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baja blast rd.

*** The "ask a miscellaneous editing question" thread ***

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I agree. My next PC will probably run Linux/FreeBSD and I'm so happy there are people who are out there working on these free programs. You can run an OS that competes with Mac and Windows for free. If you want a bit of useless trivia and computer history check out the history of GNU (Gnu's Not Unix). Richard Stallman is Computer Jesus. IIRC, Doom actually uses a similar (if not the same) license as GIMP. Interviews with Richard Stallman are so entertaining because he's got such a machine brain.

If you don't want to fork out the cash for Microsoft Word there is also Open Office.

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So Richard Stallman is behind GNU? didnt know that until now :-), thanks god we have guys like him

srry guys but i have another problem :-/ and the problem is that i cant make mapinfo to work because is still giving me error when i want to test here the mapinfo definiton

Spoiler

map MAP10 "Destination -hell-"
levelnum 10
titlepatch HUSTR_10
next endtitle
secretnext endtitle
sky1 sky1 0
cluster 66
music "$MUSIC_READ_M"
UsePlayerStartZ

cluster 66
{
flat "AQF016"
music "MUSIC_READ_M"
exittext "here the custom text"
}

any help please? thanks

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ohh i think i forget to say the error is about the cluster, the map info works good but after i add cluster is start to giving me errors

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That's because you're mixing the old and the new syntax within the same file. Just follow Kappes Buur's advice.

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Since you use the old MAPINFO syntax, you have to use "clusterdef" not "cluster". The old syntax cannot make the difference between "cluster" as a map property and "cluster" as the start of a cluster definition, which is why it errors out and you need to use "clusterdef" instead.

And your cluster itself uses the new syntax. Do not mix different syntaxes in the same file. Make everything use the new syntax; or everything use the old, but do not mix them!

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So i mixing the "old and new fomat" of mapinfo and the syntax need to be deleted, yes now it works like charm. thanks guys so much, you again save my a** and hail for great days for you thanks again :-)

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Does anyone know how to get it to acknowledge when you find a secret in Hexen & UDMF format? I put the "sector Secret" thing in the secrets & in the map it shows that there are secrets in the map but when I walk into the sector; it doesn't say "A SECRET HAS BEEN REVEALED" or mark that a secret has been found like I wanted.

So no matter how many secrets I find; it always says "Secrets found; 0"

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Sector action 1024 marks it as a secret, and in UDMF you can also toggle a thing-flag on items / pickups, called "Count as Secret". I would screenshot this for you for your ease of use but I've not got access to GZDB here.

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Dragonfly said:

Sector action 1024 marks it as a secret, and in UDMF you can also toggle a thing-flag on items / pickups, called "Count as Secret". I would screenshot this for you for your ease of use but I've not got access to GZDB here.

But when I enter 1024 into the "Action" linedef reference = it says its "unknown" are you saying that it will still work or am I wrongly reading you?

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Byeblothingal 1024 said:

But when I enter 1024 into the "Action" linedef reference = it says its "unknown" are you saying that it will still work or am I wrongly reading you?

Sector type 1024 is secret. There are no secret linedefs.


(There's a secret flag for lines, but it just means it's shown on the automap as a normal wall instead of whatever it actually is. It doesn't make finding the line a secret.)

I suggest reading about secrets on the wiki.

Little game: What is type 9?

Doom-style line: Floor donut
ZDoom UDMF line: Line_Horizon
Doom-style sector: Secret area
ZDoom UDMF sector: nothing
Map thing: Shotgun Guy
ACS thing: Spectre
Dehacked thing: Mancubus fireball

Morality: when people say to use such or such number, make sure you pay attention to what kind of number they're talking about.

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1. It's a sector effect, so put it onto a sector, not onto a linedef.
2. It appears as unknown in DB2 because of a badly made config. It actually works in the game.

The sector effect will cause the secret to be triggered automatically when the center point of the player's bottom touches the sector's floor. An alternative way of making secrets is to place the "Secret" thing anywhere, give it a tag, and activate it via Thing_Activate (explicitly called from a script or a linedef or thing action) when you want the secret to be triggered. Use either the sector effect or the thing activation, but combining them in the same secret doesn't make sense.

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Byeblothingal 1024 said:

But when I enter 1024 into the "Action" linedef reference = it says its "unknown" are you saying that it will still work or am I wrongly reading you?


Read the ZDoom Wiki article about Secrets

Easiest is to set the sector to secret

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Kappes Buur said:

Read the ZDoom Wiki article about Secrets

Easiest is to set the sector to secret

https://www.youtube.com/watch?v=tg9cIKaQTXA

I much appreciate the video but of coarse my version doesn't have a "generalized effects" tab. Your version looks WAY different than mine.

