#classic-doom-maps-mods

1 messages ยท Page 35 of 1

haughty flower
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im even watchign vids on it but my brain hurting from trying to learn this

torn timber
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First thing you need to understand is that Doom maps are actually flat.

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you point and click to draw your rooms

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then you alter the height of the rooms afterward

haughty flower
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i dint even have idas for doom maps yet i just wanan learn how to do this first then get ideas

torn timber
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start by making a single room

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use linedef mode with the L key

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and make four points that form a square

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your first and last point should connect

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you can switch between the 2D and 3D modes by pressing I believe, Q by default

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there's also buttons along the sides for these things

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you can click and drag sectors, lines, points in 2D mode

haughty flower
torn timber
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you can use your mousewheel in 3D mode to alter floor and ceiling heights

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just experiment, you won't really hurt much with a test map

haughty flower
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you can also just use right click with vector tool @haughty flower

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or grab box tool

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xd

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ho do i make my sector smaller after maing a big one?

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change the distance of vertices

torn timber
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you usually don't need to bother with right clicking vectors unless you're trying to edit the exact location of a coordinate

haughty flower
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press V

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and hold right click and move the vertices

torn timber
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I'd recommend using Linedef mode with L to resize rooms

haughty flower
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ew no

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1x1x1TRI.WAD

torn timber
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it ultimately depends on what you need to do

haughty flower
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a successor to 1X1BOX

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except

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it's not a box

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and it's 1x1x1

unreal oyster
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@haughty flower instead of making all these jokewads that aren't funny, i seriously wonder - why don't you make something worthwhile, good looking and fun to play?

torn timber
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seriously.

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He's just wasting his time here and confusing people with all of this

unreal oyster
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or at least try, a bad real map is better than what you are currently making.

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and then there's what you do, the bad way

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(although i will admit i'm biased towards that mod i posted because i have contributed code to it ๐Ÿ˜› )

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but still, i wouldn't have wanted to help if it was just a shitty memewad

haughty flower
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no u

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i made a wad where it was an actual map but

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you had a fingergun, an usp

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and also an invisible shotgun

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with quality sounds

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Gutawer

unreal oyster
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yep

haughty flower
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voice?

unreal oyster
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nah, don't do voice myself

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sorry

haughty flower
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i dont vc eithe

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r

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how do i make door?

unreal oyster
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er, which format did you end up choosing?

haughty flower
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idk.....

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i got confused on how yall told me

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im using wad file n zandroum

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if that counts

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i know how to do sectors n trying to undertsnad that

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now i need to understand a door

torn timber
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In 2D mode when you right click linedefs and sectors (Linedef mode = L, Sector mode = S), you can access various properties

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for a basic door that opens and closes on it's own,

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make sure you have two separate sectors first, and a door sector between them for this test

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I'll post a screenshot

unreal oyster
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@haughty flower press F2 for me and screenshot the window that comes up?

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that'll tell me which format you are using

haughty flower
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bnnothing happen

torn timber
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do you have your focus on Doom Builder when you press F2?

unreal oyster
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click this menu option then

haughty flower
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i did that i just wanna know how to make a door

unreal oyster
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yes but to teach you i need to know the map format ๐Ÿ˜›

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it changes based on the format

haughty flower
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im using doom 2

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i can do hawllway instead of door

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or telportors

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lookk

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press print screen

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and then CTRL V here

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i press s nothing happen

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press print screen button

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prnt scr

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now right clcik on the red

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and print screen again

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what red?

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the enmies?

unreal oyster
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yes

haughty flower
unreal oyster
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alright, looks like doom format to me then

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gotta admit, not amazingly knowledgeable in doom format so @torn timber wanna be a guide? lol

torn timber
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I haven't done much with it in forever either, but I'll go along with it

unreal oyster
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oh, mkay

haughty flower
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i can just make long hallway or not very long n just terlporters instead

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i just dont see where the doors r

torn timber
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Doors are not a "Thing"

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they're linedef and sector actions

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I'm making a 4 panel tutorial for you

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almost done

haughty flower
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thank u

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im sorry i been getting confused

weak lodge
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so

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is my wad in the server?

haughty flower
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wait how do i do exit?

torn timber
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The exit is also done with the linedef properties

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any action you try to have the map do is done by linedef and sector properties

unreal oyster
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@weak lodge yes it is, we will have a playtest this saturday ๐Ÿ˜ƒ

weak lodge
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woo

torn timber
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you'd have to scroll through Action the list to see all of them in the editor with this engine setup

weak lodge
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playtest it in duel

unreal oyster
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i have played it quickly which i'll be doing for every map to make sure nobody submits HDoom under the name "Mr_Awesome's_Cool_DM_Map.pk3"

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lol

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ur, well the event is supposed to be for a very large amount of people so i'm not sure if duel will work that well

torn timber
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@haughty flower on the action menu, "D" is for door action, "R" is for repeatable action, "S" is for switch action, "W" is for walkable action, "G" is for gunfire action.

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also check out the image above if you haven't yet

haughty flower
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does the door hates me?

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i cant do it

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im studying the image

torn timber
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You just select the linedefs, change the action to the door one

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make sure the lines are facing right way too

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if they're not, @haughty flower, you can flip them with the "F" key

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just hover over them and press that

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what does your doorway area look like?

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can you screenshot that?

haughty flower
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ummmmmmm i made room filled with doors lol

torn timber
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okay, can you take a screenshot so I could maybe see what's going wrong with it?

haughty flower
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i go throught the door no opening

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it slike invsible wall

torn timber
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um

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did you actually lower the door sector to the floor?

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you shouldn't be walking through anything

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you should definately be hitting your door if you made it look like there's a door there

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unless you ended up just giving the linedef a door texture as a "Middle Texture"

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you don't want to use the Middle Texture for this

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Just "Upper Texture"

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@haughty flower screenshot this please, in order for us to actually help you properly

haughty flower
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idk how i can screenshot it where u can help me like where u want me to screenshot it

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the room that all the walls r doors

torn timber
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just press the "print screen" button and then "ctrl+v" here like you did earlier

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that's a screenshot

haughty flower
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i know but im asking where

torn timber
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here

haughty flower
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in th doom buidler porgram

torn timber
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yes, where your doors are

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that's what I'm asking you about

haughty flower
torn timber
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what about the properties tab?

