#classic-doom-maps-mods

1 messages ยท Page 37 of 1

haughty flower
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@foggy escarp basically a zip is extract and play, PK3 is some kind of special-y format that doesn't need extraction and so far i know is only for doom

foggy escarp
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my process shouldnt interfere with pk3

prisma saddle
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It's for Quake aswell from what I've seen @haughty flower

haughty flower
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oh okay

foggy escarp
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apparently just shoving the wad in pk3 works

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but putting in the maps in directories no

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ok

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guess ill just shove it in pk3, silly but whatever

royal wave
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you may need to use slade and specifically save it as a pk3 instead of just cramming everything into a wad

foggy escarp
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i always use slade

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i never want to use XWE

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never coudl either

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i always used slade

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i tried using xwe when i first tried doom modding a couple years ago but i never got it to work

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slade was my savior

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i also prefer mapping for gzdoom

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zandronum is not as up to date for my tastes

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and i never maped for zandronum therefor

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so none of my wads work on zandronum

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i mean, this one does but the scripts just break

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and thus is technically unplayable

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id wish zandronum was a bit more closer to zdoom but, its not so idk

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so multiplayer for this doom mod at this moment doesnt sound like its gonna be by using smooth zandronum

shadow bone
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Okay, to clear up the confusion: Maps themselves always need to be in .wad files. That's just the way the format has to work.

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.pk3 is used for everything else: Texture, sounds, etc

royal wave
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is that what we're missing?

shadow bone
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Map .wads go in the maps folder inside the pk3, textures go in /textures, sounds go in /sounds, etc

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yes

royal wave
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lol, I guess we automatically assumed the maps were being put in as .wad

shadow bone
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Not if you're trying to extract the map data from the .wad and put it as files in the .pk3, that won't work.

foggy escarp
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well im jstu shoving the wad in pk3

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it works the same

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it soudns silly but it works

shadow bone
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Here's how a pk3 should look

foggy escarp
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im fine

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im one to not care too much about neat directories

shadow bone
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and under the Maps directory should be the levels only

foggy escarp
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nah im okay

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i like having the maps in one wad

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i see how it works now but im just ognan end up sticking the wad into a pk3

shadow bone
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I'm just saying if you have all your stuff in the .wad (textures etc) then there's no reason to use a pk3.

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Just use a .wad

foggy escarp
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except

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peopel suggesti use pk3 because

shadow bone
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The only reason to use a pk3 is if you want to split out the textures and stuff for editing

foggy escarp
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space

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but

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space they said

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people would be happier with smalelr size they said

shadow bone
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Ignore that. If you want to save space on a download, put the wad in a zip and they can extract it.

foggy escarp
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thats what i just said...

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kevans didnt want me to do that

shadow bone
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Loading a .wad inside a .pk3 can cause memory issues

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Because the whole thing is loaded into memory

foggy escarp
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i said earlier if im just gonna stick a wad into pk3, why not put it in winrar

shadow bone
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That's why only levels should be in wads inside a PK#

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pk3

foggy escarp
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well i was wantign to put it in winrar but

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ive been told not to

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since people will be confuysed

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or something

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i, personally, woudl think its 100% obvious a winrar file isnt a doom file

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doom files ahve the doomguy icon

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i would think anyone should know this

shadow bone
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Not on everyone's system. They only show like that on your system because you have them associated to gzdoom.

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Mine are associated to ZDL so they have a different icon

foggy escarp
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well regardless i would hope

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peopel would know a .rar isnt a doom file

shadow bone
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Hopefully

foggy escarp
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as much as i know doom modding, i just havent really cared for pk3s that much

shadow bone
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To sum up:

  • Pick either .wad or .pk3 for editing your project. Doesn't matter which. Just don't mix .wads full of content inside .pk3s (except level data) because it causes memory issues.

  • For distribution, compress .wads into .zip or .rar or .7z (not .pk3). For pk3s, just send the .pk3 unless there's other files you want with it. In that case, also compress the whole thing into .zip, .rar, or .7z.

foggy escarp
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i just prefer wads

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i like being able to save maps in the builder

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and having multiple maps in one wad

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rather than multiple wads

shadow bone
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That's fine.

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It's a preference thing.

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Just don't put .wads inside .pk3s, because if someone loads the .pk3 the engine tries to load the whole .wad into memory at once instead of just picking what it needs.

foggy escarp
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i like wads, the organization in wads is jsut like my documents folder

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๐Ÿ˜‰

royal wave
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full of traps?

foggy escarp
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no just

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loosely organized

shadow bone
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A big long list of files with marker files?

foggy escarp
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not literally ๐Ÿ˜ฎ

royal wave
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I don't think you got my joke but okay ;v;

foggy escarp
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meppy

royal wave
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yey!

foggy escarp
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meppy

royal wave
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meep!

hoary tulip
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i didn't imagine caligari would be one to give an advice as terrible as putting stuff in wads and putting the wad in a zip

trim falcon
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can't helped

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at first we suggest to properly turn it into pk3

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he said error

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end up suggest that

hoary tulip
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I mean, it's not inherently bad, it's just that a proper pk3 is better in 100% of the cases

shadow bone
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But I didn't

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I was saying that would cause memory issues.

hoary tulip
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must've missed that

shadow bone
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Map files have to be in WADs, but everything else should be split out

pallid yoke
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can anyone here point to a simple example in ACS script where I call a function in the script?

shadow bone
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Let me pull one up

pallid yoke
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All I need to do is run a check on a list of bools before executing a battle

shadow bone
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Two functions at the top. The following scripts call them both a few times.

pallid yoke
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hmm so functions are only used to return a value

shadow bone
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They can often do other things I think (I haven't explored them a lot)

trim falcon
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what this acs do?

shadow bone
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But returning a value is the primary function

pallid yoke
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I dont need to return a value so much as just execute another script

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Mostly to avoid having to have duplicate code

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because I have 6 switches that need to be flipped before something happens

shadow bone
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Hmm... that's a little outside my wheelhouse.

pallid yoke
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I would think this would be simpler than a function XD

shadow bone
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It's probably not that complex, just that I'm tired and can't really put enough mental resources on it right now, lol

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๐Ÿ˜›

pallid yoke
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ah ok well seeing a function in action is still super useful

trim falcon
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I see, I wonder if smartgun possible

shadow bone
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Should be

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It's all a question of getting the precision and angles right. I kind of do it "good enough" here.

pallid yoke
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hmm so I know how to use functions thats great, but how will I execute a script from another script. hmm

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I figured it out. ACS_NamedExecute("nameofscript", 0);

shadow bone
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Also check all the variants to make sure you get the functionality you need ("ExecuteAlways", etc)

pallid yoke
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what is the difference with execute allways?

