#classic-doom-maps-mods

1 messages ยท Page 36 of 1

haughty flower
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ok

unreal oyster
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!warnings @haughty flower

elder ridgeBOT
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3 Warnings:

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Miloteza#1375: Insulting Staff - Nov 28
Miloteza#1375: Being hostile to staff. - Nov 28
Miloteza#1375: Hostility towards other users (3rd warning now so watch out) - Nov 28```
haughty flower
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yes

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so now "that's gay" is offensive super wowza coolio?

unreal oyster
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it's not offensive, just rude

haughty flower
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lol ok

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oh man

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i just remembered

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i used to have no idea abut source ports

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and i used to have skulltag

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and thought those "supa kewl" enemies came with the actual wads

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๐Ÿ˜‚

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@shadow bone you should extend the pistol arm sprite, and add limits for the smoothed-moving

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mind if i modify your pk3?

shadow bone
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Sure, go 'head. Can't promise I'll keep all the changes but if I do it'll go in the credits ๐Ÿ˜‰

haughty flower
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i'll just be extending the sprite arm

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and uh

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making a realistic shotgun

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and modifying the status bar

shadow bone
haughty flower
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too lazy

elder ridgeBOT
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I am A78901, a fourth generation AI personality.

haughty flower
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's dat better

shadow bone
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Cool.

haughty flower
shadow bone
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No problem.

haughty flower
unreal oyster
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second one looked better than that

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you're overcomplicating it with the diagonals at the top imo

haughty flower
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there

shadow bone
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Trying to evoke the classic alpha helmet?

haughty flower
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not really

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just doing normal helmet hud

shadow bone
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Fair nuff, just reminded me of that

haughty flower
unreal oyster
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is that from doom delta or just a screenshot of the alpha?

haughty flower
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its the alpha

unreal oyster
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well yeah but there is a mod called "Doom Delta" which ports a lot of the alpha/beta stuff to zdoom

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it looks like the alpha though looking at it now

haughty flower
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in the face menu

shadow bone
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Just out of curiosity, why are you using my mod as a base for this?

haughty flower
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because i want you to add it to your mod

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because it looks more realistic than the actual hud

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plus i'll probably add some helmet visor thing

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on the center and corners

shadow bone
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Well, just be aware that the mod isn't nearly finished. Maybe make it like a mutator that loads on top, so when I do a general public release people can use it?

haughty flower
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no idea of how to do that

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i can put it into a separate pk3 tho

unreal oyster
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well to be fair @haughty flower the most "realistic" type of hud for most FPS' would be no HUD at all lol

shadow bone
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That's what I mean

haughty flower
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oh ok

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but

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probably people won't notice it

shadow bone
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I can put a link to it when I do a release.

haughty flower
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also i'm gonna

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add some stuff from the

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alpha hud

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@shadow bone

shadow bone
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Cool

haughty flower
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im gonna edit the bulle tthing

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to be like the beta

unreal oyster
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er, maybe you could do that yourself @haughty flower

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considering you are the one making this hud

haughty flower
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no because idk how because i am stupeed

unreal oyster
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look it up on the wiki then

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ยฏ_(ใƒ„)_/ยฏ

haughty flower
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no

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i'm not going to learn some shit jsut to edit ammo numbers

shadow bone
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My mod doesn't use "clip" for the pistol ammo, it uses a new ammotype

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The default hud only uses the "clip" ammo, so until I get around to that it's not gonna show up in the hud

haughty flower
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ye

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you'll have to edit STBARINFO to get the ammo thing showing tho

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you can just delete the ammo numbers from STBARINFO if you can't find a way to put your custom ammo in there

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so it'd be temporarily empty

shadow bone
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Yes, I know. I haven't gotten that far yet.

haughty flower
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since player height is realistic, you eat the whole exit sign

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with french fries

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and ketchup

shadow bone
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This is super-pre-alpha, you know.

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I only really posted to see what people think about the sight system

haughty flower
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and yeah i know

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i jumped against a wall and now i'm spiderman

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this is a cool mod

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not being ironic

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wait

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i'm stuck on the current sector height now

shadow bone
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Dunno why you'd be stuck to the wall, I didn't put anything like that in there

haughty flower
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i'm not stuck

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now i'm floating

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i can walk around

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everytime i jump i don't lower

shadow bone
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Haven't noticed that on my end. Maybe it's a bug with Nashmove (the movement system I'm using)

haughty flower
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wait

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nashmove

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never heard of it

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oh

shadow bone
haughty flower
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also nevermind

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i didn't eat the exit sign

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it was because of the jump bug

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im bored

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there was a jumping bug, i think

haughty flower
inner fulcrum
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@dawn saffron I'm awake

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Looking forward for stream

haughty flower
final remnant
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sorry to barge in, but question: whats the most-used utility for map building these days? last time I took a look it was DoomBuilder, is that still true?

inner fulcrum
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GZDoom Builder is where it's at now

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Doombuilder is WAY outdated

final remnant
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alrighty, I will look into that then

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thanks

inner fulcrum
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np

dawn saffron
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@inner fulcrum are you gonna be around in an hour or maybe a bit more?

inner fulcrum
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Ye

dawn saffron
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cool

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gotta buy food for the wewkend and then i'll stream

weak lodge
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oh shit i forgot that i now have to redo my classic episode all over again because i left the files on my old computer which broke

unreal oyster
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hard drive not salvagable?

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if it wasn't a hard drive fault you can just take it out and put it into your current PC

weak lodge
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one of the screen hinges fucked up and i'm not going to risk damaging it even further

unreal oyster
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screen hinges?

weak lodge
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like

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one of the pieces of the laptop like lifted up

unreal oyster
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sorry about the link getting removed, there's a cooldown of 20s

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oh ok it was a laptop

weak lodge
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yeah

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the first map is on the zdoom forums

haughty flower
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gutawer

unreal oyster
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yes...

dawn saffron
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where can i get your wad?

inner fulcrum
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Gonna update link since I've edited the Status bar graphic

dawn saffron
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do i need something other than your wad and does it use coustom music?

inner fulcrum
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Ye, It's a Christmas midi, Noel

dawn saffron
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good

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waiting for link then

dawn saffron
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doom 2 or doom 1?

inner fulcrum
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DOOM II

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It's one map long

dawn saffron
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alright, i'm good to go then

inner fulcrum
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brb, fixing mistakes.

haughty flower
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recreating map01

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except shit edition

unreal oyster
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why?

haughty flower
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cause i'm bored

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and i want to map something

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@unreal oyster how's it lookin for now

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sorry for mention btw

unreal oyster
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looks like an untextured pile of shit that doesn't need to exist

haughty flower
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i'm not texturing it

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it's just the map layout

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i'll texture it when the shit is actually finished

shadow bone
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I love version control

royal wave
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I seriously need to learn git

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It's been really really daunting to me

weak lodge
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don't you love it when you move a line in gzdoom builder and it fucks up the whole sector

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uhhhuggughh

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how the fuck do i prevent that

royal wave
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use the new sector tool

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it'll fix it

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maybe some more fixing of textures

shadow bone
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@royal wave Best way to learn git is to set up a dummy repository with some random text files and just start changing things.