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also you need to flip one of those linedefs

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the ticks on the lines need to be facing outward

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the sides of the door that the player would be interacting with

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(The top line)

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@haughty flower

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@haughty flower

haughty flower
torn timber
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okay, so what does it look like in the 3D view?

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Also fix that linedef orientation

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I also see you're using Doom Builder 2 instead of GZDoom Builder

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that's probably why we had issues with you pressing F2 earlier to get the map options

haughty flower
torn timber
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welp.

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You put the door texture on the sides of the door there

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also like I said

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you need to lower the door sector down to the floor

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the ceiling has to be the same height as the floor

haughty flower
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idk how that what i been trying to do

torn timber
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you can't open your door if it's already open

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I put it on the image I made for you

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you can use the scroll wheel in 3D view

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or you can right click in 2D or 3D mode on the ceiling of that sector and then change the Ceiling Height to match the Floor Height

haughty flower
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huh?

torn timber
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What's confusing about it?

haughty flower
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im just not good at this sort of this stuff i do like to make maps n such but using the program i just get confused everywhere

torn timber
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What are you confused about right now for the instructions of lowering the ceiling to the floor?

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You've gotta start somewhere

haughty flower
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of how to put the door im thinign of fuck it i can use telporters and long hallway

torn timber
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do you understand that you can lower and raise the ceilings and floors of sectors?

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teleporters are even harder

haughty flower
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yea i think i did it beofre but i messed up the whole room

torn timber
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you can always undo anything you mess up

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just press ctrl-z to undo

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just hover over the ceiling of the door sector

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and scroll your mouse wheel down

haughty flower
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ok thern what?

torn timber
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that's it

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you lower it to the floor

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just keep scrolling the thing down till it's the same height as the floor

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you should be able to see your door and interact with it now

haughty flower
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what about the back side?

torn timber
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it's all one sector

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when you lower the whole sector down, that's it

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front and back are included

haughty flower
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but its blury in game mode

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/test mode

torn timber
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are you getting a Hall of Mirrors effect?

haughty flower
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yea

torn timber
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well

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did you flip that linedef I told you about twice earlier?

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using the F key

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so the little tick mark is pointing outward from the door?

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if you did that

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then check the textures of the door

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make sure the frontside texture has the door texture

haughty flower
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alright thank you what about an exit?

unreal oyster
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an exit is just an action as well, it'd be called something like "S1 Exit Normal"

haughty flower
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so the same with the door?

torn timber
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why with the same door?

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you can't have 2 actions on the same linedef

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you'd have the exit be somewhere else

haughty flower
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ayy

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he said

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the same with the door

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not with the same door

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@torn timber

torn timber
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I see,

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but yeah, you'd use an action similar

unreal oyster
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well, you technically can have actions that look like they are on the same linedef with boom features

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you can put a bunch of S1 lines very close to each other and there's some way to make the actions all trigger at the same time

torn timber
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just use the "11 - S1 Exit Level" action

haughty flower
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yea i did but how do i like put a swtich......nvm

unreal oyster
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you give the wall a switch texture

torn timber
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you just use a switch texture

unreal oyster
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the engine does everything else for you

torn timber
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the rest is done by the linedef action

haughty flower
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wel i can make a wall full with swticthes

unreal oyster
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you can also use a rudimentary kinda-scripting type thing with scrolling floors and the boom scrolling actions but that's kinda advanced

torn timber
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add in more vertices

unreal oyster
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allowing you to do semi-scripting in boom format

haughty flower
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there like 8 switches on thath one wall lol

torn timber
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a switch texture is usually 64 map units across

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so if you add in 2 vertices to your wall 64 map units apart, you can add your texture to just that one section

haughty flower
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i wander what switch i should hit so many lol

torn timber
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if you made the whole long wall have the switch action, then it doesn't matter where you are along the wall, it'll do the action

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you'll have to segment a small area of the wall for a single switch

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then remove the action from the rest of the wall

haughty flower
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i know im just trying figure out how to put one switch

torn timber
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Add 2 vertices

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press the "V" key

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and then right click on the spots on the line you want them

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you can space them apart 64 units (A number should pop up on the cent of the lines being moved) when you move the vertices around with a right click and hold

haughty flower
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nothing happen with i hit v

torn timber
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are you in 2D mode?

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cause you can only modify the location of verticies, lines, and sectors in 2D mode

haughty flower
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im confused after i hit v

torn timber
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once you hit V

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it says "Vertices Mode" on the bottom, right?

haughty flower
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yes

torn timber
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you can now right-click on a line to add a vertex

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a vertex is all those blue squares you see on corners and such that you've been drawing

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in this mode, you can move those around and add more or remove them

haughty flower
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but im gertting rid of the wall

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if i do that

torn timber
haughty flower
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i know but if i move them thats adding or removing the wall

torn timber
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you can just press the delete key on a vertex to delete it and the adjacent walls will move to adjust

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you shouldn't be adding more walls

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you don't need to move your walls around for this

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just add in 2 vertices to where you want your switch

haughty flower
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but the is going to be two one up n one down

torn timber
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one up and one down?

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screenshot what you're doing?

haughty flower
torn timber
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So you want there to just be one switch right?