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is that like a while loop or something?

trim falcon
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does zandro support namedexecute ?

shadow bone
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ExecuteAlways will run a new copy of the script if one is already running.

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Execute only executes the script if it's not already running

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(If I recall correctly, make sure to read the docs)

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Not always necessary, but sometimes useful

pallid yoke
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ah ok Interesting

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acs scripting power makes doom really versitile right now

shadow bone
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Agreed. I love ACS

wooden portal
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@trim falcon Zan 3.0 supports named scripts.

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Just not 2.1.2

trim falcon
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oh nice

pallid yoke
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What is the cleanest way to check if 6 different bools all equal true?

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I am thinking its going to be a massive and statement lol

trim falcon
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don't take me seriously

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if(a=b=c=d=e=f=g)

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true

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are you doing password system ?

pallid yoke
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no its just to check if all switches have been flipped

trim falcon
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I think you should take a look at multiple switch to activate mod

neat oxide
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if(a && b && c && d && e && f && g)

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One with = will (probably) not compile, and will do hideously wrong things if it does.

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One with == will pass if a and b are false, but c,d,e,f,g are true.
Because a == b -> false == false -> true.

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@pallid yoke

pallid yoke
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I solved it and everything is working out really well

trim falcon
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good

haughty flower
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Can't you just use tags?

trim falcon
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@haughty flower

haughty flower
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Yeah?

trim falcon
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just tagging you

haughty flower
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I meant tags as in linedef tags, i was talking about that problem

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If you scroll up you can see

trim falcon
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you're an experience decorate/acs ?

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I mean do you consider yourself as experience decorate/acs

haughty flower
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I'm still learning ACS

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And i'm good with decorate

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Somewhat

trim falcon
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how bout zscript

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seriously

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I can't imagine how zscript replace decorate

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in the past

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decorate replace dehacked

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some mod still using dehacked

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that classy

haughty flower
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Nope, i have no idea how to use ZScript

unreal oyster
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decorate didn't replace dehacked, they kinda coexist

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some mapsets still use deh

trim falcon
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crafty titan doom hack

shadow bone
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DeHackEd is pretty depreciated. DECORATE has essentially replaced it in ZDoom derivatives.

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ZScript is more complex, but it's basically engine-level programming. SUPER-powerful.

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you can even do stuff like change the actor radius and relink the blockmap now.

royal wave
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Woah that's cool

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How fleshed out will zscript be for its first release?

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If you know anything like that

frosty path
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heyeyeyeyeyeyeyey

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i just got the secret ending

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on REELism

shadow bone
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@royal wave Zscript is still in development, but I think Graf is aiming for it to be feature complete and fully functional for a GZDoom 2.3 release.

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It's actually in devbuilds now

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If you wanted to try it

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I think he's said it's mostly done.

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Primarily bugfixing and functionality testing at the moment.

royal wave
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ports line rider to doom

shadow bone
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Ah, here we go

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That was in October. ZScript has since been merged into the master branch (although it's disabled by default unless you pass a command-line switch) so it seems that jives with "supports all features of DECORATE"

royal wave
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Supports all of decorate? Wowie

shadow bone
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At least I think so.

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I haven't been following super-closely

royal wave
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Though I'd need to see some examples. I'm already proficient at OOL's, but I can't seem to imagine how it communicates

shadow bone
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I want to wait until it's "production ready" before I dive in, and we're definitely not there quite yet

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There's some documentation for you ๐Ÿ˜‰

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Down at the very bottom is an example of re-defining the Caco's A_HeadAttack function.

unreal oyster
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oh shit you can redefine functions lmao

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redefine the imp's firing function...
to fire an imp at the player

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rip FPS

shadow bone
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Well, you can already do that in DECORATE ๐Ÿ˜‰

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The nice thing here is that you can define custom low-level functions and use them like action specials.

royal wave
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it supports override?

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Awesome

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Now question. It can replace specific functions without calling an entire "actor replaces actor"?

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because if so, that is bad ass

shadow bone
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Not sure, you may want to ask Graf or one of the other contributors about that noe.

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I'm not sure if it supports overriding built-in functions, or if that A_HeadAttack example is just showing how that function would look if you defined it.

royal wave
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Overrides are useful when you want have several similar classes, but need them to behave differently without having to rewite an entire actor for it

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Decorate already does overriding when you inherent from an actor and set any flag or change a state

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Just specifically calling "override" opposed to making a new function reduces the amount of typing you need to do

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Like you know that every actor in a list has a "run" function, but rather than it having to check what actor it is so it can figure out the unique name to call it's special "run" behavior, it's all just "run" and the compiler handles it without a hiccup

royal wave
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looking at the documentation for ZScript, it just looks like a more cleaned up version of decorate

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that's a bit underwhelming

shadow bone
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semantically it's similar, but a lot more of the underlying engine is exposed.

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Like I said before, you can actually alter actor radius now, which has never ever been allowed in any source port before, as far as I know.

royal wave
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why never allowed before?

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also you know what feature i wish was in zdoom? crawl on walls and ceilings

shadow bone
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Because it could screw up physics calculations and whatnot.

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+CEILINGHUGGER and +FLOORHUGGER exist

royal wave
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the ability to not just step up higher, but to actually asscend a wall

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and to make it work properly, it'd need a special state for the angles

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actually that'd be a lot of sprite work ;-;

shadow bone
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Actor roll is either in or staged for inclusion soon, I believe

royal wave
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Roll? No way!

shadow bone
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you can definitely do camera roll.

royal wave
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oh that

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I mean sprite roll

shadow bone
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Yeah, that's either in or going to be in soon.

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I forget if it was added or pending some adjustments

royal wave
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that looks weird

shadow bone
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But Graf is busy with zscript so rendering stuff is on hold.

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GZdoom has come a LONG way.

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I'm just getting back into seriously modding after several years on hold, and I'm hard-pressed to find anything I can't accomplish/

royal wave
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Honestly excited for the next version of G/ZDoom to come out

shadow bone
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Me too.

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I can't wait for renderstyles and alpha on weapon overlays

royal wave
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weapons don't have that? o.O

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I would of assumed that was a universal thing for sprites

shadow bone
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Weapons are a special case because they're not drawn in the world.

