Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - supershadow64ds

Pages: [1]
1
MM8BDM Discussion / Running MM8BDM on a Windows 98 Machine
« on: August 15, 2021, 09:50:48 PM »
This took me way too long to get setup. USB drivers not installed, no way to access FTP aside from FileZilla client being installed, and generalized Windows 98 weirdness.

(click to show/hide)

I'm gonna try to somehow get networking functioning but Doomseeker doesn't support 98SE, so this'll be fun.

Update: Networking functioning on Zandronum 1.2. Had to run a portable installation of it on my main PC since my 600mhz pentium 3 really cant handle it, i guess.

2
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: October 10, 2014, 09:05:29 PM »
Quote from: "BookofDobson"
Quote from: "supershadow64ds"
Quote from: "Knux"
Turboroaders take curves by going over a line which activates a script for them to face a certain angle. I suggest that you look at Turbo Man's map in Doom Builder and try to copy what it does.

I don't mean to be rude, but I tried doing that by extracting the Turboman wad from the MegaMan8-bitDeathmatchv4a file, and I couldn't load it in DoomSeeker for some odd reason.

Yikes... All you had to do was copy and paste. You may have to download another MM8BDM if you can't find a way to put it back

The Turbomad.wad file I had was only extracted; Not extracted and moved. I used SlumpEd. The original Turboman.wad file is still in the Mega Man pk3 file, only the extracted wad file I have just doesn't contain any map data, at least not any readable by Doom Builder.

-facepalm-
And it's just now I'm remembering PK3 files are just renamed Zip files.

Still! Even after renaming the PK3 file to .Zip and copying and pasting Turboman.Wad, It still has no level data in Doom Builder.

Final Edit: Turns out, MM8BDMv4's Turbo Man stage is apparently weirdified and has no readable level data, so I justed used v3b's Turbo Man instead.

3
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: October 10, 2014, 08:35:28 PM »
Quote from: "Knux"
Turboroaders take curves by going over a line which activates a script for them to face a certain angle. I suggest that you look at Turbo Man's map in Doom Builder and try to copy what it does.

I don't mean to be rude, but I tried doing that by extracting the Turboman wad from the MegaMan8-bitDeathmatchv4a file, and I couldn't load it in DoomSeeker for some odd reason.

4
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: October 09, 2014, 11:56:42 PM »
This is a bit of a simpler question, but how do I control the Roaders from Turbo Man's stage to follow a path I create, or, better yet, how do I create a path for them to follow in the first place?

Pages: [1]