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Topics - Hilman170499

Pages: [1] 2 3
1
Help & Editing / Cannot Use Doom Builder
« on: February 06, 2021, 02:06:30 PM »
Hi there. Actually, if nothing else, this is more of a computer software issue than anything, but worth asking you guys.

When I tried to open Doom Builder 2, this screen shows up.


After this, I tried to reinstall Doom Builder 2, with this same error showing up.
Ditto when I attempted to pick up Ultimate Doom Builder.

For further context, it says that my computer is missing Microsoft .NET Framework, which I also could not install.

If anyone knows what's the meaning of all this, that would be appreciated.
Thanks in advance.

2
Help & Editing / Doosmeeker keeps crashing.
« on: January 03, 2020, 04:11:40 PM »
Exactly as it says on the tin: When I try to open Doomseeker, it just immediately closes a few seconds after loading the servers, and it tells me Doomseeker has stopped working.
Anyone happen to know why this happens, let alone how to fix it? Thanks in advance.

3
Help & Editing / Team Spawns. How do those work?
« on: May 25, 2018, 07:39:46 PM »
As most of us know, spawn points now have a team-based segregation in every map.
Alright, I've taken a quick look at some new maps. From what I saw, there are green and yellow spawns in two general areas surrounded by other spawn points. Can someone please clarify how this works? Thanks in advance.

4
Help & Editing / Carry-over variables
« on: August 31, 2017, 05:18:23 AM »
Anyone here happen to know how to make variables with values that carry over in spite of playing a different map/round? In case anyone brings it up, I tried using global/world variables, but when applied to player numbers, it can glitch out. I ask if anyone knows an effective alternative. Thanks in advance.

5
Forum Games / Conquest of Mechanus [Beginning]
« on: May 12, 2017, 03:56:27 PM »
CONQUEST OF MECHANUS

Hi there. Welcome to a new forum game story thing inspired by similar things the mid-2010s community did here. This game would play out like a turn-based RPG.

Story:
(click to show/hide)

Gameplay:
(click to show/hide)

Monster Log and tutorial

Roster:

Harold
Element: Water
END 100/100
ENR 130/130
(click to show/hide)

Bass-Sama
Element: Light
END 85/85
ENR 80/80
(click to show/hide)

Jusuke
Element: Darkness
END 65/65
ENR 110/110
(click to show/hide)

Wynn
Element: Metal
END 155/155
ENR 100/100
(click to show/hide)

Ashie
Element: Metal
END 75/75
ENR 125/125
(click to show/hide)

Boarfanger Man
Element: None
END 60/60
ENR 0/0
200p
(click to show/hide)

Yellow Jack
Element: Nature
END 70/70
ENR 120/120
(click to show/hide)

Camila Carter & Jem
Element: None
END 140/140
ENR 100/100
(click to show/hide)

Shepard
Element: Darkness
END 55/55
ENR 140/140
(click to show/hide)

Simon & Finley
Element: Lightning
END 120/120
ENR 70/70
(click to show/hide)

Inventory:
(click to show/hide)

Join the Discord server here.

6
Rejected / [Suggestion] Boss health thing.
« on: April 04, 2017, 05:51:16 PM »
Okay, so when you face a boss in singleplayer, the health bar is indicated using an "item" that corresponds to boss health using scripts. The enemy health "fills up" by repeatedly giving the "item" until it's all full. My suggestion is, what about make an item that has a maximum of 28, and it disappears from inventory once the health is filled up? This makes the boss health bar appear smoother as it fills up, and you get a more universal thing for the "boss health filling up" part of the script! Kill two birds with one stone. This is a minor visual thing that not many will concern about, but still.

Uh, for context, like this:
(click to show/hide)

Thanks in advance.

7
Help & Editing / Um, that's not how it works, is it?
« on: December 04, 2016, 09:35:50 AM »
Okay, so I decided, since some sprite files I made are identical to others, it would be more efficient to define the replica sprites through TEXTURES. However, when I loaded it up, the sprites defined by TEXTURES appear to be invisible(keep in mind, outright invisible, not just displaced) in-game.

Here is an example for reference:
Code: [Select]
Sprite HILXE1, 13, 28 {Offset 6, 27  Patch HILXC1, 0, 0{Style Copy}}FYI, the width, height and offsets of the new sprites perfectly replicate that of the old ones, and the Style Copy block wasn't there initially(it made absolutely no difference either).

Can someone please help explain why the sprites appear invisible and/or how to fix it? Thanks in advance.

8
Help & Editing / Gendered Skins?
« on: July 06, 2016, 04:30:57 PM »
As several of us know, in SKININFO, there is a line for "gender".
Just out of curiousity, is it possible to take advantage of this to make "gendered skins"? To clarify, it means making 2 or 3 skins in SKININFO using the same name, but with different gender, sprites, sounds, etc. Then, the sprites, sounds, etc. the skin uses will be determined by the gender set in the player settings.

