#classic-doom-maps-mods
1 messages · Page 17 of 1
Noted
Ok I found out there is Doom Builder 64
Idk if I should show my progress of my Doom64 wad here or not. Because this channel is for classic doom
Ask the creator if they're willing to port it. Otherwise, don't be uploading wads you didn't make
Can run Doom...?
that thing can only run pong my man
I don't doubt anything after the fridge and microwave
in this case the hardware almost literally only runs pong and all the cartridges do is give instructions on what the paddles can do
so sadly, no Doom on the Odyssey
it will be?
Anyone know what this is and how to fix it? Tryna play my house.wad but it won’t let me every other kid works fine tho :/
MyHouse.WAD does NOT work on this engine.
That’s unfortunate :/
Same with mods like Project Brutality, Brutal Doom, GZChaos, or any mod that requires ZDoom or GZDoom to run.
the only things that'll run on the port are Vanilla, Limit-removing, Boom, MBF, MBF21, and ID24 maps
anyone know why my script is not working?
ultimate doom builder with zdoom acs
Hahaha I have asked that one before, I mean, I you put a Doom paper in the TV and make the dot like some kind of pointer that flashes the screen, I would consider that as a sucess
Oh woah yeah, we getting back to it
Ok
Anyone have trouble reload game on mods it is saying mods not installed while it is on leathest doom
Hello Doomworld! I wanted to share my recently completed map, named Derelict Storage, a small-scale 1st level type map, set in a rundown storage facility. I have technically made one other finished map before and shared it to test on the Entryway Discord, but that was nearly a year ago, and I too...
do you like my fountain
Hello do you think that gzdoom can combine more mods? E.g. I would like to combine doom 2 raytraced with brutal doom?
just use any frontend and load them at once
no guarantees if they're actually compatible
I don't have a lot of skills what means load? I have used doom 2 ray traced mod installed it and when I open gzdoom it is automatically working without loading the mod separately
i think like, loading a mod/wad, but idk if thats what they means
Doom 2 ray traced is using steam version of doom + doom 2... So where to place files from brutal doom mod
idk if brutal doom works on the steam version of doom
maybe you can use the addons in the addon browser
rerelease as the wads in the rerelease folder or the main game?
the WADs are fine, they work either way
just not on the rerelease's engine
tbh what even is the difference between them
whats the difference between doom.wad and DOOM.WAD
basically nothing, other than the Wolfenstein and Red Cross assets censorship
there were some new lumps added from the new port's feature-set, but they are minor, not supported anywhere else yet
i wonder if you can like moosh the new engine from steam doom with GZDoom, is GZDoom going to get updated
moosh?
merge
as in, merge the new engine features? they might be, depends on weather or not the GZD devs feel like adding them
the full formal specification for the new features isn't complete yet, but is being discussed among port devs to get it all worked out
Oh woah yeah, It's all coming together
why is my water black
nvm its because of the fog effect
Can someone tell me a random doom mod? I'd like to play a cool one...
Overboard
I'm trying to open it in delta touch and it doesn't work
what port are you selecting?
Gzdoom
yeah, it should work then..
1.9.1
Ashes, probably idk
Ok
also, Eraser's a good map
Can you send me the link?
Dont let them erase you. PLAY INFOComplevel: Boom (9)Mouselook: Feel free to use it. Difficulty: Only UV is implemented. Couldnt think of any reason to balance it lower.Crouching, jumping: No. It shouldnt break anything, but still.Ports tested: DSDA-Doom 0.27.5, GZDoom 4.11 Renderer: Software, or...
Thx
it's more exploration than there is fighting at least when I played
also, the map's quite long
Oh, ok 👍
I just realized I sent you V2 instead of V3
Format: Boom Purpose: Single player Mouselook: Feel free to use it. It shouldnt break anything. Difficulty: Partially implemented. HMP and UV arent too different, HNTR is the same as HMP I think.Crouching, jumping: No. It shouldnt break anything, but still.Ports tested: DSDA-Doom 0.27.5, Nugget D...
@hexed topaz sorry for the ping I just don't want you with the wrong version of it
V3 worked, so I think the problem was overboard?
maybe Overboard refuses to work idk
Yeah
it works perfectly fine for me on Nugget Doom
though you're on mobile so that isn't an option really
Unfortunately yes
maybe try Overboard on PrBoom+?
just make sure to include -complevel 9 in the launch options
Never heard of this one before, lol, but I'll try it
Oh
yeah, it works on PrBoom
Ohh, I didn't see that delta touch has other ports too.... Sorry, just bought it 1 hour ago lol
no worries man
This is cursed
The new remaster of Doom + Doom II, what mapping formats are supported?
Vanilla/Boom/MBF/MBF21 and the new ID24
there are still many bugs in so be careful with Boom and up
Thank you.. I just now need to figure out why Ultimate Doom Builder keeps crashing when trying to create a map for MBF21 format lol
Can someone help me? My delta touch can't open some wads
so i was kinda dissapointed when finding out warhammer boltgun wasn't a doom mod but uhh...
have y'all got any warhammer mod recommendation i can play on my Doom?
Why
How do you have a floor over a floor
GZDoom, UDMF, most definitely
That's possible in GZ?
yeah
what is the actor number for the zombieman and shotgunner for decohack (and maybe the other actors)?
DeHackEd (or DHE for short) is an editor originally created for vanilla Doom that allows the operation of the executable to be changed. It was developed by Greg Lewis (Tree). Hit points, sounds, frame sequences, text strings and several other miscellaneous values can be changed. Modifications can be distributed in the form of DeHackEd "patches" ...
UDMF, 3D Floors, its pretty easy, go watch chubzdoomer video, you can also do it with the uhh 3d floors button thingy, the plugin thats already in ultimate doom builder? idk
Guys I know there is a way to make GZDOOM display mp4s
But is there a way for Cheezy Doom to send you to a YouTube video through links?
It's for my Terry.wad
is there a way to adjust the respawn timer for enemies in nightmare mode? i would like to make it the same every time instead of random
the respawn time is always the same, it's the chance of any given enemy to respawn that is the issue
and no it can't be changed
i see. thank you
At least in vanilla, Boom, and MBF(21). GZDoom might have some weird stuff that'll allow you to do it but I doubt it.
How do I change what pickup the zombieman drops in decohack?
Hello everyone, does anyone know how one would go about adding a visible tracer effect to the BFG? Something similar to the D64 Unmaker lasers (but thinner) could be a great bit of visual feedback. I'd like to implement this in GZDoom, but I'm not certain how. Thank you
There's probably a mod that does this already. You could take a look at the mod's files
I had a look, I couldn't find anything that does something like this unfortunately
ah damn 😔
I'll investigate. What type of DEHACKED are you using?
||i just beat the true ending to myhouse!|| spoilers for myhouse
||Got to the beach with the dog and everything! god dam that final stage was hard ||
Has anyone ever think about making a music pack featuring all of the songs that some Doom tracks are based off of? Like Them Bones being the inspiration for Bye Bye American Pie or Behind The Crooked Cross for Deep Into The Code
I'm sure you can look up midis on those exact songs, and use Slade to put them into a wad file replacing the music
redoing my Twilight Lab pastiche map
and here's a little something that I'm already super proud of (sorry for the spam)
It ain’t spam lol. It’s looking nice so far, though.
thanks! I'm definitely feeling the spart again now, been the hardest map for me to crack but I'm sure I'll get it good

Delgado doomguy
De que estas hablando?

