#classic-doom-maps-mods

1 messages ยท Page 38 of 1

haughty flower
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it has something to do with the projectile i found out

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every actor that has this projectile has the same problem

drowsy forum
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?

haughty flower
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i have multiple monsters using the same projectile

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but i'll just use another projectile i already have set

drowsy forum
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Huh. That shouldn't matter...

haughty flower
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before it's too much messing around

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wait a minute

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it's because of the cacodemons

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it seems to work now

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i just made a temp fix for the caco

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@drowsy forum i think to be honest that the caco doesn't support custommissile in some way, because of flags or something because this is weird

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it works with any other monster

drowsy forum
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It's a bug that needs reporting.

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I urge you to post it on zdoom forums.

haughty flower
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i simply had to replace the cacodemonball actor now

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i will

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done

haughty flower
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How to change text of world text object without creating new world text and removing old one? (Snapmap)

plush sapphire
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Unfortunately there doesn't seem to be another way.

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I just was trying to do that myself last night.

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Couldn't get it without hiding and showing.

still ingot
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Seems like the AI conductor is more of a secondary as opposed to the primary placement methods.

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Something that spawns generic kiddos in-between to give it a ifferent feel each time.

unreal oyster
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i don't know what urged me to do this

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but

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ยฏ_(ใƒ„)_/ยฏ

prisma saddle
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@unreal oyster Neat,

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It's a little hard to see what's going on though...

unreal oyster
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well, ur, not much right now lol

still ingot
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Imagine if someone tried to recreate Sunlust in Doom 4

plush sapphire
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GTA mod? Sounds pretty fun honestly.

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Gimme any vehicle and let me run down pinkies and imps.

unreal oyster
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that's the idea heh

prisma saddle
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It's the kinda thing I would help with @unreal oyster

unreal oyster
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well if you're up to it i'd need a bunch of sprites for all the doom 2 enemies from top down

unreal oyster
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hey @drowsy forum was wondering, with zscript is it possible to change an actor's radius while the game is running?

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i've looked around on the forums and most responses have been "WFDS"

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so now that zscript is around

drowsy forum
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Look up A_SetSize in the wiki.

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It's for decorate too.

unreal oyster
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oh, ok

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thank you :)

plush sapphire
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Lots of building and especially tweaking yet to go... but I'm okay with this so far.

haughty flower
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nice remake

plush sapphire
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Thanks! It's very bland I know... but for the limits of Snapmap I think it's going alright! ๐Ÿ‘

plush sapphire
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That lamp post in particular took some tinkering.

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Naturally it all needs more yet.

still ingot
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I can't get the Scoring SnapPuzzle challenge to work. ๐Ÿ˜ข

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Got it to work in the unintended way.

still ingot
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@unreal oyster I've done most of the snapmap tutorials. Any good tips for making more-than-barebones levels?

unreal oyster
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never used snapmap before

still ingot
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Ah, damn. Know anyone avid?

still ingot
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@plush sapphire Give me guidance.

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I want to make spiffy things.

still ingot
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To be honest, publish shouldn't be the pre-hovered option in the editor.

hoary tulip
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Do weapons enter PickUp state when picked up?

plush sapphire
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What guidance do you require, Darcy?

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If by more-than-barebones you mean custom geometry, what you do is use Player Blocking Volumes and give them a different texture.

still ingot
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@plush sapphire Do you do PS4 or PC?

plush sapphire
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PC

pearl sundial
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neither

foggy escarp
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how does one make the hud in a doom mod scale to your resolution

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because any lower than 1280x720, specially 4:3 resolution, the hud gets cut off

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(custom sbarinfo obviously)

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that and if for 1920x1080 the hud is a bit too small

hoary tulip
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there is a scaler in hud options

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in lastest gzdoom

trim falcon
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gud

foggy escarp
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but this is for a custom hud

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its why i asked

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the hud interface scale has been there for awhile

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but that doesnt affect custom huds

latent phoenix
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Hey.

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So I'm trying to get this 3d models mod working in GZDOOM, everything works fine with the exceeption of weapons and weapon pickups...

haughty flower
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have you tried using voxels for them

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or are they like

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actual 3d models you're trying to input here

latent phoenix
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IDK

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I've used the BD voxel pack before

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trying to use this pack

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chaingun and particals work fine

haughty flower
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oh

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i duno how to help you :/

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try like

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remaking or like

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something around that

latent phoenix
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Whadduya mean by "remake it"

vivid forum
still ingot
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The community highlight was actually really sick.

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#InsecuritiesRising

bleak flame
proper shuttle
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@latent phoenix ew

drowsy forum
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@everyone GZDoom 2.3 is out, to those who don't know. 2.3.1 is in the works to fix a few issues.

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2.3 officially supports zscript!

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And to those who don't know, zscript is THE fabled doomscript!

hazy lantern
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@drowsy forum That doesn't work buddy ๐Ÿ˜›

drowsy forum
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What?

hazy lantern
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@ everyone

drowsy forum
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Oh.

hazy lantern
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Imagine everyone doing that

drowsy forum
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Yeah I know.

hazy lantern
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This place would be nuked

drowsy forum
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Hahah, I figured.

hazy lantern
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๐Ÿ˜„

drowsy forum
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But yeah I figured if anything, maybe you could raise awareness.

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This is the mapping/modding after all.

hazy lantern
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Folks who are interested will see that it's highlighted

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Due to new posts! ๐Ÿ˜„

drowsy forum
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Yeah but this could be lost in the annals of time.

