Posted: Thu Nov 10, 2005 0:19
And I knew damn well not to go over 640x480, just slipped my mind.
So subtle use of 3D floors and palettized .pngs aren't GZDoom features then? My mistake...Graf Zahl wrote:But somewhat off-topic. They certainly have no place in a thread that is supposed to show GZDoom's features.
Thanks very much...Graf Zahl wrote:The screenshots thread is not supposed to be a gallery of crap.
It was certainly not recoginzable as such.Sir_Alien wrote:So subtle use of 3D floors and palettized .pngs aren't GZDoom features then? My mistake...Graf Zahl wrote:But somewhat off-topic. They certainly have no place in a thread that is supposed to show GZDoom's features.
[/quote]Thanks very much...Graf Zahl wrote:The screenshots thread is not supposed to be a gallery of crap.
I never said they were great. Nor was my "Thanks very much" statement supposed to be a challenge. I was just expressing my disappointment.Graf Zahl wrote:Graf Zahl wrote:The screenshots thread is not supposed to be a gallery of crap.Tell me: What's so great about some pictures that show Hotwax's avatar inside a Doom level? Feel free to use such pictures in a thread where you advertise your project but in relation to the engine they have nothing interesting to offer.Sir_Alien wrote:Thanks very much...
Those were the guidelines you specified. Also, I could point to a few screenshots in the thread that don't really offer anything more "interesting" than my first shot with Enjay.Graf Zahl wrote:There you can post your own pictures if you like.
Unfortunately, this modified version of Trust is part of a much bigger personal modification of all sorts of stuff. It would be a considerable amount of work to extract Trust and the various resources I have used in it. Also, the scripting has been changed considerably and even the story is quite different. Almost all the items, enemies, weapons, powerups etc have been modified and added to and repositioned to help balance the changes. Again it would be a lot of work to get this to work as a stand-alone version again. So, I don't plan on doing that any time soon (plus I'd have to seek permission to release it). However, I can easily extract the skybox textures and supporting lumps if anyone wanted to use them.Nash wrote:Enjay, can we have that modified version of Trust? Pretty pleeeeaase??
OK, I just tried it with GZDoom and it worked for me. There is more than one assassin BTW. You kill one assassin which releases a second (who jumps at you from the top of the wall). When you kill him, another is released. Kill him, and another is released. Kill that one and another is released. Finally, killing the last one opens the door. The release mechanism is that killing an enemy runs a script that unblocks a blocked line and activates an enemy in a hidden sector. The enemy walks over a teleport line and is teleported to the top of the wall which is set to scroll and throw the enemy off the wall as if he has jumped down to attack you.There's this part after you go up the freight elevator (or something like that) and emerge back to the surface outside. There's this area where an assassin attacks you. There's a huge door that's supposed to open, but nothing happens. I'd have to NOCLIP through the door. :/
Code: Select all
script 18 (int arg0)
{
switch(arg0)
{
case 1:
Thing_Spawn(14, T_SHELLBOX, 0);
setlineblocking(7, OFF);
delay(const:30);
Thing_Activate(11);
break;
case 2:
setlineblocking(8, OFF);
delay(const:30);
Thing_Activate(12);
break;
case 3:
setlineblocking(9, OFF);
delay(const:30);
Thing_Activate(13);
break;
case 4:
Door_Open(3, 8);
break;
}
}