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August 31st, 2004, 06:18 AM
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#21 | |
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Commander Keen
Join Date: Jun 2004
Location: Neverwhere
Posts: 526
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Quote:
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September 10th, 2004, 03:49 PM
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#22 |
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Commander Keen
Join Date: Dec 2003
Location: RJ, Brasil
Posts: 635
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Just a terrible fantasy idea, but don't the old wizards get tired of talkin about things over and over? Maybe no. Never get tired, it seems, listening to my requests.
Wouldn't it be better to have some site where newbies couuld go to find answers to all their questions? Just thinking of the many questions and topics I have posted here to learn the art of making maps. Maybe some are getting tired of the same questions all the time. Maybe just want to say one time. Maybe some like to coach every new boy(or girl) who comes looking for answers. I have an idea to try and make a site with everything. |
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September 10th, 2004, 04:02 PM
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#23 |
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Join Date: Jul 2003
Posts: 1,261
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If you mean Dday specific features, check the top of Dani's last post in this thread
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January 30th, 2005, 01:42 PM
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#24 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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If anyone wants to add some animated or coloured sector lighting effects to their PWAD here are a few examples I knocked up recently for Dark Shadow
Code:
Sector Type { ID = 9006
Comment = "Slow fading Red light"
Green fn = "a >az<"
Green fn min tics = 35 # These two values govern how long the sequence takes to do a full cycle (from a-z)
# because both values are the same there is no randomness in the timing.
Green fn max tics = 35
Blue fn = "=g" # =g This means that the Blue function(fn) is the same as the Green function(fn) "a >az<".
}
Sector Type { ID = 9005
Comment = "Slow fading Blue > Red > Yellow light"
Red fn = "a >azz<" # This means: start at 0(a), this is the point we'll jump back to at the end of the sequence(>)
# then fade to 0(a), then fade to 255(z), then fade to 255(z), then jump back to our marked point(<).
Red fn min tics = 70
Red fn max tics = 70
Green fn = "a >aaz<"
Green fn min tics = 70
Green fn max tics = 70
Blue fn ="a >zaa<"
Blue fn min tics = 70
Blue fn max tics = 70
}
Sector Type { ID = 9004
Comment = "Yellow light"
Red fn = "a >tz?32A<" # This means: start at 0(a), this is the point we'll jump back to at the end of the sequence(>)
# then fade to 196(t), then fade to 255(z), then instantly change to 255(A) and stay there for random amount of time out of 32(?32)
# then jump back to our marked point(<).
Red fn min tics = 70
Red fn max tics = 70
Green fn = "m >mz<"
Green fn min tics = 70
Green fn max tics = 70
Blue fn = "=r"
}
Hope they help someone
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February 16th, 2005, 07:08 PM
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#25 |
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Commander Keen
Join Date: Oct 2004
Location: Inside your computer
Posts: 115
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speaking of sector lights, is it possible to write in a ded, something which tells doomsday to turn every sector in the enitre game down? Because playing doom after playing other first person shooters is like walking out into the daylight, and i really want to be able to notce doomsdays beautiful dynamic lights.
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February 17th, 2005, 05:12 AM
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#26 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Not atm but the new bias lighting that will be a part of the next Doomsday version release will allow you to disable sector lighting and then use the in-game bias light editor to re-light your favorite levels using bias lights. Once your done these can be saved directly to a DED from within Doomsday ready for future use.
I've talked to Skyjake about the posibility of saving the DED back into the original/a copy of the WAD so that you don't even need to load the DED manualy. He liked the idea but said it would be something he'd think about (ie it's not in place atm). |
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February 17th, 2005, 01:32 PM
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#27 |
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Commander Keen
Join Date: Oct 2004
Location: Inside your computer
Posts: 115
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yeah, i figured, it did not exist, with the capability of bias lighting so close at hand.It'll be great, it really will change the game play.
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May 22nd, 2005, 06:42 PM
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#28 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Added a new XG example wad. Find it at the top of the thread.
After a little chat with Kyle the other day on MSN I figured it would be a nice idea to have some more advanced XG examples. Hence mimic2.wad. Hopefully there will be more soon. Next up is the Colour Mixing Room example. Also there has been an extensive amount of info added to the DEW (in the Editing section) lately. If your interested in XG editing its definetly worth a look. |
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July 27th, 2005, 06:24 PM
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#29 |
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Commander Keen
Join Date: Jul 2004
Location: Belgium
Posts: 26
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Hmm,some of those features like swining doors and stuff,remindes me
about a ACS script i made for Zdoom,Ohwell that's zdoom already, so thanks for explaining what those letters value stead for in the color sectors, ( a,t,z ect..) i see that means (255/ 26 = 9.8) so you got to work with steps of 10. anyhow,il go create someone of my own,i think it's been a good help of readings this topic, this knowledge will help me make my wad even better with,the new features support of Doomsday
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March 5th, 2007, 09:05 PM
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#30 |
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Commander Keen
Join Date: Feb 2005
Posts: 750
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DaniJ in the new version of Doomsday everyone of your XG maps have errors. the mimic sector has a huge HOM, the lifebank one has a lump error out of bounds that crashes doom when one of the triggers go off (when you kill the former marine near the lifebank), and the mimic2 one , after you trigger the elevator switch you are stuck in it and it never actually apppears to go down (although it does go down, if you idclip out of it you can see that it has). Additionally when I load mimic2 up in doombuilder it says there are no scripts in dd_dfens even though some of the actions work. Any ideas as to what's going on?
