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Topics - SickSadWorld

Pages: 1 [2]
16
Help & Editing / Best way to disable cheats?
« on: January 14, 2011, 07:39:52 PM »
Is our only option to use DisableCheats in the MAPINFO lump?

Detecting sv_cheats in ACS is all fine and dandy

Code: [Select]
if ( cvar("sv_cheats") == 1 )
{
  // herpy derp
}

but then what? Just detecting it doesn't seem like enough... what options are there available?

17
Help & Editing / Help interpreting de-compiled ACS
« on: January 13, 2011, 05:55:48 AM »
I'm trying to make use of one of the bosses in MM8BDM in a custom map but naturally the important bits are hidden (I can respect this). It is not my intention to steal anyone's intellectual property in this regard, but I feel it is healthy for the community to continue to make use of the tools and gameplay concepts presented in MM8BDM... perhaps to draw more people into the game! If there is a concern with learning about this functionality and specifically this actor then I will request that this conversation end and the thread locked; in this event please accept my apologies in advance.

What I'm looking for is a bit of help in interpreting this de-compiled ACS to reimplement some functionality. The actor definition I'm interested in references this script to define certain behavior.

Google seems quite sparse with regard to ZDoom related things so I'm wondering if you experts can shed some more light on this.

(click to show/hide)

EDIT: I've basically got this boss working the way I want in a map but the only thing missing is a pain state. The actor itself does not have a pain state but I think the mystery is in this decompiled ACS with a hidden state or behavior setting the actor state that is not immediately obvious. How do you make it flash with like the mm2pain sound?

18
Help & Editing / What is Flashman stage's friction??
« on: January 11, 2011, 05:42:03 AM »
This is really baffling.

It seems that extracting flashman.wad from the v1c.pk3 and opening it in Doom Builder shows that the floors in Flashman's stage that are slippery have sector tags but there's no script to define the friction! I would have expected Sector_SetFriction defining the friction for these sectors, but it appears absent... initially I thought it just used the sector special Unknown (79) but as someone pointed out that's way too slippery.

Another person in the community and I were wondering what specific friction value do these floors have? I've looked everywhere, in the TEXTURES lump, GLOBAL, CMPGNINFO, etc etc but I could not find an answer. This isn't anything crucial by any means, as experimentation can lead to fruitful results but I'm just baffled at why in a campaign or in multiplayer there is slipperyness but not when launching from Doom Builder. Indeed, there is no apparent defined behavior for the slipperyness which is quite baffling. Any help or pointers are appreciated.

19
Help & Editing / Shoot-Through Line Identification (121)?
« on: January 10, 2011, 11:06:14 PM »
Is there a way to make a Line Identification (121) (ie. a bridge etc) to be shoot through?

By default it seems to absorb all shots. It seems like there is this dichotomy between using a Line Identification:121 as a railing and just using an impassable linedef with the same texture. Naturally there are functional consequences to each choice, however in many cases the ideal behavior would be a Line Identification that you can shoot through as well as stand on.

Is there a way to get the best of both worlds and have a Line Identification you can shoot through? This seems quite obvious but perhaps I'm missing something. I'd rather not try to re-invent the wheel using ACS if there is a simpler way. That's why I humbly request any insight the community can offer in this regard. So far google has been fruitless.

20
Help & Editing / Timebomb Platform Actor
« on: January 08, 2011, 02:15:42 PM »
So I've got this actor I'm trying to get to behave like a Time bomb platform from Megaman 4-6

(EDIT: These things)


I'm able to put it in a map and see the behavior as it is implemented but the problem is that I cannot seem to implement the proper actor behavior

I want it to jump to the death state only if the player touches it.. I've got +BUMPSPECIAL in there but that just activates the special

What ways can you detect if the player is touching/ standing on the actor?

Here is the wad with all the lumps in it. Right now it just looks like a static Item-1 (I'm just using the Item-1 as a placeholder)

http://wadhost.fathax.com/files/ladders_etc.zip

The map name is SSW03

(click to show/hide)

The comment shows where I'd like to check if the actor touches but I'm not sure this is even possible or the best way to implement this behavior. Any help is appreciated!

