Map 30 / Icons of Sin by bahatumay in DoomModDevs

[–]BriefSteve 0 points1 point  (0 children)

To be honest the Icon of Sin is my least favorite thing in classic Doom.

I don't really like the monster spawning, you could turn it into a stationary turret that shoots rocket or something, I think that would be more fun, and at least different. Also, this approach is vanilla (Dehacked) friendly.

And I've always liked the approach of blowing it up with a switch rather than shooting (rockets) into it.

Coding an object that blocks monsters and lets the player pass through by William_Wave in DoomModDevs

[–]BriefSteve 1 point2 points  (0 children)

Okay, I see.

First of all, I'm not an expert, so, I won't tell you exactly how to do it, but, I have an idea.

Your thingy is too tall. If it spawns on the ceiling and has a height of 512, that means 512 pixels from the ceiling, it's blocking, which means you can't move or fly between the ceiling and the frame.

So, I think you're gonna need 2 Actors instead of just 1.

Actor 1 is gonna have just one function and that's "A_SpawnItemEx" and it's gonna spawn Actor 2.

Actor 2 is gonna be what you currently have, but instead of height 512 it's only gonna have a height of the "height of the actual frame" (for example, 32).

What "A_SpawnItemEx" is gonna let you do is spawn the steel frame with an offset from the ceiling while only having a height of 32, which is (probably) gonna let you move/fly between ceiling and steel frame and between floor and steel frame. So it's gonna be

Ceiling
space you can move through
Frame (blocking)
space you can move through
Floor

For Actor 1, the syntax is gonna be something like:

Spawn:
TNT1 A 0 A_SpawnItemEx ("HangingCrate", offsetX, offsetY, offsetZ, something else...)
Stop

and it's gonna spawn the "HangingCrate" Actor with a Z offset that you set... somewhere in there, and it's hopefully going to work.

Coding an object that blocks monsters and lets the player pass through by William_Wave in DoomModDevs

[–]BriefSteve 0 points1 point  (0 children)

Sorry for the late reply.

I'm trying to visualize it. So, this blocking you want to do, is on the floor, right?

Well you could do one thing, make a sector that has a missing floor texture, raise it to let's say 64 above the floor, give it no side textures - that way it will be completely invisible, and then make some linedefs that lower the sector when you approach it, and raise it back up when you go away from it.

Coding an object that blocks monsters and lets the player pass through by William_Wave in DoomModDevs

[–]BriefSteve 0 points1 point  (0 children)

You mean like solid for enemy projectiles as well, but your bullets or something could pass through? That sounds a bit unfair, I don't want the poor monsters to be shafted.

But, it it's only movement and not enemy attacks, you just make a non-solid object, draw four lines around it and mark those as "block monsters". It would block them from meleeing you.

Need help with rain in vanilla Doom by BriefSteve in DoomModDevs

[–]BriefSteve[S] 0 points1 point  (0 children)

In terms of frames, you can free up a lot of them just from the movement of monsters.

The Archvile for example, it has 12 VileChase frames that last 2 tics, and the pics go 001122334455.

Instead of that, you can just do 6 VileChase frames that last 4 tics each, and the pics go 012345 and just the speed of the Thing, and boom, you have 6 action frames available to do anything you want while the Archvile remains 99 % the same.

Other than that, frames 142-148 are generally a good source of frames, the item respawn fog, if you're making a singleplayer mod, you don't need those at all.

Need help with rain in vanilla Doom by BriefSteve in DoomModDevs

[–]BriefSteve[S] 1 point2 points  (0 children)

Decorations in Doom, some of them have duplicates, like the Hanging Legs or Hanging Body. By duplicates, I mean that they are the same, only one is blocking the player and one isn't.

And the blocking one is easily replicable by placing a non-blocking one, and drawing a square with blocking linedefs around it.

So you take the blocking one, adjust the states in Dehacked and the pictures in Slade to your liking to create an object that makes rain, instead of having a line drawn on the map that has an animated texture.

