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It was almost three years, why sorry for bumping dormant thread. But someone might stumble upon it while searching for cool doom logo, just like myself. That one is very cool, but in game the white edges is visible, and my ocd kicks in. That's why i fixed it and want to upload it here, so if someone still looking for cool doom logo can have it. https://www.dropbox.com/scl/fi/qnxv5yxzjqea1x428b8ve/d64logoimproved.rar?rlkey=g7i56unrh0tsdi9bi44eq2c4i&dl=0 This archive contains few versions of this logo, with fixed edges, fixed and smooth edges, and versions with smaller and bigger shadow, aswell as wad file to make it work ingame (if someone need it).
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Hey, it's been two years since i asked that, and yet i did not figured out. 😅 In UDMF map you can make monsters hate marines (177:Thing_Hate), and they will attack first, but is it possible to do that in their DECORATE code, so no matter what map, no matter which format, monsters will attack marines. I know this thread was dormant for two years, but it's one of few questions that i still want to get solved. Every time i visit forum to learn something new this thread does not let me go, and i dont use marines in my maps, too often, i use them only against huge monsters who have over 2000hp, so it's ok if marines attack first. Just look how cool it looks, and in this case i decompiled map to UDMF format and made this monsters hate them, imagine how cool would it be if such battels possible on any map. And, if there's a group of monsters they will kill them one by one, while the rest will stay still untill THEPLAYER arrive. So, any advice here? Maybe some DECORATE trick? ps I'm ok with editing all monsters DECORATE if i will have to
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Omg, THIS is EPIC, it actully works. I will be using this method in my starter map. Thank you 💪 2 sectors 1 switch.rar
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@StormCatcher.77 Okay, this is epic! Seriously, i'm learing doom modding since 2012, and all the time i learn something new. Too bad it's not possible to do with switches (only with using fake player behind the wall), but it's the best answer at the moment, thanks for that, and for examples.
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Agreed, UDMF is great, it's bit harder then doom format, but oh boy.. so much could be done in udmf, a true masterpieces, and if i ever going to do megawad it will be done in UDMF, but right now i'm not developing map, I'm developing tool for comfortable mp game with friends :P ps I'm aware of such tool like "convUDMF", i'v used few times when i very much needed udmf instead of doom, but converting ALL megawads and then testing literally every map, too much headache. Anyway it's been nice talking to you, thanks for advice. 👍
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Most of maps we play is classic megawads like PL2, Scythe etc. And that's why it have to be compatible with doom format. But. The thing i wanted was just for cool DeSiGn. I will have 2 versions of starting area for doom and udmf format maps. Tehnicaly it will work anyway, but i just wanted to make specific switch to close some door, it was all only about looking good. But i will just refuse this idea with doors and do it like it was before. Without it it will look like this But it's not critical you know. I'll just have to deal with it, or make it all simplier (which is what i'm going to do)
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That's simple, it's the multiplayer project and at the moment I'm making spawn area. I have special map called lobby, it's start map for my server, on this map everyone get's their equipment, weapons and ammo. Yes, everytime we leave MP game i save progress by making acs scripts like this #library "CCHEST2" #include "zcommon.ACS" Script 200 (void) { delay(20); ChangeLevel("map21", 0, 0, 3); } script 681 (void) // n1 { GiveInventory("clip", 715); GiveInventory("Shell", 100); GiveInventory("RocketAmmo", 38); GiveInventory("cell", 948); GiveInventory("MiniHellRocketAmmo", 229); GiveInventory("gas", 101); GiveInventory("GrenadeAmmo", 