#classic-doom-maps-mods
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my process shouldnt interfere with pk3
It's for Quake aswell from what I've seen @haughty flower
oh okay
apparently just shoving the wad in pk3 works
but putting in the maps in directories no
ok
guess ill just shove it in pk3, silly but whatever
you may need to use slade and specifically save it as a pk3 instead of just cramming everything into a wad
i always use slade
i never want to use XWE
never coudl either
i always used slade
i tried using xwe when i first tried doom modding a couple years ago but i never got it to work
slade was my savior
i also prefer mapping for gzdoom
zandronum is not as up to date for my tastes
and i never maped for zandronum therefor
so none of my wads work on zandronum
i mean, this one does but the scripts just break
and thus is technically unplayable
id wish zandronum was a bit more closer to zdoom but, its not so idk
so multiplayer for this doom mod at this moment doesnt sound like its gonna be by using smooth zandronum
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.
.pk3 is used for everything else: Texture, sounds, etc
is that what we're missing?
Map .wads go in the maps folder inside the pk3, textures go in /textures, sounds go in /sounds, etc
yes
lol, I guess we automatically assumed the maps were being put in as .wad
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.
well im jstu shoving the wad in pk3
it works the same
it soudns silly but it works
nah im okay
i like having the maps in one wad
i see how it works now but im just ognan end up sticking the wad into a pk3
I'm just saying if you have all your stuff in the .wad (textures etc) then there's no reason to use a pk3.
Just use a .wad
The only reason to use a pk3 is if you want to split out the textures and stuff for editing
Ignore that. If you want to save space on a download, put the wad in a zip and they can extract it.
Loading a .wad inside a .pk3 can cause memory issues
Because the whole thing is loaded into memory
i said earlier if im just gonna stick a wad into pk3, why not put it in winrar
well i was wantign to put it in winrar but
ive been told not to
since people will be confuysed
or something
i, personally, woudl think its 100% obvious a winrar file isnt a doom file
doom files ahve the doomguy icon
i would think anyone should know this
Not on everyone's system. They only show like that on your system because you have them associated to gzdoom.
Mine are associated to ZDL so they have a different icon
Hopefully
as much as i know doom modding, i just havent really cared for pk3s that much
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.
i just prefer wads
i like being able to save maps in the builder
and having multiple maps in one wad
rather than multiple wads
That's fine.
It's a preference thing.
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.
full of traps?
A big long list of files with marker files?
not literally ๐ฎ
I don't think you got my joke but okay ;v;
meppy
yey!
meppy
meep!
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
can't helped
at first we suggest to properly turn it into pk3
he said error
end up suggest that
I mean, it's not inherently bad, it's just that a proper pk3 is better in 100% of the cases
must've missed that
Map files have to be in WADs, but everything else should be split out
can anyone here point to a simple example in ACS script where I call a function in the script?
Let me pull one up
All I need to do is run a check on a list of bools before executing a battle
Two functions at the top. The following scripts call them both a few times.
hmm so functions are only used to return a value
They can often do other things I think (I haven't explored them a lot)
what this acs do?
But returning a value is the primary function
I dont need to return a value so much as just execute another script
Mostly to avoid having to have duplicate code
because I have 6 switches that need to be flipped before something happens
Hmm... that's a little outside my wheelhouse.
@trim falcon https://www.youtube.com/watch?v=0T9JIh45Fi4
I would think this would be simpler than a function XD
It's probably not that complex, just that I'm tired and can't really put enough mental resources on it right now, lol
๐
ah ok well seeing a function in action is still super useful
I see, I wonder if smartgun possible
Should be
It's all a question of getting the precision and angles right. I kind of do it "good enough" here.
hmm so I know how to use functions thats great, but how will I execute a script from another script. hmm
I figured it out. ACS_NamedExecute("nameofscript", 0);
Also check all the variants to make sure you get the functionality you need ("ExecuteAlways", etc)
what is the difference with execute allways?
is that like a while loop or something?
does zandro support namedexecute ?
ExecuteAlways will run a new copy of the script if one is already running.
Execute only executes the script if it's not already running
(If I recall correctly, make sure to read the docs)
Not always necessary, but sometimes useful
Agreed. I love ACS
oh nice
What is the cleanest way to check if 6 different bools all equal true?
I am thinking its going to be a massive and statement lol
no its just to check if all switches have been flipped
I think you should take a look at multiple switch to activate mod
if(a && b && c && d && e && f && g)
One with = will (probably) not compile, and will do hideously wrong things if it does.
One with == will pass if a and b are false, but c,d,e,f,g are true.
Because a == b -> false == false -> true.