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this is partially on hold for a couple issues related to that pesky detail

royal wave
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Does zdoom support masking? Like similar to how brightmaps work, you can take a static texture and define a color to be replaced with a different texture

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It'd be cool to use it like a television effect

shadow bone
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I don't think so, not like that... but it does support compositing patches via TEXTURES

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with various renderstyles

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So you can ADD, SUBTRACT, etc a texture over another.

royal wave
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over, but not mask

shadow bone
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Could use alpha-mapped PNGs though

royal wave
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true, but that'd require an extra line behind whatever you need, and 1 pixel of spacing is noticeable

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I have tried this, hence why I had the masking idea

shadow bone
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You can composite with TEXTURES using CopyAlpha to respent PNG translucency

royal wave
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I just had a huge idea

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You know how walls have a lower, middle, and upper?

shadow bone
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yah

royal wave
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Give floor and ceilings middle textures o.o

shadow bone
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Why?

royal wave
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Well maybe you need to have a roof effect without wanting to make a 3d floor

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Or maybe put a fog effect at the players feet

shadow bone
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you don't need a 3D floor for that, there

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's already the transfer heights function

royal wave
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Well that too

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I mean there's already a solution to it

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but I feel adding a mid texture there would make things easier if you just need the texture to be there

shadow bone
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Hmm... Maybe a UDMF extension for "fakefloortexture" and "fakefloorheight" properties.

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Same for ceiling

royal wave
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or maybe not a property in the editor, but a script you can all

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A_fakeceiling and A_fakefloor

shadow bone
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Well, that's exactly what transfer_heights is, you just need a control sector is all ๐Ÿ˜‰

royal wave
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Yeah, and that control sector makes snese when you need it to behave a certain way

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I'm just someone who enjoys having levels of options, the less fancy you need, the easier it should be to implement

shadow bone
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We'll see what the answer is.

royal wave
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oh wow, thanks!

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Also what does the blue rank mean?

shadow bone
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Blue rank?

royal wave
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you have a blue rank

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on the zdoom forum

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WAIT

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DUDE YOU LIVE IN SATL LAKE CITY?

shadow bone
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Yeah

royal wave
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Dude! Gonna be flying back there soon!

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I live in west wendover, it's the closest airport

shadow bone
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Nice ๐Ÿ˜ƒ I saw your post about the SLC comic-con

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Figured you were nearby

royal wave
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Yeah! Family has been attending it every year, we're going to Fan X in may

shadow bone
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As far as "rank" goes, I think it's because I used to mod one of the sub-boards, and/or I'm part of a closed beta group for a dead project that hasn't been cleaned up.

royal wave
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Oh okay

shadow bone
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I have been around for a very long while though.

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I'm the 74th person to register on the forums ๐Ÿ˜ƒ

royal wave
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Woah

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Respect right there

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now excuse me for a momment while i gush over this line rider track that was posted, I need to get it out

shadow bone
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Looks like Graf [No]'d the fake floor/ceiling thing.

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"The entire feature works by pulling the required data from the control sector. So the changes to do this through dedicated sector properties would be rather extensive. I'd rather not go there."

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Seems like it would be a lot of work, only to basically duplicate existing functionality.

royal wave
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figured

bleak flame
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How many people here use ReShade?

foggy escarp
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im having lots of trouble getting these powerups to stay pernament after a level change

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ive tried everything, +INVENTORY.HUBPOWER, +INVENTORY.PERSISTENTPOWER, makign an inventory item that gives the player the powerup and having +INVENTORY.AUTOACTIVATE

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but nothing

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it doesnt want to stay on when a map changes

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and this is frustrating me a lot

royal wave
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idk

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that's a good question

foggy escarp
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inv.hubpower works for inventory items

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but not the powerups

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and inventory.persistentpower is supposed to make the effect last after a map ahs changed but thats not doing what its said to do

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i figured it out

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i have to edit the already existing powerup using inheritance

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i thought i wasnt allowed or able to do that with powerups but ok

bleak flame
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Not a DOOM mod per-se, but this ReShade Bundle has shaders to make your FPS games look old (Reduce colors, use palettes, yadda-yadda)
Works on GZDoom and loads of other games.
Read the Read-Me for infos, the tooltips of the shaders may also help you during normal usage.

haughty flower
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wrong link LMAO

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first preator doom guy now the imp?

trim falcon
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looking at gzdooom source code

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found this

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delaweare.wad

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what is this

haughty flower
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its another standalone iwad of sorts

trim falcon
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i see

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google barely help

haughty flower
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i just played it and wow was taht interesting

pallid yoke
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man that looks pretty fucking cool ๐Ÿ˜„

bleak flame
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After seeing Delaware

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A mod based on it that works on any WAD would be nice

foggy escarp
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Hey uh

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anyone know if its possible to reset a level thats in a hub?

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or is it not possible

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oh wait nvm i can actually stop using hubs

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ho wait

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oh nvm

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i still have to use hubs..

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so any way?

trim falcon
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???

foggy escarp
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in hub maps, maps connected together get their current status saved

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like hexen

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where going to different parts of the hub goes to another map but the maps are saved with their progress

trim falcon
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i see

foggy escarp
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however i want to find a way to reset a map in ah ub back to its original start form

foggy escarp
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nvm i found a makeshift way to reset a map

trim falcon
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do you know how to make player get into a random map after exit ?

foggy escarp
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i guess a way is to make your map lump names numbers, and do random(min,max)

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but i havent tested that

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probably doesnt work but idk

royal wave
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haha, was gonna say when you gonna upgrade to GZDB

pallid yoke
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XD

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yeah like I was silly for not upgrading way sooner

royal wave
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๐Ÿ˜›

pallid yoke
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is it possible to have an large group of enemies run a script when they die that keeps count?

pallid yoke
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nevermind thing count is way better for doing this.

foggy escarp
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ive added "bronco" cops in my doom payday 2 mode

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anyone who knows what those are in pd2 know how horribly op they are if you dont kill them right away

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same with weak generic police officers/guards in pd2

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why i said this? because while playtesting, i got inside the vault after drilling

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and was using rogue class

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and there was a glasscannon bronco cop in there

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and one shotted me to death

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i cri ๐Ÿ˜ญ

foggy escarp
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is possible to make a damage indication for armors that have 100% damage save, for doom mod

unreal oyster
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what do you mean "damage indication"?

foggy escarp
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when you have armor that absorbs 100% damage, you get no indication. no screen flash, no damage sound, nothing

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by default

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i dont know if there is a possibility to add an indicator that your armor is getting damaged with 100% damage absorption

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id hope there is since in this mod its very frustrating to tell when your armor is gone or not

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or getting hit

foggy escarp
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can someone analyze my acs code and explain to me what i did wrong

trim falcon
#

just pastebin it here

foggy escarp
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the problem: it doesnt say the doomguy message despite being doomguy class

trim falcon
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try printbold

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to see if the message come out or not

foggy escarp
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printbold is jstu print but prints to everyone

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print is only the activator

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that should not be the issue

trim falcon
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r u sure its doomguy ?