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Perhaps if you pinned it...

plush sapphire
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About to start a stupidly short stream... gotta go out soon and only just found out! So I'll be working on my Q3DM17 remake in Snapmap for a half-hour or so. Yes the setup took like thrice as long as the stream will last... it's not my fault! http://www.twitch.tv/kammesennin

Twitch

Snapmap w/Music from iD Games

plush sapphire
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Aaand it's over for now. Hopefully I'll be home in time to get a few hours in.

proper shuttle
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the future is here

pallid yoke
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I just realized I have been balancing my level off of brutal doom 19 when 20b has been out for ages

pallid yoke
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DOes the latest GZDoom work with Brutal Doom20b?

unreal oyster
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nope, because there is a typo somewhere in v20b which causes it to crash on load

pallid yoke
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ah man, is that going to get fixed?

unreal oyster
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sgt_mark_iv managed to accidentally type 0.l instead of 0.1

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and idk

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the bug has been known about for ages

haughty flower
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he's brazilian

unreal oyster
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like months

haughty flower
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those brazilian keyboards probably have something to do with it

unreal oyster
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and he's holding off til v20c to fix it

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and no, no way does the keyboard have anything to do with it

haughty flower
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has he said anything about new features in v20c

unreal oyster
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idk

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1 and L are still a very long way away

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my guess is that he was just super fucking tired

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while coding it

haughty flower
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maybe he was typing something about liters somewhere else

unreal oyster
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and back then, when the mod was released, zdoom didn't care for some dumb reason

haughty flower
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because you say 2.3l

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for liters

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so maybe he was returning from something liter-related

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and was like 0.1l

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but missed the 1

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so it was 0.l

unreal oyster
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i doubt that

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that's ridiculously specific

haughty flower
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point is he didnt proof read the script and is too lazy to fix it

unreal oyster
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my guess is that he was either ridiculously tired or drunk lol

pallid yoke
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hmm what should I do for the release of my Doom2 level then? I want to use the latest stuff for the level

royal wave
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my guess is that it isn't his own :D

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and the parser mistook the 1 for l

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I say just release it

unreal oyster
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about the parser - i don't think it mistook the l, i think it was just an oversight on the parser not to throw an error at that point in time

pallid yoke
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Well I want to make sure it plays correctly with Brutal doom 20b and gzdoom 2.3.0

royal wave
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No i mean he opened it up in some stupid program then copied and paste

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Castle I get why you'd want to do that, but really it isn't your responsibility to make sure your mod works with others

pallid yoke
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Its a level

unreal oyster
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@pallid yoke the actual edit to make it work is trivial, you could tell people to make the edit themselves? :/

royal wave
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still by definition a mod

pallid yoke
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meant to play with the latest features ect

haughty flower
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brutal doom wont work with 2.3 currently due to this long forgotten typo so dont even bother fixing it and screw bd compaibility

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people need to learn that they cant have everything bd compadiable

royal wave
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yeah seriously. You're doing him a favor by forcing him to clean up his shit

unreal oyster
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i mean, if anything you could rely on the BD communities lack of care for updating gzdoom ๐Ÿ˜›

haughty flower
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i mean im a huge fan of bd

unreal oyster
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and yeah i agree. i'd release it in a state so that it would break with brutal doom, because otherwise you are just going to have to wait for mark

haughty flower
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yet i use every bleeding edge build that i get a hold of

pallid yoke
unreal oyster
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at least if you release the mod in a broken-with-BD state it could encourage mark to fix it if your map gets enough attention lol ๐Ÿ˜›

pallid yoke
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so I want to try and set things up in a way that normal people will be able to check it out without having to jump through weird hoops

haughty flower
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i just realized

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whatever happened to that series of pwads to be a autobiography of the lead producer of the bioshock franschise?

pallid yoke
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Do you know where the typo is? ill just fix it

haughty flower
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remember that?

unreal oyster
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it's like in a decorate file called "BLOOD.txt" i think?

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or "GORE.txt"

haughty flower
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um ill boot it up and ill see if i could figure it out

unreal oyster
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something like that

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then just ctrl-F the file

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for "0.l"

haughty flower
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it also happens to his ketchup pack

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i mean kethup lilleth is cool and all but i love mark's take on it better

pallid yoke
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hmm I need to grab dinner, ill be back in a little bit. maybe ill just fix the issues then ask for permission to release the fixed version until he can do it himself.

haughty flower
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it might be a no

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just warning you

pallid yoke
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yeah I get that

haughty flower
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i would urge people to fix it themselves instead rather than releasing it

pallid yoke
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bbl

haughty flower
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the stupid can wait untill he fixes it

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otherwise the ones who arent affraid to get their hands dirty can get it first

haughty flower
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Well slade3 saves the day

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can i privately distrubute the kethup pk3 file?

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i did both variants btw

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danmit i didnt fix it all

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lines 545 and 568 are the ones to look out for

unreal oyster
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you can give the pk3 to people privately i guess

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don't release it anywhere though

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even though mark is a stealing dick, it's still his work

haughty flower
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either that or change the codes from "Decorate.BLOOD.txt" from BPDL AAAAAAAAA 1 A_FadeOut(0.l) to BPDL AAAAAAAAA 1 A_FadeOut(0.1)in lines 545 and 568 with slade.

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its on a ask and you shall recive basis for me

haughty flower
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Thats for both Ketchupv5.pk3 and Ketchupv5_nogibs_splattersonly.pk3

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For brutalv20b.pk3 its lines 610 and 633 within Blood.txt

pallid yoke
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kk im back

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kk ill see if I can change that file

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I have zero interest in releasing other peoples stuff behind their backs. But I do seriously wish there was a way to streamline the process so people can very easily access the level without having to do all kinds of crazy random downloads

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I would actually kind of like to have special version of GZDoom that automatically loads the new level and simplifies the option menu and stuff

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this all seems like a mess right now XD

haughty flower
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well thats brutal doom for you

pallid yoke
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I dont see a "Decorate.BLOOD.txt" in the brutalv20b.pk3

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meh its looking like I might just have to cut Brutal Doom from being supported. this is turning out to be kind of annoying. :/

haughty flower
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oh im sorry it was Blood.txt

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let me fix that

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yes it is annoying

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unless you want me to pm you the ones that i have modified up to this very point

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but yeah release it as if it were to be compadiable with BD, but tell the public that is isnt

pallid yoke
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its possible that I might just want to have this be made purely for GZDoom

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At that point the only real issue would be that the options menu is bloated to the max

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lol

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like no normal person can navigate that entire thing

haughty flower
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eh it is what it is

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could have organize it a little better but then again the normal menus in gzdoom is a little cluttered

pallid yoke
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with that I can release a default config with the map though

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that way m ouselook and wasd are default

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mini map is setup as intended

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ect

pallid yoke
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damn it, I like Brutal Doom 20b too much XD

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looks like ill have to figure something out. its way to interesting to not try to build for it.

haughty flower
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Would anyone be interested in playing survival SnapMap where you have to collect resources, upgrade your base and protect from the demons in the wild?