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I'm no expert but I'd be happy to help you learn

royal wave
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I'll take you up some time then

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Not right now, not in a situation where I can really do much of anything

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but thank you for the offer!

weak lodge
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i'm making a dm map inspired my underhalls

royal wave
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That sounds cool

weak lodge
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uhuhuhuhh ffuucck

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how the fuck do you fix that

shadow bone
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Uh, Ctrl+Z to undo whatever you did.

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Other than that, I dunno.

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Are you using GZDoomBuilder?

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It's usually pretty good about avoiding that kind of thing.

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Ah, you are.

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Nevermind

haughty flower
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Guys, i have an map pack concept

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I need opinions

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Typing it out soon

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so, i was gonna make a good map pack until i had the idea to.. change doom 1 and 2's maps into some more destroyed things. As in, you return.

haughty flower
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@unreal oyster wanna test my... first good map?

unreal oyster
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yeah, gimme the wad and i'll give it a go later today

frank basin
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@royal wave Best way to learn git is to put some code made by sweat and hard work without backups elsewhere. That's a real nice motivator to get everything right.

dawn saffron
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@haughty flower do you need more playtesters? i would gladly play your map on stream

haughty flower
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no need to stream @dawn saffron

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it's really small

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but if you want i can DM you the file

dawn saffron
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no, the question is, do you want to watch me play through it

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or not

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but sure that's becoming sort of a tradition to stream a level of doom before commiting to a different game

dawn saffron
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@haughty flower i'm gonna be streaming in 5-10 mins

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haughty flower
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the chaingunners are on a 3D platform, not straight into the sector

frank basin
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hmm

haughty flower
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it's not perfect, but i've never actually finished an gameplay map

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only some test stuff and i've deleted my whole maps folder i had some time ago

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i just found out that making a doorframe is better than just straight out a door

haughty flower
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i just finished a new map

haughty flower
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Well once I ca, I will post my first map that I made last month.

haughty flower
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like where?

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i just played it and i seems to end very quickly

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i messed it up. i need to change the PK3 because it seems that I messed it up in a way that makes it not work.

haughty flower
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I don't know where you screwed up on

haughty flower
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What do you mean? I loaded the PK3 wrong earlier and the map just wasn't there when i uploaded it the second time.

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If it was meant to load on map01 for that time being I would have already figure out what slot it went over.

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A good chunk of us has Doom front ends.

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Now I might have downloaded it right before you realized what you did wrong therefore not seeing where you messed up.

haughty flower
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Ahh. Sorry.

haughty flower
hazy lantern
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SnapMap Update: 30 LAZARUS LAB-THEMED MODULES!

glass jetty
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So...

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20 gigabyes update ?

haughty flower
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what

haughty flower
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Like I have the hard drive space for it currently.

unreal oyster
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i'm getting 3.75 tb of hard drive space on my new pc lol

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750gb of which is SSD

haughty flower
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I going to bump my 1tb hdd to something bigger. That also includes my 128gb ssd.

haughty flower
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ok so

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essentially my issue is

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im trying to figure out these fuckin doors

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and whenever i press USE on it it closes and opens JUST SLIGHTLY

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not even fully

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ive looked at the tutorial

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and it didnt help

royal wave
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are you sure you're using the correct action

haughty flower
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yes

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exactly the one he stated

royal wave
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you lowered the ceiling and not the floor

haughty flower
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yes

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i did eVERYTHING
he wanted

royal wave
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there should only be two lines that are green?

haughty flower
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yes

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2

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lines

royal wave
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is there a raise by value or lip value?

haughty flower
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...

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what???

royal wave
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when you edit the line defs

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is there a raise by value or lip value

haughty flower
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value??????????

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i dont know???

royal wave
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number

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that menu that pops up when you edit line defs

haughty flower
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what number

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do you want tho

unreal oyster
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@haughty flower this is much easier if you provide screenshots

haughty flower
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kk

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i'll show how much it opens and closes via screenies too

unreal oyster
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ok, cool. now could you give a screenshot of just the door overhead view, with no menu in the way?

haughty flower
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oh

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uploading slows my pc down like a fucker

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ok nvm those dont really show much

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hang on

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does this suffice

royal wave
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Is the ceiling not lowered through the floor?

haughty flower
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the ceiling is 0

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the floor is 0

royal wave
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hrrrnnn.... I'm to used to doing things in UDMF

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@unreal oyster any ideas?

haughty flower
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udmf?

royal wave
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Universal Doom Map Format

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another huge improvement to the doom modding scene

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Pros: Allows complete access to the modern source ports tricks, and is twelve billion times more flexible

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Cons: Will not run on classic ports

haughty flower
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learning modding is NOT fun i can tell you this much lol

royal wave
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From a beginners perspective no

haughty flower
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hey

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would it be possible to take all of realm667's bestiary

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compile it into one wad with slade

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and be able to run it?

royal wave
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Yeah

haughty flower
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oh shit

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surprised no one has done it

royal wave
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Aeons of death probably has actually

haughty flower
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yeah

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along with more shit

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lol

royal wave
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except that's not really "Realm667"

haughty flower
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aeons is fucking broken

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i cant even run the piece of shit

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the data doesnt work

royal wave
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shrug

unreal oyster
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aeons of death is garbage

frosty path
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i tried it

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it's well done

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but jesus christ

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i don't even know what i'm playing

unreal oyster
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you're playing a cacowards "worst wad" winner

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it's such a goddamn mess it literally got called the worst wad of 2010 for being such a mess

frosty path
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i know

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it's a mess

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note that i dont like it too

haughty flower
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@haughty flower sector mode, select door sector, shift + D

drowsy forum
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@haughty flower I can help you with AEoD. Yes, yes, I know, a lot of people think it's garbage but to this day I'm still maintaining it.

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Just like I am with D4D, I'm never going to abandon them.

