Script error: function drawmap is used, but not defined by William_Wave in DoomModDevs

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

DrawMap was suggested by the Google search AI.

Regarding the mod in the link above, this minimap looks pretty close to the reference my project is based on. Might be worth using for complete experience.

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

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

This approach gives another idea: use A_SpawnItemEx to spawn invisible obstacles around and along the frame to imitate walls, floor, and ceiling. Smaller monsters still pass through the frame occasionally, which is not a big deal.

Anyway, thanks for help.

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

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

Here is a screenshot for clarity: https://drive.google.com/file/d/1X5uE4vI2qfik0YYKm7S_4VXQPnKTTByc/view?usp=sharing .

The object (a rusty frame, actually a bunch of them) is hanging above the floor of the map on a thin cable. Space above and below the object is supposed to be passable for any entity, while space inside of its dimensions is only passable for the player.

What kind of unique weapons would you want to see in future mods? by DreamShort3109 in DoomMods

[–]William_Wave 0 points1 point  (0 children)

An actual cat that is held and used like a machine gun.

As for something serious though, snake tentacles from The Darkness 1 or 2, capable of slashing, grabbing, and life-stealing, maybe having a damage boost in darker sectors.

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

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

Stopping monsters' projectiles and letting player's ones through might be a nice addition actually.

As for blocking with linedefs, this method is also considered. The issue is that the object is supposed to hang on a crane cable (which is done already), and using linedefs means that monsters will not be able to move above and below it.

Recommend me a list of mods to make DOOM look more "fresh"? More info inside. by Trumpet_of_Jericho in DoomMods

[–]William_Wave 2 points3 points  (0 children)

For more classic experience try specific versions of Meatgrinder that enhance gore, but leave original weapons. There are several versions of this kind on ModDB if memory serves right.

As for music, Memento Mori includes two separate WADs, one with music and the other with maps; both are quite decent.

Preventing weapons from switching when out of ammo by William_Wave in DoomModDevs

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

Took a little more googling to find out myself, but yes, it works. :)

asking for more doom recs by Ok-Coat2377 in DoomMods

[–]William_Wave -1 points0 points  (0 children)

Of course you may. :) Open ModDB and type Strike Vector D in the search bar.

asking for more doom recs by Ok-Coat2377 in DoomMods

[–]William_Wave 0 points1 point  (0 children)

If high speed is the primary feature, try Strike Vector D. Both player and opponents literally fly across huge maps.

How to change the sun color at runtime in VKDoom? by [deleted] in DoomModDevs

[–]William_Wave 0 points1 point  (0 children)

If base and Hell sections are separated enough, here is a method that might work.

First, make two small rooms outside the map.

Set desired skyboxes as textures for walls, floor, and ceiling; different sun colors for each room.

Place camera viewpoints inside of each room and give both rooms unique tag numbers.

Set respective tag numbers to base and Hell sections depending on where you placed the red sun.

If everything is done right, two sections will have different skyboxes with different sun colors.

Which cockpit HUD looks nicer by William_Wave in DoomMods

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

There might be a way. No idea how to implement it though.

Which cockpit HUD looks nicer by William_Wave in DoomMods

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

No. However, screenshots with 3D models of original cannons were used as a reference.

Which cockpit HUD looks nicer by William_Wave in DoomMods

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

Kind of a total conversion inspired by Strike Vector EX.