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someone here might like that idea

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I wouldnt myself

trim falcon
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Yes, but how much interest will you get

haughty flower
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on pc

trim falcon
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and how long they willing to spend their time to play your snapmap

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no man sky doom

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a quiet cheap doom mod

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but interesting

haughty flower
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@haughty flower i'll send you my steam

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k

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once doom actually works

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ok i have to update my graphics stuff

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i'll be a few

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i'll pm you my steam name once it gets back up

pallid yoke
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Kind of redundant posting this here as it was an earlier conversation but here goes anyway

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weird its not showing the thumnail XD

haughty flower
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yeah youtube does a lot of that

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now i did understand what you mean

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now releasing a ptach file to brutal doom would be the most plausible idea to go down but you would have to be careful not to steal his work

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like having a patch file load up sonewhere to correct that error would work out quite well

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now since you mentioned it i have corrected the file myself so i wont have to go through that again thus making it a little less cluttered

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now the other thing you mentioned was to make it so it would be automatically bounded to more or less how modern fps games are

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now inside of gzdoom when it first starts there is a ini file known as gzdoom_default

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that is where all of the configuraton for the game is

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you can modify it to however you may feel that is best

trim falcon
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fun fact

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if you rename it to gzdoom.ini

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and load your .xe

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.exe*

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it will copy to your setting

pallid yoke
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nice ๐Ÿ˜ƒ

haughty flower
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ive always done it by hand

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when i copy files over at least

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now a lot of the setting needs to be configured either in that file I have or via the console ingame

pallid yoke
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so this is look like I should be able to do this pretty easily then. Then maybe have a batch file to load everything correctly and done.

haughty flower
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you can copy mine because you have my uill permmission to do so

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and yes you can string together a batch file to load it all up

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you would just need to do some slight tweeking of the file

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my setup is ideal to what session i use

pallid yoke
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so this can be pretty painless then awesome!

haughty flower
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i dont know if what version of gzdoom you are running but what i am running is the git release of 2.3.0 just right after the full release

pallid yoke
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2.3.0 latest atm

haughty flower
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well you got to do what you have to to get it streamlined

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now i would have certain parameters changed because like i siad not everyone would use my key configuration

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i would personally turn a lot of those eye candy setting down

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also dont hesitate to use zdoom wiki for further assistance

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hopefully i pointed you in the right direction here

trim falcon
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I heard castle is NERVE.wad creator

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is that true ?

haughty flower
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its in the style of neve.wad that is correct

pallid yoke
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Yes

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I am one of the two authors for NRFTL

royal wave
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I think that's fucking legit

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I was doubtful and then I remembered the first maps easter egg

pallid yoke
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Yeah, I want to do it again in this level I have now but not sure yet how I want to do it.

royal wave
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use the ACS to reveal random switches across the map

pallid yoke
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hmm yeah that makes sense

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like have it happen in an order where you have to find each switch in order

royal wave
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something like that

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I was thinking of a switch found mid map revealing a hidden switch in the first room

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and so on and so forth

pallid yoke
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Yeah something like that might work. just need to do it in a way that wont confuse the player too much right

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sometimes a switch that does seemingly nothing will feel really weird lol

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but yeah thats a good suggestion

royal wave
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In my maps I hide a joke sprite

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way back ago I attempted an SCP map and made 173 sprites

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now in all my projects I hide him somewhere

pallid yoke
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anyone know if there is a way to make a candle have a very small bounding box?

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I am using candles on fairly small puzzle objects that move into the floor. so I need the candle to not collide with the floor around the puzzle object.

trim falcon
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Radius 1;
Height 1;

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this is zscript thoug

pallid yoke
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so I would need to manually set this in script?

trim falcon
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make new actor ?

pallid yoke
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might be easier to just run a function at the start of the level.

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well, I am doing the most evil thing I have ever done in a doom map now.

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gigantic level, hundreds of dead bodies in the entire map. Stealth archviles ...

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I might need to backstep on this idea, its fucking insane.

haughty flower
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Anyone here wants to test my snapmap?

haughty flower
foggy escarp
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mm2wood

haughty flower
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Powerup.Color color, alpha

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how to define?

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actually

pallid yoke
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hello peeps!

haughty flower
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ello

hoary tulip
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        Fire:
            PSHT B 1 Bright {
                If(A_JumpIfInventory("PickUpMachinegun", 1, "FireMachinegun"))
                {
                    A_PlaySound("weapons/shotgf", CHAN_WEAPON);
                    A_GunFlash();
                    A_FireBullets(0,0,1,5,"BulletPuff");
                    Return ResolveState("FireMachinegun");
                }
                Else
                {
                    A_PlaySound("weapons/pistol", CHAN_WEAPON);
                    A_GunFlash();
                    A_FireBullets(0,0,1,5,"BulletPuff");
                    Return ResolveState(Null);
                }
                }
            PSHT CDC 2;
            Goto Ready;
        FireMachinegun:
            PSHT CDC 15;
            Goto Ready;
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Anyone care to point what i am doing wrong?

trim falcon
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error ?

unreal oyster
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what exactly is not working

trim falcon
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what error ?

unreal oyster
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@hoary tulip ?

