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>> No.8889795 [View]
File: 444 KB, 1280x1901, bfg10k.jpg [View same] [iqdb] [saucenao] [google]
8889795

>>8889654
So I put the map into MAP01 and then the level doesn't end at the start. The difference between MAP30 and MAP01 is that monsters can telefrag on MAP30, so I'll have to assume that Romero is telefragging himself or getting telefragged by the props somehow.

Remove the Telefrag Special from MAP30 with UMAPINFO and then maybe this setup will work.

>> No.4078285 [View]
File: 444 KB, 1280x1901, bfg10k.jpg [View same] [iqdb] [saucenao] [google]
4078285

>>4078248
Haven't gotten any screenshots or done much coding but I've been working on making the grenade launcher centered.

And also looking at some kind of plasma or laser weapon to stand in for the BFG9000, as well as be a weapon which you could actually fight the Icon Of Sin with, as the Immoral Conduct explosives actually lack that range, as well as an attack that can be used to hordeclear desperately without killing yourself.

Here's a somewhat related (but not really) image.

>> No.3257428 [View]
File: 444 KB, 1280x1901, tumblr_o631ibi8Xe1tvu72vo2_1280.png.jpg [View same] [iqdb] [saucenao] [google]
3257428

>>3257242
Read a basic tutorial, then look up the Decorate code for the basic original weapons in ZDoom, then copy say, the shotgun, chaingun or plasma rifle, then play around with values and frames and what not, maybe you want to make the plasma rifle shoot a stream of rockets instead of plasma, maybe you want the chaingun to fire twice as fast, maybe you want the shotgun to not have a pump animation and just shoot like a semi-automatic

Here's some basic tips I suggest:
Muzzle flashes look the best when each frame is only 1 tic long, and rendered in BRIGHT, remember that you don't necessarily need to use the Flash state to put in a muzzle flash (though the standard Doom weapons work this way)

In the Raise and Lower states, if you add a extra frame that's 0 tics long to each, the weapon will be raised and lowered twice as fast (I think this is practical)

Using A_Fire and A_FireCustomMissile is ultimately more practical than using A_CGun or A_FireMissile

https://www.dropbox.com/s/3bowebtk3fkh7w6/machinegun.wad?dl=0
Here's a super basic subgun I made because someone preferred that over the chaingun, combat wise, it behaves the same, but the graphics and animation is different, gives you a passing idea on how to do something really easy.

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