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cause this a texture size issue

haughty flower
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yes

torn timber
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you're applying a small texture to a tall wall

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the wall is 128 units high

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your texture is only 64 units high

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so you may want to use a different texture

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or rework the ceiling height around your switch

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There's plenty of switch textures that are 64x128 in size

haughty flower
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or he ca n just make a custom 128x128 texture for a switch

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or 64x128

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yes

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or that too

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@haughty flower or you can make a small room with 64 tall nstead of 128

torn timber
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I'm not going to have him start getting into making custom textures

haughty flower
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like in doom

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add an exit sign

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and a smol room

torn timber
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that's why I said to make the area around the switch lower, you can separate it with another line to segment the room

haughty flower
torn timber
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and there you go

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if you want to fix that texture at the top of the middle section,

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right click on it and then check off "Upper Unpegged"

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or

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just hover over it and press the "U" key

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while in 3D mode

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"L" on a texture in 3D mode does "Lower Unpegged", which you'll mostly use for door tracks

haughty flower
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alright did i got everything to try to make a wad of 32 levels i believse/30 levels?

unreal oyster
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you do, yes. but i wouldn't go for a megawad as your first project, just saying ๐Ÿ˜›

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start small, y'know

royal wave
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Yeah megawads are really huge projects

haughty flower
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mgawads?

unreal oyster
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32-map wad

haughty flower
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megawads*

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oh y not

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it take a lot of time

torn timber
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very much so

haughty flower
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i just need ideas ๐Ÿ˜ƒ

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if i got to know how hopefully i do then i just need ideas

torn timber
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well godspeed

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This is here if you need more

unreal oyster
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every mapper starts off really slow, once you gain experience you will speed up significantly but building a megawad as your first project will likely be really fatigueing

torn timber
unreal oyster
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and most importantly you won't be able to gain criticism until you realise it

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whereas with your first map you can get feedback as soon as it is done

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which is a significantly shorter amount of time and will help you get better quickly

haughty flower
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fine ill make one map

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but if i do im still sending yall teh whole doom2 wad with the other 31 levels in it

unreal oyster
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the current thing i'm "working on" (procrastinating, more like) has already tired me out and it's just one zdoom map

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oh, that's not how it works

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you don't need to edit the original wad

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you can create a wad with just 1 map in it and it will only override what it needs to

torn timber
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don't send the Doom 2 wad, just your one that you saved

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on that note, DO NOT edit your Doom 2 wad

unreal oyster
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sending the doom 2 wad would be illegal anyway

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and i would have to remove it from the server

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or any mod, it really doesn't matter

haughty flower
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but idk how to send my map then

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and oops

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i did edit it

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well my first messed up level will be the best ๐Ÿ˜ƒ

torn timber
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you wrecked your original file then

haughty flower
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u wanan go room that look like doors my level ๐Ÿ˜ƒ

unreal oyster
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you create a wad with only one map in it. when you load both with the engine, the engine will only override what it needs to

torn timber
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you just save it as a .wad file

haughty flower
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idk how

torn timber
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when you open your editor

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don't load your doom 2 wad

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just click new

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and then make a new one

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make your level in that

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and then save that

haughty flower
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i ddi but its overirght my doom 2 wad as well

torn timber
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this is the same concept as every program that allows you to make and save files

unreal oyster
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it wouldn't have overwritten your doom 2 wad unless you told it too

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mind sending your wad file over? i'll check if you've done it right. if it is the doom2 wad file i'll have to remove it but whatever

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@haughty flower

haughty flower
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when i load it in my zandrounm after te first level its the second level in doom 2

torn timber
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yes, that's because you're using Doom2 as your IWAD of choice to run the game

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not necessarily because it's a part of your custom file

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if you didn't want it to load that stuff, you'd have to look into editing the wad file with Slade and adding a MAPINFO lump to it, but I wouldn't worry about that

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not right now

haughty flower
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oh ok so if i fully make a map would yall play it?

torn timber
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I'm sure people are up for most any kind of new content if you make it playable

unreal oyster
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yeah, i'm always happy to give new mappers advice. i'm not particularly great myself but i know how to criticise lol

haughty flower
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im sure yall dont wnana play this shitty map that been me trying to do a door

royal wave
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the worlds first doom mod was a dude who made a door

haughty flower
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there were no map editors back then

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only doomed

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and it wasnt out

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so that guy did it by hand

tardy hawk
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Thats imptessive

frank basin
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@unreal oyster I would like that role please

unreal oyster
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there ya go

frank basin
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thanks

dawn saffron
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@unreal oyster do i qualify

unreal oyster
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you have made snapmaps so yes

frank basin
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oh and it's purple, my favorite color!

dawn saffron
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i would like it

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i like the colour better :3

unreal oyster
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heh

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fair enough ๐Ÿ˜›

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@frank basin heh

frank basin
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I'm purple on every server I own ๐Ÿ˜„

unreal oyster
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purple was the only other color we don't use that wasn't yellow lol

frank basin
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wait, you slightly changed the shade !!!

unreal oyster
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and i didn't think yellow looked particularly good

frank basin
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:o

unreal oyster
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yeah, looks better on dark theme ๐Ÿ˜›

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can't believe you actually noticed that lol

frank basin
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Well it increased the contrast

unreal oyster
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yeah, making it more readable imo

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if people like the old shade better i can change it back heh

frank basin
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I prefer it because it's cooler looking :p

unreal oyster
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mkay heh

dawn saffron
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it looks better but has worse readability imo

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the previous shade

frank basin
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ya

unreal oyster
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eh, even after turning my BD theme off i still feel the newer one has more contrast and is therefore more readable

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either of you on light theme?

frank basin
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No

unreal oyster
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hmm well ok, whatever. both of you said it looks cooler anyway and it's such a trivial thing lol

frank basin
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cool

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So, was that supposed to mean you're going to switch it back, or that you'll keep the current color?

unreal oyster
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keeping the current one

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can't be bothered to go into a menu now ๐Ÿ˜›

frank basin
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Ok, I see ๐Ÿ˜„

torn timber
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@unreal oyster Can you throw the role on me please?

unreal oyster
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oh i knew you did modding lol

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you don't need to have released anything for the role

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just need to be at least knowledgable

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and able to give mapping advice

torn timber
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yep yep

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I'm terrible when it comes to getting public releases out

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Tagged Shadowlink223 cause I didn't know if he'd want the role too or not

