#classic-doom-maps-mods
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!warnings @haughty flower
3 Warnings:
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```
it's not offensive, just rude
lol ok
oh man
i just remembered
i used to have no idea abut source ports
and i used to have skulltag
and thought those "supa kewl" enemies came with the actual wads
๐
@shadow bone you should extend the pistol arm sprite, and add limits for the smoothed-moving
mind if i modify your pk3?
Sure, go 'head. Can't promise I'll keep all the changes but if I do it'll go in the credits ๐
i'll just be extending the sprite arm
and uh
making a realistic shotgun
and modifying the status bar
If you want to fork or branch the project, here's the source on GitHub: https://github.com/caligari87/tranquility
I am A78901, a fourth generation AI personality.
Cool.
i'm modifying he hud @shadow bone
No problem.
second one looked better than that
you're overcomplicating it with the diagonals at the top imo
Fair nuff, just reminded me of that
is that from doom delta or just a screenshot of the alpha?
its the alpha
well yeah but there is a mod called "Doom Delta" which ports a lot of the alpha/beta stuff to zdoom
it looks like the alpha though looking at it now
Just out of curiosity, why are you using my mod as a base for this?
because i want you to add it to your mod
because it looks more realistic than the actual hud
plus i'll probably add some helmet visor thing
on the center and corners
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?
well to be fair @haughty flower the most "realistic" type of hud for most FPS' would be no HUD at all lol
That's what I mean
I can put a link to it when I do a release.
Cool
im gonna edit the bulle tthing
to be like the beta
@shadow bone you'll have to edit STBARINFO
er, maybe you could do that yourself @haughty flower
considering you are the one making this hud
no because idk how because i am stupeed
My mod doesn't use "clip" for the pistol ammo, it uses a new ammotype
The default hud only uses the "clip" ammo, so until I get around to that it's not gonna show up in the hud
ye
you'll have to edit STBARINFO to get the ammo thing showing tho
you can just delete the ammo numbers from STBARINFO if you can't find a way to put your custom ammo in there
so it'd be temporarily empty
Yes, I know. I haven't gotten that far yet.
also, this
since player height is realistic, you eat the whole exit sign
with french fries
and ketchup
This is super-pre-alpha, you know.
I only really posted to see what people think about the sight system
also i jumped against a wall
and yeah i know
i jumped against a wall and now i'm spiderman
this is a cool mod
not being ironic
wait
i'm stuck on the current sector height now
Dunno why you'd be stuck to the wall, I didn't put anything like that in there
i'm not stuck
now i'm floating
i can walk around
everytime i jump i don't lower
Haven't noticed that on my end. Maybe it's a bug with Nashmove (the movement system I'm using)
also nevermind
i didn't eat the exit sign
it was because of the jump bug
im bored
there was a jumping bug, i think
doin some mapin
how's this wad
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?
np
@inner fulcrum are you gonna be around in an hour or maybe a bit more?
Ye
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
hard drive not salvagable?
if it wasn't a hard drive fault you can just take it out and put it into your current PC
one of the screen hinges fucked up and i'm not going to risk damaging it even further
https://gyazo.com/9ee2d2b770e50582501a30a72a0d7017.png here's a image of the first map though
screen hinges?
sorry about the link getting removed, there's a cooldown of 20s
oh ok it was a laptop
yeah
the first map is on the zdoom forums
https://forum.zdoom.org/viewtopic.php?f=19&t=53150&p=932066&hilit=callisto#p932066 here's the link to it if you're interested in playing
gutawer
yes...
Gonna update link since I've edited the Status bar graphic
do i need something other than your wad and does it use coustom music?
