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About Mordeth
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If you don't get the verification email you should contact me.
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This is me, every year :)
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Removed a post complaining about banned peeps not being allowed to participate anymore. No more derailing of this thread.
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The beta lost souls are also present in WAD form for those source ports that have beta emulation, eg Eternity Engine. You can find the sprites in the base\doom\eternity.pke file, which I guess is a bit more convenient that doing the work yourself.
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Happy 30th anniversary everyone! Congratulations to all the winners and runner-ups of this year's Cacowards, and a massive thanks to the team that made it all happen!
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You used an IP range banned due to mass spam waves. Your account is not banned.
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You made two topics about this, in different subforums. I'm closing this one and keep the other open.
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how to make a Polyobject swinging door work with 3d floors?
Mordeth replied to soss's topic in Doom Editing
Instead of solid polyobjects (made up by 1s linedefs) you can also construct polyobjects made up from 2s linedefs /w Polyobj_ExplicitLine. See eg this discussion. Made some '3d' doors this way (can't check now), so it's definitely possible. -
Who are some of the greatest mappers in dooms history?
Mordeth replied to Betelgeuse's topic in Doom General
Ah, I only knew him as Aardappel :) -
You get temp locked when using the wrong username / password combination for x amount of times.
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Who are some of the greatest mappers in dooms history?
Mordeth replied to Betelgeuse's topic in Doom General
Ah, the one people have dubbed the "mordeth bridge" ..? Tried searching for author's name on /idgames but came up empty. Would be interesting to look at earlier levels that featured this. -
If you really want to stop your polyobject at a specific angle, you can use a variable to store the (expected) angle and compare this expected value with the value you want it to be after stopping, then do one RotaterRight with the calculated diifference. As far as I know there's no function to just get a polyobject angle.
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Who are some of the greatest mappers in dooms history?
Mordeth replied to Betelgeuse's topic in Doom General
If you're talking about the midtexture-style bridges: those were invented and pioneered by Adelusion and Fingers and first showed up in Dystopia and later Requiem. -
If you want to wait for a polyobject action to finish, don't use Delay but PolyWait. The "OR" variants of polyobject functions allow for multiple (additive) actions, but only if ALL of the actions working on your polyobject are of that type. There are no single functions that ramp up/down the speed of an action, but you should be able to slow down a rotation started by an "OR" function by adding an "OR" rotation in the opposite direction..? Although have never tried that, and always went waiting for an action to finish and resuming with a lower speed.
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[ACS Help] How to Assign TIDs to Initially Placed Monsters in "Doom 2 Format" Map via ACS
Mordeth replied to Arsinikk's topic in Doom Editing
This dates all the way back to Boom. By messing with the thing's flags (normally used for skill settings and various options) you could 'extend' this to mean more stuff. Including giving a monster a TID. Eg: CLED ..\doom2\rmb\test.wad thing(4,134).FLAGS=9003 This gives for this wad thing with index 134 on map 4 a flag of 9003. This number acts as its recordnumber.. In EE, you can now use ExtraData to define the monster: mapthing { recordnum 9003; type "FlayerDropOffSilent"; options "easy normal hard"; tid 9003 } So the thing with recordnum 9003 becomes a monster type called FlayerDropOffSilent, which appears on all skill settings, and gets a TID of 9003.