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About CrazyDoomguy
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ERROR: (D:\Doom\Decohack\Decohack.dh) Line 37, Token "Speed": Health value (2000000) not between 0 and 999999, inclusively. FYI, if I set Health over 999,999, an error appears. However, if I manually write it in Dehacked, there is no error in DSDA
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It depends on my motivation, time, and inspiration/ideas. I have 23 open map :) If anyone is interested in contributing to the creation of a map, then a megawad is more likely to become a reality
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A good layout map is not for lazy mappers. 1. Look at other popular WADs to see how they are designed. Collect ideas and brainstorm. 2. Check out design tips from other mappers, like Romero. 3. Study tips for balancing monsters. 4. Learn key combinations (short keys, tricks) and other techniques to save time while mapping and for other cool tricks. Difficult design take a lot time
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Exist there Dehacked thing groups for "A_BFGSpray"? Example monster shots BFG ball, but BFG spread can damage same group
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How make ally in doomtools decohack like in this? Thing 172 Projectile group = 5 Splash group = 2 Thing 173 Projectile group = 5 Splash group = 2 Where to write group into monster stats like "projectile group, splash group" etc? Earlier I did manually add this in dehacked. Another question, is there option infight all group? auto thing CacotronNoSoul "CacotronNoSoul" { //$Category Monsters/Strong //$EditorSprite HEADA1 EdNum 1006 Health 400 Speed 16 Radius 31 Height 56 Damage 0 ReactionTime 4 PainChance 64 Mass 100 clear flags +SOLID +SHOOTABLE +COUNTKILL +NOGRAVITY +FLOAT +TRANSLATION2 SeeSound "" AttackSound "bgact" PainSound "mnpain" DeathSound "" ActiveSound "bgact" states { Spawn: HEAD A 10 A_Look Loop See: HEAD A 3 A_Chase Loop Missile: HEAD BC 5 A_FaceTarget HEAD C 1 A_BspiAttack HEAD B 1 A_BspiAttack Goto missile2 Missile2: HEAD C 1 A_BspiAttack HEAD B 1 A_SpidRefire Goto missile2 Pain: HEAD E 3 HEAD E 3 A_Pain HEAD F 6 Goto See Death: PAIN L 8 A_fall PAIN M 8 Stop } }
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If i do A_SpawnObject, these missile will be as drawn object at air. My purpose is to save frames. A lot fireballs take 40-150 frames FRAME 1824 = SpawnObject FRAME 1825 = SpawnObject FRAME 1826 = SpawnObject FRAME 1827 = SpawnObject FRAME 1828 = SpawnObject FRAME 1829 = SpawnObject FRAME 1830 = SpawnObject FRAME 1833 = BFGSpray FRAME 1837 = Look FRAME 1838 = Chase FRAME 1839 = FaceTarget FRAME 1840 = FaceTarget FRAME 1841 = MonsterProjectile I found another way to save frames with term "define". Usefull if monster need use a lot fireballs thrice #define A_BFGSuperattack {A_SpawnObject(BFGmissile, 0, 0, 0, 0, 20, 0, 0)A_SpawnObject(BFGmissile, 10, 0, 0, 0, 20, 0, 0)A_SpawnObject(BFGmissile, -10, 0, 0, 0, 20, 0, 0)A_SpawnObject(BFGmissile, 20, 0, 0, 0, 20, 0, 0)A_SpawnObject(BFGmissile, -20, 0, 0, 0, 20, 0, 0)A_SpawnObject(BFGmissile, 30, 0, 0, 0, 20, 0, 0)A_SpawnObject(BFGmissile, -30, 0, 0, 0, 20, 0, 0)A_SpawnObject(BFGmissile, 40, 0, 0, 0, 20, 0, 0)A_SpawnObject(BFGmissile, -40, 0, 0, 0, 20, 0, 0)} Is it possible to apply an offset to A_BFGSuperAttack? I want A_BFGSuperAttack to shoot at Y offsets of 2, 4, and 6 height. However, it seems like this won’t work because the function has predefined coordinates (define), which would contradict any offset applied to the monster's attack Missile: SP20 EF 2 A_FaceTarget Goto Missile2 Missile2: SP20 G 0 A_BFGSuperattack SP20 G 0 A_BFGSuperattack SP20 G 1 A_SpidRefire Goto Missile2 But I think, is fine now. There are free 2500 frames
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You want change titlemusic? You can rename music into d_dm2ttl https://doom.fandom.com/wiki/Doom_II_music
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Open two WADs in SLADE (OTEX and your own). Copy all OTEX textures with Ctrl+C and paste them into your WAD. Be mindful of what you're copying, as there are two types of textures: graphic "Doom" (walls) and graphic "flat" (floors). You can check an example in Doom.wad, where you'll see markers like "P3_START." Create new markers named P_START and P_END, and place the new Doom graphics between these markers. Do the same for flat graphics with F_START and F_END. Ensure the graphics are in Doom format, not PNG (Convert PNG to doom format, you can do in SLADE) After that select all the new Doom graphics, right-click, and choose "Add to Texture" and "Add to Patch Table." For Doom flats - only "Add to Patch Table."