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Also @unreal oyster a long time ago, it was a mess indeed. We've cleaned shit up though since then.

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We've dumped all the realm667 monsters.

haughty flower
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oh excellent to know

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i just cant seem to run the data wad

drowsy forum
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What problems crop up, and are you on 6.04 or whatever the fuck I had it on last... lemme look...

haughty flower
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im usinig gzdoom

drowsy forum
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Right but what version?

haughty flower
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alpha

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latest

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latest alpha

drowsy forum
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Ah the DRD builds. Okay, what crashes? Or what's the load-up problem?

haughty flower
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uh well

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im not at home rn

drowsy forum
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Tell me when you next run it and I'll help you out.

haughty flower
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so i cant really tell you that thiing

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aight

hoary tulip
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Zscript's introduction may mess older mods

drowsy forum
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Yeah. I've been working on fixing all that crap in both mods. It even messes with D4D. That's why I spent the past few months maintaining D4D in zscript lately.

haughty flower
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hang on major\

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are you working on an alpha build or waiting til the next gzdoom update

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because i dont think its ever going to update any time soon

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like ever...

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I wonder.... Hmm...

hoary tulip
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I'm waiting for ZScript myself to launch updates to my mods

drowsy forum
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Alpha build of... ZScript?

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@haughty flower it'll update soon. Graf recently fixed something stupid with multi-dimensional arrays in zscript, it's all a matter of when he actually merges it into GZDoom.

I grew tired of waiting myself so I compile GZDoom now. I don't wait.

unreal oyster
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Oh ok @drowsy forum I may have to give it another go heh

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Also, nice to see you in here

haughty flower
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hey, I have a question about A_ActiveSound. who can help?

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not that i can help but what's the question @haughty flower

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I have a A_PlaySound parameter in one of DECORATE entries and I want to make it play at random llop cycles. for example every 10-20-50 cycle. I've lurked Doom wiki and I can't find anything like this

blazing blade
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Hey guys. I'm new to mapping in Doom Builder and I'm always having trouble with doors, sometimes I make it work, but most of the time when I try to test the level and I go to open a door the door texture moves slightly but doesn't open. Then after a while it plays the door closing effect and it goes back to normal. Like in the video file provided.

Nothing comes up when I google it, so I turned to you guys. What causes this?

unreal oyster
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@blazing blade mind uploading that vid to vid.me or something

blazing blade
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Sure

unreal oyster
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@haughty flower you'll need to use A_Jump's chance parm to randomly skip the A_PlaySound command sometimes

haughty flower
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oh yeah

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A_Jump is used for switching states or randomizing

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so i need to make something like this: "CIV2 E 0 A_Jump"?

unreal oyster
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uh, no - you need something like A_Jump(230) or something

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that will jump 230/255 times

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meaning that the sound will only play 25/255 loops

haughty flower
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basically 255 is 100% and 1 is 1%

unreal oyster
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1 isn't 1%

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1 is 1/255

haughty flower
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yeah but practically

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well, I will try it. thanks

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oh whatever

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i dunno

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i'm confused, i thought it was a chance to @unreal oyster

unreal oyster
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wut?

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in A_Jump 256 will always jump (the default) while 0 will never jump

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so 230, for example, will has a 230/256 of jumping

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=wolf simplify 230/256

pale rainBOT
unreal oyster
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so 89.84%

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okay @blazing blade i've had this problem before, make sure all linedefs are pointing in the correct directions

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and try using the "make sector" tool on the door's sector and the surrounding sectors

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if that all fails, then just rebuild the door

blazing blade
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The correct direction is outwards, right?

unreal oyster
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yes

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could you give a screenshot of the doom builder window?

haughty flower
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but what's with string state?

unreal oyster
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?

haughty flower
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Script error, "CIVMALE.zip:decorate" line 25:
Expected ',', got ')'.

unreal oyster
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uh, could you post line 25

haughty flower
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ok, something works. thanks

blazing blade
torn timber
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I wonder if it has anything to do with those small triangular sectors on the sides of the door

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if those aren't going to open,

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just delete the sectors, and redo the textures on the walls

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it might be trying to move to the height of those sectors

blazing blade
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Yup, removed the triangle sectors and now it works.

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Thanks!

torn timber
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that's what I thought

unreal oyster
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yeah that would have been my guess too, minesae beat me to it heh

torn timber
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they try to move to the nearest sector height I think

unreal oyster
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;zdoomwiki_search a_jump

edgy grottoBOT
unreal oyster
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alright that works now

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cool

neat oxide
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Links to A+Jump, not A_Jump

unreal oyster
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and...?

neat oxide
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And there's no wiki page for A+Jump

unreal oyster
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oh, it should be linking to A%20Jump, woops

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easy fix

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;zdoomwiki_search A_Jump

edgy grottoBOT
unreal oyster
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there we go

neat oxide
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Good now!

unreal oyster
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;zdoomwiki_search a jump

edgy grottoBOT
unreal oyster
#

oh well

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i cant fix that

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;zdoomwiki_search "a jump"

edgy grottoBOT
unreal oyster
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that works though

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so whatever

haughty flower
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something is screwed up

unreal oyster
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lemme take a look

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which line are you trying to jump to @haughty flower

neat oxide
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I assume line 25

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Or rather, over line 25

unreal oyster
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putting "25" in doesn't mean "jump to line 25"

haughty flower
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yes, to line 25

unreal oyster
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it means "jump 25 states ahead"

haughty flower
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ok, I understand

neat oxide
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Also note that "Loop" doesn't count as a state, so using A_Jump(170, 2) will jump straight into Pain state.
Use A_Jump(170, "See").

unreal oyster
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oh yeah good point

neat oxide
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@haughty flower To simulate a pause in execution, add a state that repeats same sprite that was before it, and set duration in tics. Like "####" "#" 35, which would make object appear doing nothing for 1 second.

unreal oyster
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if you are wondering what "####" "#" actually means, it basically says "inherit the last state's sprite"

haughty flower
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ok thanks

drowsy forum
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Thanks @unreal oyster. Yeah. I promise, it really has evolved from what it used to be.

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In fact, now you can switch on and off whatever mode you like.

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(Ignore the fact that doomguy's face is there.)

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In good time you'll be able to even arrange what weapons you want to come first.

hoary tulip
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How did you do that?

