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Alien3DAmiga

7
Posts
A member registered Jul 22, 2021

Recent community posts

Hi Arcturus, Yeah, I was watching a youtube video with the green alien demo. I hope you do an expansion with bonus levels too. I will definitely check it out when you do. I always thought it was strange to have an unused alien in the game. I wonder why they included the green xenomorph in the demo but not in the main game. Anyway, enjoy your dooming and I'll see what I can do with some of the new levels I am creating. Kind Regards, Alien3DAmiga
Hi Arcturus, I have the music working now, thanks for all your help. If you just remove the acs/ folder reference from the import script command it will compile the acs code. I've been doing some textures too, just basic stuff at the mo. I am finding Slade pretty good overall. Thanks for doing the Alien Breed 3D game, really appreciate being able to play this on modern systems with GZDoom. v1.0.3 is the best. Do you plan on doing the demo level too? I think there was a demo level for Alien Breed 3D or was that the secret level? Kind Regards, Alien3DAmiga. PS: I'm not on Discord.
Okay so I have the compiler. It is now saying it can't find the following file. AppData\Roaming\SLADE3\temp\SCRIPTS.acs:2: Couldn't find include file "acs/osiris.acs".
Hi Arcturus, Thanks for looking into the Slade Editor. I am not doing this from a new map, so I don't see view-->Window -->Script Editor. I am working from the existing osiris.ipk3 file and adding to the file. So, what I have done is export your MAP01 wad file and also my MAP19 wad file and copied the script file over from MAP01 to the MAP19 wad. I have then replaced the script with your script here for MAP19.wad. Okay, so now when I try and compile it, it is requesting acc.exe?? ACC Path is not defined check slade preferences. Does the file to compile ACS code come with Slade or is it an external file I need? No worries about the code, you have done a great job with Osiris v1.0.3. Thought it captured the Amiga version great. Really impressed with your work on this. Love the feel of the game, the atmosphere and music.

Hi Arcturus,

Ah! no worries.  I am using the Slade Editor v3.1.13 for editing.  It does allow me to view the scripts and edit map info and add textures.  Adding water and 3D floors for example are fine.  I am wondering if Slade doesn't allow for certain edits, or to view certain files.  If you have info about Slade,  or like you say, can show me how to access the music then please let me know.  I'll check out Ultimate Doom Builder too.  I've used Doom Builder 64 and Doom Builder 2.0 in the past.  Thanks for the help, most appreciated.

Kind Regards,

Alien3DAmiga

Hi Arcturus,

Thanks for the info.  Still abit confused.  The ACS code inside the current maps? are we talking about the ZMAPINFO file or the following file acs/osiris.ocs file?  or do I have to add the include entry into the ZSCRIPT file? Is the ACS code for the maps in the ZMAPINFO file?  For example, I cannot do this for it to work?


Map MAP18 "$MAP18_NAME"

{

#include "acs/osiris.acs"

    LevelNum = 18

    Cluster = 1

    Music  = "music/cd02.ogg"

    Sky1 = "ASKY1"

    Next = "MAP19"

}

or

{

#include "acs/osiris.acs"

    LevelNum = 18

    Cluster = 1

    AB3DMusicChange 0, cd02

    Music  = ""

    Sky1 = "ASKY1"

    Next = "MAP19"

}

All the music entries in the ZMAPINFO file are like this "" so I am trying to understand where the game is actually taking the music from when the level is loaded.  I have looked at your TEST map which I see you can trigger music and wind sounds etc..  It seems to pull it from a script number, but I cannot see the info for the script.  I would prefer to be able to use both, trigger music when entering a new level and also to have no music, but trigger it in game for dramatic effect like in your TEST map for example.

In terms of the maps , I am making an expansion so the maps are starting from MAP18 onwards.

Kind Regards,

Alien3DAmiga

Hi ArcturusDeluxe,  I've gotta say love your work here.  Really good is v1.0.3.  So good I've been creating some levels for it.  One question though, how do I make a level start with music or add it using the (80) ACS Execute Script?  I've noticed you use alot of them, triggering the music when a player crosses a linedef, but how do I add it so it plays, is it a library file it pulls the script info from?  It always comes back unknown script when I try and play the CD32 ogg file or remake soundtrack in the game?  Any help is appreciated.