9); SetActorProperty(0, APROP_HEALTH, 100); GiveInventory("GreenArmor", 1); //GiveInventory("BlueArmor", 1); //Giveinventory("Redarmor", 1); //Delay(1);Giveinventory("armorbonus1", 100); //TakeInventory("BasicArmor", 100-100); //GiveInventory("CSGpiece", 6); } script 682 (void) // n2 { GiveInventory("clip", 300); GiveInventory("Shell", 30); GiveInventory("RocketAmmo", 38); GiveInventory("cell", 0); GiveInventory("MiniHellRocketAmmo", 50); GiveInventory("gas", 15); GiveInventory("GrenadeAmmo", 9); SetActorProperty(0, APROP_HEALTH, 100); //GiveInventory("GreenArmor", 1); //GiveInventory("BlueArmor", 1); //Giveinventory("Redarmor", 1); //Delay(1);Giveinventory("armorbonus1", 30); //TakeInventory("BasicArmor", 100-30); } script 684 (void) // n3 { GiveInventory("clip", 300); GiveInventory("Shell", 30); GiveInventory("RocketAmmo", 38); GiveInventory("cell", 0); GiveInventory("MiniHellRocketAmmo", 50); GiveInventory("gas", 15); GiveInventory("GrenadeAmmo", 9); SetActorProperty(0, APROP_HEALTH, 100); //GiveInventory("GreenArmor", 1); //GiveInventory("BlueArmor", 1); //Giveinventory("Redarmor", 1); //Delay(1);Giveinventory("armorbonus1", 30); //TakeInventory("BasicArmor", 100-30); } Script 1 (void) net { if (CheckInventory("ZXQWPOMN")) { ClearInventory(); ACS_Execute(400, 0, 0, 0, 0); ACS_Execute(52, 0, 0, 0, 0); delay(5); GiveInventory("ZXQWPOMN", 1); GiveInventory("RedCard", 1); ACS_Execute(868, 0, 0, 0, 0); //GiveInventory("ssg", 1); GiveInventory("Cannonshotgun", 1); TakeInventory("PortalBlock", 1); GiveInventory("Machete", 1); GiveInventory("Chain_saw", 1); //GiveInventory("AK47", 1); //GiveInventory("MP40", 1); //GiveInventory("LMG", 1); //GiveInventory("Hunting_ShotGun", 1); //GiveInventory("Light_ShotGun", 1); //GiveInventory("Autoshotgun", 1); GiveInventory("AA12", 1); GiveInventory("Mini_gun", 1); //GiveInventory("Heavymachinegun", 1); GiveInventory("Rippergun", 1); //GiveInventory("Buzzsaw", 1); GiveInventory("Rocket_launcher", 1); GiveInventory("Grenade_launcher", 1); //GiveInventory("UT2004RL", 1); //GiveInventory("Demolisher", 1); //GiveInventory("Plasma_Gun", 1); //GiveInventory("Lateral_PlasmaGun", 1); //GiveInventory("Heavy_PlasmaGun", 1); //GiveInventory("Rail_Gun", 1) GiveInventory("M2PlasmaRifle", 1); GiveInventory("BIG_FUCKING_GUN", 1); //GiveInventory("BFG10000", 1); ACS_Execute(402, 0, 0, 0, 0); delay(5); ACS_Execute(681, 0, 0, 0, 0); Door_open(66, 64); } } Script 2 (void) { Sector_SetColor(const:2, 0, 200, 0); ClearInventory(); ACS_Execute(400, 0, 0, 0, 0); delay(5); GiveInventory("Machete", 1); //GiveInventory("Chain_saw", 1); //GiveInventory("AK47", 1); //GiveInventory("MP40", 1); GiveInventory("LMG", 1); //GiveInventory("Hunting_ShotGun", 1); GiveInventory("Light_ShotGun", 1); //GiveInventory("Autoshotgun", 1); //GiveInventory("AA12", 1); //GiveInventory("Mini_gun", 1); //GiveInventory("Heavymachinegun", 1); //GiveInventory("Rippergun", 1); //GiveInventory("Buzzsaw", 1); GiveInventory("Rocket_launcher", 1); //GiveInventory("Grenade_launcher", 1); //GiveInventory("UT2004RL", 1); //GiveInventory("Demolisher", 1); GiveInventory("Plasma_Gun", 1); //GiveInventory("Lateral_PlasmaGun", 1); //GiveInventory("Heavy_PlasmaGun", 1); //GiveInventory("Rail_Gun", 1); //GiveInventory("M2PlasmaRifle", 1); GiveInventory("BIG_FUCKING_GUN", 1); //GiveInventory("BFG10000", 1); ACS_Execute(402, 0, 0, 0, 0); delay(5); ACS_Execute(682, 0, 0, 0, 0); Door_open(65, 64); } Script 3 (void) { Sector_SetColor(const:3, 0, 200, 0); ClearInventory(); ACS_Execute(400, 0, 0, 0, 0); delay(5); GiveInventory("Machete", 1); //GiveInventory("Chain_saw", 1); //GiveInventory("AK47", 1); //GiveInventory("MP40", 1); GiveInventory("LMG", 1); //GiveInventory("Hunting_ShotGun", 1); GiveInventory("Light_ShotGun", 1); //GiveInventory("Autoshotgun", 1); //GiveInventory("AA12", 1); //GiveInventory("Mini_gun", 1); //GiveInventory("Heavymachinegun", 1); //GiveInventory("Rippergun", 1); //GiveInventory("Buzzsaw", 1); GiveInventory("Rocket_launcher", 1); //GiveInventory("Grenade_launcher", 1); //GiveInventory("UT2004RL", 1); //GiveInventory("Demolisher", 1); GiveInventory("Plasma_Gun", 1); //GiveInventory("Lateral_PlasmaGun", 1); //GiveInventory("Heavy_PlasmaGun", 1); //GiveInventory("Rail_Gun", 1); //GiveInventory("M2PlasmaRifle", 