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February 4th, 2009, 07:06 PM
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#31 |
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Commander Keen
Join Date: Jan 2009
Posts: 6
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If it's not too much to ask, could you please explain the code in the XG maps? because the scripting for doomsday isn't very user friendly, i think. I'd love to be explained the code for the elevator wad (mimic2.wad)
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February 4th, 2009, 07:28 PM
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#32 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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There is quite a bit of information on the XG system at our wiki, you should find everything you need to know is already there.
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February 24th, 2009, 09:32 PM
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#33 |
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Commander Keen
Join Date: Jan 2009
Posts: 6
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i'd like to contribute with an example: how to make mobjs appear out of thin air
It's quite easy, really. Let's start with the script: Code:
Line Type {
ID = 1000;
Comment = "A Zombieman will appear at (x=576, y=-384, z=8) facing east";
Flags = player_cross;
Flags2 = when_act | any;
Class = command;
Count = 1;
Sp0 = "spawnmobj Zombieman 576 -384 8; spawnmobj TFOG 576 -384 8";
}
ID = 1000 - This is the linedef action number. To execute this code, it's just a matter of, via an editor like Doom Builder, bind a linedef to this action. No problems here, right? Comment = "blablabla" - Just a comment, it has no influence on the code, but it's there to remind you what this code does. Flags = player_cross - This line tells jdoom that this code will be triggered when the player cross the line with linedef action 1000 (in this case). A complete list of triggers can be found here Flags2 = when_act | any - This line tells jdoom which requisites needs to be fullfilled if the code is to be executed. When_act tells the game that this code will be executed when the previous line is activated (Flags = player_cross), and any tells the game that this code will be executed regardless of the difficulty chosen or the mode (single player or multiplayer). Again, a complete list of requeriments can be found here Class = command - What kind of code is this? Well, this is a code that inputs a command into the console. This is what this line tells jdoom. A complete list of classes can be found here Count = 1 - This code will be executed only once. I believe that -1 is for an infinite number of times Sp0 = "spawnmobj Zombieman 576 -384 8; spawnmobj TFOG 576 -384 8" - This line tells the game what command should be executed, in this case, spawnmobj, which spawns a mobj to a desired location, followed by a TFOG, a teleport fog, for good measure. The general syntaxis, in this case, is: spawnmobj <type> <x> <y> <z> <angle> Type must be a defined THING ID or name x, y and z are the coordinates where the thing should be spawned angle: it's a number that defines which way the spawned mobj should be facing. This numbers can be found here. By default it's 0 (east). To get the exact coordinates where i want the mobj to appear, i place a vertex on the map where i want the thing to spawn (via Doom Builder), and take note of the coordinates (shown on the lower left section). Then, for the z coordinate, it's just a matter of taking note of the ceiling heigth that the spawning point has, for reference. An example map can be found here. Nothe that there are no .ded files because it uses a DD_DEFN lump, i.e., the script is included on the wad. On a final note, I'd like if someone could tell me the names of the different mobjs that can be spawned with this class. I couldn't find the names for anything except monsters |
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February 25th, 2009, 04:34 AM
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#34 | |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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Quote:
Last edited by DaniJ; February 25th, 2009 at 10:28 AM. |
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February 25th, 2009, 09:41 AM
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#35 |
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Commander Keen
Join Date: Jan 2009
Posts: 6
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is there any way to write the output of "listmobjtypes" to a file? i tried with write listmobjtypes mobjs.txt, but it didn't seemed to work
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February 25th, 2009, 09:55 AM
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#36 |
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Join Date: Jul 2003
Posts: 1,261
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Have a look at the thing def's in each games objects.ded (in the "Data/Jxxxx/Jxxxx.pk3" for 1.9 or "def/Jxxxx" for 1.8.6).
The "ID" for each one is what you use with Spawnmobj. |
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February 25th, 2009, 10:27 AM
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#37 |
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Join Date: Apr 2003
Location: UK
Posts: 4,916
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After doing a "listmobtypes" via the console, look in Doomsday.out and you will find that information there too.
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