this one too, it was said that id wanted to add discord integration into doom 2 but sadly they couldn't make it in time
Where was this said?
joke
discord in 1994 is an interesting thought tho
Thought u were talkin about the rerelease
ohhh
that would be amusing
you're just playing doom and then you get pinged on discord so your doomguy icon turns into 

That would actually be funny as fuck
Time to make a mod that reacts to the discord "ping sound"

Discord in 1994? We had that, it was called IRC.
alright then, stream me your desktop on irc

we had vcs in 1890s... it was called TELEPHONE, zoomers!
Im not sure if this counts but how do you fix gzdoom opening up default wads but the mods in question have the custom weapons and such
what mods are you loading and how are you loading them?
I’m playing the latest version of Vietdoom and how I usually do it I extract the files before I play them
I mean are you using the CLI, batch files, a launcher?
I usually just use gzdoom and nothing else
if you're using the CLI or batch files, it'd be nice if you could provide the arguments
I'm just assuming you're dragging the files onto GZDoom, then?
I click on open with to open them
if so it's a very finicky way of loadings mods and isn't exactly advised
yeah, that's also quite finicky sometimes
Mk
ok, I did what you were doing and VietDoom was working perfectly fine on my end
try using a launcher and see if that helps at all
ZDL is your best choice but I have my own launcher you can use if you wished or didn't like/understand ZDL
Mk
Sorry for the late response, I'm using DEHACKED version 3.0, compiled with DECOHACK version 0.33.0
How do you choose a source port?
that isn't what i meant, sorry
What did you mean then?
I see.
you go into the options and you can add in the sourceports you want, you can then go back to the main screen and select it from there
K
It keeps saying please select an iwad
Oh yeah, you do need to shove your IWAD files into ZDL as well
I can't honestly remember where you import them, though
haven't used ZDL on months as I've been using my own launcher
if you don't know where your IWAD files are, they're in the /base directory of Doom + Doom 2
it may or may not be slightly different in the Unity versions
This is somewhat of a long shot but here goes:
I'm a long time NES pixel artist of 5 years looking to see the system get a true DOOM port that runs on real hardware. I had a friend who put together a small engine but wasn't able to finish it due to IRL stuff. I know it uses EDuke32 for map data, but it's some pretty gnarly C++. I have a lot of documentation on it but am pretty clueless as far as programming goes. It uses a Python image library to convert an image to 4 colors, then slices it up vertically into spans.
If anyone here is interested in getting an 8-bit NES port done
and has some C/ASM-6502 skills feel free to DM me.
I'd be more than happy to cover all graphics if the engine is completed.
(even if it's a single room as a proof of concept)
I know someone out there can finish this engine and make retro game history.
Thanks a ton.
https://github.com/mysterymath/nesrender
Here's an example of a raster graphics engine working without Eduke32.
https://vectrex28.itch.io/horror-hospital
Uhhh what’s the plan for actually drawing the thing to the screen
The nes draws stuff from tiles
how do i play lost in darkness if my GZDOOM still crashes without any reasons at all (i only just dragged the game pk3 files, nothing else)
How can I add colored lighting to this? I know it's possible but i'm not sure really how. I'm using UDMF format and zdoom ACS script.
Rasterizers and ray casters. See the completed Horror Hospital tech demo already uses ray casting to work on the NES.
But like how does it actually get the pixels onto the screen
The nes doesn't have like a framebuffer or anything
Here's a texture less example of the render.nes system working.
Delaying VBLANK and lowering the top of the screen gives ample time to push a full framebuffer of tiles.
Huh, I can't check it out ATM but I'll look at it later. Seems cool
I doubt the CPU is fast enough to run doom tho lol
Also there is not nearly enough ram
Or would the plan be to use a cart design with a stupid amount of extra ram
The biggest drawback would play speed. If the viewing screen is small enough rendering should work fine for level geometry. Since it doesn't use any sprites you can have enemies on screen as well (see horror hospital). In theory you wouldnt need any extra RAM to make it happen
Doom required 4MB of ram
The nes has 2KB. How will that be enough
Idk the math just isn't mathing for me with this
Renderer's show that 3D levels are possible. The smaller the level window is, the less graphics need to be commutated per frame and the more room you have per-screen to calculate it all.
Atari's "Way Out" uses a small window to generate much faster graphics then the current NES rendering systems.
https://www.youtube.com/watch?v=j4OLnrwLcJA
FIND OUT MORE ABOUT THIS GAME ON THE SITE
https://ultimatehistoryvideogames.jimdo.com/wayout
Chronological playlist for all games
https://www.youtube.com/playlist?list=PLOGfvH_958hwYI3gFULXWxpFZeZ9id036
Yeah but even if the rendering is possible, that doesn't mean that the complexity of dooms levels and gameplay will be possible on the NES
Like wolf3d on the NES, maybe but idk about doom
The NES has room for 64 sprites, which is enough for small enemies and projectiles.
Yeah but that's not scaled
Those are just absolute sized sprites, they can't get smaller or bigger depending on how close they are
Rasterizers make complex level geometry possible.
And sprites can be stored at different scales to work.
It won't be smooth, but it will be possible
Again, the rendering is not the issue
The memory is
You might be able to make a very simple fps game that looks vaguely doom like, but you aren't gonna get something approaching the complexity of doom
Like for example, look at the SNES port, the SNES has an order of magnitude more RAM than the NES, not to mention the super FX chip to actually draw pixels to the screen, and even that was just barely able to run doom
And they had to simplify the level geometry and remove floor/ceiling textures
The MMC5 has 512kb's of total data and up to up to 128KB of WRAM
Which still technically count's as not cheating as you arent just using a rasberry pi to fake it.
yeah
although everyone kinda draws the line in a different place as to when it becomes cheating lol
Still technically 1980's hardware built for the system like the Super FX chip
i think that the raspberry pi deal isnt cheating, its just a bit less cool
the raspberry pi trick is sorta no different from the super fx chip, its including an extra processor in the cartridge
one of them is just a lot more powerful than the other lol.
i think your best bet actually would be rainbow mapper. rainbow is a homebrew cartridge that was designed recently that is basically better mmc5
it can have up to 8MB data and 128KB WRAM
Personally I'd like to keep it functional with flash carts and NES emulators. Modern mappers arent really supported.
i think rainbow is actually pretty well supported these days
and as more games are coming out using it, support will just get better
theres already super tilt bro released
and there are more games being developed for it atm
Intresting... I'll have to check it out and see if it runs hardware side.
it does
broke studio makes carts for it
here lets move to dms since htis is getting off topic
How can I get this look for colors in doom? I can't get these softer colors in my doom map
i feel like the way the colors are that I get are harsher and doesn't look as nice.
Easiest way to find out is to open the wad and see what the did
But that looks like coloured sector lighting
Actually, first is just the textures, second is a dynamic light, third is coloured sector lighting
I can't seem to open it up in doom buildor
Can someone help me with zandronum?
you have to extract the map wad first
what's the issue
I'd like to know how it works, cuz everytime i try to join a server, it doesn't work
I'm using delta touch btw
I've been working on a complete rewrite of MechDoomer, this time with a little less jank than before. I'm taking inspiration more-so from Mechwarrior 3 and 4 for this mod as opposed to Mechwarrior 2.
Yes, there is an audio bug with the Autocannons in this video, I've since then figured out what was causing that and fixed it. (SpecialMissileHit ...
more than likely
Oh
Have you guys ever played UAC.labs wad ???
No, but I heard its not pretty good. Also, I dont think this might be the appropiate channel to talk about its creator, you should do this in #general at 10:30 PM, thats when people usually talk about weird subjects in general for some reason, its like a tradition at this point.
I think you click a sector to edit it and go to the lighting area (forgot what it is called) and you use Doom 64 Colored Lighting
Also, can all of you guys do me a favor?
Hide this texture in y'all's wads.
I did'nt know anything abouts its reputation sorry
Hey just for a general consensus
How long can it take to make a level, before it's no longer considered a speedmap?