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not doomplayer ?

foggy escarp
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this is a customclass

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so yes its DoomGuy

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its intentional

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in fact, the if statement is directly copied from my acs that gives items to the player if he is doomguy

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and that works

trim falcon
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why you need to get getplayerinfo ?

foggy escarp
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....to do the thigns i want when the player is using DoomGuy Class

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id assume that isnt rocket science

trim falcon
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I unable to test it now

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maybe that == is only for number

foggy escarp
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that is incorrect as this is what ive been using to give stuff to the classes, the exact same if statement

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if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_PLAYERCLASS) == "Muscle")
{
GiveInventory("AMMOBAG",3);
GiveInventory("FIRSTAIDKIT",5);
}

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the exact same except its DoomGuy and not Muscle

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and this works

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and funnily enough,
else if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_PLAYERCLASS) == "DoomGuy")
{
GiveInventory("AMMOBAG",3);
GiveInventory("FIRSTAIDKIT",5);
}

works as well

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what am i doing wrong, anyone?

trim falcon
#

try other class

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if all else fails

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try zdoom forum

foggy escarp
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i got it sovled in another discord

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but it took awhile and

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im quite frustrated now so

trim falcon
#

solution ?

foggy escarp
#

had to use something other than getplayerinfo despite it worked before, and being told what i was doing is actually wrong and i was lucky to even get it to work the way i was makign it do

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which getplayinfo did stop working for my entire wad

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i ahve to replace all of getplayerinfo with the new thing now

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and i calculater, thats more 84 lines to replace

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ugh..

trim falcon
#

use notepad++

foggy escarp
#

im not working on this wad anymore tonight

trim falcon
#

Its easier to read

foggy escarp
#

i ahve notepad++ but, that isnt gonan benefit me at all ifnact im pretty sure it do the opposite of benefit

neat oxide
#

Um yeah, compare strings with stricmp(a,b) and not with ==, otherwise it will work a few times but it doesn't owe you anything, sure you don't want code to be like that?

haughty flower
#

@pallid yoke I'd gladly do a Let's Play of your level ๐Ÿ˜›

#

when its done of course

plush sapphire
#

Wrong channel?

hazy lantern
#

Thanks!

novel isle
#

WHOOPS

#

there. reposted

foggy escarp
#

but no playtesting yet as one map is a bit too shallow

#

and currently

#

the only people working on this wad is mostly me, and Happyhead has jsut started doing a sprite for general Swat anemies

haughty flower
#

that does look good

#

now the gun does look rough around the edges and its a little out of focus

#

otherwise i am impressed

foggy escarp
#

my sprites are very untouched atm

#

im focusing on the mechanics first

haughty flower
#

thats fine

foggy escarp
#

out of focus? im confused

haughty flower
#

it is of a quality material here

#

its blurry

#

thats what i meant by out of focus

foggy escarp
#

that i cant do anything about

haughty flower
#

yeah well

foggy escarp
#

it may be intentional i dont remember

haughty flower
#

it does remind me of the ps1

foggy escarp
#

i cant scale weapon sprites

#

which i would have for these since

#

well

#

higher res

#

but i cant scale

haughty flower
#

i understand

#

its not possible with the engine itself

foggy escarp
#

otherwise the other alternative is using the model itself but i have no experience with modeldefs and the model i have is not a mdl3, its a source model

#

and that woudl require me to decompile the models (which isnt guaranteed to be okay) and eh i jstu rather do the sprite way

haughty flower
#

right

#

just for the sake of comparison

#

you should look at the duke nukem modding community

#

they have a total conversion known as the amc

#

everything is sprite based

#

a few are voxels

#

but the blurriness of the weaponry somehow matches the gritty, dark mood of the build engine put to the test

#

i mean in darkly lit rooms that sprite you have their looks great

#

it can be touched up a little much later in development

#

but that is my only complaint

#

its minor tho

foggy escarp
#

Currently Happy Head has a very promising sprite gif of one angle for the general swat for this

#

it is however standard doom resolution

#

its weird there is pixels in my semi hi def mod but

#

doom enemies from scratch take some time

#

i usually play with image resampling in my doom, and i know some people hate that but i personally dont mind

haughty flower
#

i dont expect the enemy sprites to look good

foggy escarp
#

so i dont noticei t too much but there is stil pixels to be had

haughty flower
#

the only time where i would pay lots of attention is when the body is on the ground

foggy escarp
#

and since my doom mod is gonna have waves upon waves of a bunch of enemies, id suppose having not high res sprites of enemies could help with performance for low enders

#

since my pc is a low end so i try to not dip too low on my end with my mod

haughty flower
#

well yeah

#

that makes sense

#

making it work around the limitations you have makes it an interesting treat to get it to run on less capiable hardware

#

get the thing too low then i would be asking you if a dreamcast port is possible

foggy escarp
#

i still dont think im gonna be able to put this wad for zandronum port, which this mod screams for multiplayer

#

so i usually dont mod with multiplayer in mind but i semi do as well

#

i dont know how i feel about it atm

haughty flower
#

well once you get confortable then you can decide from there

foggy escarp
#

i never modded for zandronum before, and never had because zandronum just lacks stuff i want to use for my mods

#

so this mod breaks pretty hard on zandronum

haughty flower
#

if im not mistaken it uses zdoom 1.8 as a basis

foggy escarp
#

zandornum is a bit behind compared to gzdoom

haughty flower
#

or was that higher

#

i forget

trim falcon
#

try zandronum 3.0

haughty flower
#

and gzdoom is somewhat behind zdoom

#

actually yes @trim falcon

#

sone more and more of us are really hyped for zandronum 3.0 stable to be released

#

we are more inclined to use the alpha that is currently available

foggy escarp
#

tbh if i was gonna make this mod multiplayer i wouldnt have made it on gzdoom to begin with, and release a zandronum version would invalidate the gzdoom version

#

i think i might end up just stickign ti single player sadly

haughty flower
#

that works

foggy escarp
#

payday 2 wad screams multiplayer

#

but tbh, ithin if you really want to you have to do the old hard method for multipalyer with gzdoom

haughty flower
#

i use the latest git builds of gzdoom anyways

foggy escarp
#

since gzdoom technicalyl does support multipalyer

#

its just not a ssmoothened as zandronumed at all

haughty flower
#

definetely not

foggy escarp
#

but its all i got

haughty flower
#

its more p2p

foggy escarp
#

well

#

in that case

#

its more authentic since pd2 is p2p

#

so

#

and payday 2 is famous for its p2p being semi bad

#

or pretty bad

#

desync

haughty flower
#

is that so?

