[QUOTE=Marphy Black;45688119][URL]http://swisscm.duke4.net/[/URL][/QUOTE]
[QUOTE][B]Secrets[/B]
[U]The naked girl ending[/U]
To get the naked girl ending you have to beat the game 10 times in a row on the hardest setting while only using kick and you also have to not kill any lizards. If you do this you will get a movie with the lady from the strip club on level 2 show off her whole body and have sex with duke nukem! Thanks to my friend Josh school for this one
[U]Play as the guy from Doom[/U]
This secret also lets you use the BFG from doom and it works just like it does in Doom. To do it go to the doom guy on level 3 which is behind the church and jump on top of him 69 times. If you do that the doom guy gets up and then you are the doom guy and can shoot the BFG like in Doom. Also you are naked. Thanks to Tim at school.[/QUOTE]
Erm, thanks?
[QUOTE=riki2cool;45688323]Erm, thanks?[/QUOTE]
Whats even funnier is that it is hosted on this site
[url]http://duke4.net/news.php[/url] something pretty legit.
[QUOTE=Kahgarak;45687162]I Ctrl+S in any program like once every 4 or 5 minutes, sometimes twice in a row. It's become a tic, I don't even think about it anymore.[/QUOTE]
[QUOTE=riki2cool;45687252]I save every time I do anything. Not just once either, I spam ctrl+s maybe 5 times to make sure that I actually saved.[/QUOTE]
I forget to save things. A lot. I just now saved my map after working on it for a couple hours (and then leaving the computer on overnight), and when I closed GIMP yesterday it told me "If you don't save the image, changes from the last 2173 hours will be lost."
snip
Okay, I'm messing up something badly somewhere. Can someone walk me through how to import or create a decorate file in a wad like I'm five? I'm using SLADE.
click the paper with E for a new entry
edit/view as text
put in your code
set to Zdoom DECORATE
[IMG]http://puu.sh/aT29i/6715afac37.png[/IMG]
Damn. That's exactly what I've been doing with no luck, so I'm assuming I'm doing something stupid with the code itself. This is what I got:
[code]ACTOR GameFist : Fist replaces Fist
{
States
{
Fire:
PUNG B 4
PUNG C 4 A_Punch
PUNG D 5
PUNG C 4
PUNG B 5 ACS_Execute(4,0,0,0,0)
Goto Ready
}
}
[/code]
The ACS script is one that just prints the number 0, and I've verified that it works when puked (what an odd sentence)
Works fine for me, It didn't properly replace my fist though so I had to use "Give Gamefist" in console.
The fact its not properly replacing the Fist (atleast for me) might be your problem/
[editline]14th August 2014[/editline]
Though that just might be me, I'm unsure as to why its not working for you.
I can't even give myself a gamefist, how odd...
I assume this is a separate Decorate file, like "Weapon/Gamefist"
Make sure you have a core DECORATE File, and use an #include
For example, using my Doom and Blood project.
[IMG]http://puu.sh/aT4Lu/ded022facc.png[/IMG]
I got an Actors folder and within it, folders like Weapons, NPCs, Players, Items
in those, I have the actual weapon folder too, and then finally its Decorate file.
So
Actors/Weapons/Shotgun/Shotgun.Decorate
Well, I managed to fix it by creating a new player class and setting the starting item to the gamefist and then doing mapinfo/keyconf stuff.
[QUOTE=helpiminabox;45694577]Well, I managed to fix it by creating a new player class and setting the starting item to the gamefist and then doing mapinfo/keyconf stuff.[/QUOTE]
Thought it might have been that, glad you could fix it. So what does this fist do anyway?
[QUOTE=doommarine23;45694633]Thought it might have been that, glad you could fix it. So what does this fist do anyway?[/QUOTE]
I'm using it as a selection tool for a gamemode I'm working on. I'm definitely going to need help with it at some point, mostly with sprites and stuff. I need a first person dice throwing animation if you could do that for me. You could also help me test the multiplayer functionality as well.
Sure, I'd be happy to help as much as I can. Show me how this animation would look, cause honestly it seems pretty simple to me, just have the doom guy with a closed fist shake around a bit, push forward with his arm and open his palm and have dice come out.
You pretty much got what I imagined too.
Celebration Time then!
[IMG]http://puu.sh/aTaVh/7dde78155b.gif[/IMG]
Finally got this beauty animated for Zdoom Blood
The pain elemental has always been one of my favorite monsters, solely because of it's cute noises.
and the fact that it has arms just screams "hug me!"
So I've tried this trap concept:
[t]http://i.imgur.com/3IkueNh.jpg[/t]
Once you go over the line where the cursor is the walls around the cross will lower, and the archanotrons will fire at you run around and hide behind pillars and shit, then you will have to press a switch that will be somewhere on that wall that's been marked in red.