IDK, but levels usually take me a day and a half. Or maybe I just get distracted too easily
distractions a big issue for me too
kaka demon
YAYAYAYAYAYAYAY
Got inspired to make a speedmap today, and cranked this out, sub-six-hours. All in all, just a small techbase with an outdoor climax. Nothing special, but it got the creative juices churning! ------------------------------------------------------------------------------------- Made with DOOM2.wad...
whats a cool fun doom wad that has cool maps and doesnt change anything else than the maps
can be with udmf gzdoom map format or whatever or just the normal one
and maybe is fun with brutal doom
2003's The Rebirth is pretty cool
2017's DOOM II: Redux as well.
My work in progress DOOM 2 mod.
You can find it on ModDB here: https://www.moddb.com/mods/slayday
0:00 - MAP01: Shooting Range
2:16 - Dialogue
3:22 - MAP02: All Hell Breaks Loose
I'm working on a DOOM II mod, here's a video of the first few levels
There's a ModDB link in the video's description
Let me know what you guys think of the video
are there any texture conflicts between Doom and Doom II? i.e. if I load Doom II on top of Doom or vice versa do any of the textures get replaced, not including missing textures
what are you trying to achieve? loading 2 iwads is generally a Bad Idea
but yes, there are a bunch of shared textures
why do you want to load them on top of each other?
Anyone know where I could possibly find map layouts for the levels in the alpha doom? Even just a simple layout with no real detail is fine
what even is alpha doom
Hi guys, is there a way to have doom + doom II steam entry launch the doom II ray traced mod?
I tried unpacking it into the rerelase folder and renaming gzdoom exe to doom
but then I get this error when I try launching it from steam
Oh it worked with the dos version launcher instead
any way to publish/edit mod releases for the bethesda/nightdive port from the website?
hi i have problems in ultimate doom builder
im working on a custom doom game for my dad since he played it when he was young
idk mods right now are mess
do you have the wad?
I just redownloaded the wad, but idk what to do for the sectors error
(The doom2 wad to fix textures)
if I could look into the WAD with SLADE, I could find the issue
same with the sector issue in UDB
The sector error is when i try to launch it in ultimate doom maker
I use crispy doom as an engine
same
look, idk what is causing the issue. I need more information. I need the wad, but if you don't want to share it, at least I need more screenshots
Im not on my pc rn
oh ok
well, I will try to at least investigate online
thanks for the clarification
@red spire did you do what this guy might have done?
maybe that could cause a texture issue
did you load your custom textures into texturex and patch table, or did you leave them in as a graphic?
either way it wouldn't show as double defined in Doom2's wad. if I remember correctly though, I remember hearing that some commercial versions of the WAD have those sorts of errors when opening in UDB, but they still function the same.
is this showing for anyone else's mod? Im viewing a mod I published to Doom + Doom II and its just showing this. fortunately people seem to still be able to add it to thier library and play it, but it's still weird for it to show this.
what's it called?
for some reason it's on literally every mod I click on, not just your's
yeah, I thought it was just a recent mods thing, until I clicked on Sigil II and saw it there too lol
what game is that
goop 2
I kinda half-assed the mod but I just wanted to see if uploading worked on linux
what is that
doom 2
I sometimes call doom "goop" because its funny
goop 2 is sick
same
this is literally a mod I made in like 2022 lol
You are alive?
What is so confusing about my question? Because there must be something, as you have thought about mathematics instead of simple ancient logic. You might have committed a mistake of seeing the letters formed in my sentence (which is more Language Arts related than logic, but still) and having mistaken them for variables. This is still a rookie mistake, as first of all, you don't have the value to those variables, leaving you with the most simple result and nothing to simplify, and second, as I have said, there are no numbers related to the problem, making your use of complicated geometrical formulas and problems look more like a meme, which are considered forbidden here in the Doomcord.
Solved the issues
Ty tho already made my own custom texture i think it looks good
Nice to hear
Alpha doom is versions 0_2, 0_3, 0_4, and 0_5 of dooms development stages from February to May of 1993. They are very simple compared to the doom that was released to the public.
A lot of the levels are different, either simpler, unfinished, or different in certain areas. Items are different, so are some enemies. It's a cool little bit of doom's development that I've taken special interest in.
could someone dm me a blank base .pk3 file with just a normal folder in it. ive tried every single way to make a zip into a pk3 and ive been losing braincells. nothing has worked. im being serious. and ive made sure the hidden stuff is off, renaming is allowed. all of it. please, this would be a major help.
Is there a tutorial on how to add custom enemies to Ultimate Doom Builder??? I've watched like three videos and tried three separate times to add custom enemies, I've used the same programs that the videos use, aside from GZ doom builder being replaced with ultimate doom builder, and enemies still aren't showing up in the editor.
All the videos that I'm finding are like 4+ years old, The comments of the videos say that it works, but I can't get it to work in the slightest
I mean these are the three videos that I watched, usually chubz can explain it and make it work, and I still couldn't get the monsters to show up
And if not chubs then lazy gamer usually does good, but I still couldn't get it to work, all I need are scientists zombies, which they even used the female scientist zombie as a demonstration monster, I couldn't figure it out for the life of me, is there a dumbed down video or explanation on how to get these things to work
Looks like you've loaded your iwad twice and haven't used a node builder
Skippy
Where are your custom enemies in the files?
I can post them once I get home, they're not really mine they're from around 667
Realm 667*
I know you got them from there, but where are they now? In your wad?
Yeah I was trying to put them in to my wad because that's what the past few videos have said to do
We have doom eternal at home
Doom Eternal:
do you have SLADE 3?
yea haha
Ayup, follow the videos note for note, but I'm not sure if there's a difference between using GZ doom builder and ultimate doom builder with this way of doing it, but yeah I was putting them into my wad using Slade
did you put them correctly? Could I see your wad?
is it vanilla or GZDoom or in between?
doom slayer found the secret level
little did he know, it was a doom 2 level
secret "a classic level"
from Doom 2016
While I would have to go back and put them back in once I get home but yeah, give me like....2ish hours and I'll dm ya it
I made this mod, (but it is not very well known)
sure
You did? That's amazing!
thanks, I'm Argentine, that's why the mod is not so well known, (it will be published on October 20)
Nice! Can't wait to play it, I am leaving this server for a while, though. But you can always dm me
Okay! If it's not too much trouble, I'll talk to you in a little while.
I have some horrible news to share with everyone: https://bsky.app/profile/kevansevans.bsky.social/post/3l4wtyfix4r24
Oh god
I don't get it... is it F3 being load
OUICKSAVE
...why did you have to make everyone else suffer with this knowledge?
Making people suffer is sorta my thing
:(
Have you played GZChaos
anyone else know about custom monsters???'
what engine should i use for ultimate doom maker
also what engine is the best if i wanna do vanilla doom with higher resolution
Crispy Doom
And seeing you want vanilla, select Doom v1.9 or Ultimate Doom depending if you want Doom 2 or Doom 1
I will mention most ports with compelevels will also more than suffice (DSDA-Doom and Woof! for example) when they are on -complevel 2 for Doom 2/Doom v1.9 or -complevel 3 for Ultimate Doom
Actually, I could be wrong about the names
I haven’t used UDB in a while
But basically don’t select anything that says UDMF or Heretic
i am almost finished with my map electron soup, anybody interested to try it? feedback is welcome
doom 2, uv only, boom compatible, tested in gzdoom and dsda
Short scifi themed map, with circle central area and four rooms, starting room is also ending room, but you must collect all three keys from other rooms. In the center, there are two switches, but you can press only one. Blue give you reward, but also release cyberdemon. Second red switch kills h...