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btw fuck your hard-to-@ name ๐Ÿ˜›

hoary tulip
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there is no error

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it simply does not go to FireMachinegun

trim falcon
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are you sure you got pickupmachinegun ?

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check that state

hoary tulip
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though i also had a problem with being unable to pick up PickUpMachinegun unless i slap +INVENTORY.ALWAYSPICKUP

trim falcon
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maybe its not an inventory afterall

hoary tulip
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nvm

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i found the error

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Thank you, brain

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For making this kind of meme

trim falcon
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tell me

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the error

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so everyone can learn

hoary tulip
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actually not

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BRAIN PLEASE STOP

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i thought for a second i wrote the a_jumpifinventory parameters the wrong way

unreal oyster
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isn't it return state() not return resolvestate()

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oh right, this is ZScript not DECORATE i assume then?

hoary tulip
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'return state("name") casts must be converted by the following rules:
state() is now known as ResolveState()

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i changed it to check for a cvar instead

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so i guess i'll have to work with that

hoary tulip
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also you happy now @unreal oyster ? now you can at my ass with more ease ๐Ÿ˜›

unreal oyster
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yea boi

royal wave
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Gut I told you how to mention someone without typing there name

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@unreal oyster

unreal oyster
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i know you did but that's far more annoying lol ๐Ÿ˜›

pallid yoke
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I have an elevator with dynamic lights in it. How do I make sure they move with the elevator?

haughty flower
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Eh

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ACS, move locations?

pallid yoke
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that would interpolate and everything?

haughty flower
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I have no idea honestly

unreal oyster
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@pallid yoke make a new dynamic light actor with +NOGRAVITY and +RELATIVETOFLOOR?

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i'm not sure there is another way

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but what i suggested would work if it comes to that

pallid yoke
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strange, the lights worked better for this in the older version of gzdoom

trim falcon
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blame graf

royal wave
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is graf the egoraptor of doom?

trim falcon
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I have big chin

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triple chin

pallid yoke
trim falcon
#

what is stemmit ?

pallid yoke
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Anyone who can help bug fix and provide feedback let me know. The level is released as is right now.

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Steemit is a fucking awesome page that rewards crypto currency for getting upvotes. Its beens so good to me that I dont even monetize my youtube videos anymore

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Its a blogging page basically

trim falcon
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I think I should try it

royal wave
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I would like to play

trim falcon
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I think I should try it

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but I got no fan base

royal wave
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well how do you think people get fan bases?

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they aren't born with them

plush sapphire
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By trying stuff?

trim falcon
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make questionable mod of course

plush sapphire
#

By trying stuff?

trim falcon
#

make questionable mod of course

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bad or good

pallid yoke
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My last post made like 9 bucks and I have like 36 followers lol my Youtube channel has 51 followers.

royal wave
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I would like to play btw

pallid yoke
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The absolute best would be someone who can make a video playing through it. Its currently only supporting ultra violence and the level is meant to be pretty tough.

royal wave
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raises hand

trim falcon
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If I have sometime

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I host in next 8 hour

pallid yoke
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you have to have Brutal Doom 20b and its music and GZDoom. One sec ill post the dl link

royal wave
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nu

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vanilla

trim falcon
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oh man

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I though its vanilla

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and hope it support zandronum 2.0

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hosting 3.0 is annoying

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people keep connecting with wrong version

royal wave
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I don't think he's coming back

trim falcon
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what ?

pallid yoke
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I updated the steemit post with the link and info

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remember this is not a proper release yet.

trim falcon
#

can you teach me how to setup bitcoin

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not now though

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later

pallid yoke
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sure just need a wallet. Hardest part is finding a way to buy it.

haughty flower
pallid yoke
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Bitcoin was created by one of the worlds first actual sci fi super heros.

haughty flower
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yeah im kidding

royal wave
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ammo distribution is a bit poor

haughty flower
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i did look it up afterward

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i wish you could buy death grips vinyls with bitcoin

pallid yoke
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not enough ammo? I can see that in the first area

hazy lodge
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send link @pallid yoke

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here

royal wave
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also do you have your GZDoom dynamic lightd cranked up to max? it's wat fucking dark

pallid yoke
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using default settings

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all of the lighting is dynamic very little sector lighting

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The best would be if you can record a video.

royal wave
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tomorrow I can

pallid yoke
#

Level download link located on that page

#

alright I need some sleep. PM me feedback. Keep in mind the level is meant to be a notch harder than thy flesh consumed on ultra violence. and it only supports UV atm

#

going to bed now ๐Ÿ˜ƒ

hoary tulip
pallid yoke
#

im back

trim falcon
#

@pallid yoke hosted your wad yesterday

pallid yoke
#

oh yeah?

trim falcon
#

no monsters ?

#

and no freelook ?

pallid yoke
#

no monsters? whhhaaa?

#

that sounds majorly broken XD

trim falcon
#

hmm

#

i use zand 3.0

#

you using script to spawn monsters ?

pallid yoke
#

a lot of them are spawned in script

#

also what is Zan 3.0?

wooden portal
#

Zandronum 3.0

pallid yoke
#

I have only test with Brutal Doom 20b + GZDoom 2.30

wooden portal
#

Based on ZDoom 2.7.1

pallid yoke
#

I have only test with Brutal Doom 20b + GZDoom 2.30

#

oh yeah I bet it was completely busted then

#

The level wont function correctly without Brutal Doom, Doom MetalVol4 and GZDoom

#

I bet it didnt even have lighting

#

I hope hosting it that way didnt make me look bad ><

wooden portal
#

I dun remember what GZDoom version Zan 3.0 uses

#

I just know the feature set is at least up there with that version of ZDoom

pallid yoke
#

This project is literally being built with GZDoom specific features and balancing combat around Brutal Doom 20b

#

so running it in anything else will have different results

haughty flower
#

zandronum 3.0 alpha 10302016 build uses 2.8pre-441-g458e1b1 as the basis

#

currently im using 2.3pre-1110-g61a9a30 for gzdoom

pallid yoke
#

Im already here ๐Ÿ˜„

haughty flower
#

Zan is

#

Not good with scripts at all

#

Since it doesn't support all the fubctions gzdoom has etc

#

Functions*

unreal oyster
#

sector based glow huh?