Thanks in advance.

9
Help & Editing / Replacement packs?
« on: March 15, 2016, 01:22:03 AM »
Hey guys. So uh, is it possible to make something that you can place in the skin folder to replace a graphic or sound file? If so, may I please know how? Thanks in advance.

10
Help & Editing / Temporary wall-thingies.
« on: May 16, 2015, 03:08:12 PM »
So ya know how the Doom engine has this visual effect where pictures stick to walls such as gun scorches, blood stains or GvH8BDM's Creeper's scare shot thing? May I please know a step-by-step instruction on how to replicate those kinds of visual effects(IIRC, I think it's called a DECAL)?

Thanks in advance.

11
Resources / Hil's Parts Park - Open for Business
« on: February 24, 2015, 04:21:16 PM »
Hello there. Hil here to distribute some items that you may use to work on a project for free.

Ristar the Shooting Star
(click to show/hide)

12
Cutstuff Discussion and Feedback / Linked pictures?!
« on: January 21, 2015, 06:49:30 AM »
So a few of the topics around this site feature images that when clicked on, will directly lead you to a different link.
Just curious, if anyone doesn't mind letting me in on the secret behind that, can you please tell me how to replicate that effect? Thanks in advance.

P.S.: I'm posting it here because I think it might be something to do with playing with the post features...

13
Help & Editing / Questions regarding the "MugShot" feature.
« on: December 18, 2014, 09:08:31 AM »
Recently, I have learned about the MugShot feature from the ZDoom wiki, which apparently allows a display of the user's "face" if defined in SBARINFO and the class/actor. Sounds like something cool that I would use. However, before I could, I have a few questions for those who are familiar with this feature.
1) Obviously, images are needed to be displayed. Do the images for the MugShot feature need to be "sprites" or "graphics"?
2) Branching off from 1, when used in MM8BDM, the images tend to scale up when drawn in SBARINFO. To remedy this for mug shots, should we still define the images in TEXTURES?
3) Some of the individual states feature flags by default. When tampering with these states while defining a custom mug shot, are these flags necessary to avoid errors?
4) When defining the mug shots, do they have to be in a sub-block(i.e.: inside the {}) under the DrawMugShot command or as a separate piece outside the 'statusbar' block?
5) Is it possible to disable "accuracy" by setting it to 0 or does it have to be at least 1?

Thanks in advance.

14
Help & Editing / Help with some actors...
« on: November 30, 2014, 02:02:39 AM »
Hey guys, I'd like some help on how to make a few things, just to know:

1) How do you make an item that spawns in an entity that follows the user around and attacks anyone in close proximity(keyword: close proximity, Beat just attacks whenever you fire), but only lasts for a bit?
2) An item that spawns in a thing that flies around and attacks anyone who is not the summoner, but lasts for a bit too.

Thanks in advance.

15
Events / [MM8BDM]HIL'S FREE-FOR-ALL TOURNAMENT!!!
« on: November 01, 2014, 04:44:02 AM »
END-YEAR! END-YEAR! END-YEAR!!! HIL IS HOSTING HIS FIRST MM8BDM TOURNAMENT EVER!!!
However, unlike your usual combat tournament, there won't be any "team-ups" or "1-on-1"s, NO SIR-EE! THIS IS A FREE-FOR-ALL!!! That means anyone can enter! However, HOLD YOUR HORSES! Even an open event like this needs ground rules.
Firstly, application is not necessary. That means even non-Cutstuff users could enter! HOWEVER, ONLY Cutstuff users can score in this tournament. Aside from that, beware... as one of those participants may be MR HOST HIMSELF!
Secondly, the tournament officially takes place in Hil's Vritual Arena: FREE-FOR-ALL ARENA!(Credits to BestEver for the hosting service) It will be a Deathmatch game with a frag limit of 20 and a player limit of 32. However, in order to make a legitimate game, there must be at least 2 Cutstuff users in the match! However, to prevent loopholes, when there are duplicate players(not copycats or guys sharing the same IP) and/or the player count drops below the criteria mid-game, it will not count for a legitimate game. On the bright side, map votes are allowed anytime because it's a FREE COMPETITION!!!
Thirdly, the scoring system is not complicated to follow. When a Cutstuff user wins a legitimate game, they will gain a point. When the host is absent from the arena, post a screenshot of the intermission after your game as honest proof of your victory and it will be recorded.
The tournament will last until the end of December, at which point everyone's scores will be compared and the one with the most points WINS!(Wins!)(wins!)

HERE IS THE SCOREBOARD LADIES AND GENTLEMEN! It will be updated when the Hiltopian monarch himself gets to it!
(click to show/hide)

By the way, YOU'RE GONNA NEED THESE TO ENTER!!!

Finally, HAVE FUN and BREAK A LEG!!!(not literally)
BLUE! FOR! DAAAYS!!!

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