#

i never knew that

foggy escarp
#

payday 2 has pretty bad netcode

haughty flower
#

i may have played earlier builds of it but that was long before p2p was a thing

foggy escarp
#

most definitely because the engine it uses is pretty damn old

haughty flower
#

but yeah gzdoom is singleplayer centric

#

i mean you can play zandronum offline

steel onyx
#

you have bad netcode

#

oooooooooooh

haughty flower
#

i have done it before

foggy escarp
#

gzdoom is my fav port to mod for just for the fact its got much more to work with that i want to use

#

zandronum has plenty too but it just doesnt suit w hat i want

#

there are amazing multiplayer doom mods

#

but, i just havent really wanted to leave gzdoom

haughty flower
#

thats fine

#

when i hopefully start ill start with gzdoom first too

foggy escarp
#

id argue gzdoom/zdoom is the more popular port to mod for

haughty flower
#

zandronum isnt top protity for me

#

if i wanted an extra challenge then maybe

foggy escarp
#

if you make oyurm od correctly, your wad could work in both source ports with doing little to nothing, but this one no not at all

#

but when your mod gets more complex then it gets easier to not work on both

haughty flower
#

disclaimers aside i would safely say that i dont garuntee the accuracy of zandronum if i ever do get into making stuff for doom

foggy escarp
#

jsut curius to see if my wad does function on zandronum now

#

although i think my zandronum is outdated but

#

il lsee

haughty flower
#

what i am mainly interested in is total map conversion like the stuff we seen with ancient aliens and back to saturn x

foggy escarp
#

what is total map conversion

haughty flower
#

idk anymore

#

like i would try to keep a lot of the things vanilla

#

like a partial pwad of sorts

#

no new weapons

foggy escarp
#

also currently this wad sits at 107 mb, i mean thats not big but its definitely not small either

haughty flower
#

its good sized

foggy escarp
#

its only gonna get bigger

#

i estimate thsi will reach aroudn 200 mb when its in a full mod status

haughty flower
#

nowadays i expect multiple .wad and .pk3 files all weighing in at about 200-300mb average

foggy escarp
#

im just estimating, i can guarantee

#

it could be 150 when its done, or 500

#

who knows

#

could be anything

haughty flower
#

and im fine with that

#

i dont think size matters to me

foggy escarp
#

probably hit 200mb now if i started using mdl3

haughty flower
#

now what does is if there is wasted space and/or compression eats up too much resource

#

my hdd is fast enough to do uncompressed

#

i have 1 ssd and 1 hdd at 7200rpm

foggy escarp
#

i plan to make my own music for this wad as well, but i havent got to it yet. theo nly song i have for it atm is one song for the lobby, where you buy and upgrade your stuff

#

which is my own composition and is pretty basic

#

i dont get much opportunities to compose music for a game or mod or something

haughty flower
#

i see

#

so you may need help with that department

foggy escarp
#

now i got the music under control, i dont necessarily need to music composers. though extra artists obviously is always nice

#

i cant sprite animation at all

#

so hapyhead is doing something nice

haughty flower
#

same

#

i need to find my strongpoints before i can actually start helping out

#

i have great ideas of setting and how scripted events could play out

foggy escarp
#

im currently just open for artists, i dont have anything else in mind at this moment

#

artists being sprite and voxels

haughty flower
#

i have basic knowlege of reporting instabilities and bugs

foggy escarp
#

playtesting is a definite need at some point

#

iveo nly been balancing through my own playthroughs, and thats not enough for balancing

#

im trying to keep it a bit like pd2 but a bit different as well

haughty flower
#

but none for art, music, and anything else

#

mapping is where i want to start working on

#

coding and creating scripts is where i would definetely need inprovement

#

otherwise right now i need to start toying around with gzbuilder

foggy escarp
#

im good enough to get this wad to work interestingly but i always have room for improvement, like yesterday i learned i shouldnt have been using "getplayerinfo" or whatever it was

#

always room to improve

#

the hud in this doom mod id love it to be a circle like payday 2 but that is from my understanding not possible at all in zdoom right now

haughty flower
#

i understand

foggy escarp
#

so i made the color scheme of payday 2 but vertical and square like payday the heist

haughty flower
#

zdoom may be ahead of gzdoom but it does lack in so many things

foggy escarp
#

i think you got it the wrong way

haughty flower
#

do i?

foggy escarp
#

gzdoom gets updated daily pretty much, the last zdoom update was on february 22nd 2016

haughty flower
#

ive always had it that new things gets done in zdoom first then it slowly gets implemented into gzdoom

foggy escarp
#

gzdoom im pretty sure is just zdooms latest version but with extra features or whateves

haughty flower
#

right

foggy escarp
haughty flower
#

well anyways after saying that i went over to drd team's respositories and seen that gzdoom has been lagging along the last week or so

#

now it just got updated along side with zdoom

foggy escarp
#

actually it is slightly the other way around, zdoom gets updated first i believe but gzdoom pretty much gets it soon after

haughty flower
#

like gzdoom just missed out on 3-4 updates

foggy escarp
#

id say they are updated close enough to say its not really that big of a deal

haughty flower
#

i understand

foggy escarp
#

also this new git build of gzdoom made tone maps lower and brighten way quicker, and it seems to be actually based on the brightness isntead of sector brightness like it did before, which caused problems in my map making the tonemap brighten despite my map was "darker" in the building (transfer brightness wasnt affecting it)

#

so im glad this git build made it... better i ntaht respect

#

but on the bad side

#

that also makes the lobby get REALLY REALLY bright if you use linear tonemap

#

since the map is just pitch black where the stations arent

haughty flower
#

i used to use that up to like recently

#

i turned it all off because it was messing with the color pallets way too much

foggy escarp
#

AAAAAAAAAAAAAAAAAAAAAAAAAAAA

haughty flower
#

yeah thats blinding

foggy escarp
#

you can turn of bloom to fix the glow but that still amkes the statiosn really bright if you use linear tonemap

haughty flower
#

bloom get turned off too

foggy escarp
#

wasnt like that before the tonemap update or whatever

#

but i prefer this version since the tonemap fades way quickert

#

and isnt based on sector brightness

#

which was confusing when using fake brightnesses

haughty flower
#

i mean i find the muted color pallet to make me nausus overtime

foggy escarp
#

since in my map, the bank has sunlight, but if you stepped in it, it stil lacted like you were in the darkened area since the sunlight isnt really the sectors' brightness you were standing in

#

its not like taht anymore thou so i like that

haughty flower
#

but making it too bright just disorients me

foggy escarp
#

ill probably make the lobby grey instead of black

#

that way itll be a nice balance

#

for people using and not using tonemap and bloom

haughty flower
#

im the kind of person that if the sun is shinig right towards a certain angle then i am handicapped

foggy escarp
#

what

haughty flower
#

i am quite sensitive to light like that

#

i want to see the details

foggy escarp
#

i mean it wasnt intentional it wasnt like that in my last git build

#

lol

#

so i have to fix it obviously

#

like im doing right now

haughty flower
#

but i cant so it gets to be a blur to me

foggy escarp
#

currently im setting my lobby to be grey so itll be ab alance for both people using and not using tonemap and blooms, so if you do use bloom and stuff it shoudlnt be too awful

haughty flower
#

like i live in a house that when at sunset and if the timing is right when driving back home then i cant see anything in the target objective that i have set

#

combine that with 20/20 vision and the sinus related issues that ive been having lately then what we have here is the inability to move on

#

its like i know where i need to go but my vision is obscured

#

theres a level in dump 2 that if i turn on bloom then you would understand why

foggy escarp
#

i suppose

haughty flower
#

that does look good

#

but that is up to you if you would like that or not

#

its somewhat muted but i can deal with that

haughty flower
#

okay this is what i mean

#

Now this is with the linear golor filter that you were telling me about. I liked it however like you said it made things look brighter than it should have and darker than it would have been.