#

is that new?

#

i know GLDEFS has flat glow

#

but i haven't seen it on a sector-by-sector basis

foggy escarp
#

yes its new

#

they also added sector reflections in the menu too

#

somewhere

#

so you can do reflections without writing it yourself i guess

unreal oyster
#

pretty nice

#

๐Ÿ‘

#

works best in low light, of course

haughty flower
#

hol

#

y

#

is this an update gutawer

#

because that looks fancy af

unreal oyster
#

yeah it's new to gzdoom

#

sector glow

#

in the map editor

haughty flower
#

omfg

unreal oyster
#

it doesn't seem to use dynlights to glow though which makes me sad ๐Ÿ˜ฆ

#

it just applies the glow to walls

#

so it's not a replacement for GLDEFs unfortunately

#

unless i'm missing something

#

like

#

that looks great but the flat should be glowing too imo ๐Ÿ˜ฆ

#

and - sector based reflectivity is awesome

#

takes so much setup away

royal wave
#

combine it with a brightmap

#

that's what I did

unreal oyster
#

that is a solution but it kinda defeats the purpose of being a map-editor-only solution :/

royal wave
#

Added: minimum grid size is now 0.125

#

.>

wooden portal
#

wot

unreal oyster
#

the thing i like about having glow as a sector thing and not something external is that i don't need to fuck around adding stuff to the wad/pk3

#

i can just right click and set it

#

but without flat glow, it's a lot less useful :/

#

oh well

#

and the glow also won't work on weapon sprites unless defined in GLDEFs for the flat to be a dynlight...

#

further defeating my use for it

#

oh well

#

at least reflectivity is a UDMF thing now.

#

i'm grateful for that even if the glow implementation isn't exactly what i'd like ๐Ÿ˜„

royal wave
#

I think I'm going to give up on my current map, i can't seem to nail an aesthetic I like

unreal oyster
#

๐Ÿ˜ฆ

#

what problem with aesthetic are you having?

royal wave
#

doesn't feel right

unreal oyster
#

@drowsy forum mind giving me a quick rundown on how to add custom buttons to a zdoom wad? i want to add a button (which i would like to test for in ACS) and i'm not really getting it, so i thought i'd ask you

#

i know i need to use KEYCONF

drowsy forum
#

In the menu?

unreal oyster
#

no, like buttons on the keyboard you can press to do things

drowsy forum
#

Keybinds?

unreal oyster
#

yea

drowsy forum
#

That's basically for the menu. I suggest you use MenuDef.

#

Check out zdoom's menudef files and look for "Customize Controls".

unreal oyster
#

hmm okay i'll have a look into it

#

after defining my custom controls, is it possible to use them with GetPlayerInput?

#

it's okay if that's not possible but it would make my life easier lol

drowsy forum
#

No.

#

GetPlayerInput is limited to just internal definitions.

unreal oyster
#

that's fine then

unreal oyster
#

argh, i want to do an air-dash type thing and i want to use ThrustThing since it's easier than manually setting velocity, but alas

#

friction is fucking me up

#

so it's time to do some trigonometry then

#

with a SetActorVelocity approach, i can ignore friction altogether, which is good but it does mean i have to do a lot of annoying setup

#

oh well though

#

let's do this

hoary tulip
unreal oyster
#

uh

#

what exactly?

hoary tulip
#

the obviously glitchy thing at the bottom

unreal oyster
#

oh. tried restarting SLADE? lol

hoary tulip
#

to grab graphics i also have to take that into account and put the mouse lower than normal

#

it's not a problem with slade

#

rather a problem with terrible video drivers because thank you based intel

unreal oyster
#

๐Ÿ˜ฆ

hoary tulip
#
Model "YellowBullet"
{ 
    Skin 0 "Models/Tracer2.png" 
    Model 0 "Models/Tracer.md3"
    Scale 4.5 4.5 1.5 
    PITCHFROMMOMENTUM
    
    FrameIndex Q4YP A 0 0
}
#

For some reason the model is crashing gzdoom

unreal oyster
#

are you sure it's not a 0 tick DECORATE loop?

#

if it isn't that, make sure that the model has a sprite to fall back on

haughty flower
#

.md3

unreal oyster
#

yes...?

#

what's wrong with md3?

haughty flower
#

dunno

#

is it crashing or does it give an error

unreal oyster
#

not having a sprite to fall back on shouldn't crash gzdoom outright

#

but idk

hoary tulip
#

hmm, an older zscript test version actually gave me a crash report

haughty flower
#

oh, this is zscript

hoary tulip
#

the mod worked perfectly fine some months ago

unreal oyster
#

same principals apply to zscript

hoary tulip
#

this is decorate actually

haughty flower
#

eh

#

right

hoary tulip
#

this is not my fault with the mod it seems

haughty flower
#

did you update?

hoary tulip
#

i believe it may be related to my cancerigenous intel driver

unreal oyster
#

@hoary tulip do you have a sprite called Q4YPA0 to fall back on? zdoom generally expects a fallback sprite

#

it could cause issues if it isn't there

haughty flower
#

wait

hoary tulip
#

yes

haughty flower
#

sprites uh

hoary tulip
#

i know how to do these things

haughty flower
#

don't sprites have a 4 character limit

#

oh wait it does here

#

nevermind facepalm

unreal oyster
#

NNNNFA[FA]

tawny lion
#

um

unreal oyster
#

is the syntax for doom sprites

haughty flower
#

yeah

tawny lion
#

can anyone link me the current version of GZDoom builder

#

i don't know which one to get

haughty flower
#

dev or stable

tawny lion
#

any

unreal oyster
hoary tulip
#

an outdated version will prompt you to install the latest

tawny lion
#

thanks

unreal oyster
#

don't install it in program files.