Thank you 3 for the help, ill try it out. Since mine doesn't have that tab; im gonna try what R2D2 had to say.

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Byeblothingal 1024 said:

..... but of coarse my version doesn't have a "generalized effects" tab.


Good heavens, are you still using the original Doombuilder 1 ?

Byeblothingal 1024 said:

Your version looks WAY different than mine.


Nowadays, I am using GZDoom Builder - bugfix.
Not only because it is newest, but because it is up todate with ZDoom/QDoom/GZDoom development and always has the latest ACS files. And to also mention the many features which make mapping so much easier.

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Kappes Buur said:

Good heavens, are you still using the original Doombuilder 1 ?

Nowadays, I am using GZDoom Builder - bugfix.
Not only because it is newest, but because it is up todate with ZDoom/QDoom/GZDoom development and always has the latest ACS files. And to also mention the many features which make mapping so much easier.


NO im not using the original heaven's doom builder 1. I am using the original Hell's doom builder 2 (the 1st version of it to come out) & that was after using WadAuthor for about 12 years so it was an awesome upgrade to be fully satisfied with...

been mapping since about 1997 (or so)

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Byeblothingal 1024 said:

I am using the original Hell's doom builder 2 (the 1st version of it to come out)


Can you not update to the installer of DB2_r1553. This will install all required files if not already installed.
And then update to the latest and last DB2_r1715.

After that I recommend to update to GZDB_BF. Unless something prevents you to take that route.

Nostalgia:
My first experience with mapping was when I purchased Joe Pantuso's book DOOM GAME EDITOR in 1995 and briefly used his editor RGDOOMED ver 2.86 deLuxe. Since then I transitioned through multiple editors and eventually stuck with ZETH 4.17 when I became aware of ZDOOM. Now, I just map for GZDoom using DB2/DB2_BF.

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scifista42 said:

1. It's a sector effect, so put it onto a sector, not onto a linedef.
2. It appears as unknown in DB2 because of a badly made config. It actually works in the game.

The sector effect will cause the secret to be triggered automatically when the center point of the player's bottom touches the sector's floor. An alternative way of making secrets is to place the "Secret" thing anywhere, give it a tag, and activate it via Thing_Activate (explicitly called from a script or a linedef or thing action) when you want the secret to be triggered. Use either the sector effect or the thing activation, but combining them in the same secret doesn't make sense.

R2D2; I just did this with the "sector secret" thing in the secret & tagged as #134 & then put;
script 13 ENTER
{
Thing_Activate(134);
ChangeCamera(15,0,0);
}
in the script & it works on bringing up the "a secret has been revealed" message BUT it does it RIGHT when I enter the map & not when I enter the sector. So its like being 1/2 way there.

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YukiHerz said:

Because it's (void), not VOID.

THANK YOU GUYS SO MUCH!

THIS KICKS ASS! it works now. I GREATLY appreciate the help. This is the 4th time I have had a question that actually got answered to the point where I achieved my goal. You guys really know your shit...especially you R2D2. You are ALWAYS helpful to question askers. Your title should be "Forum Problem Solver" or something like that.

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Thankfully the doom modding community has aged so damn well, lotsa helpful and willing people with a lot of patience.

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YukiHerz said:

Thankfully the doom modding community has aged so damn well, lotsa helpful and willing people with a lot of patience.

I have been able to help 2 people with questions but on my track keeping text file that has everyone here's name & how many times they were able to successfully answer a question ever since I have been here next to their name; R2D2 has by FAR the highest number of people helped (that I have witnessed)

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I know this is probably not the right thread, but i dont want to create new thread just because of this. but i want to ask if there is actually way how to make Daedalus: Alien Defense work on latest sourceports, because im stuck at traveler tube. is just keeps teleporting me in endless loop. i tried zdoom and zandronum and same problem. srry again if this is not the right thread but is there way how to fix?

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How do I change the background flat showing in the intermission screens via DEH/BEX?
Something like this:

#example only, not meant to be functional
BGFLATE1 = FLOOR4_3
BGFLATE2 = FLOOR4_3

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BEX:

Patch File for DeHackEd v3.0
# Created with WhackEd4 1.1.2 BETA
# Note: Use the pound sign ('#') to start comment lines.

Doom version = 21
Patch format = 6


[STRINGS]
BGFLAT06 = MFLR8_4 # after MAP06
BGFLAT31 = DEM1_4 # between map31 and 32
In plain DEH it's a bit different, your flat's name must not be longer than the original flat's name, and the string is different I think.

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