#

Now this is both of them combined. Now what I can see is now the top ledge of that rock is obscured by the lighting. Normally I could pick out the details around the blurred out marks there. However when I try to stare at it so I could process more of detail rather than slowly becoming more aparent it instead blurs my vision faster than i could make out the detail making it harder for me to see clearly.

foggy escarp
haughty flower
#

Then we have this with the same deal as the last shot. Now the water looks so unreal there. I'm not paying attention to the attention of detail thhis mapper has done here since this is besides my point. Now some maps would take those pillars and make them out of lava instead. That and the walls pouring with lava is enough for me to shut off all visual filters. Now what happens is i cant see the ripples in the lava, and everything around it gets blurred out. After adding the walls of lava then I start to have a sensory overload. I start to get my navigation impared with all the lighting. If i stay in there for too long then i would be blinded. Its fine if I were to look in there from the room over but other than that, thats what I was trying to explain.

#

you now understand what i mean

foggy escarp
#

i guess

haughty flower
#

its not the fault of the mapper

foggy escarp
#

personal preference to me its not too abd to me so i cant relate as much

haughty flower
#

its my impairment

#

i can see colors stronger than others

#

and dump is litterally a well controlled kalidescope

#

i love the visuals but my mind cant take too much of it

#

theres a map named green and purple in there which i can completely handle reguardless of graphical filters set

#

im more of the guy who would like to see and play gmaes from the early 90's where 3d models were completely untexured and every little detail had to be drawn with other polygons

#

this is one of the reasons why i love games like starfox and virtual racing

#

and when racing apex failed their kickstarer i was really upset at people not backing it

#

and by the way yes @foggy escarp i just seen the last image you put up. Thats the kind of detail and graphical style that gets people like myself to flock to doom mods like that

foggy escarp
#

what

haughty flower
#

im sure that went well over your head

foggy escarp
#

i think it did ;-;

haughty flower
#

i sure someone else here would understand what i have just ranted on

#

im saying that you got pontental

#

and i have a lot of faith on you and what you are working on

#

you have completely sold me on your mod

#

i was skeptical at first

#

to be honest i truly do like what you have showned off so far

#

you are doing great

#

keep up the good work

foggy escarp
#

oh uh

#

thanks

haughty flower
#

i wasnt expecting a resopnse there but that makes my night

#

alright i am off to bed

#

goodnight guys

drowsy forum
#

Soooo...

#

Looks like ZDoom's about to tank and GZDoom the bread winner.

unreal oyster
#

...

#

wow

#

good

#

but still

#

wow

drowsy forum
#

Yup.

#

prods @shadow bone and @novel isle for opinions as well.

novel isle
#

ยฏ_(ใƒ„)_/ยฏ

haughty flower
#

Rip zdoom

vivid forum
pallid yoke
#

anyone know of a script command to wait for a floor to stop moving before continuing the script?

#

is there a waitfor of some sort

haughty flower
#

Uh

#

In ACS?

#

@pallid yoke

pallid yoke
#

yeah

haughty flower
#

You can make an if so it tells the script "if the floor is at this position then"

#

Or

#

You can figure out the delay in ms and make a delay on it

pallid yoke
#

I just made sure it has enough of a delay. works fine. New question is if I can teleport a monster using ACS.

#

I am thinking A_Teleport will work

haughty flower
#

Uh

#

I've never done that tbh

#

I only spawned things using code but try it

pallid yoke
#

it seems messy

#

I just want to move an arch vile to a new spot if the player decides to ignore it.

haughty flower
#

Best i could find

#

Anything else?

pallid yoke
#

I think I figured out the problem. wasnt using a teleport destination XD

#

used a map spot

haughty flower
#

Yes

#

For ACS you need mapspots

#

For teleports on linedef you need destinations

pallid yoke
#

damn I cant seem to figure out why this vile is teleporting.

#

got it, its teleport other

pallid yoke
#

I think I just burned doom builder into my moniter..

unreal oyster
#

@pallid yoke TagWait()

#

will delay until a floor stops moving

shadow bone
#

@drowsy forum I think the GZDoom thing is gonna be a bit of a debacle for a little until Randi drops in to give some input. Ideally she'll just give Graf the reins and we'll see a massive fork merge to bring everything (GZDoom, QZdoom, -GPL, etc) into just "ZDoom" (a man can dream)

#

More likely GZDoom is gonna fork off hardcore and become the new premier sourceport as Graf stops backporting

drowsy forum
#

I would like to think so of the former indeed, but the latter is already happening so who knows.

shadow bone
#

which makes me sad since ZDoom is the granddaddy of it all, but progress marches on.

drowsy forum
#

Yup.

#

Much like they had to drop support for windows older than xp.

shadow bone
#

I'm just hoping that at least the new GZDoom pulls in QZDoom and finalizes all the -GPL fork stuff.

royal wave
#

I don't get why Zdoom guys just asked the gzdoom guys to be part of the team

#

Why have two branches of the same engine?

#

I can understand not working together if it's eternity vs chocolate, but zdoom v gzdoom? Pointless to stay separated

shadow bone
#

The problem is that ZDoom is solely Randi, and Randi hasn't seen fit to merge the others back into ZDoom.

unreal roost
#

cali

#

we allowed to advertise

drowsy forum
#

no

#

You're not.

royal wave
#

What's the context of the advertisement

shadow bone
#

@unreal roost What Major said

royal wave
#

Oh nvm then

drowsy forum
#

They were trying to post a link to another discord server.

royal wave
#

Oh yeah no, definitely not that

#

I would of let is slide if it was in the credits text of a wad

#

Which is why I asked for context

shadow bone
#

Randi also disappears for long periods of time and neglects to give input on what direction the ZDoom codebase should go.

drowsy forum
#

Yup.