@pallid yoke
I solved it and everything is working out really well
good
Can't you just use tags?
@haughty flower
Yeah?
just tagging you
I meant tags as in linedef tags, i was talking about that problem
If you scroll up you can see
you're an experience decorate/acs ?
I mean do you consider yourself as experience decorate/acs
how bout zscript
seriously
I can't imagine how zscript replace decorate
in the past
decorate replace dehacked
some mod still using dehacked
that classy
Nope, i have no idea how to use ZScript
crafty titan doom hack
DeHackEd is pretty depreciated. DECORATE has essentially replaced it in ZDoom derivatives.
ZScript is more complex, but it's basically engine-level programming. SUPER-powerful.
you can even do stuff like change the actor radius and relink the blockmap now.
Woah that's cool
How fleshed out will zscript be for its first release?
If you know anything like that
@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.
It's actually in devbuilds now
If you wanted to try it
I think he's said it's mostly done.
Primarily bugfixing and functionality testing at the moment.
ports line rider to doom
Ah, here we go
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"
Supports all of decorate? Wowie
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
I want to wait until it's "production ready" before I dive in, and we're definitely not there quite yet
There's some documentation for you ๐
Down at the very bottom is an example of re-defining the Caco's A_HeadAttack function.
oh shit you can redefine functions lmao
redefine the imp's firing function...
to fire an imp at the player
rip FPS
Well, you can already do that in DECORATE ๐
The nice thing here is that you can define custom low-level functions and use them like action specials.
it supports override?
Awesome
Now question. It can replace specific functions without calling an entire "actor replaces actor"?
because if so, that is bad ass
Not sure, you may want to ask Graf or one of the other contributors about that noe.
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.
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
Decorate already does overriding when you inherent from an actor and set any flag or change a state
Just specifically calling "override" opposed to making a new function reduces the amount of typing you need to do
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
looking at the documentation for ZScript, it just looks like a more cleaned up version of decorate
that's a bit underwhelming
semantically it's similar, but a lot more of the underlying engine is exposed.
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.
why never allowed before?
also you know what feature i wish was in zdoom? crawl on walls and ceilings
Because it could screw up physics calculations and whatnot.
+CEILINGHUGGER and +FLOORHUGGER exist
the ability to not just step up higher, but to actually asscend a wall
and to make it work properly, it'd need a special state for the angles
actually that'd be a lot of sprite work ;-;
Actor roll is either in or staged for inclusion soon, I believe
Roll? No way!
you can definitely do camera roll.
Flat, wall, and roll sprites... http://forum.zdoom.org/viewtopic.php?f=18&t=49709
Yeah, that's either in or going to be in soon.
I forget if it was added or pending some adjustments
that looks weird
But Graf is busy with zscript so rendering stuff is on hold.
GZdoom has come a LONG way.
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/
Honestly excited for the next version of G/ZDoom to come out
weapons don't have that? o.O
I would of assumed that was a universal thing for sprites
Weapons are a special case because they're not drawn in the world.
this is partially on hold for a couple issues related to that pesky detail
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
It'd be cool to use it like a television effect
I don't think so, not like that... but it does support compositing patches via TEXTURES
with various renderstyles
So you can ADD, SUBTRACT, etc a texture over another.
over, but not mask
Could use alpha-mapped PNGs though
true, but that'd require an extra line behind whatever you need, and 1 pixel of spacing is noticeable
I have tried this, hence why I had the masking idea
You can composite with TEXTURES using CopyAlpha to respent PNG translucency
yah
Give floor and ceilings middle textures o.o
Why?
Well maybe you need to have a roof effect without wanting to make a 3d floor
Or maybe put a fog effect at the players feet
Well that too
I mean there's already a solution to it
but I feel adding a mid texture there would make things easier if you just need the texture to be there
Hmm... Maybe a UDMF extension for "fakefloortexture" and "fakefloorheight" properties.
Same for ceiling
or maybe not a property in the editor, but a script you can all
A_fakeceiling and A_fakefloor
Well, that's exactly what transfer_heights is, you just need a control sector is all ๐
Yeah, and that control sector makes snese when you need it to behave a certain way
I'm just someone who enjoys having levels of options, the less fancy you need, the easier it should be to implement
Blue rank?
Yeah
Dude! Gonna be flying back there soon!
I live in west wendover, it's the closest airport
Yeah! Family has been attending it every year, we're going to Fan X in may
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.
Oh okay
I have been around for a very long while though.
I'm the 74th person to register on the forums ๐
Woah
Respect right there
now excuse me for a momment while i gush over this line rider track that was posted, I need to get it out
Looks like Graf [No]'d the fake floor/ceiling thing.