Ye, It's a Christmas midi, Noel
doom 2 or doom 1?
alright, i'm good to go then
brb, fixing mistakes.
why?
cause i'm bored
and i want to map something
@unreal oyster how's it lookin for now
sorry for mention btw
looks like an untextured pile of shit that doesn't need to exist
i'm not texturing it
it's just the map layout
i'll texture it when the shit is actually finished
don't you love it when you move a line in gzdoom builder and it fucks up the whole sector
uhhhuggughh
how the fuck do i prevent that
@royal wave Best way to learn git is to set up a dummy repository with some random text files and just start changing things.
I'm no expert but I'd be happy to help you learn
I'll take you up some time then
Not right now, not in a situation where I can really do much of anything
but thank you for the offer!
i'm making a dm map inspired my underhalls
That sounds cool
Uh, Ctrl+Z to undo whatever you did.
Other than that, I dunno.
Are you using GZDoomBuilder?
It's usually pretty good about avoiding that kind of thing.
Ah, you are.
Nevermind
Guys, i have an map pack concept
I need opinions
Typing it out soon
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.
@unreal oyster wanna test my... first good map?
yeah, gimme the wad and i'll give it a go later today
@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.
@haughty flower do you need more playtesters? i would gladly play your map on stream
no need to stream @dawn saffron
it's really small
but if you want i can DM you the file
no, the question is, do you want to watch me play through it
or not
but sure that's becoming sort of a tradition to stream a level of doom before commiting to a different game
@haughty flower i'm gonna be streaming in 5-10 mins
hi! welcome to my lair. when i'm not streaming you will be able toย see charlie once i figure out everything with this place. nevermind him, he's rude. oh, by the way, i'm mitori and here i stream and play. sometimes. often.
i hope you have aย goodย time!
i'm just a regular dude on my way of crafting my own interesting life story, including music production, content creation and looking for my place in this world. oh wow that's bit too deep isn't it, here's a dumb joke: how many lightbulbs does it take to ...
monster/item placement done in the past 5 minutes
the chaingunners are on a 3D platform, not straight into the sector
hmm
it's not perfect, but i've never actually finished an gameplay map
only some test stuff and i've deleted my whole maps folder i had some time ago
i just found out that making a doorframe is better than just straight out a door
i just finished a new map
Well once I ca, I will post my first map that I made last month.
like where?
i just played it and i seems to end very quickly
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.
I completely fubard it the second time. NOW Here's my map that's going to be in a community project
I don't know where you screwed up on
What do you mean? I loaded the PK3 wrong earlier and the map just wasn't there when i uploaded it the second time.
If it was meant to load on map01 for that time being I would have already figure out what slot it went over.
A good chunk of us has Doom front ends.
Now I might have downloaded it right before you realized what you did wrong therefore not seeing where you messed up.
Ahh. Sorry.
@restive glade have fun
SnapMap Update: 30 LAZARUS LAB-THEMED MODULES!
what
Like I have the hard drive space for it currently.
I going to bump my 1tb hdd to something bigger. That also includes my 128gb ssd.
...and well once I seen this on my HDD I knew that it was time.
ok so
essentially my issue is
im trying to figure out these fuckin doors
and whenever i press USE on it it closes and opens JUST SLIGHTLY
not even fully
ive looked at the tutorial
and it didnt help
are you sure you're using the correct action
you lowered the ceiling and not the floor
there should only be two lines that are green?
is there a raise by value or lip value?
@haughty flower this is much easier if you provide screenshots
ok, cool. now could you give a screenshot of just the door overhead view, with no menu in the way?
oh
uploading slows my pc down like a fucker
ok nvm those dont really show much
hang on
here u go
does this suffice
Is the ceiling not lowered through the floor?
udmf?
Universal Doom Map Format
another huge improvement to the doom modding scene
Pros: Allows complete access to the modern source ports tricks, and is twelve billion times more flexible
Cons: Will not run on classic ports
learning modding is NOT fun i can tell you this much lol
From a beginners perspective no
hey
would it be possible to take all of realm667's bestiary
compile it into one wad with slade
and be able to run it?
