail at him but have to explore a bit.
>I was thinking maybe a supershotty but that gun is very domineering, once you got it it's the "always out" gun so I can see why it's not there.
Yeah, I'm trying to avoid that. It's a bit overused and kind of overpowered.

>I've drawn an area for rising acid in my map but I dont know how to make that happen yet.
Look at this image, it should explain the set-up. The upper right sector (tag 3) is the actual nukage, and to make it raise you simply have a button or whatever do a ceiling_raisetonearest action with 3 as it's target. It will raise to the same level as it's adjacent sector, the bottom right one.

And thanks !

>> No.1213919 [View]
File: 879 KB, 1920x1080, Screenshot_Doom_20131121_174142.jpg [View same] [iqdb] [saucenao] [google]
1213919

>>1213905
I've namefagged here before, though mostly when posting stuff from my main project. It's not really relevant otherwise.

Speaking of which, scripts are working bretty gud now. Next thing will be a Use command, and after that I'll finally have to make an inventory system :/

I'm gonna read those articles now, thanks.

>> No.1210103 [View]
File: 7 KB, 189x198, 1384361910658.png [View same] [iqdb] [saucenao] [google]
1210103

>>1210087
>http://s000.tinyupload.com/index.php?file_id=25109276218669346166

I found this site. Anyway, it's supposed to be a really hard level, I just want it to be hard in a somewhat fair way. Any criticism appreciated. Needs gzdoom.

>> No.1210060 [View]
File: 2.55 MB, 1920x1080, Screenshot_Doom_20131119_220746.png [View same] [iqdb] [saucenao] [google]
1210060

Sup

I've just about finished making a hard as balls single level wad. Where do I upload it if anyone feels like playtesting?

>> No.1193939 [View]

>Is that meant to be a pump there?
Either that or a part of steam engine. Doesn't really matter as long as it looks machine-y.
>Does every platform you have doing that always make that "chi-kuh!" sound whenever it goes up and down?
No sounds at all I'm afraid. If I want those I'll have to place sound emitting actors when everything else is done.

>> No.1193925 [View]
File: 879 KB, 320x240, Sequence 01_1.gif [View same] [iqdb] [saucenao] [google]
1193925

hephaestus.wad is coming together bit by bit

>> No.1190618 [View]
File: 672 KB, 1920x1080, Screenshot_Doom_20131111_020936.png [View same] [iqdb] [saucenao] [google]
1190618

This lighting method makes it all very q2-esque. Pretty nostalgic.

>> No.1190232 [View]
File: 1.90 MB, 1920x1080, Screenshot_Doom_20130505_133158.png [View same] [iqdb] [saucenao] [google]
1190232

>>1190225
Qeffects is fucking amazing.

>> No.1190224 [View]

>>1190221
or nevermind, it was just windows' preview being a dick.

>> No.1190221 [View]
File: 853 KB, 1920x1080, Screenshot_Doom_20131110_225416.png [View same] [iqdb] [saucenao] [google]
1190221

map makin' name takin'

(it's not nearly as dark in-game for some reason)

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