"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."
Seems like it would be a lot of work, only to basically duplicate existing functionality.
figured
How many people here use ReShade?
im having lots of trouble getting these powerups to stay pernament after a level change
ive tried everything, +INVENTORY.HUBPOWER, +INVENTORY.PERSISTENTPOWER, makign an inventory item that gives the player the powerup and having +INVENTORY.AUTOACTIVATE
but nothing
it doesnt want to stay on when a map changes
and this is frustrating me a lot
inv.hubpower works for inventory items
but not the powerups
and inventory.persistentpower is supposed to make the effect last after a map ahs changed but thats not doing what its said to do
i figured it out
i have to edit the already existing powerup using inheritance
i thought i wasnt allowed or able to do that with powerups but ok
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.
wrong link LMAO
Steam Workshop: Garry's Mod. DOOM Imp
The Imp from DOOM (2016). The model is low quality because it comes from the Pinball FX2 DOOM table.
Includes:
Imp
Playermodel
Good & Bad Npcs
Viewmodels
Santa's Hat Bodygroup
first preator doom guy now the imp?
i just played it and wow was taht interesting
man that looks pretty fucking cool ๐
This is what I am working on atm https://youtu.be/bKUhyGVEQEs
Hey uh
anyone know if its possible to reset a level thats in a hub?
or is it not possible
oh wait nvm i can actually stop using hubs
ho wait
oh nvm
i still have to use hubs..
so any way?
???
in hub maps, maps connected together get their current status saved
like hexen
where going to different parts of the hub goes to another map but the maps are saved with their progress
i see
however i want to find a way to reset a map in ah ub back to its original start form
nvm i found a makeshift way to reset a map
do you know how to make player get into a random map after exit ?
i guess a way is to make your map lump names numbers, and do random(min,max)
but i havent tested that
probably doesnt work but idk
haha, was gonna say when you gonna upgrade to GZDB
๐
is it possible to have an large group of enemies run a script when they die that keeps count?
nevermind thing count is way better for doing this.
ive added "bronco" cops in my doom payday 2 mode
anyone who knows what those are in pd2 know how horribly op they are if you dont kill them right away
same with weak generic police officers/guards in pd2
why i said this? because while playtesting, i got inside the vault after drilling
and was using rogue class
and there was a glasscannon bronco cop in there
and one shotted me to death
i cri ๐ญ
is possible to make a damage indication for armors that have 100% damage save, for doom mod
what do you mean "damage indication"?
when you have armor that absorbs 100% damage, you get no indication. no screen flash, no damage sound, nothing
by default
i dont know if there is a possibility to add an indicator that your armor is getting damaged with 100% damage absorption
id hope there is since in this mod its very frustrating to tell when your armor is gone or not
or getting hit
can someone analyze my acs code and explain to me what i did wrong
just pastebin it here
printbold is jstu print but prints to everyone
print is only the activator
that should not be the issue
this is a customclass
so yes its DoomGuy
its intentional
in fact, the if statement is directly copied from my acs that gives items to the player if he is doomguy
and that works
why you need to get getplayerinfo ?
....to do the thigns i want when the player is using DoomGuy Class
id assume that isnt rocket science
that is incorrect as this is what ive been using to give stuff to the classes, the exact same if statement
if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_PLAYERCLASS) == "Muscle")
{
GiveInventory("AMMOBAG",3);
GiveInventory("FIRSTAIDKIT",5);
}
the exact same except its DoomGuy and not Muscle
and this works
and funnily enough,
else if(GetPlayerInfo(PlayerNumber(), PLAYERINFO_PLAYERCLASS) == "DoomGuy")
{
GiveInventory("AMMOBAG",3);
GiveInventory("FIRSTAIDKIT",5);
}
works as well
what am i doing wrong, anyone?
i got it sovled in another discord
but it took awhile and
im quite frustrated now so
solution ?
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
which getplayinfo did stop working for my entire wad
i ahve to replace all of getplayerinfo with the new thing now
and i calculater, thats more 84 lines to replace
ugh..
use notepad++
im not working on this wad anymore tonight
Its easier to read
i ahve notepad++ but, that isnt gonan benefit me at all ifnact im pretty sure it do the opposite of benefit
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?