#

it won't update properly

tawny lion
#

i don't really install shit in program files

unreal oyster
#

cool then

#

just making sure lol

tawny lion
#

i have an entire disk having my shit

hoary tulip
#

hmm, it crashes on other mods with models

unreal oyster
#

@hoary tulip - if you want i can test if it works fine for me or not

#

since you mentioned it could be your drivers

hoary tulip
unreal oyster
#

okay - what am i testing?

#

i'd appreciate if you could tell me what actor is causing issues

#

so i can just quickly spawn it

#

@hoary tulip

hoary tulip
#

just fire the pistol

#

the tracer uses a model

unreal oyster
#

works fine for me

hoary tulip
#

make sure it's an updated gzdoom version obviously since it worked fine some time ago

#

then it's probably my drivers

#

rip in pootis gzdooming

unreal oyster
#

i did update it today, a few hours ago but i'll update once more quickly

#

nah, i still got the newest build.

#

:/

#

time to get a dedicated GPU? ๐Ÿ˜›

hoary tulip
#

on a laptop

#

:/

#

I am Sad Boi now

novel isle
#

I know you probably can't afford it, but laptops these days have GPUs equal to their Desktop counterparts, at least the 10xx GTX series, so Laptops are catching up fast :V

hoary tulip
#

time to apply for a thousand jobs only to be called by the one i applied for as a joke and i can't actually do

hoary tulip
unreal oyster
#

lol

#

so your igpu won't support the newest gl version then?

hoary tulip
#

it used to

#

i guess now it decided to be a filthy prank

proper shuttle
#

alright now, i really want to make some sweet levels

#

but gzdoom builder seems like a puzzle to me right now

#

time to get an walkthrough

tawny lion
#

any tips on map making?

trim falcon
#

plagiarism

tawny lion
#

Damn right

trim falcon
#

Well look at other people map

#

get inspired

tawny lion
#

okay

#

time to sink a quarter of my life into this

#

Jobs and waifus can wait

haughty flower
#

uh

#

arhum don't look for inspiration it will probably end up in an exact same map copy or something like that

#

i recommend thinking and sketching a map layout on paper, then going from there

#

@tawny lion

tawny lion
#

Good point

#

but my drawing is shit

#

i just gotta pull something out of the back of my head

#

Or out of my asshole

haughty flower
#

you need no drawing skills

#

it's literally just creating a topdown layout

#

i do the same thing though my drawing is shit af

tawny lion
#

i wish i had Lego

#

i could build a level with that

haughty flower
#

takes 2long

tawny lion
#

and then make that in the map maker

haughty flower
#

but arhum

#

try making a layout

#

of a small map

#

and post a picture in my DM's dunno

#

it's probably not as bad as you think

tawny lion
#

i'll look into that

#

i'm thinking of trying to make maps that are just simply made for fun

#

instead of maps that follow a certain theme

#

like apocalypse, cities etc

hoary tulip
#
Script warning, "YH-SW.pk3:zscript/projectiles.zsc" line 244:
Accessing deprecated member variable ScaleX
Script warning, "YH-SW.pk3:zscript/projectiles.zsc" line 244:
Accessing deprecated member variable ScaleY
#

What should i use instead?

unreal oyster
#

full line?

#

@hoary tulip

hoary tulip
#

it's just the use of scalex

#

and scaley

#

A_SetScale(ScaleX+0.1,ScaleY+0.1)

drowsy forum
#

Map making: Go with da flow. Just do what DUMP did and just make something. ๐Ÿ˜›

#

@hoary tulip use Scale.X and Scale.Y instead.

#

Watch me blow it the fuck up and back. ๐Ÿ˜›

#

You will receive the tiniest glimpse of what it's like to be in my shoes, trying to figure out what the fuck goes where...

hoary tulip
#

thanks

royal wave
#

crude attempt at my own smooth animations

hoary tulip
#

the hand jerks off the shotgun

royal wave
#

:P

hazy lodge
#

doot

hoary tulip
#

any help with doom 3?

#

the game doesn't seem to be loading my modified .def files

#

...never mind?

#

it is now

pallid yoke
#

anyone know if thing count works with armor bonuses?

haughty flower
#

uh

#

what do you mean with that?

pallid yoke
#

if (ThingCount(T_ARMORBONUS, 243) > 0)

haughty flower
#

oh

#

._.

#

try?

pallid yoke
#

it seems to be borked and wondering if I am the one messing up

haughty flower
#

is this ACS?

pallid yoke
#

yes

haughty flower
#

are you using GZDoom builder's ACS thing?

pallid yoke
#

yep

haughty flower
#

is it updated?

pallid yoke
#

yep

haughty flower
#

then look if it creates errors when compiling

trim falcon
#

use a_print to troubleshoot

#

oh wait

pallid yoke
#

yeah it claims there are 0 of them

haughty flower
#

weird

pallid yoke
#

with id 243

trim falcon
#

maybe 0 not exist ?

#

just saying

haughty flower
#

._.

pallid yoke
#

works for an imp

#

I placed an imp with the same id

#

it counted

#

well shit it dont seem to count them ..

pallid yoke
#

ok I got it to work, I guess with items like health and armor you have to say T_NONE then just point to the id

hoary tulip
#

do i have to put user_boop = 0 in a state to make it 0 or do user int variables start at 0 by default?

frosty path
#

i tried chillax.wad with colorful hell and russian overkill

#

b o y

#

what a expierence

hoary tulip
hoary tulip
#

good?

haughty flower
#

could be better, but if it's doom 2 that looks pretty damn great for doom 2

hoary tulip
#

i can always publish the source frames for anyone wants to take a crack themselves

haughty flower
#

yeah

hoary tulip
vivid forum
#

Does Boom+ have anything to support door open lighting?