#

We're lucky to have Graf being such a dedicated person.

shadow bone
#

so even though Graf and Erruana have done the hard work of GPL'ing the sw renderer, no one knows if Randi would approve it.

drowsy forum
#

If it wasn't for him, we wouldn't have gotten this far. Not even remotely.

shadow bone
#

Yup.

drowsy forum
#

Especially zscript.

shadow bone
#

For what it's worth, I don't want this to come off like I'm hating on Randi.

drowsy forum
#

Oh I think everyone understands.

royal wave
#

I know the feeling, I've been in grafs shoes

drowsy forum
#

To be honest, it's a new beginning. And I'm looking forward to seeing what graf makes of it.

#

Chances are he's going to punt the software renderer out the door here soon.

royal wave
#

I think it's going the way of gloome and just being an fps engine

shadow bone
#

Nah, Graf hasn't ever been interested in that.

royal wave
#

Would love to see an actively updated branch like that

shadow bone
#

At least not to my knowledge

royal wave
#

What? Gloome was a brilliant idea

shadow bone
#

It was, except it divered from the codebase.

royal wave
#

Darn

drowsy forum
#

Didn't marrub give up on it?

royal wave
#

Yeah it hasn't been updated for two years now

drowsy forum
#

Thought so.

shadow bone
#

I think so. GZDoom-GPL is currently where it's at for commercial use, and hopefully that'll be merged back in soon

#

Once that's done, GZdoom can be used commercially

#

Doom-cruft notwithstanding

royal wave
#

I considered using it up until I saw it was still running off an early version of gzdoom

drowsy forum
#

Yeah better wait for now.

royal wave
#

I'm still thinking I could use it

shadow bone
#

you could, it just won't be updated or in sync with current features ๐Ÿ˜‰

#

It's perfectly capable otherwise.

royal wave
#

Yeah totally

#

It's on the list if possibilities because I already have a decent grasp on the doom engine and gzdoom builder

proper shuttle
#

well that would be fabulous

#

but what would we call the new premier source port?

#

nzdoom?

#

not zdoom?

royal wave
#

No it'll use vulkan

#

VGZDoom

#

Actually might as well toss in the not there

#

NVGZDoom

haughty flower
#

still running an early version of gzdoom

#

i wouldnt like to see how outdated your other programs are

#

lol

keen drift
#

LGBTQWERTYGZDoom

#

perfect

royal wave
#

My other programs aren't outdated?

haughty flower
#

but

#

why was gzdoom so far behind lol

royal wave
#

Not gzdoom

#

Gloome

haughty flower
#

oh

#

i misread it

royal wave
#

Gloome is a branch of gzdoom

haughty flower
#

sorry lol

shadow bone
#

I think GZDoom is gonna end up being the gold standard for Doom-engine modding soon (it almost is already). The only thing really lacking is the SW renderer and full GPL compliance. If (when?) Graf merges in QZDoom and GZDoom-GPL it'll pretty much be the only source port worth talking about, IMO

#

The main delay thus far has only been Graf refusing to split from ZDoom, and I think he's finally tired of playing that game.

royal wave
#

But zdoom still leads in popularity and needs to maintain compatibility

#

I never hear of anyone using zandronum for single player

haughty flower
#

haha kevan

#

uh...

#

i used to use zandronum for singleplayer

royal wave
#

Well ur doing it wrng scrub

keen drift
#

Nah man it's all about that LGBTQWERTYGZDoom

royal wave
#

You forgot the N

keen drift
#

Okay, but genuine question: is there any real reason that I, a casual doom player who doesn't use any mods besides smooth doom, would need or want to upgrade beyond the latest stable release of GZDoom?

proper shuttle
#

finally god

#

now graf has to make gzdoom modular enough for full backwards compatibility

#

so you can always have support for the really old mods

#

even if decorate or acs wither on the vine

shadow bone
#

@keen drift Mostly for bugfixes. There's a particularly nasty pitch bug that's gotten propagated over the last few months/years, and they finally untangled it last week. Chances are lots of mods are gonna break in the next major release.

keen drift
#

So, what should I upgrade to?

shadow bone
#

Right now you're probably safe on Stable 2.2.0 (I've been using that for a while too). But it's likely that once the next major version of GZdoom drops a lot of high profile mods are going to update. Just be aware you can't sit on the current stable forever.

#

Especially since some like D4D are going to be moving to ZScript as well. I think Graf plans on another GZDoom release once ZScript is finalized.

keen drift
#

I really only use smooth doom, I guess I'll just update when it does

shadow bone
#

That works.

pallid yoke
#

oohh TagWait() That sounds super awesome!

haughty flower
#

Hohly shit @pallid yoke

pallid yoke
#

getting close to finishing the level. on the last final battle and its really god damn hard ><

unreal oyster
#

burn in on a non-oled?

#

jesus

royal wave
#

that's a pretty impressive map @pallid yoke

unreal oyster
#

yeah, looks cool. perhaps has a lil bit of 90 degree angle fever but it's not anyone's place to judge before it can be actually played lol

#

๐Ÿ˜›

pallid yoke
#

I geus No Rest For the Living had that problem to heh

#

building on dat grid XD

unreal oyster
#

perhaps, i aint played past the first map on NRFTL

pallid yoke
#

didnt like it?

unreal oyster
#

it's not that, i just tend to quit things easily lol

#

i don't have a particularly large attention span lol

pallid yoke
#

oh yeah

foggy escarp
#

is there a way to make msuic pause when you pause the game

#

as in, the menu

#

not the pause thing that i didnt even know was a feature

#

i asked in another discord but i havent gotten too much confirmation either

#

found a janky way to do it
Playsound

#

isnt affected by music slider but its all i can do as far as i know

#

wouldnt that mean, multiple of these would play if there was more than 1 player

#

if so, thats.. sucks

#

no wait this doesnt work ebcause the monster activates this script
im actually at a loss

#

nvm i got it to work, but at thsi rate, multiplayer for this wad is no longer possible

#

music is affected by reverb too thats a problem i have to live with

#

i really wish there was ab etter way to do this -.-

#

oh wait no it goes back to my previous sound after awhile, wow i actually give up.

drowsy forum
#

At this point, zdoom multiplayer and feature compatibility are split so wide open, they appear to be falling apart.

#

So it's basically down to single player with awesomesauce features or multiplayer with limited capabilities.

#

goes single player any day. Is good at programming AI to do smart things.

novel isle
#

isn't much of an MP person anyways, but still feels bad there won't be great MP support for the other ppl :V

drowsy forum
#

What can I say? Sometimes strings need pruning to continue. Perhaps after ZScript is actually complete, there will be focus on network compatibility.

proper shuttle
#

that would be the best

#

give it high grade MP support, so zandronum can go away

#

there can be only one... premier MP source port

trim falcon
#

I got some missing stuff in gzdoom builder

#

how do I remove it from my list

unreal oyster
#

@drowsy forum is there any tutorial for ZScript yet?

drowsy forum
#

Whatever's on the wiki so far.