I use that rn but the resolution is low
Maybe thats a good thing i want it to feel kinda old
Holy shit thats so cool
do you have high resolution rendering turned on in the Crispiness Menu?
Ill check rq
if you do, then Crispy clearly still has a too low resolution for you
in that case use Woof or DSDA-Doom (I personally prefer Woof)
Im working on a doom game based around rifts in space time i think its gonna be cool
W
Cruicible in og doom will go crazy
Are those custom textures?
these are from comunity chest 4 pack , if i remembered it correctly
are no news links allowed or something?
What the heck is with the bot
Anyone experiencing moddb errors?
anyone know what causes the all screens to suddenly go black when in gzdoom fullscreen. it was working before but then it just suddenly started doing this and i can tfigure out why
what exactly does Weapon.SlotNumber do in decorate/zscript files?
sorry not SlotNumber, SelectionOrder
No?
Patience
Is it down or not?
works for me
I cant download anything in moddb it just says " returning unknown server error"
i tried ashes 2063 and it is super good
west coast fallout and mad max mixed with gzdoom
https://www.doomworld.com/forum/topic/148335-electron-soup-short-single-scifi-d2-map-rc2-boom-compatible/ updated , more resources, hmp diff, design fixes etc.. if anyone is interested
Short scifi themed map, with circle central area and four rooms, starting room is also ending room, but you must collect all three keys from other rooms. In the center, there are two switches, but you can press only one. Blue give you reward, but also release cyberdemon. Second red switch kills h...
How would I pull off the floor raise and texture change in Ultimate Doom Builder? (UDMF format)
nice blood pfp
wait for cloudflares stupid servers to come back online
or stop using edge
oh
maybe try a chromium browser
most sites are broken on non chromium browsers, so something like arc, chrome, or opera will work wonders
On opera now...same thing
do you have a VPN on or something???
@supple violet all you can really do now is wait ig
check your time/date as well, that could be the issue
if it's not the issue, I'd say wait and get your WADs from the Doomworld idgames Archive Frontend
though you won't be finding stuff like Brutal Doom on there more than likely
usually Limit Removing, Boom, and MBF/21 maps get uploaded there
seriously how should i fix this shit???
sorry but i don't know meaning of blood pfp 😄
The cover of the game Blood has a bloody handprint, like your pfp
lol ok, so pfp is profile picture
Very fatal
ik
yet idk tf is wrong with my LiD mod
can someone plz give me a link to original doom footstep tracker mod? i need it but i cant find it
this is what it looks like
I know And love blood, i just didn't know what pfp is
robocop mod
anyone has an up-to-date smooth doom recent version download link?
I can't tell if I'm doing something wrong, whenever you have phase lighting, I thought that there was a way to make it only go down to a certain level of darkness instead of going all the way down
update
how do i do this?
i want the new doom weapons but i dont know how to active this mod with gdl launcher
so i put the zslorweapons.zip in the zdl and id24res(which i literally did) but how can i summon the weapons that i put?
Is there a way to run pk3 files on the prboom port?
Trying to run doom mods on my iPhone, but I can’t get them loaded on retroarch
no for multiple reasons
- prboom+ does not support the pk3 file format
- any mods that are pk3s are almost definitely designed specifically for zdoom/gzdoom since that is the only thing able to load that file format, and therefore it is using a ton of gzdoom specific features that wont work in anything else
gzdoom is practically its own separate game engine at this point because it has so many extra features stacked on top of it
mods made for gzdoom are not even really doom mods, they dont work in any other versions of doom itself, only in the heavily modified gzdoom
Then is there a way to get gzdoom running on retro arch?
I guess not, since there is no lib retro core
there is a mobile port of gzdoom tho
its in an app called delta touch, but its not free'
It is. It’s just because GZDoom changes so much it’s barely if at all IDTech1 anymore. It’s pretty much a game engine that can run Doom as well.
Cool
Assuming the picture is Total Chaos, by the way.
It is
I have iOS
There’s another GZDoom port to iPhones.. but it’s not free
Called GenZD
oh is delta touch only android?
Yeah, it’s only on Android
that's it
$2 not that bad, though I might wait a bit before buying it
I also found out idos is back
Anyone got any good maps for brutal doom
Been getting this error for the last month
Cba anymore
I give up
Idk why im even mentioning this..noones gonna help anyway
You are correct no one is gonna help you neither am i but atleast you tried
yeah
He was banned off the server.
why?
Okay, can someone help me out here. Everytime I load up a wad I've been working on for MONTHS, it just says it's invalid. idk why or how.
you'll need to provide much more details than this for anyone to help out
Basically, the file just stopped working, every time I open it up in Doom Builder or Slade it says the file type is invalid.
UDB or Doom Builder?
UDB, my apologeese.
I would recommend restoring a backup. UDB now automatically makes backups of your maps
Navigate to where you have you map saved and you'll see .backup1 .backup2 or something like that
I found it.
robo cop
I just watched that movie for the first time
Also the crosshairs should probably be a green cross, like in the movie
Also I love how you cut off the bits of the OCP tower that were matte painting, leaving behind only the real life building that it was based on
Guys I really wanna reach the level of detail of some wads like Sunlust or Speed Of Doom, any tip you can give me to make my levels prettier?
can anyone help me? why does the "edit linedef" look different when i look at doom+doom2 wads, compared to the map im making myself? im confused lol. I just want to make a door and ive been stuck for like 30 minutes+ (map noobie here)
Hello, I'm new to this discord server as I was directed here while searching for how to create a Doomworld account. I saw up this thread that someone had the same problem and was told to contact Mordeth, I wish to do so but I have no idea what their email is or how to access them.
I really want to share the maps I've been working on with a wider audience, as where I've been posting them (the zdoom forums) doesn't have as much traffic as Doomworld.
If you want to see the most recent map I've made (the Tomb of Frustration) here's the link to where I've uploaded it on that forum: https://forum.zdoom.org/viewtopic.php?t=79631
Which program are you using? The one on the right looks like Ultimate Doom Builder, while the one on the left looks like Doom Builder 2.
Both are ultimate doom builder
Edit: also thanks for the map, downloading it so i can play it in school :]
left is standard/vanilla format, right is UDMF
UDMF gives a lot more control over things, but can't be played out of GZDoom pretty much
Thank you so much, ill try to switch the format next time.
i used the standard one just now, i can now make doors work lol, thanks for the help
Huh, I guess it's a graphical thing. No idea what's wrong, I'm not a coding guy, I can barely get booleans in ACS to work half the time.
Also, thanks for checking out my map! Feel free to give feedback here, on the Zdoom forum, or maybe we could make a private Discord chat to not annoy the other people with notifications.
I should mention ACS is deprecated and ZScript has replaced it
Oh... then how is my code working?
Excuse me, I meant Decorate was deprecated.
But anyways, unless support for it was straight up removed, it’ll still work, hence deprecated
Ah, yeah, I am not nearly talented enough to make my own actors. I'm just using commands like Floor_MoveToNearest, TeleportThing, ActivateThing, NoiseAlert and such stacked in scripts so one trigger can do multiple things.
Oh, and ChangeSky and ChangeMusic to set custom skyboxes and dynamic music tracks too.
You’ll get there, don’t worry
So, what's the difference between ACS and Zscript? As far as I'm aware ACS is for in-level effects like manipulating sectors and actors, while Zscript is used for things like defining actors, weapons, and such in the .wad itself.
That’s something I can’t personally answer. I rarely make mods/maps for these games and never anything for ZDoom ports.
Primarily because I hate anything ZDoom based
Why? Sorry, but I just got into Doom modding a few months ago so I'm not really up to speed on the differences between source ports.