But the problem is that none of the monsters are aggressive enough for it. The arachnotrons will just stampede around for a few secs before firing at you. If you run around without stopping once there's a big chance that they won't even fire at you once.
Is there any way to make them extra aggressive, or is this trap just too stupid to work?
out of nowhere i found i was working on this at some point in 2012
[img]http://i.imgur.com/YpWy8Ix.png[/img]
[QUOTE=riki2cool;45699936]So I've tried this trap concept:
[t]http://i.imgur.com/3IkueNh.jpg[/t]
Once you go over the line where the cursor is the walls around the cross will lower, and the archanotrons will fire at you run around and hide behind pillars and shit, then you will have to press a switch that will be somewhere on that wall that's been marked in red.
But the problem is that none of the monsters are aggressive enough for it. The arachnotrons will just stampede around for a few secs before firing at you. If you run around without stopping once there's a big chance that they won't even fire at you once.
Is there any way to make them extra aggressive, or is this trap just too stupid to work?[/QUOTE]
have a wall rise up that prevents progression until you hit a shootable switch
so unless you know about said switch, youll have to kill the arachnotrons first before you try to figure how to proceed
possibly have the switch somewhere behind the arachnotrons?
[QUOTE=comet1337;45700111]have a wall rise up that prevents progression until you hit a shootable switch
so unless you know about said switch, youll have to kill the arachnotrons first before you try to figure how to proceed
possibly have the switch somewhere behind the arachnotrons?[/QUOTE]
Could also move the arachnotrons so they're physically in the way as well.
[QUOTE=Metaru;45700066]out of nowhere i found i was working on this at some point in 2012
[img]http://i.imgur.com/YpWy8Ix.png[/img][/QUOTE]
Is the top right guy the Quake guy?
[QUOTE=comet1337;45700111]have a wall rise up that prevents progression until you hit a shootable switch
[/QUOTE]
Shootable switches are kind of hit and miss (he he he). Yes it could work if you put it say behind them arachnotrons and accidentally hit it while shooting at them. This could be easy if you like to kill them with super shotty from afar so some pellets hit the switch. But some blokes like to use rocket launcher or bfg or something else. With those it would be harder to hit said switch. And then once those mobs are dead you're left wondering : what now ?
While of course more experienced Doom players would probably try to shoot every switch they can't access, some lads (like myself at times) would try to get to it and "use" it. Cue people rocket boosting themselves to get to it or something along those lines.
While the idea to block progression until mobs are dead is good in my opinion, shootable switch may and may not be a good idea.
Maybe have a trigger that lowers aforementioned wall after all tagged mobs are dead.
And again this is just my 2¢.
[QUOTE=comet1337;45700111]have a wall rise up that prevents progression until you hit a shootable switch
so unless you know about said switch, youll have to kill the arachnotrons first before you try to figure how to proceed
possibly have the switch somewhere behind the arachnotrons?[/QUOTE]
It's map02, you're not supposed to kill them, you're supposed to run for the switch, and then for the door. You only have a pistol, a shotgun and a chainsaw.
[QUOTE=riki2cool;45700851]It's map02, you're not supposed to kill them, you're supposed to run for the switch, and then for the door. You only have a pistol, a shotgun and a chainsaw.[/QUOTE]
Always expect people to want to kill monsters, not run from them. If you want something to act as a turrent tho, you're gonna have to either grab one from Realm667 and make it invuln with repeating pattarns and have some notices, or make one yourself.
I could try, but I have zero experience in that. Any guides available?
This might be what you're looking for:
[video=youtube;wM7X8wS4PPE]http://www.youtube.com/watch?v=wM7X8wS4PPE[/video]
As for making a turrent, no idea. :S Sorry.
I caved and I'm going to use Doom 3 resources in my Doom mod, I'm so sorry for anyone who hates Doom 3. :v: ( I need the voice acting and other various things)
On a lighter note, it has allowed me to create this, a custom radio message you intercept like the ones from the intro
[url]http://puu.sh/aUG42/9f1fe19b7a.mp3[/url]
[video=youtube;Jp9dMkEYLRw]http://www.youtube.com/watch?v=Jp9dMkEYLRw&feature=youtu.be[/video]
Okay I should probably stop working on the fists before they outshine the sword :v:
[video=youtube;tvyooQJj8Mk]http://www.youtube.com/watch?v=tvyooQJj8Mk[/video]
[URL="http://www.assemblergames.com/forums/showthread.php?52471-Doom-for-Nintendo-64"]Doom running on Nintendo 64.[/URL]
It's compatible with vanilla wads.
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