#

Which I did put quite a lot of effort into and so far I'm the only one even doing a damn thing about.

unreal oyster
#

ah, that's awesome

#

thank you

drowsy forum
#

It doesnt cover everything though. Still lots more to go.

unreal oyster
#

yeah i getcha

drowsy forum
#

But that'll at least get you covering most of the basics.

unreal oyster
#

btw - i wrote a bot for searching for things on some various doom places for this server -

#

;zdoomwiki_search zscript

edgy grottoBOT
#

ZScript is currently a work-in-progress and not yet available in ZDoom. There
are DRD team builds available, but
all current information is subject to changes at any time until ZScript
becomes officially part of ZDoom. Some of the information may become outdated
at any time from any development decisions. It is NOT recommended to
create/release mods at this time based on ZScript.

drowsy forum
#

Cool!

unreal oyster
#

unlike the normal embeds, mine actually shows the article summary

#

because zdoom wiki doesn't actually give data for that lol

#

btw @drowsy forum has a file extension for zscript been decided on?

#

i'd like to use something standardised

#

like people use .dec

#

or w/e

drowsy forum
#

Er, zdoom just goes with .txt.

unreal oyster
#

ok i just had a quick look, the notepad++ syntax highlighting will recognise .zsc

#

so i'll use that

#

coincidentally, .zsc is what zbrush uses for it's scripting language....

#

also called zscript

#

zscript is a good name for the zdoom scripting language but it's kinda taken lol

#

oh well though

#

heh

prisma saddle
#

I'd have named it ZDScript...

unreal oyster
#

by the way @drowsy forum is stuff written with zscript subject to break in the future?

#

and yeah @prisma saddle i would agree

prisma saddle
#

Not sure how to condence it into three letters though.

unreal oyster
#

eh

#

file extensions have no need to be 3 letters long

#

this isn't DOS

#

.html is super widely used

#

for example

prisma saddle
#

Maybe .ZDSC

#

But then again, I'm not a programmer or a guy who's good at naming things.

unreal oyster
#

uh @drowsy forum do i need to enable zscript somewhere and how do i do that if i need to?

#

lol

drowsy forum
#

-zscript

unreal oyster
#

ahhh cool

drowsy forum
#

...huh that wasn't on the wiki. Adding.

unreal oyster
#

so for scripting stuff in zscript, is it just the same syntax as DECORATE anonymous functions?

drowsy forum
#

Yeah, kinda.

unreal oyster
#

my wad don't look too good in software.

#

so i guess that's what zdoom tries to do if it is told to render straight down, huh

#

yeah that don't look too great

#

lol

#

epilepsy warning on that mp4 btw

haughty flower
#

that is mildly interesting

haughty flower
#

How do i uh

#

Make stuff zd compatible

#

Zd = zandronum

#

In this case

haughty flower
#

is it better to put every monster in one decorate or split em up

#

the Heavy has more health but currently only carries a pistol

#

the Normal can carry any weapon while only having 25 HP

#

the Heavy has 50 HP max

haughty flower
foggy escarp
#

about the decorate thing

#

its really preference

#

i used to put everything in a seperate decorate but its starts getting you a crap topn of decorate

#

personally i put them in catagories, one for weaopns, one for monsters, one for decoration/misc

#

etc

haughty flower
#

woop

#

vega deleted my edits

haughty flower
#

mappers and modders, i need some help with decorate

#

i forgot how to parent stuff so it doesn't affect eachother

#

i.e i want a cacodemon ball to not collide with a caco only

foggy escarp
#

you have to use species i knwo that

#

but on the top of my head i dont remember

haughty flower
#

i think i got it, testing

#

the fireballs are in place

#

and don't move

#

@unreal oyster

#

they also spawn IN the cracodemon

unreal oyster
#

Idk there's probably a way to tell them to move or something

#

Are those custom projectiles

haughty flower
#

how do i make them spawn IN FRONT of th-

#

yes they are

unreal oyster
#

I'd try to help but I'm on mobile right now so it's kinda difficult

#

@drowsy forum you able to help here?

#

Sorry for tagging you so much btw lol

haughty flower
#

READ D 5 Bright A_CustomMissile("CacoBullet",46,20,0,0,0,0)

#

why won't the cacobullet move

drowsy forum
#

Give it a speed property.

haughty flower
#

i gave the bullets a speed property

#

the speed is 5 and fastspeed is 10

#

but it still doesn't want to work

#

also, how do i change the spawn offsets for front/backward

drowsy forum
#

You'd have to paste your full code i norder for me to give any advice.

wooden portal
#

^

haughty flower
#

that's the cacodemon bullet

#

wait let me put it into a pastebin

drowsy forum
#

Pastebin. Your post was deleted.

haughty flower
#

i did it myself yeah

#

i didn't bother using inheritance

drowsy forum
#

That +SOLID flag is what's causing it.

#

Try removing it.

haughty flower
#

oh

#

it's because the bullets that are emitted should be shootable etc

drowsy forum
#

What's with the flags on the projectiles?

haughty flower
#

eh

drowsy forum
#

Yes, but that's what the SHOOTABLE flag is for.

#

Not SOLID.

#

SOLID means it blocks.

#

Take it off.

haughty flower
#

i dunno why i have solid

#

yeah

#

thanks for the help i guess

drowsy forum
#

Did it work?

haughty flower
#

i just straight copied it from a doom post i think tho

#

trying out now

#

hmm no it doesn't, it just still stands in place

#

let me try checking all codes again

drowsy forum
#

For the time being, remove all the flags and see what's going on.

haughty flower
#

A_CUSTOMMISSILE is the right flag, right?

#

i tried removing everything and uh, it still doesn't seem to do anything, let me change the speed values

drowsy forum
#

Function you mean. Yeah, until you get to the later versions.

#

What version of zdoom are you using?

haughty flower
#

???

#

i didn't post anything vega

#

anyways

#

pre-306-gd36993a

#

GZDoom, by the way

#

the demon proceeds to do an attack in which the fireballs just stand in place completely frozen

#

should i try using SPECIES or anything?

drowsy forum
#

Try updating your gzdoom.

haughty flower
#

kay

drowsy forum
#

ANd/or remove FastSpeed.

haughty flower
#

what if i make a certain species and just make them have nocollide

#

i had this problem before and i found a doomworld forum post about something

#

i think it was with species too

drowsy forum
#

Projectiles shouldn't collide or have any issues for that matter though. If anything, post this code in a bug report.