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I've been wanting to make such a thing for a long time

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Is it some script changing the priority property based on a cvar?

drowsy forum
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You can't change the priority property. You basically have to rebind the keys, pre-zscript. However, since zscript is coming and there's a way to detect weapon changing, I'm going to port it over to zscript and drop kick the acs side of it for good. That way you don't have to rebind the keys.

unreal oyster
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is zscript mostly just a decorate clone right now? i was following the zdoom forum thread but it became too long so i stopped following it lol

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super stoked for its final form though

drowsy forum
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It can do much more than Decorate now. ๐Ÿ˜‰

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Like, you can make your own functions and crap now. Weapons can finally have their own local variables along with inventory items. You can even access those variables too from other things.

unreal oyster
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ah, cool

drowsy forum
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I've been working to slowly update the documentation on the zdoom wiki. Doing this on my own is taking a good while.

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It's annoying.

unreal oyster
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i'll have to check it out at some point, i may rewrite my ACS stuff for jimmy's project A Boy and His Barrel to use ZScript at some point

drowsy forum
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Do it. It's worth it.

But yes. AEoD has evolved from the shitstain it used to be into something far better, I can promise that much.

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There's even a joke mode in which the joke characters are so if you don't like redneck rampage, shut'em off there. However taht means you'll be missing out on some powerful joke weapons.

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Like the popcorn gun. Instantly kills clown enemies. Ripped right from Happy Time Circus 2.

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๐Ÿ˜›

unreal oyster
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well idk if an ACS -> ZScript port for the stuff i've done is even plausible/possible, the stuff i've done is basically code for bouncepads (portal 2 style) and pressure plates

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all of which is mostly hacks because the doom engine

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lol

drowsy forum
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If they're actors, it's perfectly doable.

novel isle
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BTW Cooke, is the WhenAttacked/Damage stuff in ZScript still going to be a thing?

drowsy forum
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No. Instead, he's going to implement P_DamageMobj virtual directly.

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Well, kinda.

unreal oyster
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oh no, the bouncepads/pressure plates are part of the map geometry

unreal oyster
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my idea was kinda to detect if the actor was on a bouncepad or pressure plate in the actor's definition rather than in ACS

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since it would lead to a lot less hassle

drowsy forum
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That wouldn't be hard.

unreal oyster
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i'll have a look into it once ZScript is able to acces map data

novel isle
#

I wonder if there's a way to know if the attacked target was directly hit but took 0 damage [like so you can display a special message that says "No Damage" or something, or prevent it from bleeding if it normally does].

unreal oyster
#

or is that a thing now?

drowsy forum
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You'd just need an actor to sit on top of the plates.

#

@unreal oyster It is a thing now, somewhat. I don't know how far along it is, but there's definitely access to some map content. You'll have to check inside the (g)zdoom.pk3 inside the zscript definitions. Check the comments carefully though, some of them are clearly unfinished.

@novel isle DamageMobj has always returned the damage dealt as an int.

#

So if it didn't hurt them at all, it returns 0 or -1.

novel isle
#

but ZScript will allow you to check that for use with other stuff, or is it already possible to do that before ZScript. I have this "evasion" mechanic, and it would be nice to have a thing like "dodged" or something pop up when the player's evasion is what saved them from damage, instead of the player being left confused to why they didn't take damage even though they got hit dead on by something like a Baron ball or rocket. ๐Ÿ˜›

drowsy forum
#

That type of situation you'll want to rely on things like SpecialMissileHit. Which is what the bloodscourge projectiles do.

#

And that's zscript only.

#

Well, I take that back.

#

I think you can do it now, but... actually wait, it's a virtual.

#

Yeah it's zscript only.

novel isle
#

it would have to apply to any form of damage though in my case, not just traditional projectiles [like melee damage, hitscan damage, damagefloor damage]

drowsy forum
#

Including explosion?

novel isle
#

yes

#

AoE damage too

#

basically any form of damage

drowsy forum
#

Yeah you'll need the DamageMobj as a virtual. This makes me curious how hard it would be to convert it now since he's just talking about 'DamageMobj' and not P_DamageMobj...

novel isle
#

yeah, the mechanic I'm talking about is already in, my only real remaining issue is that the player always knows if they've been hit, even if they weren't actually hurt [like if they were hit from behind, but took no damage, they might not necessarily know something else is there until they get hit again and actually get damaged that time since the evasion mechanic didn't "block" the damage]

#

that's why that WhenAttacked thing interested me so much

#

it reminded me of the htextra struct in EDuke32

drowsy forum
#

You want the missile to pass through them?

novel isle
#

no, it hits them, but the damage is blocked by the mechanic. Think of RPG games where you can some times "dodge" or the attack "misses" even though it looks like the attack hit them dead on. That's what I'm doing.

drowsy forum
#

Yeah I know. But I always found it weird they 'dodge' it despite the projectile impacting and 'dying'

#

Makes more sense to me if it goes through them instead. ๐Ÿ˜›

novel isle
#

true, but that's how I have it working

#

wouldn't work. The evasion chance is calculated each tic, so you're not gonna be "evasive" long enough for the projectile to fully pass through

drowsy forum
#

That's what SpecialMissileHit is for.

#

shrugs

#

@novel isle SpecialMissileHit is used for that very purpose.

#

It's like trying and failing to pick up an inventory item.

#

Yo can't pick it up again until after you stop touching it.

novel isle
#

well if it applies only to missiles, that still doesn't look like it'd cover other types of damage, like being hit by a melee attack or whatnot

drowsy forum
#

It's a per-missile basis, not victim.

#

It goes on the projectiles, not the victims

novel isle
#

yeah, but would that be applied to hitscans and melee, because I don;t think those count as projectiles last I remember

frank basin
#

Well clean some stuff out

drowsy forum
#

wtf

#

vega deleted my post?

novel isle
#

sorry if that's a bit confusing Cooke. The idea behind the mechanic is that the evasion chance rolls each tic, and if it's positive, it gives you a PowerProtection that fully negates all damage during that tic, to emulate "dodging/evading"

drowsy forum
#

Oh come on vega stop eating my damn post!

novel isle
#

o.O I'm seeing it pop up for a moment and vanish

#

so it's not just you

frank basin
#

Yeah so vega has a few weird anti-spamming rules set up

novel isle
#

something tells me VEGA doesn't like ZScript :V

frank basin
#

Too many of the same character in a message for example

drowsy forum
#

An exception needs to be made for code blocks using the discord feature...

#

Anyway, melee is perfectly doable. This is the pinkie demon's melee attack.

novel isle
#

and so you'll be able to edit these in ZScript basically?

drowsy forum
#

Kinda. You have to make your own in a way. It's not hard though.