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@torpid summit is also a modder, he's been my co-programmer for years

wooden portal
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I made Monster Mixer for Samsara and had a map included in DUMP 2

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I know a fair amount about getting stuff to function in maps, I'm just not a good designer

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So the bulk of my DUMP 2 map was just scripting shit :V

unreal oyster
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@torn timber unless @torpid summit tells me they want the role i won't give it ๐Ÿ˜› just in case they don't actually want the role

wooden portal
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This guy made a map that had so much shit it lagged the engine

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3D floors, relfections, etc.

unreal oyster
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it's not overly detailed if it looks good and doesn't hinder gameplay

wooden portal
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It looked really neat though

unreal oyster
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lots of detail != overly detailed

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so "Knee Deep in ZDoom" is overly detailed

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what you posted @torn timber could be overly detailed but if it isn't getting in the players way then it isn't

torn timber
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I try to optimize it

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and then I decide to do something stupid like add slight reflectiveness to the tiles on the floor

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WHOOP THERE GOES MY FRAME RATE

unreal oyster
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that looks pretty ok but idk, looks kinda messy imo

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second one, first is fine

torn timber
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It was just 6 hours of work, not really planned out

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2nd room I was pushing what I could do with 3D floors

unreal oyster
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yeah. if it were me i'd tone the wall and ceiling extrustions down a bit

torn timber
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looks odd from that angle

unreal oyster
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yeah it certainly does ๐Ÿ˜›

steel onyx
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Looks like one of those illusion things

torn timber
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can kinda see it there

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Geez, did I really do this 5 years ago

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was Zandronum even a thing yet?

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I think the switch from Skulltag to Zandro was in 2012

frank basin
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so much detail O_O

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I haven't even textured my maps

unreal oyster
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i think around there is where i would draw the detail line kinda

torn timber
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I don't make maps like this if I expect them to be playable

unreal oyster
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although you do say 5 years ago so it obviously means nothing now heh

torn timber
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that's more of an eye candy thing

frank basin
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I can't imagine doing that level of detail in the doom engine, so much work

unreal oyster
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it really isn't a huge amount of work. just takes time and eventually turns into diminishing returns

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towards a certain point adding more detail makes practically no difference and sometimes makes things worse

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like adding 7 million layers of detailing to the floor

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never detail the floor.

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unless it's textures

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detailing the floor with height difference just fucks with the players movements

prisma saddle
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Or models.

frank basin
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I mean, doing all those linedefs and sectors
And then you can't move them

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@prisma saddle true

unreal oyster
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that's why you plan ahead tbh

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you make a detail plan before you start

prisma saddle
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Models make detailing far easier.

unreal oyster
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if you want to do immense amounts of detailing to props, voxels or models are the easiest way

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just pick up blender instead of having 9 million linedefs everywhere

torn timber
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as long as your detailing is consistent in quality, and it doesn't get in the way of actually playing, it's usually okay

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bordering is usually a must if you want to get away from a bland looking room

frank basin
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I'll have to look into models

unreal oyster
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coughkneedeepinzdoomcough

frank basin
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Most of my maps require GZDoom anyways

steel onyx
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I haven't even made a proper map before :,)

unreal oyster
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as long as you avoid sloping the floor. at all costs.

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zdoom slope physics are bad.

#

so just never do it.

frank basin
#

ouh yeah

unreal oyster
#

it's not worth it

torn timber
#

that's the thing, making more realistic terrain requires sloping

frank basin
#

Hate maps that do that

unreal oyster
#

if you want realistic terrain - go look for other engines

torn timber
#

if you do it, just do it on a very small area

unreal oyster
#

doom is the engine for abstract terrain

torn timber
#

like I've seen some do it nicely like say, sloping in a cave for the floors/ceilings to meet the walls

steel onyx
#

What would I even use to make maps?

unreal oyster
#

GZDoom Builder

torn timber
#

^

unreal oyster
#

and perhaps SLADE if you get into more advanced stuff

#

yeah sloping the ceiling is relatively harmless

#

just never the floor

steel onyx
#

Where would I start anyways? XD

frank basin
#
steel onyx
#

O

#

PM me that pls

unreal oyster
#

no no no don't follow that tutorial

#

it uses SLADE for map editing

frank basin
#

oh?

#

sorry I didn't use it myself

unreal oyster
#

made by @sharp bear in this chat ๐Ÿ˜›

steel onyx
#

Pmmmm me iiiiit

unreal oyster
#

sure

frank basin
#

That does look better >.>

wooden portal
#

Is the map editor in SLADE still as crash prone?

torn timber
#

it's been getting constant updates

#

getting somewhere, but not as good as GZDB

unreal oyster
#

not sure about crash prone, just really slow and annoying to use when compared to GZDB

torn timber
#

you can always just open your map with a version of Doom Builder from within SLADE now anyway

unreal oyster
#

it follows a quite windows-y control scheme for doing everything

#

which doesn't work for map editing

#

having to press INSERT to do the most common thing you'll be doing when map editing is just awkward

plush sapphire
#

Having to press INSERT ever is just awkward.

unreal oyster
#

GZDB has it on right click, always one quick away

#

instead of having to reach over for a key nobody ever uses

torn timber
#

GZDB uses insert as well by default doesn't it? Or just right click

frank basin
#

Sometimes you do need to use insert in GZDB

unreal oyster
#

GZDB is right click but INSERT is possible, yes

torn timber
#

I use an MMO mouse anyway with extra keybinds, so I've got insert set to one of my priority buttons

#

and then switching modes and all that on some others

frank basin
#

Right click and insert do different things sometimes in GZDB @unreal oyster

torn timber
#

so I never really have to move my hands from the wasd area

unreal oyster
#

i know that

frank basin
#

So you still need to use it

#

I have to use it pretty often, I find

unreal oyster
#

but i find myself using it very little

#

if i did use it a lot, i'd rebind it

#

to like MOUSE4 or 5

frank basin
#

Sometimes I feel like the only person who likes having lots of different buttons

plush sapphire
#

You're not

unreal oyster
#

i like hotkeys, i use them all the time

plush sapphire
#

I love my Razer Naga Epic with 12 buttons on the side.

