Alert Monesters

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Hell_Best
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Alert Monesters

Post by Hell_Best »

Hi i wonder how to make alert monsters please don't send me to wiki becouse i don't understand there description please can someone send me a test map?

Happy for help
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Graf Zahl
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Re: Alert Monesters

Post by Graf Zahl »

Hell_Best wrote:please don't send me to wiki
I still do:

http://www.zdoom.org/wiki/index.php?title=NoiseAlert

You have to understand the concepts behind it anyway in order to use it.

Please try to understand the documentation before continuously asking for things you can find yourself with a little searching.
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Post by Hell_Best »

ok
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NeoHippo
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Re: Alert Monesters

Post by NeoHippo »

Hell_Best wrote:... becouse i don't understand there description ...

Happy for help
Don't take Graf Zahl's abrupt answers too personal. It's his way, straight to the point. :)

Just out of curiosity and no offense intended.
Why do you find it difficult to understand? Is it because of the technical matter of editing, or is it because of a language issue?
You certainly seem eager enough to get a grip on editing.

I hope you use either Doombuilder or Deepsea as your editor. SLADE, as far as I know, is still under development. And of course,
XWE as the lump manager.

The best way to learn anything about editing, is to take maps by other authors apart. Two maps come straight to mind:

1. LWM's map adessa.wad for ZDoom. This is shockfull of ZDoom goodies. I must admit, that this is my favorite.
Wonderful creepy atmosphere. Too bad, it's unfinished.

2. Enjay's Operation Overlord for GZDoom. You might want to play this one in GOD mode. This is one tough beach landing.

But, these are, by no means, the only excellent maps. There are too many to list them all here. Many threads here and in the
ZDoom forum deal with that. My point is, to learn, go through some maps. See what the author did and have the Wiki
open as a guide.
TAtL, tU, aE
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Enjay
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Re: Alert Monesters

Post by Enjay »

NeoHippo wrote:I hope you use either Doombuilder or Deepsea as your editor. SLADE, as far as I know, is still under development. And of course,
XWE as the lump manager.
Not to down XWE, because I like it too, but just to point out that if he does decide to use DeePsea as a map editor, he'd be as well to familiarise himself with its lump editing functions which probably have (slightly) more features than those of XWE. The only thing I am aware of the XWE does which DeePsea can't is set png offsets.

Oh, and thanks for the mention of my map. :thumb: God mode indeed. The beach landing is supposed to be hard. ;) Belial's demo of him playing the map showed me how to do it. He found better, shorter, safer and quicker ways of doing it than me, and I made the bloody thing! :shock:

A fast computer is probably just as important as god mode too BTW. :D

Too... many... smilies... :roll:
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Nash
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Post by Nash »

The GZDoom version of NJOL has better framerate than the old custom port version.

Just one thing; I had to turn off dynamic lights at the beach part, but after that I can turn it on again and play through smoothly.

In the custom port version, it was unplayable at all for me.

Athlon 2000 XP / 512 MB RAM / GeForce4 MX 440.
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Graf Zahl
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Post by Graf Zahl »

The biggest frame rate killer is the radar. I deactivated that in the script and got an even larger speed boost.
Hell_Best
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Post by Hell_Best »

language. can not english very well
Hell_Best
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Post by Hell_Best »

This is weird becouse i do like everyone says but that sound won't play!


AmbientSound ("UseFail", 127);


i write this in the script in doom build but it won't play when i start the game
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Sir_Alien
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Post by Sir_Alien »

What language do you speak fluently?
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Enjay
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Post by Enjay »

Is the script an open script? Please post your entire script.
Hell_Best
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Post by Hell_Best »

Script 1 (void)

{
Ambientsound("Alarm",127);
hudmessage (s:"Alarm";
HUDMSG_TYPEON, 2, CR_red, 2.0, 0.0, 3.0, 0.02);

}
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Enjay
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Post by Enjay »

Your script is a (void) type. That means it needs something to activate it (eg, the player using a button). Change it to an open type

Code: Select all

Script 1 OPEN
and it will run when you start the level.
Hell_Best
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Post by Hell_Best »

I already knows that but if i set it on (void9 and switch a buttom it won't play either
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Enjay
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Post by Enjay »

Have you defined the sound in SNDINFO?
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