#

You can definitely make a check for the dodge token and add a chance for it to just not do any damage.

novel isle
#

well the method I did for the actual blocking of damage is very simple yet very universal. It's just the indicator to the player they got hit but took no damage is the remaining issue at the moment

drowsy forum
#

Hitscan's also doable. A bit trickier though.

#

Hmm. Also take note that the player gains JUSTHIT every time they take damage.

novel isle
#

it's a flag, right?

drowsy forum
#

Yeah. You can clear that off if needed, whenever.

novel isle
#

JUSTHIT is only if they actually take 1+ damage though?

drowsy forum
#

No. When pained.

novel isle
#

oh

drowsy forum
#

Er, actually...

#

When they poceed to do the painchance, regardless of being pained or not.

#

But that itself might be a problem based on if they have NOPAIN or a projectile has PAINLESS.

novel isle
#

Trying it out, it looks like for the player JUSTHIT doesn't go away once activated o.o

drowsy forum
#

You have to remove it manually.

novel isle
#

figures :V

#

I don't think ACS lets you change flags directly either

drowsy forum
#

Nope. But ZScript does. :B

novel isle
#

figures :V

drowsy forum
#

Except a couple.

novel isle
#

whoops :V

novel isle
#

@drowsy forum still didn't help though because I guess you have to take some kind of damage for the flag to activate. Would "JUSTATTACKED" be any better to try over "JUSTHIT"? I saw that in the flags list.

drowsy forum
#

No.

#

That's for whenever an actor enters a missile state.

#

Now, what particular area are you trying to cover, explosion damage or a missile actually hitting you?

novel isle
#

ok

#

taking any kind of hit

#

but I doubt this can be done right now without trying ZScropt

drowsy forum
#

Yeah.

novel isle
#

*ZScript

drowsy forum
#

So do you basically not want the player to react?

#

If so, could give the player NOPAIN and INVULNERABLE.

novel isle
#

no, when hit by any source of damage, I want it to track how much was done, including 0 damage hits, and if the hit did 0 damage, I can make the game show a message that you took no damage from the hit.

#

I've done it in my EDuke32 mod before

drowsy forum
#

Yeah, you need zscript for that.

novel isle
#

alright then ๐Ÿ˜ฎ

drowsy forum
#

Or do a health/armor check.

#

If it hasn't dropped any, there you go.

novel isle
#

yeah, but the core thing is I need the code to know I was hit, regardless of if it did any damage, more or less, and I guess ZScript will be able to do that

#

sorry for the lack of immediate response. Sometimes it feels like even my most simple explainations are still to hard for some people to fully interpret. x.x

drowsy forum
#

+ALLOWPAIN and/or +CAUSEPAIN can help there too.

#

ALLOWPAIN allows entities that absorb the damage to enter pain states as long as the damage was 1 or more. It cares not if the damage was absorbed.

#

Same for invulnerable actors.

#

Then you can use JUSTHIT to your advantage.

#

CAUSEPAIN will always invoke the chance to do pain which gives JUSTHIT as well.

novel isle
#

ALLOWPAIN is set on actors, and CAUSEPAIN on projectiles, right?

drowsy forum
#

Right. CAUSEPAIN works with <= 0 damage.

But ALLOWPAIN works on ORIGINAL damage > 0. As long as the original damage was 1 or more, it won't matter if it was absorbed or blocked by invulnerability, etc.

novel isle
#

so now I got a possibly odd question to ask with ALLOWPAIN. Since they'll go into the pain state, is there a way that when they do that, the game can "remember" the previous state before they enter their pain state and then get set back to that state after the pain stuff runs [instead of going to the usual "see" state or whatever the DECORATE coder set at the end of the Pain state]. I'm asking this since making the player appear to "flinch" if they take a 0 damage hit is weird from a visual perspective, and it might unset their current animation too.

I'm still probably making this sound more complicated than I think it is.

#

also I'm assuming this would require ZScript though now that I think of it

drowsy forum
#

It's possible but also extremely tasking. For that, I'd wait for ZScript.

#

Yes.

#

Wait for him to at least implement the virtual override.

novel isle
#

yeah I've waited a while, so I can wait a while longer :V

drowsy forum
#

Or you could do all your important stuff in overlays.

#

Overlays are never interrupted.

novel isle
#

Well I've hardly worked in Overlays so far, and I thought they were meant for weapons specfically though

drowsy forum
#

I use them for behind-the-scenes actor processing. Look at the Doom4Player in D4D.

#

It's how you can triple jump and does all the cooldowns.

#

Hell, even ledge grabbing.

novel isle
#

gonna be honest, I haven't played D4D yet >.>; been too busy with other stuff to play many other mods, so it's nothing against anyone specfically. So much mod-testing on my end doesn't leave a ton of time to play with other mods. x.x

drowsy forum
#

Heh. Understandable.

#

I haven't played any other mod lately either.

#

That'll give you an idea on how overlays work though.

novel isle
#

I'm surprised I still have any vanilla Doom experience left over :V

#

but yeah, I'll try to give that a looksie though

#

I kind of wish there was a way to print out in the console the Info of the player actor you're controlling though

#

like how "info" works on monsters/etc

#

or get the "PrintInv" for the monster you're looking at

drowsy forum
#

Suggest it.

#

On ZDoom forums.

novel isle
#

I forget if I tried that before or not with one of them, but I'll try to do that later

novel isle
novel isle
drowsy forum
#

She's a bit of a mind reader, that one. ๐Ÿ˜›

hoary tulip
#

I wonder if Eruanna took Public Relationships or Customer Support-related classes

haughty flower
#

so

#

does anyone have any ideas for me on what to code?

#

no? ;_;

neat oxide
#

Code tic tac toe

haughty flower
#

nah

#

i already got an idea

neat oxide
#

Lemme guess

haughty flower
#

?

neat oxide
#

Crematorium?

haughty flower
#

not a cremator

#

nope

neat oxide
#

Gah

haughty flower
#

doom but bullet hell

haughty flower
#

what can i use to make an enemy fire a custom missile?

#

A_FireCustomMissile gives errors and A_FireMissile doesn't work.

haughty flower
#

nerfed the fuck out of the combat shotgun in my mod

#

10 round tube capacity reduced to 6 in exchange for +10 pellets fired

#

so it goes from 15 to 25

#

@randomstuffican'ttypeoutbutineedtocopypasteitbuti'mtoolazy what mod?