Yeah
Aeons of death probably has actually
except that's not really "Realm667"
shrug
aeons of death is garbage
you're playing a cacowards "worst wad" winner
it's such a goddamn mess it literally got called the worst wad of 2010 for being such a mess
@haughty flower sector mode, select door sector, shift + D
@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.
Just like I am with D4D, I'm never going to abandon them.
Also @unreal oyster a long time ago, it was a mess indeed. We've cleaned shit up though since then.
We've dumped all the realm667 monsters.
What problems crop up, and are you on 6.04 or whatever the fuck I had it on last... lemme look...
im usinig gzdoom
Right but what version?
Ah the DRD builds. Okay, what crashes? Or what's the load-up problem?
Tell me when you next run it and I'll help you out.
Zscript's introduction may mess older mods
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.
hang on major\
are you working on an alpha build or waiting til the next gzdoom update
because i dont think its ever going to update any time soon
like ever...
I wonder.... Hmm...
I'm waiting for ZScript myself to launch updates to my mods
Alpha build of... ZScript?
@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.
Oh ok @drowsy forum I may have to give it another go heh
Also, nice to see you in here
hey, I have a question about A_ActiveSound. who can help?
not that i can help but what's the question @haughty flower
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
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?
@haughty flower you'll need to use A_Jump's chance parm to randomly skip the A_PlaySound command sometimes
oh yeah
A_Jump is used for switching states or randomizing
so i need to make something like this: "CIV2 E 0 A_Jump"?
uh, no - you need something like A_Jump(230) or something
that will jump 230/255 times
meaning that the sound will only play 25/255 loops
basically 255 is 100% and 1 is 1%
yeah but practically
well, I will try it. thanks
oh whatever
i dunno
i'm confused, i thought it was a chance to @unreal oyster
wut?
in A_Jump 256 will always jump (the default) while 0 will never jump
so 230, for example, will has a 230/256 of jumping
=wolf simplify 230/256
Query made by @unreal oyster
Data sourced from Wolfram|Alpha: http://www.wolframalpha.com/input/?i=simplify+230%2F256
Do more with Wolfram|Alpha Pro: http://www.wolframalpha.com/pro/
so 89.84%
okay @blazing blade i've had this problem before, make sure all linedefs are pointing in the correct directions
and try using the "make sector" tool on the door's sector and the surrounding sectors
if that all fails, then just rebuild the door
The correct direction is outwards, right?
but what's with string state?
?
Script error, "CIVMALE.zip:decorate" line 25:
Expected ',', got ')'.
uh, could you post line 25
ok, something works. thanks
Here's a screenshot of the door in question https://i.gyazo.com/0b000be88e1999a9b063f5092da75502.png
I wonder if it has anything to do with those small triangular sectors on the sides of the door
if those aren't going to open,
just delete the sectors, and redo the textures on the walls
it might be trying to move to the height of those sectors
that's what I thought
yeah that would have been my guess too, minesae beat me to it heh
they try to move to the nearest sector height I think
;zdoomwiki_search a_jump
state A_Jump (int chance, int offset, ...)
state A_Jump (int chance, str "state", ...)
Links to A+Jump, not A_Jump
and...?
And there's no wiki page for A+Jump
state A_Jump (int chance, int offset, ...)
state A_Jump (int chance, str "state", ...)
there we go
Good now!
;zdoomwiki_search a jump
A_AccTeleGlitter
(no parameters)
state A_Jump (int chance, int offset, ...)
state A_Jump (int chance, str "state", ...)
putting "25" in doesn't mean "jump to line 25"
yes, to line 25
it means "jump 25 states ahead"
ok, I understand
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").
oh yeah good point
@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.
if you are wondering what "####" "#" actually means, it basically says "inherit the last state's sprite"
ok thanks
Thanks @unreal oyster. Yeah. I promise, it really has evolved from what it used to be.
In fact, now you can switch on and off whatever mode you like.