#

(other than voodoo doll tricks?)

haughty flower
#

Hm

#

No idea myself

#

Why are you using boom+

unreal oyster
#

this wad has an example of that

#

specifically at this point here

#

as the door opens, the light inside the room lights up to match the light of the room surrounding

vivid forum
#

Can someone get me the png format version of SKSPINE3/4, slade won't export for me.

unreal oyster
#

@vocal crypt could you show me your titlemap's ACS code?

vocal crypt
#

Should I PM it to avoid cluster, or is it okay hree?

#

*here

unreal oyster
#

here is fine

#

that's what the channel is for ๐Ÿ˜›

vocal crypt
#
int cam[8]; // Maximum number of players
script 1 OPEN
{
    Thing_Deactivate (1);
    Thing_Activate (1);
    ChangeCamera (1,0,0);
}

Script 2 OPEN
{
    Thing_SpawnFacing(7,19,0,999);

    Thing_hate (999,13,6);

    
    
    delay(75);
    Restart;
}

Script 3 OPEN
{
    Thing_spawnfacing (7,19,0,999);

    Thing_hate (999,13,6);

    
    delay(75);
    restart;
}

Script 4 OPEN
{
    Thing_spawnfacing (11,20,0,999);
    Thing_hate (999,13,6);

    
    delay(75);
    restart;
}

Script 5 OPEN
{
    Thing_SpawnFacing(11,9,0,999);
    
    Thing_hate (999,13,6);

    
    
    delay(75);
    restart;
}

script 6 ENTER
 {
   str class = "Ettin";
 
   while (!random(0, 3))
     class = "Minotaur";
     
   do {
     
     int x = GetActorX(88);
     int y = GetActorY(-88);
     int z = GetActorZ(-88.0);
     int angle = GetActorAngle(0) >> 8;
 
   } until (Spawn("Ettin", 10, 10, 12, 13, 90));
   
   thing_hate (13,999,6);
   
 }```
#

yeah, my whole script thing

unreal oyster
#

mind using a code block?

#

just put your code in ```

vocal crypt
#

oh.

unreal oyster
#

and end it with ```

#

they take up less space and look nicer ๐Ÿ˜ƒ

#

thanks

haughty flower
#

"While"

unreal oyster
#

@vocal crypt for spawn fog you need the 3rd argument of Thing_SpawnFacing to be 1, not 0

#

although i'd recommend you use TRUE instead of 1

#

they do the same thing but TRUE looks nicer

vocal crypt
#

Ok, but what about the spawn with the ettin

unreal oyster
#

and what do you mean "problem is infinite spawning"?

#

wait no

#

scratch that about the fog :/

#

0 should put the fog there

#

lemme have a look about that

vocal crypt
#

I guess I misworded the infinite spawning part

haughty flower
#

NR, it's a while

vocal crypt
#

I meant it's not infinitely spawning

#

the Ettin

unreal oyster
#

which script is this?

vocal crypt
#

do you mean the script language?

unreal oyster
#

nah, which numbered script

vocal crypt
#

script 6

unreal oyster
#

1, 2, 3, etc

#

ok cool

#

ok i see the issue

#

that's not how a do until loop works

#

do until executes the stuff inside the do until the until returns TRUE

#

what i assume is happening with yours is that it spawns one ettin, then stops?

#

correct?

vocal crypt
#

yes

unreal oyster
#

ok, what do you want to be the stopping condition for this loop?

vocal crypt
#

What do you mean?

unreal oyster
#

well, when do you want this loop to stop?

vocal crypt
#

I wasn't really planning on it to stop

unreal oyster
#

ah, there's your problem

#

a do until loop is meant to be used when the loop should stop at something

vocal crypt
#

so remove those two commands?

unreal oyster
#

hang on

#
while (TRUE) {
     
     int x = GetActorX(88);
     int y = GetActorY(-88);
     int z = GetActorZ(-88.0);
     int angle = GetActorAngle(0) >> 8;
     Spawn("Ettin", 10, 10, 12, 13, 90);
     thing_hate (13,999,6);
}
#

does this work?

vocal crypt
#

hang on

#

Getting a "invalid statement"

#

line 64

unreal oyster
#

which one of those lines is 64 in my block?

#

is it int x...?

vocal crypt
#

I guess it would be the }

unreal oyster
#

alright, could you post the entire message then?

#

not just "invalid statement"

vocal crypt
#

but that's all it says, besides it saying "SCRIPTS, LINE 64"

unreal oyster
#

oh, nevermind, i think i might see it

#

int y = GetActorY(-88);

#

GetActorY gets an actor's Y coord

#

the TID cannot be negative

#

it should probably be int y = GetActorY(88);

#

and then int z = GetActorZ(-88.0); should likely be int z = GetActorZ(88);

vocal crypt
#

the thing that the script editor is whining about is apparently the } at the ened

unreal oyster
#

mind posting your entire script again, then? i can probably bugfix it easier that way

vocal crypt
#
int cam[8]; // Maximum number of players
script 1 OPEN
{
    Thing_Deactivate (1);
    Thing_Activate (1);
    ChangeCamera (1,0,0);
}

Script 2 OPEN
{
    Thing_SpawnFacing(7,19,0,999);

    Thing_hate(999,13,6);

    
    
    delay(75);
    Restart;
}

Script 3 OPEN
{
    Thing_spawnfacing (7,19,0,999);

    Thing_hate (999,13,6);

    
    delay(75);
    restart;
}

Script 4 OPEN
{
    Thing_spawnfacing (11,20,0,999);
    Thing_hate (999,13,6);

    
    delay(75);
    restart;
}

Script 5 OPEN
{
    Thing_SpawnFacing(11,9,0,999);
    
    Thing_hate (999,13,6);