I know it has bad graphics and jump/crouch/freelooking as default but those are really easy to fix.
i just launched the game and there are some things i wanna point out, there is this guy over here (is that on purpose? he doesnt do anything, and the imps were trying to kill him lol but he is immortal) and the button next to him shows this.
so far, i like the map. Also what is that meowing sound? its creeping me out. I like the ambush inside though.
i ran it in ZDL doom 2, source port is gzdoom. Anyways ill finish this, i like it alot!
ZDoom physics are completely different, making it very easy to over/undershoot. The hardware renderers just kinda suck. It takes over 20 minutes to an hour just to get it sensible. Some settings (at least in GZ) are not even in the settings menu and have to be edited in the console. Settings sometimes just don’t save for some reason.
Oh yeah, you may be able to turn off crouching, freelook, and jumping and may be able to use a software renderer, but the thing is pretty much every mod/map made for GZ requires those 3 things and you can’t really use freelook without a hardware renderer.
And I left the debug voodoozombie in and broke the fog tester... great. I'll fix that tomorrow.
And what meowing sound? Did a lost soul get stuck in the wall somewhere?
Ah, I see. I just got ZDoom because I looked up "How to play doom" and it was the first result.
Question: are any of the maps I made using it playable with other ports, and if I use other ports will I have the same modding features? Because I've grown very used to ACS and particularly the extensive documentation of all the features on the ZDoom wiki that make learning it really easy.
ZDoom-based ports are pretty much the only ports that’ll give you those modding capabilities. I’d say just stick with the port you’re using if you like it.
I ain’t shaming you for using it, I just personally don’t like it.
ima just assume its a normal sound from doom i am not too familiar with because i usually use the doom metal mod. also this is pretty cool. How long did it take you to finish this map?
Ah, I see. Well, I like being really tricky with my maps, so I say I'm probably gonna stick with it. Honestly, the reason I latched on to Doom so fast is because I really like game design but don't have the constitution for coding my own game. So seeing this "beginner friendly" way of being able to make levels and cool experiences without needing to make all the backdoor myself was a godsend.
Yeah, it's probably the default searching sound like half the enemies use you're hearing.
And the map took me about a week, I started working on it last Thursday and uploaded it this morning.
That arena is my favorite room in the map. It's a confusing fight between you and a horde of teleporting enemies, set in the atrium of an Egyptian tomb (I didn't actually use the Egyptian textures because I don't really like them). Plus it doubles as a hub room and [spoiler].
Oh, and @cold heath, if you want to play the actual first map I made you can find it in the attached link. It took twice as long to build and isn't as good, but it's there if you want to see it.
that was ridiculously fun, the transitions were also crazy, i was always on the edge of my seat. you inspired me alot, ill definitely check out your first map to see how far you've come. thanks for sharing!
Aww, thank you! The cool portals were actually a happy accident. I kept getting graphical bugs going through them, so I made them super dark and put a bunch of stuff in your vision so you can't see them when they happen. I think they look really sweet.
Also, did you check out both paths? The level is balance so you can either go through the portal or the caves in the flooded room and be able to beat it without needing to backtrack.
PS: How hard was the portal maze to get the blue key? One of my friends says I should add a secret solution to it somewhere, but I think that would cheapen it a little.
I got through both of the areas, also the portal maze took some time, i literally had to memorize it but, i think its alright, it didn't get dragged on too long. Also highkey freaked out when i saw myself on that corridor thing with the stairs to the mancubus. I did feel pretty starved at the start to be honest, i had to punch down pinkies alot because i kept running out of ammo, but i managed
It's a lot easier if you go through the maze with the map open, as the route is very easy to remember: up-up-down-down-left-right-left-right.
I'm glad you love the corridor, it's one of my favorite pieces just due to how deceptively simple it is (the whole thing is just two portal linedeffs).
As for ammo, have you tried searching the whole hedge maze at the start? There's a box of shotgun shells and a chaingun for you if you do.
Oh my god i didnt get the chaingun, that would have been useful. But i did get the shells, im pretty bruteforceful when playing, and very tunnel visioned so it would make sense for me to miss some things. Also i did make use of the map to have a sneak peak on my progress
Hah, yeah, I guess I forget that some people don't obsessively search every nook and cranny of a map. I should probably put multiple weapon placements in my next map so people who miss one can still get the weapon.
As for the automap, it is basically your truesight on this map. I tried to cover it up as much as I could, but you're just gonna be able to see things coming with it. It can also let you cheat the maze if you go through your first time because looking through a portal updates your map with the room on the other side, so you can carefully look down each portal to see which one reveals a new room.
Yeah i know right, some wads do just completed remove the map altogether, like myhouse.wad. really hides everything lol
Heh, I've actually looked at myhouse in Ultimate Doom Builder. It's actually stupidly simple how everything works, what I did in that infinite hallway is about as technical as the actual teleports go. There's also a bunch of code to set the right line teleports based on picked up items and such, but the actual implementation is basically just brute force.
I feel like hiding the map would be rude. Sure it gives them information, but they had to be clever enough to think of that solution in the first place. That's the kind of thing someone would do when trying to beat the actual Tomb of Horrors (like hiring a dwarves mining team to dig through the walls, or taking all the easy to reach adamantine doors because they're worth more than the actual loot in the tomb).
Okay, I'm gonna go to bed now because it's late. Good night! I'll update the map in the morning.
Technically a Quake mod, but close enough
This is pretty rad as hell
https://youtu.be/tVOYmYUWkmE
Imagine playing Quake as Doomguy!
► Download: https://www.moddb.com/mods/duake/downloads/duake
I also have other websites I'm on btw:
► Discord: https://discordapp.com/invite/RfzyAj7
► Xwitter: https://x.com/Magic_Nipples
► Donations: https://paypal.me/magicnipples
#doom #quake
this is quake in doom not doom in quake
well i guess its both and neither at the same time
Okay, I've updated the Tomb of Frustration based on your feedback @cold heath. You can find the new download here, the same place as the old one: https://forum.zdoom.org/viewtopic.php?p=1255500#p1255500
if you do want to hide the map like myhouse it just sets everything to black and deletes all the lines
nah zdoom wonted work with any non zdoom but most generic ones work with zdoom
Huh, cool idea. I think I might do that on my next map. I'm building a Haunted Mansion style "fun"house. I do plan on doing a lot of screwy stuff with changing halways so that might make the transitions more seamless.
there is probably other ways like preventing the automap with a script or mapinfo but thats the most simple
you can also use mapinfo to disable freelook, jumping and crouching
I would, but I can't seem to figure out how to make a MAPINFO file in SLADE that works. Then again, I was trying to add lightning efects and that's a Hexen thing, so it might just not have had the data for it.
first things first are you using UDMF or not because if youre using the doom 1, 2 or hexen versions of your zdoom port instead of udmf it wont work
Yes, I am using UDMF.
MAPINFO is just a namespace. Make a text file, name it MAPINFO.txt, tada
Most special formats in expanded source ports are just textfiles
different map formats. left looks like boom, right is gzdoom udmf
i'm a doomworld moderator send me a dm
I'm making a map with conveyor belts and I've got a few questions.
first: The westward moving sectors do not move the texture while all others do, why is that?
Second: The westward moving sector is faster than the other moving sectors, is there a way to fix this besides just using a slower speed?
for second id recommend just using manual speed values and if that doesnt just tinker about
for first id check that they all have the scrolling tag
I know that much, I've fiddled around with SOUNDINFO files to change the music in a level, but I'm not sure how to set MAPINFO. On the wiki it says there is an old and new format, but it doesn't really explain either and just lists a bunch of variables without an explanation for what syntax to use to define them.
How do you guys roughly estimate the length of a level for a player if it takes you, the creator (for example) 5 minutes to complete?