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I dont understand codes and tried get answer trough AI. I see that question was not answered since tuesday. After mine scandal answers this topic got some answers. If nobody answers, AI is last hope. I know, AI is not clever as wished. Example, he cant answer my question here. He writte invalid term and is not possible. But something he usefull automate script, example make 100 picture bigger (see topic scale monster size)
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I scaled each pic (100 picture of monsters) via vbs script written by chatGPT! Yeyeyeeees!!!!!! 2 minutes and done
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Very bad ((((((( I dont want change make 40-100 pic larger!!!! -------------------- In MBF21, you can't directly scale monsters using DeHackEd like you can in DECORATE. DeHackEd is more limited in its capabilities compared to DECORATE, which is a much more flexible system in source ports like ZDoom and GZDoom. However, you can try one approach with DeHackEd using MBF21 extensions by adjusting the size indirectly: 1. Increasing Hitbox Size You can change the radius and height of a monster using DeHackEd, which will affect its physical presence and how the game engine handles collisions. While this doesn't visually scale the monster, it will change the gameplay feel by making the monster take up more space. Example in DeHackEd: Example in DeHackEd: ```plaintext Thing 1 (ZombieMan) Radius = 32 Height = 80 ``` This will make the ZombieMan take up more physical space in the game, but the sprite itself won't change in size. 2. Visual Scaling in MBF21 (Hacky Workaround) To achieve visual scaling, you might need to edit the sprite itself or use a CustomSprite replacement for engines like ZDoom/GZDoom. Since MBF21 doesn’t have sprite scaling support like DECORATE, you'll need to scale the sprite externally in an image editor and import it back into the WAD. 3. Possible ZScript or DECORATE Alternative (for ZDoom-based Ports) If you're targeting ZDoom or GZDoom, DECORATE allows you to scale monsters visually without changing the sprite data itself: Scale 1.5 // Increase the size by 50% However, for pure MBF21 with DeHackEd, you're limited to physical size changes via radius/height manipulation. Conclusion MBF21/DeHackEd does not support sprite scaling directly, but you can modify the monster's radius and height to simulate size changes in gameplay. For actual visual scaling, you need to either use an external tool to resize the sprites or switch to a more advanced engine that supports DECORATE or ZScript (like GZDoom).
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Did you tried chatGPT? here his answer Here’s how you can resolve each of the issues in your ZScript cheat code: 1. Replicating the Behavior of IDFA (for DIMGEAR) You want DIMGEAR to act like IDFA, which gives all weapons and ammo, but without keys. In ZScript, the built-in cheat codes are already defined, and you can manually specify the behavior of IDFA by ensuring it only gives weapons and ammo. Replace this line in your NetworkProcess function for the DIMGEAR cheat: zscript Code kopieren pmo.CheatGive("all", 0); With this: zscript Code kopieren pmo.CheatGive("weapons", 0); pmo.CheatGive("ammo", 0); pmo.health = pmo.GetDefault().health; // Restore health to full, without giving keys 2. Adding a Suicide Cheat (DIMKILL) To implement the DIMKILL cheat that kills the player instantly, you can add a new event to the InputProcess function and handle it in NetworkProcess. In the InputProcess function, add: zscript else if (mInput == "dimkill") SendCheat("EV_CheatDie"); // Send cheat event for killing the player In the NetworkProcess function, fix the EV_CheatDie event like this: else if (e.name == "EV_CheatDie") { Console.Printf("You chose death."); pmo.Die(NULL, NULL, MOD_SUICIDE); // Kill the player instantly } The method pmo.Die() will handle killing the player. 3. Adding a NOCLIP Cheat (DIMCLIP) For the DIMCLIP cheat that enables or disables NOCLIP, you can modify the player's cheat flags to toggle the NOCLIP mode. Add this in the InputProcess function: else if (mInput == "dimclip") SendCheat("EV_CheatNoClip"); // Send cheat event for noclip Then, handle it in the NetworkProcess function: else if (e.name == "EV_CheatNoClip") { if (!(pmo.player.cheats & CF_NOCLIP)) { Console.Printf("You can walk through walls."); pmo.player.cheats |= CF_NOCLIP; } else { Console.Printf("No more cheating through walls."); pmo.player.cheats &= ~CF_NOCLIP; } } Summary of Changes: DIMGEAR: Replicates IDFA behavior, giving weapons and ammo without keys. DIMKILL: Kills the player instantly using pmo.Die(). DIMCLIP: Toggles the NOCLIP mode, allowing the player to walk through walls. These changes should get your cheats working as you need!
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I remember I can scale monsters in DECORATE without editing the texture. Is it possible to do this in MBF21 with DeHackEd? I want make one monster bigger https://zdoom.org/wiki/Classes:CustomSprite
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I would like to save frames and write several fires in one shot. But these multiple fires attack the monster itself. Any tipps?
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Level 10 done!! Walk