#

Insanity's Requiem Mk.2

#

what's the purpose of it? ๐Ÿ˜„

#

its a randomizer mod, new weapons, optional monster pack that balances out said weapons

#

sounds great

steel onyx
#

That name

#

Pls

haughty flower
#

eh

#

thought it sounded cool

#

oh

#

for me its in olde english font

steel onyx
#

Uh

#

Nice name

haughty flower
#

rip

steel onyx
#

Anyways yeah

#

General

#

Shush

haughty flower
#

better?

#

tbh i thought you were talking about the name of my mod >_>

#

I'll be honest and admit its not the most original name but

#

play some of the more monster laded mapsets and watch the shitstorm unfold

novel isle
#

@drowsy forum quick-question: could ZScript allow an actor besides the player to become suspectible to damagefloors or at least able to check to see if they're in a sector of that type to run an "emulation" script for similar effects?

drowsy forum
#

That you'll need to ask Graf.

novel isle
#

hm

#

what's the best place to ask? I don't know if making a topic just to ask would make him too happy.

novel isle
drowsy forum
#

Nothing anyone cannot handle with a bit of time and patience.

proper shuttle
#

what's zscript supposed to introduce

#

will it make me able to make better doom mods with blackjack and hookers

drowsy forum
#

You could say that.

shadow bone
#

It's lower-level code than ACS or DECORATE though, so it's going to take more experience and knowledge.

drowsy forum
#

Meaning you should most likely learn to program first. Java or C(++)

#

Learn the concepts at least.

#

Also it's incomplete. If you don't know what you're doing, don't use it yet.

plush sapphire
#

Concept: In Snapmap I am creating a four-player campaign with a bit of a twist where players sometimes become demons... I am at the first occurence of this, where the players all run down a dark hallway (custom geometry) that will teleport them all to the next area. The first player to walk through however is teleported elsewhere for a bit before teleporting again inside of a containment pod with a glass wall covering the opening. An experiment is performed that transforms said player into a Baron. Meanwhile the other players are still trekking forward blasting through demons until the stumble upon the room the Baron has been locked inside of. I want there to be a battle between demon player and human players, but I don't want the demon player killed outright. I want him to transform back to human after reaching a certain health percentage.

Question: How can I detect the demon player's health and change him back once it reaches a certain percentage?

jolly summit
#

@plush sapphire use player's proxy to get the health value, AFAIK the proxy node works no matter if the player is human or demon

plush sapphire
#

That's what I started messing with to try to get it. I have a couple ideas I can try with it too that I came up with while lying in bed (yes I Snapmap in my fucking sleep... I have a problem lol)

#

Last time I sat down at it though I was just not getting it... best I had was having the players kill the demon and retrieve a keycard, but that's not really what I wanted to go for due to the oddness of respawning at the start.

jolly summit
#

who doesn't when you think too much in a certain thing you left incomplete, i suppose 99% of everyone here don't sleep until it is done

plush sapphire
#

Plus I think it'd be better for the "story" if the player returned to human at least this first time.

#

I'll definitely mess more with player proxy... perhaps I can set a filter on it.

#

That would make things easier.

haughty flower
#

so, it's uh.. You return to the ruins of what used to be the hangar, toxic refinery etc. (basically doom 1 destroyed) But the demons settled down and made it their own base. You have to kill them before it gets out of hand

#

format is gonna be a problem >.<

hazy lantern
#

@haughty flower We should talk...

haughty flower
#

@hazy lantern

#

yes?

hazy lantern
#

Wait

#

Please

haughty flower
#

kay

haughty flower
#

and another question. can I easily scale images not via GIMP or something?

hazy lantern
#

@dawn saffron Didn't you make something in GIMP sometime? I don't remember lol

shadow bone
#

What's the context? you can scale textures/sprites in-game with ZDoom's TEXTURES lump, UDMF, and the DECORATE "Scale" actor property.

#

Otherwise you usually need to use an image editor (like GIMP) to scale images.

haughty flower
#

well ok

dawn saffron
#

@hazy lantern no i haven't used gimp for years

#

i use photoshop

#

i have made 16x16 textures though

hoary tulip
trim falcon
#

stay frosty

#

you need to watch shia video

weak lodge
#

looks nice though

drowsy forum
#

@steel onyx So for shits and giggles, I gave Twilight the ability to nom down on enemies (and randomly tossed AEoD on top of it for lulz).

She bit into a Quake 2 tank mini-boss and chewed him into pieces.

So yeah! She's even more dangerous than ever! OM FACKIN' NOM.

steel onyx
#

Good.

drowsy forum
#

Flesh or metal, she will eat them all.

frank basin
#

Fuck yeah ponies ๐Ÿค˜

drowsy forum
#

Now to make it so she can bite down on multiple monsters at once in a group...

frank basin
#

Awesome!

drowsy forum
#

The power of ZScript at my fingertips.

frank basin
#

I should look into that stuff, looks really neat

drowsy forum
#

Fuck yeah it is.

#

AHAHAHAHAHAHA she's eating an alien hulk.

frank basin
#

lmao

shadow bone
#

Is she a model or sprites? I forget

frank basin
#

Lots of sprites

drowsy forum
#

Model.

frank basin
#

what?

drowsy forum
#

Well, rendered out as sprites.

#

I render it out in blender @shadow bone into a set of sprites. Itl ooks much better than actually adding the model into the game.

shadow bone
#

Cool

drowsy forum
#

D'oh shit was so close to seeing her eat Duke Nukem. XD

trim falcon
#

is that a godzilla ?

drowsy forum
#

XD

hazy lantern
#

welp

shadow bone
#

Argh, I haven't seen it yet! Why would you do that?!??

unreal oyster
#

lmao

keen drift
#

I meant this for general oops

frosty path
#

also

#

even tho everyone seems to like brutal doom 64, it doesn't convince me at all

#

i mean

#

its well done i guess

#

but the gore and the game being way harder kind of fucks up the mood

haughty flower
#

Yah, it still needs work. Also the standing still to recover stamina is stupid. It should encourage push-forward combat, glory kills dropping health and armor, and stamina should be increased when you kill enemies,

#

At least in my humble opinion. Btw even though I'm not much of a modder.... I love Doom 4 Doom. Great mod.

vast bolt
#

Thats why I just use the maps and load in Aeod

#

๐Ÿ˜›

#

Monster Directer keeps me on my toes

#

Tho it quickly gets bullshit when you're mauling demons and then it spams tanks in cramped quarters.

trim falcon
#

what to code today ?

jolly summit
#

Hello World script

trim falcon
#

script 1 OPEN
{

Print(s:"Hello World");

}

#

done

jolly summit
#

oboi, u forgot that for MP support u need PrintBold ๐Ÿ˜›

bleak flame
#

What to do today?

trim falcon
#

what possible animation that I should add ?