1); GiveInventory("BIG_FUCKING_GUN", 1); //GiveInventory("BFG10000", 1); ACS_Execute(402, 0, 0, 0, 0); delay(5); ACS_Execute(684, 0, 0, 0, 0); Door_open(64, 64); } script 685 (void) // n4 { //GiveInventory("clip", 0); //GiveInventory("Shell", 0); //GiveInventory("RocketAmmo", 0); //GiveInventory("cell", 0); //GiveInventory("MiniHellRocketAmmo", 0); //GiveInventory("gas", 0); //GiveInventory("GrenadeAmmo", 0); SetActorProperty(0, APROP_HEALTH, 100); //GiveInventory("GreenArmor", 1); //GiveInventory("BlueArmor", 1); //Giveinventory("Redarmor", 1); //Delay(1);Giveinventory("armorbonus1", 100); //TakeInventory("BasicArmor", 100-100); } Script 4 (void) { Sector_SetColor(const:1, 0, 200, 0); ClearInventory(); ACS_Execute(400, 0, 0, 0, 0); delay(5); //GiveInventory("Machete", 1); //GiveInventory("Chain_saw", 1); //GiveInventory("AK47", 1);GiveInventory("AK47Ammo", 30); //GiveInventory("MP40", 1);GiveInventory("MPAmmo", 32); //GiveInventory("LMG", 1);GiveInventory("LMGAmmo", 70); //GiveInventory("Hunting_ShotGun", 1);GiveInventory("HuntingShotgunAmmo", 6); //GiveInventory("Light_ShotGun", 1);GiveInventory("LightShotgunAmmo", 10); //GiveInventory("Autoshotgun", 1);GiveInventory("M1014Ammo", 7); //GiveInventory("AA12", 1);GiveInventory("AA12Ammo", 20); //GiveInventory("Mini_gun", 1); //GiveInventory("Heavymachinegun", 1);GiveInventory("HMGAmmo", 100); //GiveInventory("Rippergun", 1); //GiveInventory("Buzzsaw", 1);GiveInventory("BuzzsawHeat", 100); //GiveInventory("Rocket_launcher", 1);GiveInventory("RocketRounds", 6); //GiveInventory("Grenade_launcher", 1); //GiveInventory("UT2004RL", 1);GiveInventory("UT2004Rounds", 3); //GiveInventory("Demolisher", 1);GiveInventory("Demolisherheat", 100); //GiveInventory("Plasma_Gun", 1);GiveInventory("PlasmaAmmo", 50); //GiveInventory("Lateral_PlasmaGun", 1);GiveInventory("LateralPlasmaAmmo", 50); //GiveInventory("Heavy_PlasmaGun", 1);GiveInventory("HeavyPlasmaAmmo", 50); //GiveInventory("Rail_Gun", 1);GiveInventory("RailgunAmmo", 50); //GiveInventory("M2PlasmaRifle", 1);GiveInventory("M2PlasmaAmmo", 50); //GiveInventory("BIG_FUCKING_GUN", 1); //GiveInventory("BFG10000", 1); ACS_Execute(402, 0, 0, 0, 0); delay(5); ACS_Execute(685, 0, 0, 0, 0); } script 686 (void) // n5 { //GiveInventory("clip", 0); //GiveInventory("Shell", 0); //GiveInventory("RocketAmmo", 0); //GiveInventory("cell", 0); //GiveInventory("MiniHellRocketAmmo", 0); //GiveInventory("gas", 0); //GiveInventory("GrenadeAmmo", 0); SetActorProperty(0, APROP_HEALTH, 100); //GiveInventory("GreenArmor", 1); //GiveInventory("BlueArmor", 1); //Giveinventory("Redarmor", 1); //Delay(1);Giveinventory("armorbonus1", 100); //TakeInventory("BasicArmor", 100-100); } Script 5 (void) { ClearInventory(); ACS_Execute(400, 0, 0, 0, 0); delay(5); //GiveInventory("Machete", 1); //GiveInventory("Chain_saw", 1); //GiveInventory("AK47", 1);GiveInventory("AK47Ammo", 30); //GiveInventory("MP40", 1);GiveInventory("MPAmmo", 32); //GiveInventory("LMG", 1);GiveInventory("LMGAmmo", 70); //GiveInventory("Hunting_ShotGun", 1);GiveInventory("HuntingShotgunAmmo", 6); //GiveInventory("Light_ShotGun", 1);GiveInventory("LightShotgunAmmo", 10); //GiveInventory("Autoshotgun", 1);GiveInventory("M1014Ammo", 7); //GiveInventory("AA12", 1);GiveInventory("AA12Ammo", 20); //GiveInventory("Mini_gun", 1); //GiveInventory("Heavymachinegun", 1);GiveInventory("HMGAmmo", 100); //GiveInventory("Rippergun", 1); //GiveInventory("Buzzsaw", 1);GiveInventory("BuzzsawHeat", 100); //GiveInventory("Rocket_launcher", 1);GiveInventory("RocketRounds", 6); //GiveInventory("Grenade_launcher", 1); //GiveInventory("UT2004RL", 1);GiveInventory("UT2004Rounds", 3); //GiveInventory("Demolisher", 1);GiveInventory("Demolisherheat", 100); //GiveInventory("Plasma_Gun", 1);GiveInventory("PlasmaAmmo", 50); //GiveInventory("Lateral_PlasmaGun", 1);GiveInventory("LateralPlasmaAmmo", 50); //GiveInventory("Heavy_PlasmaGun", 1);GiveInventory("HeavyPlasmaAmmo", 50); //GiveInventory("Rail_Gun", 1);GiveInventory("RailgunAmmo", 50); //GiveInventory("M2PlasmaRifle", 1);GiveInventory("M2PlasmaAmmo", 50); //GiveInventory("BIG_FUCKING_GUN", 1); //GiveInventory("BFG10000", 1); ACS_Execute(402, 0, 0, 0, 0); delay(5); ACS_Execute(686, 0, 0, 0, 0); } And i'm going to paste this spawning area to every megawad, to every map so we will spawn in this "lobby-spawn" this is how it's gonna look In it i will have ACS executeables items, vehicles for maps where it's necessary and other. And yeah at the moment i'm playing Doom map format, and the thing is, if it's done in doom format, it can be done in udmf format aswell. That's why i want to make this spawnarea working potentially on any wad existing