Here, @unreal oyster https://puu.sh/sLUO3/65cb13f5d5.png
(Ignore the fact that doomguy's face is there.)
https://puu.sh/sLUQY/408821935e.png We've added a metric fuckton of options.
In good time you'll be able to even arrange what weapons you want to come first.
How did you do that?
I've been wanting to make such a thing for a long time
Is it some script changing the priority property based on a cvar?
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.
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
super stoked for its final form though
It can do much more than Decorate now. ๐
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.
ah, cool
I've been working to slowly update the documentation on the zdoom wiki. Doing this on my own is taking a good while.
It's annoying.
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
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.
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.
Like the popcorn gun. Instantly kills clown enemies. Ripped right from Happy Time Circus 2.
๐
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
all of which is mostly hacks because the doom engine
lol
If they're actors, it's perfectly doable.
BTW Cooke, is the WhenAttacked/Damage stuff in ZScript still going to be a thing?
oh no, the bouncepads/pressure plates are part of the map geometry
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
since it would lead to a lot less hassle
That wouldn't be hard.
i'll have a look into it once ZScript is able to acces map data
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].
or is that a thing now?
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.
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. ๐
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.
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]
Including explosion?
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...
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
You want the missile to pass through them?
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.
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. ๐
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
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.
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
yeah, but would that be applied to hitscans and melee, because I don;t think those count as projectiles last I remember
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"
Oh come on vega stop eating my damn post!
Yeah so vega has a few weird anti-spamming rules set up
something tells me VEGA doesn't like ZScript :V
Too many of the same character in a message for example
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.
and so you'll be able to edit these in ZScript basically?
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.
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
Hitscan's also doable. A bit trickier though.
Hmm. Also take note that the player gains JUSTHIT every time they take damage.
it's a flag, right?
Yeah. You can clear that off if needed, whenever.
JUSTHIT is only if they actually take 1+ damage though?
No. When pained.
oh
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.
Trying it out, it looks like for the player JUSTHIT doesn't go away once activated o.o
You have to remove it manually.
Nope. But ZScript does. :B
figures :V
Except a couple.
@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.
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?
ok
taking any kind of hit
but I doubt this can be done right now without trying ZScropt
Yeah.
*ZScript
So do you basically not want the player to react?
If so, could give the player NOPAIN and INVULNERABLE.
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
Yeah, you need zscript for that.
alright then ๐ฎ
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
+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.
ALLOWPAIN is set on actors, and CAUSEPAIN on projectiles, right?
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.
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
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.
yeah I've waited a while, so I can wait a while longer :V
Or you could do all your important stuff in overlays.
Overlays are never interrupted.
Well I've hardly worked in Overlays so far, and I thought they were meant for weapons specfically though
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.
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
Heh. Understandable.
I haven't played any other mod lately either.
That'll give you an idea on how overlays work though.
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
I forget if I tried that before or not with one of them, but I'll try to do that later
http://forum.zdoom.org/viewtopic.php?f=15&t=54558 - k so I made that pair of suggestions :V
https://github.com/rheit/zdoom/pull/943 - ooh, "myinfo" cmd.
She's a bit of a mind reader, that one. ๐
I wonder if Eruanna took Public Relationships or Customer Support-related classes
Code tic tac toe
Lemme guess
?
Crematorium?
Gah
doom but bullet hell
what can i use to make an enemy fire a custom missile?
A_FireCustomMissile gives errors and A_FireMissile doesn't work.
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? ๐
its a randomizer mod, new weapons, optional monster pack that balances out said weapons
sounds great
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
@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?
That you'll need to ask Graf.
hm
what's the best place to ask? I don't know if making a topic just to ask would make him too happy.