Preferably to stop people from crouching or jumping, freelook is okay though as it's really a personal preference thing. I would also like to enable lightning so I can have cool lightning flashes in the windows.
So in your mapinfo, you want to have a block like this for each map :
MAP## "My Cool MapName"
{
NoCrouch
NoJump
Lightning
}```
Where it says MAP## you want to replace ## with the mapslot that your maps are occupying
So if your map is either MAP01.wad in the maps folder, or has a MAP01 marker, you'll put MAP01 in place of MAP##
Oh, cool! And I need to put the name of the map in "My Cool MapName"? So for my most recent map I would write "Manor of Mystery." And yes, it is MAP01.
Yes exactly
More stuff can be found here: https://zdoom.org/wiki/MAPINFO/Map_definition
Where would I put it in SLADE? After ENDMAP I assume? Before or after textures?
Top of the wad as you can get
Ah, okay.
I do recommend switching to a PK3 format instead if you're using UDMF, unless you're not targetting GZDoom
How do I do that? I've already started building it as a .wad so do I have to restart?
No restart necesary, but you will need to reorganize your assets
the PK3 format is nothing more than a fancy zip
But it makes it much easier for you to organize everything
Huh, and how do I do that? I would like to do it now so I need to change as little as possible.
Also I just created the MAPINFO. Does this look right?
MAP01 "Manor of Mystery"
{
NoCrouch
NoJump
Lightning
}
that looks correct
First, you're going to want to make a new folder to store it in. Slade lets you edit folders like they're a wad.
So do I make a new archive?
Not in slade. a literal new folder in your computer
Whatever you want
Okay, I made the file.
Then it's a matter of organizing your assets into the correct folders. Here's a screenshot of my current project so you can get an idea of what I mean
See how the maps are in the MAPS folder?
Oh... I see. Is there a list with the specific order I need.
That's the best part, there is no order
as long as the names are correct, it doesn't matter where the files are
Oh cool! Well, right now I just have the base map data, so where would I put it? I'll send you a photo of my SLADE.
I assume you're using Ultimate Doom Builder to make your map?
Yes. UDMF format, working off GZdoom g4.11 (I know there's a new version out but I can't figure out how to transfer saves and I still haven't fully beaten Doom 2).
Like I said, save that map from UDB into the maps folder
In the folder I told you to make, create a MAPS folder
So should I just drag it over from where I keep my UDB maps?
That can work too
Wait, won't this cause the UDB backup saves to also save to that folder?
Okay, now what?
Now we're going to point slade to this folder. On the top left, you see the two folder icons? You want to click the one that looks like the outline of a folder
Open shortcut?
Open Directory
Let me see what it looks like
and in the maps folder is your map?
rename it to MAP01.wad
done
Cool! Be sure to save the project. Slade won't forward changes to GZDoom unless you save
after that, hit the play button and start up your map
Give me a second to link it to GZDoom.
We're just making sure everything is working before the next step
Problem, it said "Could not find MAP01". I couldn't take a screenshot because when it tried it closed GZDoom.
Did the window that popped up look like this?
uncheck manor of mystery
Done.
Slade will include all opened sources as launch options, my guess is the MAPINFO in the .wad is causing conflicts. Try launching it now
Same problem, "Could not find MAP01".
okay yeah. We'll need to take out the MAPINFO and D_RUNNIN from it. Part of this change is GZDoom really hates it when map wads have extra files in them
Ah, where do I put them?
the root of the folder
The D_RUNNIN is actually "Waiting for Romero to Play".
Also, where is the root of the folder?
In my shots, you see how I have a bunch of text files that aren't in a folder? That's the "root" location
D_RUNNIN can actually go in the MUSIC folder
Okay, I'll make those folders now in SLADE.
Okay, D_RUNNIN is now in MUSIC, where do I put MAPINFO?
Just in the main folder?
So the main folder is called the root, got it. That was confusing me.
How does this look?
exactly as it should
OH yeah, okay, that's actually good, means we're progressing
Yay, progress!
it needs to be map MAP## "map name"
Now it's
map MAP01 "Manor of Mystery"
{
NoCrouch
NoJump
Lightning
}
so add the word map before MAP01
How do you put words in little boxes?
by doing ``this`` you will get this
''this''
and by doing ```this``` you'll get this
this
there you go
Okay, let's get back on track. I'll test it again.
Well, it works but everything is covered in missing textures. How do I import my textures?
I'm using two sources, GOTHICTX and cfmanson.
Easy fix
Oh, and a resource pack that gives Doom 1 textures in Doom 2 because I like them.
place those two wads at the root
Generally, wads in wads (aside from the maps) is a bad practice. For resources like this, not a big deal, but do not rely on that for everything you borrow
Okay they're all there.
each .wad you'll be adding to your PK3 will slow down load time, so keep that in mind
Understood. Those are just resource files, though they do have a lot of duplicate Doom 2 textures. But the last time I tried getting rid of those I accidentally made LAV2 just disapear until I rolled back, so I'm not trying that again.
Though some GOTHICTX textures have the same name as base textures, so they keep getting overwritten whenever I try to use them.
They're animated candles using the lava textures.
So last step, we need to tell UDB that you're using a folder now
Okay, how we do that?
Should I close it in SLADE first?
Yes
Wait, so how do I open it? I'm on this screen.
The top one a twelve year old brother of a friend made when I was showing him UDB.
You'll be opening MAP01.wad in the MAPS folder
Okay!
Do I keep the editing resources as is?
Because now everything is a missing texture.
You mean the map options window that pops up?
Yes.
We'll be working from there actually
Edit -> Map Options
Oops, I'll close and reopen it.
Wait, nevermind, I think I'm where I need to be. I'll find what you're asking me to search for.
Map options open, now what?
Send screenshot
there's.... a bit to fix there, but we'll ignore that. Are those custom texture assets in that list?
Yes. And I assume it's the GZDooom pk3 files?
the only pk3 you need there is gzdoom.pk3, but those others aren't going to hurt it
remove the .wads for those assets. click on them, then hit remove
Yeah, I just have those there to test the dynamic lighting to make sure nothing is clipping through walls. Is there a way to force dynamic lighting in the MAPINFO file so I don't have to construct maps for play both with and without it?
We'll discuss that after we fix this problem though.
I see. Don't worry about it then if you actually need them for that
for now, remove the asset wads
I can't, everything is greyed out and won't let me remove them.
ah, you've got them loaded elsewhere
okay, easy fix. Exit out of that
navigate to tools -> Game Configuration
Exit out of what? Only Discord, Chrome, UDB, and file explorer are open.
Map Options
So here is where you define the assets you want loaded for every project
You want to keep things in here like GZDOOM.pk3 and DOOM2.wad, but not for things like custom assets
yes. At the minimum, you want to leave in GZDOOM.pk3 and DOOM2.wad
Here's mine for example. Every time I want to make a Doom 2 UDMF map, it auto-includes those two
Okay, here's what I have.
perfect
Nice!
Now navigate back to map options
Map options is where you'll define what assets you need loaded per map.
Now what, everything is still greyed out.
that's exactly what it's supposed to be
But I'm still missing all the textures in the map.
almost there
Add Resource -> From Directory -> Point it to your root/main folder -> OK
Done.
Should reload now and place in the missing textures
They're there now! It looks like a palatial southern estate again!
awesome!
So now you have your project in the modern format. Adding in stuff now just involves placing it in the right folder
textures, sounds, sprites, etc. etc.
Cool. So I can set up a SNDINFO folder and such to get custom sound efects, like evil laugher, "Groovy", and such?
Got it!
now to distribute your project, you navigate into your main folder, and put everything in a .zip
I think that's why my prior attempts at adding sound effects didn't work.
then rename the .zip into .pk3
So I'm assuming things like winzip don't try to actually unzip it?