#

I found that I really struggle to play Doom effectively without it.

unreal oyster
#

i just don't like it when my most used key is to the right of my fingers where i never touch ๐Ÿ˜›

plush sapphire
#

That weapon wheel is handy, but damn is it ever obsolete when they're all on your thumb already.

frank basin
#

I browse r/mechanicalkeyboards, and they love their tiny most keys removed layouts

unreal oyster
#

i hate 'em

#

full 105-key ISO for me ๐Ÿ˜›

steel onyx
#

I need a better mooouuuse

frank basin
#

I want a 122 key Model F

unreal oyster
#

the numpad is ridiculously useful if you use AHK

wooden portal
#

I hate 10-keyless keyboards

#

compact ones are even worse

unreal oyster
#

tenkeyless is by far the best out of the "smaller" variants

#

60% is just horrid

wooden portal
#

the ones that merge arrow keys into other keys

unreal oyster
#

you need a function key for just about everything

#

including arrow keys

plush sapphire
#

That sounds a little counter productive.

frank basin
#

So many programs I use need the special keys

unreal oyster
#

my keyboard (Corsair K70 LUX) hasn't got a single function modifier

#

media keys, brightness control, windows key lock, volume wheel, etc. is all an actual button

#

which is how i like it

wooden portal
#

I miss my dedicated media buttons

steel onyx
#

Gimme a good mouse pls

plush sapphire
#

Mine has a function key sadly... but I do prefer them dedicated buttons.

steel onyx
#

Free obvs

frank basin
#

^

unreal oyster
#

this is the one i have

#

such an amazing keyboard

torn timber
#

It's about time to be replacing the mouse switches in my mouse

unreal oyster
#

it's also not made of plastic, which is awesome

plush sapphire
unreal oyster
#

anodized aluminium ftw

steel onyx
#

People pls

#

You're making me all jelly

frank basin
unreal oyster
#

YEAH BOIIIIII

frank basin
#

My keyboard is possibly older than I am, and it still works great

unreal oyster
#

since mine is ISO layout

#

quite obvious because of the big enter key and AltGr key

frank basin
#

Yeah I use ISO as well

unreal oyster
#

europe needs a lot of accents, so we have a dedicated key for it

#

it kinda just spread to britain

#

and tbh i'm grateful for it because of that big enter key

#

which i really like for some reason

#

it's such a used key so having it be bigger works for me

frank basin
#

Too bad iso doesn't have a little o above the letter accent key

steel onyx
#

Guys pls

unreal oyster
#

๐Ÿ˜‚

plush sapphire
#

I like that style

#

That's what I'm used to from back in the early 90s

frank basin
#

hrm, that's annoying, HPs iso and non-iso keyboards have the same model number

steel onyx
#

Once I make baby Eki's first map I'm putting it here,

#

ยฏ_(ใƒ„)_/ยฏ

frank basin
#

๐Ÿ‘

#

24 F keys

plush sapphire
#

Fuck yeah

tardy hawk
#

24 F keys

unreal oyster
#

they couldn't make the top bit just a tiny bit more compact, huh?

#

lol

tardy hawk
#

Do you really need 24 possible shortcuts

frank basin
#

yes

unreal oyster
#

if it's all remappable, the function row is easier to reach than the numpad

#

which has 10 "free" keys itself

frank basin
#

Only difference is that they use buckling spring instead of capacitive buckling spring

unreal oyster
#

i'm pretty sure it's not that they sell clones, i think unicomp actually own the rights

wooden portal
#

tfw have an IBM model M for my older comps

unreal oyster
#

an IBM model M is totally respectable

wooden portal
#

muh loud clicky

unreal oyster
#

ยฏ_(ใƒ„)_/ยฏ

frank basin
#

@unreal oyster They don't have the capacitive buckling spring rights or tooling I don't think

unreal oyster
#

ah

#

maybe not

frank basin
#

The model M ones are pretty true

steel onyx
#

No idea what keyboard I have

#

But it's old

frank basin
unreal oyster
#

this K70 i have is still quite new now but it's a mech so it'll last me years with no degradation in quality

wooden portal
#

I'm actually considering on getting one of those ^

unreal oyster
#

highly recommended ๐Ÿ‘

wooden portal
#

looks neat and comes in Cherry Blue

steel onyx
#

What are the types again? xD

unreal oyster
#

the only real complaint i have is that i think the font on the keycaps could do with being a little less "aggressive"

torn timber
unreal oyster
#

Cherry MX Blue, Brown and Red

#

are the popular ones

torn timber
#

That's what my controls switch to when I open any Doom Builder program

haughty flower
#

Aye @torn timber you have the same mouse as I do.

unreal oyster
#

my mouse is only 3 button at the side, which is how i like it. too many buttons and i feel it starts to lose ergonomics

torn timber
#

I've had it for a good 3-4 years now

plush sapphire
torn timber
#

main problem most people have with the G600 seems to be that it's too big for their hands

#

meanwhile I hate using smaller ones

unreal oyster
#

this is mine

#

it's cheap but i love it

steel onyx
#

What makes the types diff?

unreal oyster
#

the arc is great and the curve on the side buttons is awesome

frank basin
#

I have a Razer Deathadder, would not recommend

wooden portal
#

I'm happy with mine

frank basin
#

@steel onyx types? you talking about the key switches?

steel onyx
#

Yee

steel onyx
#

All you people and your fancy mouses

unreal oyster
#

that is the difference, in gif form

#

the switch essentially goes down in a different way

frank basin
plush sapphire
#

Brown and red look the same to me.

unreal oyster
#

when blue hits the "actuation point" (when the key is "pressed"), a slider drops down to the bottom of the switch, making a loud "click"

#

when brown hits the actuation point, you feel it but no click is made

frank basin
#

@plush sapphire notice the bump on the brown one

unreal oyster
#

with red, you don't feel anything and no click is made

plush sapphire
#

Ohhhh I see now

#

I'm a bit blind in all fairness.

unreal oyster
#

for this reason - blue is the "typing" one, brown is the "all-rounder" one and red is the "gaming" one

wooden portal
#

MUH. CLICKY.

unreal oyster
#

although it actually varies per person

#

i love blues for gaming myself

#

and typing

plush sapphire
#

I have green switches in this keyboard.