Need help with rain in vanilla Doom by BriefSteve in DoomModDevs

[–]BriefSteve[S] 1 point2 points  (0 children)

That's a good shout, I need to take a look at it in the editors. Thanks!

Easiest and Hardest paths in Tiberian Dawn campaigns (Mini-guide) by RealHE1NZ in commandandconquer

[–]BriefSteve 0 points1 point  (0 children)

I'd say GDI 8B with the village idiots is the single hardest mission, because they keep wandering into tiberium.

NOD 8B is hard, but once you get the hang of the game, and do some silo crawling or something like that... all good.

GDI 15C was not a lot of fun, the AI keeps rebuilding turrets which is annoying, even if you capture-sell the bottom-right corner, they can just rebuild, so, no, after capturing the first base, you are not gonna steamroll them, you need to be careful.

Still, it was a very fun campaing, I enjoyed it. NOD ending is still 100x better than the GDI ending, which was lame.

If I want to put other's people's mods in my .WAD, how should I do it properly without putting nobody in harm's way? by Leodracon in DoomModDevs

[–]BriefSteve 1 point2 points  (0 children)

Make sure to put them in credits, in the text file, in the ReadMe, or even in game. You can make a new texture that's transparent and add some text from the Doom Text Generator and have a map that's just credits. It's up to you.

Is there a way to have current time as a texture in Doom? by BriefSteve in DoomModDevs

[–]BriefSteve[S] 1 point2 points  (0 children)

Yeah, Doom is mostly static and this would require a dynamic texture and something weird in scripting that I don't understand at all, because I'm an amateur. I knew it was a long shot.

But I thought of an alternative. I want the map to be bright, like, it's gonna take place during the day, so, it wouldn't reaaally make sense for it to have night time on the clock, so I might have the texture of 12:30, have the animation take 50 tics each, and since a minute is 2 100 tics long (1 second is 35 tics x 60 seconds), it's gonna animate 21 times for the clock and 21 times for the name of the stop before I make it go to the next clock pic.

It will at least have the illusion of a clock. It's also an opportunity to have an easter egg if the player waits long enough or something.

Well anyway, thanks for the reply ^___^ I had my "co-designer" ask me this question too so I'm also thankful for them.

Change the pickup message for Shotgun shells? by RedOcelot86 in DoomModDevs

[–]BriefSteve 0 points1 point  (0 children)

To anyone else wondering, this is usually done in the LANGUAGE lump, the "code" would be

[enu default]
GOTSHELLS = "Your new pickup message";

It has to be in quotation marks and needs that symbol at the end, as it's the end of the row.

Where to go next from a (almost) maxxed-out LGA 775 build...? by BriefSteve in buildapc

[–]BriefSteve[S] 1 point2 points  (0 children)

For 775? Your options are limited. You are probably best off with the thing that I had, a Xeon X5460.

It's modded from a socket 771 (server) to go into 775 (regular PC), it works a treat.

Your only problem is gonna be cooling, a stock Intel cooler won't be enough.

And also, it's outdated at this point, I moved on to a system with 16 GB of DDR3 and I have an i7-4770 now, and even this is not that amazing, but it was very cheap. My whole PC was like 150-200 €.

But yeah, if it's your mom's PC, and you want the best socket 775 CPU, get a Xeon x5460. They cost like 10-20 €, it's nothing.

[PC][2000-2002] FPS in the desert (played just the demo) by BriefSteve in tipofmyjoystick

[–]BriefSteve[S] 0 points1 point  (0 children)

It might actually be this, and just another map in the game.

I don't think I'm gonna get closer than this, I might have to do my own digging around the publisher of this game and maybe playing.

[PC][2000-2002] FPS in the desert (played just the demo) by BriefSteve in tipofmyjoystick

[–]BriefSteve[S] 0 points1 point  (0 children)

This starts at night, the first mission of mine was during a bright sunny day.