21
Maps / Final Destination!
« on: January 06, 2011, 12:33:23 PM »
Many people talk about the idea of a Final Destination showdown in MM8BDM.. well I decided to make it a reality!

So, here it is.

FINAL DESTINATION

http://static.best-ever.org/wads/finaldest.wad

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Bronze Award : Win a Last-Man Standing Match with 5 or more bots with any fraglimit. OR Win a Free-For-All Deathmatch against 1 or more human players with any fraglimit.
    You?

Silver Award : Win a Last-Man Standing match against 5 or more human players with a fraglimit of 15. OR Win a Free-For-All Deathmatch against 5 or more human players with a fraglimit of 10.
    You?

Gold Award : Win a Last-Man Standing against 10 or more human players with a fraglimit of 15. OR Win a Free-For-All Deathmatch against 10 or more human players with a fraglimit of 10.
    You?

PLATINUM Award : Beat all other challenges. Win versus a Roll army (1 vs 20 or more) in Last Man Standing with a Winlimit of 200.
    Ashley (Community Activist)
     You?

22
W.I.P Forum / [Single Player] ACHIEVEMENT CHALLENGE!
« on: January 02, 2011, 04:15:07 PM »
In light of recent competitive behaviour I have decided to cook up a bit of a challenge for all of you!

http://wadhost.fathax.com/files/ssw_challenge01.zip

Download, unzip and load the wad through the "Add File" dialog box. Then just start a Single Player game. It replaces MAP01

(click to show/hide)

Bronze Award : Get to 5 frags before Joe
    Ashley (Community Activist)
     DoomThroughDoom
     Flandre
     Omnizoa
     Rawk Hawk
     Maximilion Pegasus/ -RanRan
     Protoman
     Skye.EXE
     Searinox
     Duora Super Gyro
     You?

Silver Award : Get to 3 frags without getting killed.
    Ashley (Community Activist)
     DoomThroughDoom
     Flandre
     Omnizoa
     Rawk Hawk
     Maximilion Pegasus/ -RanRan
     Protoman
     Skye.EXE
     Searinox
     Duora Super Gyro
     You?

Gold Award : Get to 5 frags without getting killed.
    Ashley (Community Activist)
     DoomThroughDoom
     Flandre
     Omnizoa
     Rawk Hawk
     Maximilion Pegasus/ -RanRan
     Protoman
     Skye.EXE
     Searinox
     Duora Super Gyro
     You?

Do you have what it takes to get an award??

23
Help & Editing / Need help playtesting (Roboenza)
« on: December 23, 2010, 09:55:38 AM »
Ok so I made this map and I need help playtesting it at this point. I think the structure is there but there are some minor issues like sidedef offsets for the tree leaves. This is very minor and I'd rather look into gameplay issues than appearance. This map is designed specifically with roboenza/ LMS/ TLMS in mind

There are 32 player starts but no deathmatch item placements at this point

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

http://wadhost.fathax.com/files/ssw01.wad.zip

Feedback/ playtesting is appreciated!

(click to show/hide)

24
Help & Editing / Mapping Questions
« on: December 20, 2010, 02:41:28 AM »
I have a dumb and likely trivial question about mapping but instead of wasting a topic I figured we could consolidate other potential topics into this one about mapping!

How does the technique work for making a sector that says you "fell too far"?

I noticed that in Napalm Man, Snake Man, etc the sectors all have a sector tag but I cannot for the life of me find a corresponding Thing Damage or similar that would actually make the damage. Naturally it is quite simple to do a sector action Instant Death but unfortunately this just broadcasts the message "_____ died." instead of "_____ fell too far."

I'm not new to DOOM mapping, I paid for/ registered/ used to use Ben Morris' DCK v2.0 and 2.2 in DOS for the original DOOM and DOOM 2 many years ago but I am relatively new to the world of editing Megaman 8-bit deathmatch and all the new features Skulltag affords.

Any help is appreciated!

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