#

They're nice and clicky.

#

That's about all I know lol

unreal oyster
#

greens are blues but with even more force

steel onyx
#

What're greeeens aaaaaaaaaaaaaaaaaaaaaa

unreal oyster
#

from 60g to 80g

haughty flower
#

I've honestly havent gone pass membranne keyboards

#

I dont know what would work for me

#

any recomendations?

frank basin
#

I'm gonna make the switch once my membrane kb stops working

unreal oyster
#

buy one of these and see for yourself

haughty flower
#

my has gone through hell and back no pun intended

#

but i was stupid enough to buy anothetr membrane one recently

unreal oyster
#

it's not something you can just "recommend" since all humans are different

#

so instead you should buy that thing that i posted and test for yourself

plush sapphire
#

My keyboard came with an extra key that's totally separate. I put it on my keychain for my car keys lol.

haughty flower
#

Thanks @unreal oyster . I'll look into getting that.

plush sapphire
#

People think I'm fancy and have a clicky button to unlock my doors.

haughty flower
#

let me guess it's ten key less

unreal oyster
#

which are some of the least popular anyway

haughty flower
#

like thats going to matter for me

unreal oyster
#

yeah heh

#

they're both Cherry MX so the actually switch is 100% the exact same

#

that's the good thing about Cherry leading the switch industry

#

you know you're getting a quality product that goes under rigorous testing

unreal oyster
#

@weak lodge i remember you posted a dm map in this chat, do you want the Mappers/Modders role?

weak lodge
#

yes please

unreal oyster
#

alright, done ๐Ÿ˜ƒ

weak lodge
#

neat

#

i might cook up another dm map

vivid forum
#

@unreal oyster what do you mean by role?

unreal oyster
#

It would mean that you would get a purple name and would be in that list of Mappers/Modders to the side

#

Do you want it? I know you map so no proof would be needed

vivid forum
#

Sure

#

My Nova III map is lookin dang good, but I need to tie it all together, right now it seems a little disjointed

#

Not sure how to go about it though.

unreal oyster
#

Hmm, on mobile I can't seem to do it

vivid forum
#

Whenever, no rush from me

unreal oyster
#

@royal wave @steel onyx either of you mind giving @vivid forum mappers/modders role?

#

Can't do it because mobile

#

Oh nvm I found the setting

#

There we go

#

Alright gonna go sleep now

#

See y'all

vivid forum
#

'nite

royal wave
#

heh

sharp bear
#

Wait wha I got mentioned

#

Ohhh nvm

#

๐Ÿ˜›

torpid summit
#

Wow, that took me way too long to figure out what notified me. :V

#

And yes, I've been doing neat-modding shit with Min for over half a decade.

haughty flower
#

@sharp bear so, i'm currently working on it

#

and if you have a PC or laptop you can use, i can DM you a joinme if it's allowed

#

back to main subject

unreal oyster
#

@haughty flower you can use GetPlayerInput for that

haughty flower
#

really?

#

my god

#

that makes stuff so easy

unreal oyster
#

Yeah, only limitation is you need a binding in KEYCONF first

#

So that the player can rebind the control if they want to

haughty flower
#

but but that's gonna take more work

#

i don't mind but

#

i want it to be specific and useful controls

unreal oyster
#

It's the only way to do it

haughty flower
#

well okay

unreal oyster
#

There's no way to get the direct input

haughty flower
#

kay

#

so keyconf is only for putting it into the binds menu right?

#

gotta read the wiki

unreal oyster
#

Yes, pretty much

#

You give the bind a name and a default key

haughty flower
#

so, if i want it to execute ACS

#

i use... puke scriptnumber?

#

or scriptname

sharp bear
#

From the keyconf yeah I think thats how it works

#

In ACS though you'd have to use acs_execute

unreal oyster
#

You can either puke it or run GetPlayerInput in a while loop

haughty flower
#

so puke script10

#

in the keyconf

unreal oyster
#

The while loop approach is more flexible

#

And no

haughty flower
#

or in ACS

#

dunno

unreal oyster
#

Just puke 10

sharp bear
#

^ yeah

unreal oyster
#

But seriously though you shouldnt be using numbered scripts for a keybinding

#

Use named scripts instead

#

To avoid conflict

haughty flower
#

ugh

sharp bear
#

I need to start using named scripts more I'm so used to numbers for some reason ๐Ÿ‘€

haughty flower
#

i'll name my next script

unreal oyster
#

I've been using named scripts since very early on

#

So much easier to organise everything

sharp bear
#

Also gives much more compatibility ๐Ÿ‘

unreal oyster
#

Oh @sharp bear and @torpid summit you want the Mappers/Modders role?

sharp bear
#

I could have both?