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Well.. Actully there's few ways to use ACS in Doom format. You can puke it from console, you can make pickup like " Actor ScriptItem5 : CustomInventory 10005 { Game Doom +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP Inventory.PickupMessage "You activated script number 5!" states { Spawn: TNT1 A -1 Stop Pickup: TNT1 A 0 ACS_Execute(5, 0, 0, 0, 0) } } " or if it's ENTER or Open script it will be executed in doom map format. But yeah, i did not find any way to make ACS executed by switch, only few ways above, oh, also acs can be executed on death of actors. Thanks for reply everyone. I guess i will have to find some other way to do what's planned.
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Okay, is it possible to make repeatable switch to execute ACS scripts in doom map format? And how to assign multiple tags to one switch in UDMF format? (because I tried and did not figured out, and did not found wiki page)
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Of cource there's reason for it, I'm making some kind of spawn area for every map we'r gonna play w/ friends. I mean, i will be putting it in every megawad, in every map so we always spawn in this room and then proceed to teleport. In this map i will have lot's of switches and door controlls, like vehicles rooms, gear and other, and ppl will be able to teleport back to stay afk for a while, or teleport back to drop their loot and leave the server, there's lot's of reasons for it. And this is why it's so complicated.
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Bruh, I'm looking to do that in Doom map format. Is there a way to Execute script in doom map format? (using switch) ps, i also wonder how could i make switch to be used to apply on multiple tags in UDMF aswell.
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Hello, i have question, is it possible to make specific linedef apply to diffrent sectors with diffrent tags? Let me explain, i want ONE Linedef with action 116 SR Door Close Stay (fast) to apply on 2 sectors with diffrent tags. So when i press that one switch 2 other doors with 2 diffrent tags close There's lot's of ways doing it in UDMF, with ACS Script, but there's no way to make switch execute ACS script Doom format (or i dont know if there's way) I assume that i will have to refuse my idea, and yeah, it should be in Doom format, that's the point, even if there's no way to do that i would be glad to know it from you, since it's hard to give up when i know that MAYBE it's possible.
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The problem is solved. My mistake was that i was testing the font in doom2.wad, and when i saw default map names with default font i totally forgot that in doom2.wad map name on intermission screen is made by using cwilw pictures... I found this out only when went to options and see that OPTIONS written in my new font. Sorry for creating this thread, but i guess that's was something that helped me thinking. Spider's ZDoom Font Generator is cool working tool.
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I have found out that i cant just edit png picture, and i now know how to use doomcrap-0.1.4 aka Spider's ZDoom Font Generator. But having successfully compiled font does not work... There is example But in game it looks like default font. What is my mistake?
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So i want to make custom font. I found dbigfont.lmp in zandronum.pk3, exprorted it as png and edited. When I'm trying to import it as DBIGFONT the game says Execution could not continue. BigFont is not a recognizable font I tried using imagetool.exe and doomcrap-0.1.4 but have no success. So how do i make custom font from png picture of all letters? I want this new font to replace default doom DBIGFONT