@drowsy forum http://forum.zdoom.org/viewtopic.php?f=15&t=54565&p=961890#p961890 - this is Graf's response, so appearantly it might be doable, though monster AI would be pretty dumb, so they'd likely die from it if there's no resistance checks, etc
Nothing anyone cannot handle with a bit of time and patience.
what's zscript supposed to introduce
will it make me able to make better doom mods with blackjack and hookers
You could say that.
It's lower-level code than ACS or DECORATE though, so it's going to take more experience and knowledge.
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.
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?
@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
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.
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
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.
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 >.<
@haughty flower We should talk...
kay
and another question. can I easily scale images not via GIMP or something?
@dawn saffron Didn't you make something in GIMP sometime? I don't remember lol
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.
well ok
@hazy lantern no i haven't used gimp for years
i use photoshop
i have made 16x16 textures though
yet another abandoned map
looks nice though
@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.
Good.
Flesh or metal, she will eat them all.
Fuck yeah ponies ๐ค
Now to make it so she can bite down on multiple monsters at once in a group...
Awesome!
The power of ZScript at my fingertips.
I should look into that stuff, looks really neat
lmao
Is she a model or sprites? I forget
Lots of sprites
Model.
what?
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.
Cool
D'oh shit was so close to seeing her eat Duke Nukem. XD
is that a godzilla ?
XD
welp
Argh, I haven't seen it yet! Why would you do that?!??
I meant this for general oops
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
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.
Thats why I just use the maps and load in Aeod
๐
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.
what to code today ?
Hello World script
oboi, u forgot that for MP support u need PrintBold ๐
What to do today?
what possible animation that I should add ?
Possible state
- idle
- walking
- running
- evading
- shooting
- melee
- death
- extreme death
this is my list
hmm I am definitly going to be hanging out in here
carrying on conversation from #179862926809759744
i'd just suggest don't make limits too ridiculous for this
It has to fit within 100x100
Can only have an exit and an entrance, no other things allowed
heh
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
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
TBH i'm not familiar with it either
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
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)
That'd be pretty neat
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
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
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
or don't because why the fuck would that be how it looked
I'll try it out
Or I guess you could you could just take a spritesheet and colour the background blue
as i said, look at something like ancient aliens
blue and purple aren't exactly "normal" doom colors
but boy do they work when used right
Oh that's really good
yes, it is a cacoward winner
;idgames_search aaliens
huh
bots down
lemme check on that
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
i have no clue what turned the bot off but it's back up now
;idgames_search aaliens
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
there we go
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?
Somebody mentioned about turnign doom screenies blue and putting monsters over it
because i'd totally be happy to make some weapons for this i guess
if we wanted that
I think that would be pushing the begginner-friendly thing a bit far
Or maybe not, I don't know
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_(ใ)_/ยฏ
I thought this was open to newbs tho?
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'
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
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
I think so
you need to mod it
How did you make that image below ?
a mod or just a pic ?
What image?
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
I looked into it, looks like you can on certain sourceports
make a lump that have the same name as the original midi name
@haughty flower Yes, you can define new episodes to be added to Doom 1 and Doom 2 maps
Neat
Friend showed me this. I can't watch it, but I'd figure I'd share it https://www.youtube.com/watch?v=jY1xBUQEO5I
@haughty flower doom the way id did: the lost levels has 6 chapters
I've been meaning to try that one out
It's pretty good
Friend loves payday
ironically right now a quake 3 mod aimed to be the complete opposite of that has launched a kickstarter last night
complete opposite?
but yeah i can see some pontental in that
What's the opposite of Payday? you play as cops?
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
anyone know how to give TID to monster properly
Hey would anyone here know why textures would appear differently in doom builder but not when I am in GZDoom?
screenshot
my theory
you loading the wrong wad
or wad conflict
some textures name have the same name
end up replace the original one
hmm its consistent through the level and seems to go away when I delete the wall and make a new one. weird
not replacing anything and very sure its the correct wad.
ill get a screen shot. going to be doing some doom mapping tonight.
Guys so this is a screenshot from my PC where I started hallway shading. I need your opinion on this.