#

I thought it was just one or the other

unreal oyster
#

Mappers/modders is one role, though if you're talking about youtubers/streamers you can have both but mappers/modders overrides youtubers/streamers in the sidebar

haughty flower
#

addkeysection "MapBinds" Binds addmenukey "Select +" Select alias my_newbind "puke 6" defaultbind , my_newbind

#

is that good

unreal oyster
#

Better to test than ask

haughty flower
#

well it says that "Select2" doesn't exist

#

addmenukey "Select -" Select2 alias my_newbind2 "puke 7" defaultbind . my_newbind2

#

got it

sharp bear
#

Change the alias

#

Oh okay

haughty flower
#

now it auto selects/deselects stuff using keybinds

unreal oyster
#

@lazor999 I was wondering, how exactly does this system work? I assume the map geometry is all static but rises and lowers to allow the user to create a level?

haughty flower
#

okay so

#

i started off simple, by changing all the map textures to different presets with switches

#

i tagged the sectors you can (de)select and move

#

moving being heights

#

i made them move when you pressed certain switches using ACS

#

but now because of your help gutawer i can use keybinds making life easier

#

@unreal oyster if you want i can send you a laggy join.me so you can see what's happening

#

if allowed

unreal oyster
#

I'm not at home right now but I'll tell you when I can

haughty flower
#

cool

#

so apparently the 3D floor is a bit buggy

#

@unreal oyster it won't lower the dummy floor ceiling

#

it just lowers the floor

#

nevermind, manually did it

#

currently 34 customizable things

#

which of at least half is just a lot of cubes

#

53 tags, which of most is just a base

#

is there any way to mass create unique tags?

unreal oyster
#

Yes, there is a "Tag Ranges" button in gzdb

#

It's somewhere at the top

haughty flower
#

found it in controls

#

like, really wide

torpid summit
#

@unreal oyster Sure, I would be cool possibly being useful outside my other modding circle.

inner fulcrum
#

Have any good tips for adding gameplay for wads?

haughty flower
#

what's a bridge in doom

#

it shows gross hack

inner fulcrum
#

It's in HeXen normally. In there, it's a floating sparkle

#

Everywhere else outside of HeXen, it's GROSS HACK

unreal oyster
#

what, the bridge Thing?

#

pretty sure it shows up fine in Doom 2 Hexen & UDMF format

#

although it's not recommended, in favour of 3d floors

royal wave
#

was gonna say

#

Unless you specifically want that weird bridge look

unreal oyster
#

why total chaos uses bridge things baffles me though

#

i get that it needs to use models for higher detail

#

but why not use an invisible 3d floor for that purpose

wooden portal
#

Bridge things were only good for those days before software 3D floors were a thing

royal wave
#

TC uses the bridge actors? Weird

#

maybe it's to make the mapping easier

haughty flower
#

wtf is a bridge tho

royal wave
#

I did look at the maps via slade, and it's surprisingly very minimal

haughty flower
#

what is bridge tho

royal wave
#

Milo chill

#

Google

unreal oyster
#

@sharp smelt zdoom bridge thing

sharp smeltBOT
haughty flower
#

oh cool

#

i can land on these sparkles

unreal oyster
#

yes, they are for creating bridges

#

as the name would imply

haughty flower
#

i made a staircase

#

but how was the floor meant to look like

unreal oyster
#

you'd be new to the concept of any 3d geometry, considering you seem to want to stick to doom format

haughty flower
#

or were you like

#

walking on

#

sparkles

unreal oyster
#

it's not meant to be visible

royal wave
#

bridges are very not doom

haughty flower
#

idk how 2 bridg

unreal oyster
#

you need to fuck around with midtextures

#

to get a bridge thing working in doom format

haughty flower
unreal oyster
#

if you want bridges get out of doom format

haughty flower
#

oh

unreal oyster
#

using midtextures

haughty flower
#

with midtexture

#

o

#

why are they visible in game th

#

and why is the normal bridge 3 spinning sparkles instead of just a normal sparkle

unreal oyster
#

idk, probably to discourage use of them

#

they were implemented in hexen and probably don't play nice in doom format

inner fulcrum
#

Probably in the ZDoom PK3 afaik

royal wave
#

I would like to see 3D ramps instead of slopes

haughty flower
#

why hasn't anyone made doom in quake or hl1

#

it's not that hard

royal wave
#

They have

haughty flower
#

port the new DOOM4 classic maps, that is just a port from original doom to doom4

#

change the entities

#

code a 2D-sprite angles thingy

unreal oyster
#

3d ramps are possible though

royal wave
#

Yeah possible, but idk how to do it ๐Ÿ˜›

unreal oyster
#

it's the same as a normal 3d floor, just with some extra steps

royal wave
#

I remeber in GZDB you could raise indivisual vertexes

unreal oyster
#

they don't get much use because zdoom slope physics are hot aids

royal wave
#

but I can't seem to figure that out anymore

#

hmm

haughty flower
#

it looks like i'm an ant

#

ready to get stomped

sharp bear
#

I just had an odd idea, but something decent, but it'd be cool to see a mod where you could see your own legs, like in some other FPS games, I think what could be done is cut half of the player sprites, then just attach it to the player somehow? I don't have enough knowledge to make it possible, but I'm pretty sure it is

inner fulcrum
dawn saffron
#

i like testing out not-published wads and either streaming it or recording it and posting on youtube

#

but not at 5am

#

so hmu tomorrow when you're awake and i'll stream it for you

#

@inner fulcrum

#

if you want, of course

inner fulcrum
#

That'd be great. Soon to upload to /idgames

#

Hopefully I've added enough gameplay. That's the tricky bit for me

restive glade
#

quick question

#

If i want to make a map for zandronum, what engine would oblige need to be under for it to work

dawn saffron
#

if i understood your question correctly, you can't go wrong with prboom

wooden portal
#

I'm willing to bet you won't have any issues using GZDoom as the engine

#

I don't recall having problems but I haven't used oblige in quite awhile

#

Speaking of oblige

#

I should generate a megawad to play HD with

#

low monster count

wooden portal
#

@restive glade if you're using oblige to generate maps for Zandybam, GZDoom seems to work just fine

torpid summit
#

@sharp bear That's actually a pretty doable idea. gimme a second to dig up an old headshot actor thread

royal wave
#

how owuld that be accomplished?