More so people don't unzip it think you are supposed to open it up
Most people expect a .wad, but if they see a .zip, they think to open it up and suddenly there's a vomit of files in their computer
Cool. So I guess I'm ready to just start building now.
yup!
Thanks for all you help, really! If I ever have any more problems I'll make sure to talk to you!
try sending me a pk3 so we can see if that made sense to you
be sure to delete anything it doesn't need. The way I do it, I'll copy the files to somewhere else, and just delete stuff
also mind you, I'm a ZScripter. While I have general knowledge of the engine, my expertise is in programming for GZDoom. I won't be able to answer everything
That's alright, I only work with GZDoom anyway, both because it's user friendly and because it lets me do MyHouse style nonsense that I find really cool.
And here's the file I finished. I assumed I renamed it wrong because it has two endings.
You zipped it one folder too high
And how do I rename it correctly?
I assume you have file extensions turned off
Yes... how do I turn them back on?
in windows explorer, the file browser, View -> File name extensions
Fixed.
👍
Don't be afraid to ping me if you need help, but keep in mind I'm not going to hold your hand for everything. A better place you can get help from aside from me is the ZDoom discord
Oh yeah, I know. But thanks for all the help anyways! I think I've got it from here.
What sort of "MyHouse" experience are you hoping to make, if you don't mind sharing
A map inspired by the Haunted Mansion from Disneyland, and the ghostworld library level of the Ghostbusters Video Game (the one with the original cast). So things like infinite hallways, changing rooms, hidden teleports, geometry shenanigans, stuff like that. Less MyHouse, more Evil Dead meets Ghostbusters (I think they actually have in a comic book).
Oh man another Ghostbusters player, never thought anyone else played that
That sounds pretty rad!
Yeah man, that game was so fun, I played it two or three times a year as a kid. It was the best. I love how just in the world it feels, like you're actually there. And reading the spirit guide descriptions of all the ghots and curios was so cool. Sure, it was a little stupid at times (they never really explained how the Staypuff Marshmallow Man was back) but overall it was really really awesome. My favourite levels are the library, Shandor's island, and the museum.
I replayed it when the remaster came out and had to quit at the end of the library. That boss is stupidly unfair at the hardest difficulty
Yeah.
Huh, I just tried to play the level and the music isn't working. I'm not hearing Waiting for Romero to Play play.
music = "D_RUNNIN" in your mapinfo
Ah, fixed.
also if it's waiting for romero to play, you don't need to include it in your music folder
Also the lightning isn't working.
if you replace D_RUNNIN with the original file name, it'll work like that
Wait, the light level is 255, I need to lower it so that it can actually increase with the lightning strikes.
To D_ROMERO?
Lightning also only affects sectors with sky textures. For actual flashes into the building, you'll need to get more technical
Inside lightning?
That's not as straight forward as it seems. Lightning carries over from Hexen, which those maps have a lot of map geometry exposed to sky
It will only illuminate sectors with sky above it, but no glowing effects or illuminating adjacent rooms
Ah, right... well, maybe I could set up code in ACS to have certian sectors flash with lightning after a random delay?
You could, not difficult
I don't need dynamic lighting, just having the windows and a sector behind them into the hallway flash like in a movie would work.
What just happened?
Our bot thought you spammed
Okay... Anyway, this is what I made before I was so rudely interrupted:
Script "lightning" OPEN
{
Delay (Random (175, 700));
Light_RaiseByValue (8, 50);
Delay (5);
Light_LowerByValue (8, 50);
Restart;
}
also you can use ```triple ticks``` to get nice code likes like this:
Script "lightning" OPEN
{
Delay (Random (175, 700));
Light_RaiseByValue (8, 50);
Delay (5);
Light_LowerByValue (8, 50);
Restart;
}```
Oh, cool!
code looks fine to me
Nice! I would set up some kind of thunder sound effect that triggers with it, but I realize that I would need to set up some kind of check for nearness to the sector, or set up a ton of map spots or something, so I'm not gonna do that. Probably because it would also get annoying.
It was fun talking to you. I'll make sure to send you the map once I've got a beta build working.
Okay, one final thing. I want to replace the secret sound with this audio of Ash Williams saying "Groovy". How would I go about that, since the secret sound is a port-exclusive thing I can't just change the name of some audio files.
I found something that recommended I replace DSSECRET with something else in the SNDINFO file.
how do we make sprites? are they instantly pixalated in game?
Pixel art
You could digitize clay models like they did in the original
Oh this is going to make mapping very cool, tedious, but in the end it'll be cool (this is just a test map)
But I do have a question that comes with this, there's a delay every time I go into a new sector with the different music, is there a way to get rid of that delay?
Does anyone know a dead enemy marker script for Doom Buldier? I want to make a counter of how many enemies you killed.
Like, on your HUD?
^
Yes
Is that not an option that you can see if you expand your screen above where like the facial hot bar is???
something like that, what I want to do is put at the top or to the side, a marker of dead or annihilated enemies
Ahhh, okay, you want your own dedicated spot for it, okay I get what you're saying, sadly nope sorry boss, no idea how to do that I'm still new it adding things in
Don't worry, I'm also new to this type of thing, I still haven't learned how to use scripts well.
I remember I tried making a script so that whenever you killed all the monsters In a certain area a door would open, it did something, but the script didn't execute so I just ended up scrapping that idea and putting a button in the arena
The only thing I've learned how to do recently is like import textures and certain monsters and weapons
The same thing happens to me, the truth is that the issue of scripts and how they work is complicated, unfortunately there is no guide regarding these things.
What kind of script are you trying to use, that all depends
Because I'm pretty sure there is a major difference between say PR boom or some other source port V S ACS
Well I'm trying to use hexen scripts
late but I'd say maybe look and see if ZScript has what you're looking for? (Assuming you're making a map for GZDoom)
Thanks, even though here in Argentina it is daytime and apart from that it is for the zdoom engine, so more people can try the mod without any errors or something
well, pretty much only the only people that can actually play your map are most ZDoom-based ports and maybe DSDA-Doom (though I'm very unsure)
I see, thanks anyway, maybe I'll port my mod to gzdoom and put some improvements on it, so other people can play this mod
then it'd be stuck pretty much on GZDoom just an fyi
as pretty much only GZDoom has up-to-date ZScript and the few other ports that support ZScript somewhat are all ZDoom based
I'd say best bet is to look into what you can
because most ports nowadays have built-in kill counters
How to fix shitty performance with classic doom that was modded with project brutality
oh nevermind i fixed that
Is there like a sprites pack of Doom 64 weapons? I wanna just replace weapons sprites with Doom64's ones for my wad
That cover of Running From Evil sucks imo
Hey, is it common practice to use mods and put it in your own pk3 (with credits), so that people don't have to manually download and activate them? Or is it better to not do that
It’s used every now and then, but largely depends on the context
The important thing to keep in mind is that having wads in wads can impact performance, so if the stuff you’re including are some heavy hitting mods, it’d be best to provide them as separate downloads instead
I've got two pretty simple ones in there (smooth weapons and damnums) and I plan on keeping it at that, so I think itll be fine. thanks for your answer!
thanks god that's not that KSI song
hey i finally dled and played it, i feel the gameplay is much smoother now! also i think ive found the underground base you were talking about, i probably mis interpretated what you said last time, i love the flow of it, if you make more maps feel free to share! or ima just check your gzdoom (im not too familiar with that platform so i have to make an acc)
guys i made a standalone game for gzdoom in an iPk3 file (like iwad) and the whole game runs but whenever you try to save the game it says save failed and nothing else
the file in case anyone wants to try and help
i asked in zdoom forums to no response
nvm i fixed it
an in progress map i just started on
Hi, I just found a cool sky texture I want to use for my level but I can't seem to stop the game from overwriting it with the default sky textures.