#

Possible state

  1. idle
  2. walking
  3. running
  4. evading
  5. shooting
  6. melee
  7. death
  8. extreme death
#

this is my list

pallid yoke
#

hmm I am definitly going to be hanging out in here

unreal oyster
#

i'd just suggest don't make limits too ridiculous for this

haughty flower
#

It has to fit within 100x100

unreal oyster
#

100x100 is a little under double the player's size lol

#

that makes no sense

keen drift
#

Can only have an exit and an entrance, no other things allowed

unreal oyster
#

heh

keen drift
#

Okay, so the actual thing I have is this:

#

I think the best way to do the community megawad would be to have the technical limitation of level size (not a specific size, but within a range, probably on the smaller side) and keeping it simple without any complex scripting or anything, just levels, and to keep development to this server, but to make a sticky or something on the subreddit telling people about it with a server invite

#

Or perhaps it just has to be smaller than a certain size

unreal oyster
#

without complex scripting or anything
๐Ÿ˜ฆ

#

count me out then ๐Ÿ˜›

keen drift
#

Idk about that part, but I think it can be imitating for new comers to submit their map when it's going to be stacked up against very complicated levels

#

I guess what I'm saying is that there shouldn't be anything that would feel out of place when compared to levels without scripting

#

Seeing as it's a community thing there obviously won't be that much consistency in terms of themes or whatever, but it would be too jarring for the gameplay to change

#

Keep in mind, I'm not that familiar with doom modding, I just happened to be the one to have this idea

haughty flower
#

TBH i'm not familiar with it either

unreal oyster
#

consistency in theming is so important imo

#

it helps something flow rather than feeling like "just a collection of maps"

#

leaving it out would be a bad mistake

keen drift
#

I guess, but I don't think it needs to very strict

#

We could just stick with doom 1 themes (as in, tech gradually turning into hell)

haughty flower
#

That'd be pretty neat

keen drift
#

I really liked the idea that someone had of tropical/ocean/underwater/Atlantis but I think that would be too much work to be that accessible

#

Plus there would be the problem that a soft blue colour scheme would clash with the monsters

unreal oyster
#

i would be happy with doing something like that tbh

#

and for worries about color schemes, well, just look at ancient aliens

#

it kinda shows that that isn't really true

keen drift
#

Take some doom screenshots

#

Put a blue filter over it so it appears very blue

#

Then superimpose unaltered monsters

#

Post results

#

I'm open for it if it can work

unreal oyster
#

or don't because why the fuck would that be how it looked

haughty flower
#

I'll try it out

keen drift
#

Or I guess you could you could just take a spritesheet and colour the background blue

unreal oyster
#

blue and purple aren't exactly "normal" doom colors

#

but boy do they work when used right

keen drift
#

Oh that's really good

unreal oyster
#

yes, it is a cacoward winner

#

;idgames_search aaliens

#

huh

#

bots down

#

lemme check on that

keen drift
#

I have it downloaded, I just haven't played it yet

#

I think this would be less of a blue purple and more of a blue brown though

unreal oyster
#

i have no clue what turned the bot off but it's back up now

#

;idgames_search aaliens

edgy grottoBOT
#

By: Paul "skillsaw" DeBruyne

Uploaded on: 2016-07-17

Description: "Ancient Aliens is a megawad featuring 32 colorful, action-packed maps for Boom compatible ports. Go on a journey to discover the truth about the enigmatic origins of human civilization... I'm not saying it was aliens, but... the truth is out there."

Rating: 4.3867```**Download "Ancient Aliens" here:**
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/aaliens
unreal oyster
#

there we go

haughty flower
unreal oyster
#

see that looks shit but that isn't what an atlantis themed wad would look like

#

hey @prisma saddle just wondering, you any good at drawing weapons?

haughty flower
#

Somebody mentioned about turnign doom screenies blue and putting monsters over it

unreal oyster
#

because i'd totally be happy to make some weapons for this i guess

#

if we wanted that

haughty flower
#

I think that would be pushing the begginner-friendly thing a bit far

#

Or maybe not, I don't know

unreal oyster
#

eh if you are going to limit it to beginner-friendly it's going to end up bad

#

beginners just don't make good maps

#

ยฏ_(ใƒ„)_/ยฏ

haughty flower
#

I thought this was open to newbs tho?

unreal oyster
#

idk but in my advice, opening up to newbs is fine but seriously don't be too liberal with that

#

moderation will be necessary

#

else the end product will be filled with square rooms, boring texturing and imbalanced gameplay

#

just sayin'

haughty flower
#

Fuck it ima try making something for fun

keen drift
#

I really don't think that the mod needs new or reskinned weapons

#

There is definitely an issue of feature creep

#

And I think it's best to just keep things simple

haughty flower
#

Is it possible to get a DOOM 1 megawad to have more than 4 episodes?

#

I'm not planning anything like that, I was just curious

trim falcon
#

I think so

#

you need to mod it

#

How did you make that image below ?

#

a mod or just a pic ?

haughty flower
#

What image?

haughty flower
#

Oh, thats just a screenshot from one of doom 1's Hell levels with a blue filter ontop of it and an imp sprite pasted ontop of that

trim falcon
#

i see

#

I though its a mod

haughty flower
#

I looked into it, looks like you can on certain sourceports

haughty flower
#

so...........

#

how do i add custom midis into a map

trim falcon
#

make a lump that have the same name as the original midi name

royal wave
#

@haughty flower Yes, you can define new episodes to be added to Doom 1 and Doom 2 maps

haughty flower
#

Neat

royal wave
keen drift
#

@haughty flower doom the way id did: the lost levels has 6 chapters

haughty flower
#

I've been meaning to try that one out

keen drift
#

It's pretty good

haughty flower
#

Wait what?

#

Payday?

royal wave
#

Friend loves payday

haughty flower
#

ironically right now a quake 3 mod aimed to be the complete opposite of that has launched a kickstarter last night

royal wave
#

complete opposite?

haughty flower
#

but yeah i can see some pontental in that

royal wave
#

What's the opposite of Payday? you play as cops?

haughty flower
#

like you dont play as the criminals

#

yes

#

like swat or rainbow six

royal wave
#

ah coolio

#

I should play with the quake 3 engine some day

haughty flower
#

if anyone wants to help me with my newly again started project "Monter" I'm still looking for mappers to help me do some mapping, DM me if you have ideas or want to help (no, this is not me being lazy, this is just if you want to help the 2-man team make a good addon). It's in gmod, and it's supposed to be some deathmatch addon

trim falcon
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anyone know how to give TID to monster properly

pallid yoke
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Hey would anyone here know why textures would appear differently in doom builder but not when I am in GZDoom?

trim falcon
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screenshot

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my theory

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you loading the wrong wad

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or wad conflict

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some textures name have the same name

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end up replace the original one

pallid yoke
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hmm its consistent through the level and seems to go away when I delete the wall and make a new one. weird

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not replacing anything and very sure its the correct wad.

