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About ViolentBeetle
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I think you'll need to download configs from OTEX's home page Newer version of UDB actually let you add config somewhere in preferences, supplanting the arcane way it used to be in the past.
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Whatever you do, don't have light oscilate in the entire room. Having it on background is fine, but constant swings will burn people's retinas, they won't even need epilepsy for this.
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I do not believe E1M0 actually supported without like, UMAPINFO or something. Dehacked is generally for things that already exists, so even if it's implicitly supported it might not work.
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Why does this screen tearing occur on non-GZDoom ports?
ViolentBeetle replied to JackDBS's question in Editing Questions
Looks like hall of mirrors, but I can't really tell what causes it. Missing textures? Trying to put flats on a wall? -
Recreate Plutonia from Memory! (CP) (MUSIC OPEN)
ViolentBeetle replied to Engired's topic in WAD Releases & Development
It looks like we are very close, but the project has fallen asleep. Having a project I contributed to stall kinda irrationally bothers me. -
I did mod a monster that is a complete mimic of mastermind but the size of a baron, and it was an absolute terror. Size, that prevents it from navigating most playable spaces is the mastermind's main hindrance. If it could actually turn around cover, oh god.
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THEME-GAWAD: A Doom II Megawad
ViolentBeetle replied to Ofisil's topic in WAD Releases & Development
Hype. Although the way you uploaded it seems to have start in the middle of the video, you might want to look into this. -
[MBF21] What Lies Beneath - 11 maps episode from some of the Hellevator/Skulltiverse/Solar Struggle contributors (Official Idgame release)
ViolentBeetle replied to ViolentBeetle's topic in WAD Releases & Development
Nah, it's a good concept and how it was used. -
[MBF21] What Lies Beneath - 11 maps episode from some of the Hellevator/Skulltiverse/Solar Struggle contributors (Official Idgame release)
ViolentBeetle replied to ViolentBeetle's topic in WAD Releases & Development
Ah yes, Shawny's weird dual switches. You need to both shoot and use it. It's supposed to teach you this duality for later. -
Monsters are being blocked for a mysterious reason
ViolentBeetle replied to LouigiVerona's topic in Doom Editing
I removed the height difference and it worked, try it. Granted, I didn't change think of only changing the first one. If I'm not mistaken, the rest of the sectors don't care where they start, they use the first sector for reference. So they'll go 8 units above previous destination, not 8*n above their current destination. Why would it be a problem for the monster? Because it's a monster and Doom AI is very simple and can't judge if falling off the cliff would be a problem. It goes by simple height differential. Basically, standing on blue floor and 3 steps for a monster is illegal and it gets pushed back. Standing on 4 steps is fine. -
Monsters are being blocked for a mysterious reason
ViolentBeetle replied to LouigiVerona's topic in Doom Editing
Ok, so I think the problem is that the sector tagged 3 is raised by 1 pixel. When triggered, it will raise by additional 8 creating height difference of 9 between it and the blue floor. Monsters won't step into position where they end up over floors with height difference greater than 24, so they can't make a step into the blue sector, as it + 3 steps will add to 25. I'm actually surprised they can navigate steps this narrow at all, but it probably makes sense since they will walk in increment of 8. -
Monsters are being blocked for a mysterious reason
ViolentBeetle replied to LouigiVerona's topic in Doom Editing
I can't find the problem stairs from description, but a lot of stairs I see are awfully narrow. If this isn't a problem, consider giving a sector number for problem place or something. -
Non-zero height vs zero height. Basically, what you need is to make a sector with floor at 96 and ceiling at 192. Then you draw another sector along the 3 walls with ceiling lowered to 96. Both with sky ceiling and sky floor. Then sky hack will finally work. Approximate shape:
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So now I can clearly see you have only one sector. You need 2. One open and one close. Like I mentioned, "sky hack" will work if it's BETWEEN 2 sky ceilings. Since you appear to be using UDMF that I have no experience with, you might have other options, like setting a line as horizon.
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Any chance you raised floor instead of ceiling? Sky hack only works on upper texture, an upper texture between two sky ceilings will be drawn as sky, but not lower texture between two sky floors.