Never mind, I just named it "Sky6" and changed the name of all the pointers. Now it works.
some sprites I've made
I'm using this for my doom mod
Gud Lack 😄
well i am now officially making my first doom mod ig
OH SHIT THATS SOME DOME ASS UI, is this doom 1??
no, that's modded Doom 2
STILL THO, IN OLD DOOM THIS IS AMAZING
It looks okay
a sneek peak of my first level in my new doom mod, Doom: THE STRONGHOLD
The mod in question is Project Brutality, which requires GZDoom. GZDoom has changed so much of the original source code it’s not even Doom anymore, it’s a game engine that can run Doom.
Hey uh guys? Remember myhouse.wad? Well after digging in the google drive I’ve found some new stuff… and some wierd things hidden at bottoms of texts files or whatever… also am I fucking tripping or does the date of creation say 1899
Probably a corrupted file
So you are saying every file in the zip
Even the map which functions fine
Damn myhouse.wad has so many secrets
Maybe
I never played my house so idk
I think this specific date means something though
I have no willingness to play it either
Maybe idk
Yeah it’s a giant mind fuck
Or something’s fucked up
I just need to figure out what that date means
> Requires GZDoom
Yeah, not playing it lol
Or maybe it is just nothing
lol ok
Hey what did u think about the layout sneak peek of the first level in my doom mod
It looks fine
Thx
You making the level in Slade? You running older hardware or Linux?
I’m actually using both spade and ultimate doom builder, I use udb for combining maps into one wad file and making doors and everything else is done in slade
UDB is a much better tool for making maps in general
I actually have a dos pc but no, I use zdoom to test
Oh yeah, and I use a sprite and ms paint to edit sprites
More than likely the level won’t run in DOS anyways unless the level also works in Chocolate Doom
W MS paint
lol idk I was sleep deprived
I mainly use asprite
Anyway ima have some zzz’s
See ya!
Cya
I keep encountering this stupid SNDINFO error. Everything seems to be defined correctly, but UDB keeps saying "SNDINFO error in "Manor of Mystery\SNDINFO.txt", line 1. Mixing old and new sound assignment format is not permitted." This is my SNDINFO code:
Yes, I'm making an Evil Dead themed map.
Anyone have sprites of a shocktrooper holding a plasma rifle instead of the unused assault rifle?
Hi
hoi
hey guys, here is the doomworld page where i will be posting snapshots and sneekpeeks and takling about my new doom mod that im making (its also my first lol ig): https://www.doomworld.com/forum/topic/148658-sneak-peak-of-my-new-doom-mod-doom-the-stronghold/?tab=comments#comment-2857728
I just started making this new doom 1 mod, its called Doom: THE STRONGHOLD, here is a little sneakpeak of the layout of the first level (look below for about teh mod) story or somethin like that idfk: here you are, at the home of evil, where the root of all eveil lives, wheer he cowardly resides,...
kinda sucks that so many people added MyHouse.Wad to the mods browser yet the kex engine can't run it at all. it is sad day
also is there a way to have gzDoom support Controllers? cause when i play games i have more fun using controller than playing on keyboard and mouse
yeah, several ports have controller support now adays
and by the way, if you want a more vanilla style port that supports controllers, Woof works great for that
Or you could always emulate Doom PS1
what does floor alignment and ceiling alignment do?
I'm assuming you mean in a map editor context. It allows you to pan and rotate the floor and ceiling textures to something other than the default 64 grid
Typically you need a udmf map format to allow this, although it can be done with ACS scripting as well (but it's very laborious)
hello man, just saying that you might need this...
I've managed to recreate "Ash's hero theme" from the part where he saws off the barrel of the db shotgun...
Sweet, I'll have it play when you pick up the SSG.
hi
hi guys
Yo.
BIOPUNCH Arena is showcasing today in Steam Next Fest, October 14 through 21. Show us some love by dropping in, pick up a copy of the demo, and wishlist if you love it. More updates coming soon :BP_Fist:
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guys can someone tell me why gzdoom builder says that my custom wad has no maps in it even tho slade says it has?
Are the map lumps all in the right order in the wad file
first time mapmaking and of course i get trolled by this happening
https://cdn.discordapp.com/attachments/855626364853288970/1295879349165101107/image.png?ex=67104131&is=670eefb1&hm=c6925af91277516a7d02595a71a1cbf4a857ff3295d9448d3d84f9156ed3e474&
im hoping i can just use the KEX port of doom for playtesting maps and not having to rely on something else
check to see if it runs under another sourceport like Woof
If it doesn't run under that try GZDoom. If it runs in GZ but not Woof, you have either UDMF or some other format that KEX and those other engines don't support
if you wish not to do this yourself you can DM me the WAD and I'll check it myself
alright
does anyone have experience in writing MIDIs for DOOM maps via FL studio?
trying to get started for some friend's custom maps and having a few hiccups, mostly with instrumentation
yes
Do you guys know if it's possible to create a custom item in ZScript that when collected increases the player's max health by a set number each time. I tried creating it by using player.MaxHealth += 10 but it never increases the health value in the status bar beyond 200 and sometimes when I collect the item GZDoom crashes.
If this is the wrong place to ask this let me know but I'm stumped.
Just so you know you do have the right place! I’d help but I know nothing about ZScript as I don’t use GZDoom for mapping. So sorry I can’t answer your question.
Probably better to ask this on Doomworld, or the ZDoom forum
How could I improve the layouts of a level? I mean, how do I make interesting layout etc. For a level
make multiple ways in and out of a room, make views of the outside, give better weapons as the level goes on, make sure it can be done from pistol start, give strong weapons for strong enemies, make interesting secrets, strategically place berserk packs, make sure the player has enough ammo by placing zombie men and shotgun guys
include both cramped and wide areas, do not make square boring rooms
use slanted stuff and toxic water
my masterpiece
I'm a bit late doing this, however I would like to share with you all a wad me and a fellow mapper Deathdrone have created. It's a sequel to Rebirth Of Damnation, which I have previously promoted. Further details about the wad can be found on Moddb.
https://www.moddb.com/mods/rebirth-of-damnation-part-ii
Rip and tear gamers.
For Zandronum, zdoom, lzdoom & gzdoom (the last version of source port)
https://www.moddb.com/mods/eternal-suffering-v10/downloads/eternal-suffering-v10
try using inventory.maxamount
Sorry if I'm late but yea I have a bit
oh hey
are you aware of any way to incoporate panning/reverb/pitch bend in midis that actually come out in the export?
iffy on reverb being possible
midi doesn't really do effects no but you can kinda fake it
I've done reverb by layering short notes in quick secession and lowering their velocity according to how long you want them to fade
ideally in an ease-out manner
panning is built into midis pretty sure but you'll have to apply it to notes themselves
in piano roll in fl studio there's this velocity panel and on the top left corner of it there's a little arrow
when you click on it you can choose between velocity, pan and something else i dont remember
i've tried note panning, is channel panning the functional one?
but yea that should work in midi
gotcha nice
any idea why the midi out channels have knobs for chorus & reverb etc?
no I don't think so
channel panning seemed to work oddly
that's probably just for playback in fl studio
Doom just plays them all on default
weird because it doesnt come throus in fruity lsd either
I'm not rly familiar with actual Midi hardware
gotcha, weird though because some doom songs def sound like they have reverb
yea LSD overrides some settings
that's just the default fluidsynth soundfont pretty sure, can't really do much about it other than using a different sf
ahh gotcha
that's a neat trick for reverb, you can do delay in a similar way - but im wondering about slide notes. some doom tracks definitely sound like they use them but default FL slide notes dont seem to work even in player
no it's just creatively placed notes