@pallid yoke I'd gladly do a Let's Play of your level ๐
when its done of course
Wrong channel?
ive been polishing thing every now and then but id say the wad is id say definitely in a playable state for playtesting
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
that does look good
now the gun does look rough around the edges and its a little out of focus
otherwise i am impressed
thats fine
out of focus? im confused
that i cant do anything about
yeah well
it may be intentional i dont remember
it does remind me of the ps1
i cant scale weapon sprites
which i would have for these since
well
higher res
but i cant scale
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
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
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
i dont expect the enemy sprites to look good
so i dont noticei t too much but there is stil pixels to be had
the only time where i would pay lots of attention is when the body is on the ground
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
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
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
well once you get confortable then you can decide from there
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
if im not mistaken it uses zdoom 1.8 as a basis
zandornum is a bit behind compared to gzdoom
try zandronum 3.0
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
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
that works
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
i use the latest git builds of gzdoom anyways
since gzdoom technicalyl does support multipalyer
its just not a ssmoothened as zandronumed at all
definetely not
but its all i got
its more p2p
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
payday 2 has pretty bad netcode
i may have played earlier builds of it but that was long before p2p was a thing
most definitely because the engine it uses is pretty damn old
i have done it before
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
id argue gzdoom/zdoom is the more popular port to mod for
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
disclaimers aside i would safely say that i dont garuntee the accuracy of zandronum if i ever do get into making stuff for doom
jsut curius to see if my wad does function on zandronum now
although i think my zandronum is outdated but
il lsee
eh nope not anymore
what i am mainly interested in is total map conversion like the stuff we seen with ancient aliens and back to saturn x
what is total map conversion
idk anymore
like i would try to keep a lot of the things vanilla
like a partial pwad of sorts
no new weapons
also currently this wad sits at 107 mb, i mean thats not big but its definitely not small either
its good sized
its only gonna get bigger
i estimate thsi will reach aroudn 200 mb when its in a full mod status
nowadays i expect multiple .wad and .pk3 files all weighing in at about 200-300mb average
im just estimating, i can guarantee
it could be 150 when its done, or 500
who knows
could be anything
probably hit 200mb now if i started using mdl3
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
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
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
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
im currently just open for artists, i dont have anything else in mind at this moment
artists being sprite and voxels
i have basic knowlege of reporting instabilities and bugs
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
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
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
i understand
so i made the color scheme of payday 2 but vertical and square like payday the heist
zdoom may be ahead of gzdoom but it does lack in so many things
i think you got it the wrong way
do i?
gzdoom gets updated daily pretty much, the last zdoom update was on february 22nd 2016
ive always had it that new things gets done in zdoom first then it slowly gets implemented into gzdoom
gzdoom im pretty sure is just zdooms latest version but with extra features or whateves
right
https://zdoom.org/wiki/A_SetSize this is the newest thing i can think of, a_setsize
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
actually it is slightly the other way around, zdoom gets updated first i believe but gzdoom pretty much gets it soon after
like gzdoom just missed out on 3-4 updates
id say they are updated close enough to say its not really that big of a deal
i understand
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
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
yeah thats blinding
you can turn of bloom to fix the glow but that still amkes the statiosn really bright if you use linear tonemap
bloom get turned off too
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
i mean i find the muted color pallet to make me nausus overtime
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
but making it too bright just disorients me
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
im the kind of person that if the sun is shinig right towards a certain angle then i am handicapped
what
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
but i cant so it gets to be a blur to me
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
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
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
okay this is what i mean
A lot of the levels in Domp 2 looks gorgeous. This is without any filters.
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 with just bloom. Still looks great. The sun isnt dileberately rednered in here but this is just about at my breaking point.
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.
trippy
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
i guess
its not the fault of the mapper
personal preference to me its not too abd to me so i cant relate as much
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
what
im sure that went well over your head
i think it did ;-;
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
i wasnt expecting a resopnse there but that makes my night
alright i am off to bed
goodnight guys
ยฏ_(ใ)_/ยฏ
Rip zdoom
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
yeah
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
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
it seems messy
I just want to move an arch vile to a new spot if the player decides to ignore it.
I think I figured out the problem. wasnt using a teleport destination XD
used a map spot
damn I cant seem to figure out why this vile is teleporting.
got it, its teleport other
I think I just burned doom builder into my moniter..
@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
I would like to think so of the former indeed, but the latter is already happening so who knows.
which makes me sad since ZDoom is the granddaddy of it all, but progress marches on.
I'm just hoping that at least the new GZDoom pulls in QZDoom and finalizes all the -GPL fork stuff.
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
The problem is that ZDoom is solely Randi, and Randi hasn't seen fit to merge the others back into ZDoom.
What's the context of the advertisement
@unreal roost What Major said
Oh nvm then
They were trying to post a link to another discord server.
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
Randi also disappears for long periods of time and neglects to give input on what direction the ZDoom codebase should go.
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.