Also anyone knows which port could handle this type of shading?
GZDoom
I use dynamic lighting almost exclusively in GZDoom
Tnx for the advice
Here is that weird texture issue. in doom builder it looks fine. In game its messed up http://i.imgur.com/bqak2oh.jpg
its happening a lot. in the level actually
Youch
Had that happening to me quite a lot of times
While using anything other than gzdoom
did you autoload something ?
Nop
GZDoon just rendered the textures correctly
Zandronum crashed for some reason ๐
GZDoom is just not showing it with the alignment I see in editor its weird
I cant think of an editor without funky controls ever..
lol
is there a solution to this texture issue?
everything I am doing is dependant on GZDoom
Ah
scripts, lighting
Idk then
i use slade too
doombuilder is...
a bit too complicated
same w/ gzdoombuilder
Ikr
Slade is rather easy to manage
Plus you can edit your wad
Not just the map
You can change everything rather quickly
I dont mind the complexity too much. It seems pretty straight forward I think
Sfx, bgs, textures, you name it, you can change it
that does sound cool
maybe the rpoblem is I need to be using GZDoom builder
I am still using normal doom builder
GZDoom Builder? For GZDoom? Yeah
holy crap I was using some old shit the new version is sick XD
looks like its as complex as Unreal 4 lol
I was dumb for not upgrading XD
If you want to try my current unfinished version of my Payday inspired doom mod, you can get it here:
https://mega.nz/#!DhQTlDpB!CHZovPnuzU-NBmUJOjqTBrMFiO_YX9vMuEUwlFnI0Ak
MEGA provides free cloud storage with convenient and powerful always-on privacy. Claim your free 50GB now!
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
ok
btw
is it safe to invest on mega.nz
as cloud save
you should use .pk3
and not .wad
.wad is outdated
also the file is big
you know you can rename a .wad into a .pk3 and G/ZDoom will not give a darn
as long its have a file name that can be read
gzdoom does't not care about the extension
yup
i dont really feel like moving this to pk3
and i already know the filesize is big
nothing i can really do about it with the direction my wad is going
i dont know of anything a pk3 can give me that i deem something id like to use
or is that much better that id want to use
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.
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
that and i was having problems with my maps working in pk3
Its not that hard
whenever i tried puting my map into pk3 it just said invalid map
it just didnt work when i put it in pk3
you know you don't need to keep repackaging it
In GZdoombuilder, add the .pk3 as a respurce
then when you test the map, it'll include the .pk3 without having to put the map in
then what are you testing if you have to repackage a map every time?
and that also doesnt fix my maps not working in pk3
turning into zip and save as .pk3
you save 30mb
Its might hard for you to change at first
i mean id love to save space but you guys are still ignoring this
but its much more easier to manage your wad if you use .pk3
i cant start if my map doesnt work in pk3
what converting
all im doing is that, im copying my map fiels to pk3 thats really it
doesnt work
facepalm
Okay they need to go into a map folder
that doesnt work either
if im literally just gonna put a wad into a pk3 that seems
i mean, why not just put it in a winrar
if pk3 is just a zip file
would that just be the same
it keeps the file size reduced at the same time prevents the user from thinking they need to extract it
well i cant use pk3 because putting maps into pk3 doesnt work for me
i tried it always gives me invalid map
also about the extracting thing
if its a .rar
i woudl assume it be more obvious its somethign you do extract
yeah it i's a rar
.pk3 is a zip, but to the average user, they don't think it needs to be extracted
ergo you get reduced file size and people don't break it in the process
i dont get it
if its a .rar, i would think they would know thats not a doom file
since no doomguyicon
Okay if I handed you a .sol, would you know what to do with it?
im only trying to not use pk3 becausei t s causing me problems
when its supposed to be helping
well idk then, but you're asking why we use PK3
and i know why, compression. except sincei m having problems, i dont know