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ill get a screen shot. going to be doing some doom mapping tonight.

ornate lance
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Also anyone knows which port could handle this type of shading?

trim falcon
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GZDoom

pallid yoke
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I use dynamic lighting almost exclusively in GZDoom

ornate lance
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Tnx for the advice

pallid yoke
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its happening a lot. in the level actually

ornate lance
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Youch

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Had that happening to me quite a lot of times

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While using anything other than gzdoom

trim falcon
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did you autoload something ?

ornate lance
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Nop

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GZDoon just rendered the textures correctly

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Zandronum crashed for some reason ๐Ÿ˜‚

pallid yoke
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GZDoom is just not showing it with the alignment I see in editor its weird

ornate lance
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You use DoomBuilder

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I use Slade

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Less flunky controls tbh

pallid yoke
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I cant think of an editor without funky controls ever..

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lol

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is there a solution to this texture issue?

ornate lance
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Try out different ports

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One of them is surely going to align the texture correctly

pallid yoke
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everything I am doing is dependant on GZDoom

ornate lance
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Ah

pallid yoke
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scripts, lighting

ornate lance
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Idk then

haughty flower
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i use slade too

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doombuilder is...

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a bit too complicated

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same w/ gzdoombuilder

ornate lance
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Ikr

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Slade is rather easy to manage

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Plus you can edit your wad

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Not just the map

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You can change everything rather quickly

pallid yoke
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I dont mind the complexity too much. It seems pretty straight forward I think

ornate lance
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Sfx, bgs, textures, you name it, you can change it

pallid yoke
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that does sound cool

ornate lance
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Yeah

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Also you can import custom monsters easily

pallid yoke
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maybe the rpoblem is I need to be using GZDoom builder

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I am still using normal doom builder

ornate lance
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GZDoom Builder? For GZDoom? Yeah

pallid yoke
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holy crap I was using some old shit the new version is sick XD

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looks like its as complex as Unreal 4 lol

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I was dumb for not upgrading XD

foggy escarp
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To run this wad, you need to use GZdoom, Hardware renderer. no exceptions.
Zandronum breaks scripts and thus cannot run this wad
if you have rendering interpolation on, it makes the weapon draw and holster animations bug out for some reason. i dont know how to fix that atm.
Currently, the class select wont fit in any resolution below 1280x720
You should also pick your class twice. pick the class you want one and the difficulty, then do it again. the reason is sometimes this mod will not give you the right equipment and correct scripts for said class. picking it twice always gives you the correct stuff. i do not know how to fix that either

trim falcon
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ok

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btw

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as cloud save

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you should use .pk3

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and not .wad

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.wad is outdated

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also the file is big

royal wave
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you know you can rename a .wad into a .pk3 and G/ZDoom will not give a darn

trim falcon
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as long its have a file name that can be read

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gzdoom does't not care about the extension

royal wave
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yup

trim falcon
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the mods seems good

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the map is good

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look like gta 3

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san adreas

foggy escarp
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i dont really feel like moving this to pk3

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and i already know the filesize is big

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nothing i can really do about it with the direction my wad is going

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i dont know of anything a pk3 can give me that i deem something id like to use

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or is that much better that id want to use

trim falcon
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pk3 is compressed format

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people will much happier to download your wad

torn timber
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also allows sorting files into folders within your mod

shadow bone
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Whatever you do though, please don't just rename .wad to .pk3, it's completely unnecessary and and might actully cause problems. Converting properly is pretty simple.

foggy escarp
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i already know what a pk3 is i just havent used it mainly because i hate how i have to shove in my map in the pk3 after updating it

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that and i was having problems with my maps working in pk3

trim falcon
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Its not that hard

foggy escarp
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whenever i tried puting my map into pk3 it just said invalid map

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it just didnt work when i put it in pk3

royal wave
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you know you don't need to keep repackaging it

trim falcon
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I think if you zip it and rename into .pk3

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its still works

royal wave
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In GZdoombuilder, add the .pk3 as a respurce

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then when you test the map, it'll include the .pk3 without having to put the map in

foggy escarp
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that

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doesnt help when im not testing it tho

royal wave
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then what are you testing if you have to repackage a map every time?

foggy escarp
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and that also doesnt fix my maps not working in pk3

trim falcon
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turning into zip and save as .pk3

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you save 30mb

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Its might hard for you to change at first

foggy escarp
trim falcon
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but its much more easier to manage your wad if you use .pk3

foggy escarp
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i cant start if my map doesnt work in pk3

trim falcon
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if you just can't

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copy the .wad

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and put it into .pk3

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no need to convert it

foggy escarp
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what converting

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all im doing is that, im copying my map fiels to pk3 thats really it

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doesnt work

trim falcon
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facepalm

royal wave
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Okay they need to go into a map folder

foggy escarp
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that doesnt work either

trim falcon
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I uploading some example

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This is an example for lazy person

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here an example

foggy escarp
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if im literally just gonna put a wad into a pk3 that seems

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i mean, why not just put it in a winrar

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if pk3 is just a zip file

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would that just be the same

royal wave
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it keeps the file size reduced at the same time prevents the user from thinking they need to extract it

foggy escarp
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well i cant use pk3 because putting maps into pk3 doesnt work for me

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i tried it always gives me invalid map

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also about the extracting thing

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if its a .rar

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i woudl assume it be more obvious its somethign you do extract

royal wave
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yeah it i's a rar

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.pk3 is a zip, but to the average user, they don't think it needs to be extracted

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ergo you get reduced file size and people don't break it in the process

foggy escarp
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i dont get it

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if its a .rar, i would think they would know thats not a doom file

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since no doomguyicon

royal wave
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Okay if I handed you a .sol, would you know what to do with it?

foggy escarp
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im only trying to not use pk3 becausei t s causing me problems

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when its supposed to be helping

royal wave
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well idk then, but you're asking why we use PK3

foggy escarp
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and i know why, compression. except sincei m having problems, i dont know

royal wave
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probably because of how you make your mods

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idk your process though