haughty flower
#

@sharp bear that would be impossible, since you would be seeing it from up, and the sprites are 2D, so you would not see the sprite

torpid summit
haughty flower
#

and

royal wave
#

Milo i wouldn't tell a dude with the modder rank that it's impossible

haughty flower
#

go away

#

it's just a role

royal wave
#

one you probably won't ever earn

haughty flower
#

stop sexually harrasing me

torpid summit
#
  1. You'd have the spawned actor actually generate a sprite which is pretty easy
haughty flower
#

we can also make a md3 of doomguy's feet

#

so you can actually see your legs in 3d

#

instead of sprite

torpid summit
#

and 2) you'd have to inject that spot of code into a copy of player decorate instead of a zombieman :V

haughty flower
#

yeah but the problme is

#

when you look down

torpid summit
#

The only thing that'd make it a pain is making variations

haughty flower
#

since it's 2D and the sprite is vertical

#

woudln't it be impossible to see the legs

royal wave
#

Wouldn't that cause billboard issues @torpid summit

torpid summit
#

Yeah, just have the actor spawn a few units directly behind the player

royal wave
#

No like based on players settings

haughty flower
#

brb

royal wave
#

the sprite will either look flat or look like the edge of cardboard

haughty flower
#

^

#

you can always do a MD3 of doomguy's legs tho

torpid summit
#

Oh right right right... I forget some people like to not force their sprites to render flat

haughty flower
#

use the 5-angle-sprites to make a md3 of his feet and voala

#

then just detect if he's crouching nshit

#

and *stuff

#

brb

royal wave
#

said this was impossible like two minutes ago

prisma saddle
#

Who is Miloteza?

elder ridgeBOT
#

Miloteza is a memer and a DOOM (93') mapper who likes using the default map textures. He also has no idea about DECORATE and he can't make ACS work. But he can make meh-quality sprites only to insult himself after making them. He also needs help every 5 minutes.

prisma saddle
#

@royal wave

royal wave
#

okay?

haughty flower
#

@prisma saddle i wrote that myself, just saying

prisma saddle
#

Oh.

haughty flower
#

told ghostface to add it to VEGA's "Who is...?"

#

ghostface woudln't add any random definitions or his own definitions to people

#

unless that person allows him to

#

except for

#

Who is John Romero?

elder ridgeBOT
#

Alfonso John Romero (born October 28, 1967) is an American director, designer, programmer, and developer in the video game industry. He is best known as a co-founder of id Software and designer for many of their games, including Wolfenstein 3D, Dangerous Dave, Hexen, Doom and Quake. His game designs and development tools, along with new programming techniques created and implemented by id Software's lead programmer John D. Carmack, led to a mass popularization of the first person shooter, or FPS, in the 1990s. He is credited with coining the FPS multiplayer term "deathmatch".

haughty flower
#

etc

prisma saddle
#

Okiedoki,

haughty flower
#

i just noticed

#

i have tons of .dmp files on my pc

#

oh my god

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1gb each

prisma saddle
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If anyone wants art for their mod or something, I'm willing to help.

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I've got nothing better to do anyway.

haughty flower
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: O

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does that mean you can turn hands into doomguy hands

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or like

prisma saddle
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No,

haughty flower
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art from scratch

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o

prisma saddle
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Art from scratch ;3

haughty flower
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but

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it's just a hand outline

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@prisma saddle

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iz just hand outline

prisma saddle
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I kinda regret saying that now...

royal wave
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pfff haha

haughty flower
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wat

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also yeah the extended arms are just pain, you can just cut these off

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they're not supposed to be visible

royal wave
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I don't think he wants to help anymore, is what he's saying

haughty flower
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ynot

royal wave
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idk, but something happened

haughty flower
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ok

prisma saddle
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Sorry about that,

haughty flower
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probably my image looking like crap

prisma saddle
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No,

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It's just the idea that I might get dozens of people asking for help every second.

haughty flower
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yeah sure, at 10 am

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how about you say

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"1 request at once"

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"don't be an annoying piece of shit"

prisma saddle
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I'll probably just hope no one scrolls up ;3

royal wave
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I wish I could say "Don't be an annoying piece of shit" to a lot of people

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well i don't wish, i do

wooden portal
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I'm sure a lot of retail workers wish they could say that

royal wave
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just really passive aggressive

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but as a mod I can't do it as much

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I have to pretend I'm not biased

haughty flower
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@prisma saddle can u do mine though

unreal oyster
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[9:25 AM] Miloteza: then just detect if he's crouching nshit```
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you can't detect if the player is crouching

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that's not a thing

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you can use ugly hacks but other than that

haughty flower
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o

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alo why are you using compact theme

unreal oyster
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because it's compact

haughty flower
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๐Ÿค”

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makes sense

haughty flower
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maps and mods

shadow bone
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Anyone want to try out a little mod for me?

unreal oyster
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sure

shadow bone
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It's a mod for the pistol (so far) and a few other things to make it feel more "realistic"

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Very early, very WIP

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Just want to get some general feedback

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Mostly on the aiming and general feel

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GZDoom stable (2.2.0) recommended

unreal oyster
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i feel like my res is fucking this up? ๐Ÿ˜›

shadow bone
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No, that looks normal

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Ignore the numbers, just debugging

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Forgot to dummy it out lol

unreal oyster
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oh i see, for whatever reason i assumed the scope should be on the gun

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but i guess it's a crosshair then?

shadow bone
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Yep

haughty flower
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oh god

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is this the dark souls: doom edition mod

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im making a custom hud

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@shadow bone "sprite names must be exactly 4 chars"

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in your pk3

shadow bone
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What are you using to play? Should work fine on GZDoom stable (maybe Dev editions)

haughty flower
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gzdoom

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2.1.1

shadow bone
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Yeah, you're on an older version of GZDoom

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This is intended for 2.2.0

haughty flower
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fuck

shadow bone
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Sorry ๐Ÿ˜ฆ

haughty flower
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well i'll stick with 2.1.1, fuck it

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no one taking my 2.1.1 from me

shadow bone
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What's wrong with the newer ones? Lotsa new features and bugfixes

haughty flower
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no that's gay

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installing dev version on a diff. folder

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and testing out your pk3

unreal oyster
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miloteza, may i remind you

haughty flower
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yeah yeah warnings stuff things