I don't know where should I post this, since GZdoom forums have no (or am I blind?) section for this kind of questions.
Looks like I'll be going back to DooM soon (yeah, you can't escape DooM! DooM will get you even if you run to southern Kambodia! Even if you hide yourself in a psyhiatric hospital... Even if you !@!~#%! Abnormal program termination... and I would definitely like to start playing with GZDoom.
Question #1:
What editor should I use (please anything else than DB?)
EDIT:
Perhaps I'll make a complete ass of myslef, but...
In the screenshot section of GZDoom I've seen in-game screens in which the projectiles had dynamic lights around them (or whatever you call it), pretty much like in Legacy. I have just donwloaded GZDoom, and can't figure out how to turn it on... Any help?
need an itroduction to GZDoom
Moderator: Graf Zahl
- ellmo
- DRD Team Admin (Inactive)
- Posts: 237
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland, Poznan
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
Re: need an itroduction to GZDoom
ellmo wrote:I don't know where should I post this, since GZdoom forums have no (or am I blind?) section for this kind of questions.
Looks like I'll be going back to DooM soon (yeah, you can't escape DooM! DooM will get you even if you run to southern Kambodia! Even if you hide yourself in a psyhiatric hospital... Even if you !@!~#%! Abnormal program termination... and I would definitely like to start playing with GZDoom.
Question #1:
What editor should I use (please anything else than DB?)
Anything you want, provided it supports Hexen map format and customizable configs. All you have to do is to make a config based on ZDoom that adds the stuff listed in the documentation thread.
- Enjay
- Developer
- Posts: 4748
- Joined: Tue Aug 30, 2005 23:19
- Location: Scotland
- Contact:
Re: need an itroduction to GZDoom
You need to load a wad with definitions for the lights in it. There is one on the GZDoom downloads page and there is another one posted by someone on these forums somewhere.ellmo wrote:EDIT:
Perhaps I'll make a complete ass of myslef, but...
In the screenshot section of GZDoom I've seen in-game screens in which the projectiles had dynamic lights around them (or whatever you call it), pretty much like in Legacy. I have just donwloaded GZDoom, and can't figure out how to turn it on... Any help?
- NeoHippo
- Posts: 408
- Joined: Tue Sep 13, 2005 0:47
- Location: British Columbia Canada
No need for that drastic an action. I still use ZETH myself. It handles the mapping part as exceptionally wellellmo wrote:...Hell... goodbye good old ZETH...
as ever. For scripting I have it pointed at Notepad++. It just does not want to deal with the newer text lumps.
For that I use the beta version of XWE.
http://ca.geocities.com/xwe@rogers.com/xwe_beta.zip
TAtL, tU, aE
- ellmo
- DRD Team Admin (Inactive)
- Posts: 237
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland, Poznan
Yeah, but there are no GZDoom *.cfg files for ZETH, are they? There are even very few with new ZDoom definitions, So while ZETH has served me well for more than a year, it's developement is finished. It was always my favourite if it comes to architecture, but since more and more scripting functions are coming... I guess I'll get on with DB.
@Graf Zahl: Any chances of using 3D models in GZDoom? And can I stack multiple sectors on top of another via 3d_Floors to make, let's say, multi-level scyscrapers?
@Graf Zahl: Any chances of using 3D models in GZDoom? And can I stack multiple sectors on top of another via 3d_Floors to make, let's say, multi-level scyscrapers?
- solarsnowfall
- Persecution Complex
- Posts: 363
- Joined: Fri Aug 05, 2005 8:51
On 3d model support (yes) http://forum.drdteam.org/viewtopic.php?t=552
For examples of multiple "stacked" 3d floors (yes) http://solarsnow.drdteam.org/insanotest.rar
Bare in mind, that example uses passable 3d floors with small heights.
For examples of multiple "stacked" 3d floors (yes) http://solarsnow.drdteam.org/insanotest.rar
Bare in mind, that example uses passable 3d floors with small heights.
- Graf Zahl
- GZDoom Developer
- Posts: 7148
- Joined: Wed Jul 20, 2005 9:48
- Location: Germany
- Contact:
ellmo wrote:Yeah, but there are no GZDoom *.cfg files for ZETH, are they? There are even very few with new ZDoom definitions, So while ZETH has served me well for more than a year, it's developement is finished. It was always my favourite if it comes to architecture, but since more and more scripting functions are coming... I guess I'll get on with DB.
Updating the .cfg file shouldn't be too hard. The new stuff you need is the 3D-floor line type and the light things.
- ellmo
- DRD Team Admin (Inactive)
- Posts: 237
- Joined: Thu Jun 30, 2005 13:30
- Location: Poland, Poznan
Shit... Graf, I already sent you a PM with some questions that people already answered.
It states that this thread has 0 replies, so I thought noone answered my questions. And I was just too absent minded to see that the topic was moved. Anyway, Graf, please answer the question 01.
To all that have answered the previous - thanks,
It states that this thread has 0 replies, so I thought noone answered my questions. And I was just too absent minded to see that the topic was moved. Anyway, Graf, please answer the question 01.
To all that have answered the previous - thanks,