If it wasn't for him, we wouldn't have gotten this far. Not even remotely.
Yup.
Especially zscript.
For what it's worth, I don't want this to come off like I'm hating on Randi.
Oh I think everyone understands.
I know the feeling, I've been in grafs shoes
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.
I think it's going the way of gloome and just being an fps engine
Nah, Graf hasn't ever been interested in that.
Would love to see an actively updated branch like that
At least not to my knowledge
What? Gloome was a brilliant idea
It was, except it divered from the codebase.
Darn
Didn't marrub give up on it?
Yeah it hasn't been updated for two years now
Thought so.
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
I considered using it up until I saw it was still running off an early version of gzdoom
Yeah better wait for now.
I'm still thinking I could use it
you could, it just won't be updated or in sync with current features ๐
It's perfectly capable otherwise.
Yeah totally
It's on the list if possibilities because I already have a decent grasp on the doom engine and gzdoom builder
well that would be fabulous
but what would we call the new premier source port?
nzdoom?
not zdoom?
No it'll use vulkan
VGZDoom
Actually might as well toss in the not there
NVGZDoom
still running an early version of gzdoom
i wouldnt like to see how outdated your other programs are
lol
My other programs aren't outdated?
Gloome is a branch of gzdoom
sorry lol
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.
But zdoom still leads in popularity and needs to maintain compatibility
I never hear of anyone using zandronum for single player
Well ur doing it wrng scrub
Nah man it's all about that LGBTQWERTYGZDoom
You forgot the N
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?
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
@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.
So, what should I upgrade to?
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.
I really only use smooth doom, I guess I'll just update when it does
That works.
oohh TagWait() That sounds super awesome!
Hohly shit @pallid yoke
getting close to finishing the level. on the last final battle and its really god damn hard ><
that's a pretty impressive map @pallid yoke
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
๐
perhaps, i aint played past the first map on NRFTL
didnt like it?
it's not that, i just tend to quit things easily lol
i don't have a particularly large attention span lol
oh yeah
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.
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.
isn't much of an MP person anyways, but still feels bad there won't be great MP support for the other ppl :V
What can I say? Sometimes strings need pruning to continue. Perhaps after ZScript is actually complete, there will be focus on network compatibility.
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
@drowsy forum is there any tutorial for ZScript yet?
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.
It doesnt cover everything though. Still lots more to go.
yeah i getcha
But that'll at least get you covering most of the basics.
btw - i wrote a bot for searching for things on some various doom places for this server -
;zdoomwiki_search zscript
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.
Cool!
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
Er, zdoom just goes with .txt.
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
I'd have named it ZDScript...
by the way @drowsy forum is stuff written with zscript subject to break in the future?
and yeah @prisma saddle i would agree
Not sure how to condence it into three letters though.
eh
file extensions have no need to be 3 letters long
this isn't DOS
.html is super widely used
for example
Maybe .ZDSC
But then again, I'm not a programmer or a guy who's good at naming things.
uh @drowsy forum do i need to enable zscript somewhere and how do i do that if i need to?
lol
-zscript
ahhh cool
...huh that wasn't on the wiki. Adding.
so for scripting stuff in zscript, is it just the same syntax as DECORATE anonymous functions?
Yeah, kinda.
hmm.
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
that is mildly interesting
3 files 1 wad
is it better to put every monster in one decorate or split em up
Bullet Hell Doom - Classes so far (WIP)
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
@foggy escarp the Ristol :3
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
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
i think i got it, testing
why does this happen
the fireballs are in place
and don't move
@unreal oyster
they also spawn IN the cracodemon
Idk there's probably a way to tell them to move or something
Are those custom projectiles
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
READ D 5 Bright A_CustomMissile("CacoBullet",46,20,0,0,0,0)
why won't the cacobullet move
Give it a speed property.
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
You'd have to paste your full code i norder for me to give any advice.
^
Pastebin. Your post was deleted.
What's with the flags on the projectiles?
eh
Yes, but that's what the SHOOTABLE flag is for.
Not SOLID.
SOLID means it blocks.
Take it off.
Did it work?
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
For the time being, remove all the flags and see what's going on.
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
Function you mean. Yeah, until you get to the later versions.
What version of zdoom are you using?
???
i didn't post anything vega
anyways
pre-306-gd36993a
GZDoom, by the way
but it just does this
the demon proceeds to do an attack in which the fireballs just stand in place completely frozen
should i try using SPECIES or anything?
Try updating your gzdoom.
kay
ANd/or remove FastSpeed.
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
Projectiles shouldn't collide or have any issues for that matter though. If anything, post this code in a bug report.