    
    
    delay(75);
    restart;
}

script 6 ENTER
 {while (TRUE) {
     
     int x = GetActorX(88);
     int y = GetActorY(88);
     int z = GetActorZ(-88.0);
     int angle = GetActorAngle(0) >> 8;
     Spawn("Ettin", 10, 10, 12, 13, 90);
     thing_hate (13,999,6);
}```
unreal oyster
#

@vocal crypt when copy-pasting my script, you deleted one }

#

you need to re-add that

#

๐Ÿ˜›

vocal crypt
#

compiled without whining

unreal oyster
#

okay, cool

#

tell me if it works ๐Ÿ˜ƒ

#

i can then help with the telefog

vocal crypt
#

still only one ettin spawning

#

to be curbstomped by quantity of spectres and cacodemons

unreal oyster
#

okay, now add the line delay(1); inside the loop

#

i forgot about that

#

otherwise the loop will crash

vocal crypt
#

Is the loop the while line?

unreal oyster
#

it needs to be inside the {}

vocal crypt
#

ok

#

it works

#

but I think they're spawning too quickly

unreal oyster
#

would make sense

vocal crypt
#

do I need to adjust the 1 to a 75?

unreal oyster
#

if you adjust the number inside delay()

#

well, 35 is one second

#

so yeah

#

75 would be just over 2 seconds

vocal crypt
#

well now we got that out of the way

#

the telefog

unreal oyster
#

Spawn("TeleportFog", 10, 10, 12);

#

put this under the ettin spawn

#

it will spawn some teleport fog at the same position as the ettin

#

every time one is spawned

vocal crypt
#

added

#

now I forgot to tell, the position they spawn is like a few feet above the floor.

unreal oyster
#

where do you want them to spawn? if you want them to spawn at an actor, SpawnSpotFacing would likely be better for your use

#

it spawns an actor at another actor without using coordinates

vocal crypt
#

But does it use classnames and not thing Id's?

unreal oyster
#

yes

vocal crypt
#

what about the teleportfog?

#

do I just use 999 for the thing id to spawn at and the id it has after spawning?

unreal oyster
#

you likely don't want to give the fog a thing ID

#

that argument is optional

vocal crypt
#

it works now

unreal oyster
#

nice :)

vocal crypt
#

Can a script have multiple thing_hate commands for individual tids?

unreal oyster
#

i'm not really sure

#

i've never had a good time with thing_hate

vocal crypt
#

because it seems the cacodemons and spectres are ganging up on the ettins

#

while ignoring the Bishops

unreal oyster
#

yeah, doom AI i don't think is capable of hating multiple things at once

#

they focus on one enemy

#

and only one enemy

#

before moving on

vocal crypt
#

Hmmm

#

maybe after they attack x ettin they attack y bishop?

#

as in

#

they kill x ettin

unreal oyster
#

you can randomise it so some cacodemons & bishops attack the ettins, while some attack the bishops

vocal crypt
#

er what

#

you mean spectres?

unreal oyster
#

yes

#

sorry

vocal crypt
#

I believe that is what I'll go for then.

#

do I use the or command?

unreal oyster
#

or is for if statements

#

there are multiple ways of doing it

#

you can either use random() or set it so that every loop, you have 2 thing_hates

#

and then you group the caco/spectres TIDs so that about half of them use TID x, while the other half use tid y

vocal crypt
#

I think I used it like this thing_hate (hater,hatee,type) then another one

#

of that command

unreal oyster
#

yeah

#

you should have 2 groups of haters for my suggestion

vocal crypt
#

an example?

#

Gut?

#

GUT? GUUUUT? (MGS reference)

unreal oyster
#

sorry i can't really give an example

vocal crypt
#

oh

torn timber
#

I know what the issue was earlier, did it get fixed?

#

int x = GetActorX(88);

#

It was this

#

that's not where the 88 is supposed to go

#

88 is not the TID he was trying to get

#

88 is what he was trying to use as the offset of map units for the actor spawn from yesterday

#

he needs this:
int x = GetActorX(TID OF THE MAP SPOT) + 88.0;

unreal oyster
#

he's using SpawnSpotFacing now

#

so all that is irrelevant

torn timber
#

ah okay

#

so he's got the TID of the map spot being utilized properly now?

unreal oyster
#

yep

#

i hate zdoom's coordinates system though lol

#

fixed point is really annoying

#

thanks Raven Software

hoary tulip
#

thanks based raven

#

for armor system in hexen

#

"It just works"

torn timber
#

That decimal point or lack thereof breaks a lot of stuff often with confused modders ๐Ÿ˜›

vocal crypt
#

Now I'm stuck on the camera work

#

Problem is the fact it seems to stop on the third interpolation poinmt

unreal oyster
#

ah, i would help with that but i kinda forgot how that stuff works

#

moving cameras are a pain

vocal crypt
#

you failure of a cyberdemon, go turn into a zombie guy /s

vocal crypt
#

figured out the camera problem, apparently around the third interp point it sped up so fast it went to the static part

vocal crypt
#

now I'm trying to have music play in the titlemap

#

does it have to be a certain format before I start on "coding" it to play said music?

royal wave
#

.wav, .mp3, and .ogg I know are all supported

vocal crypt
#

k

unreal oyster
#

@vocal crypt you would create a file called "MAPINFO" with SLADE in the root of the wad/pk3

#

this page should help you

vocal crypt
#

How do you create a file in SLADE

#

Because I've been using notepad and importing it into whatever wad in SLADE

#

I think I found the lump to use for music

unreal oyster
#

;zdoomwiki_search "map definition"

edgy grottoBOT
unreal oyster
#

that's the page i wanted

trim falcon
#

D_DOOM

vocal crypt
#

Music = "<musiclump>"

trim falcon
#

D_HADDAWAY

unreal oyster
#

yeah that's what you want

#

you can also replace the music lumps, but it's a bad idea

#

for zdoom wads

#

it's not very versatile

vocal crypt
#

so just rename said music to D_DOOM?

unreal oyster
#

no

#

don't do that

#

use MAPINFO

#

anyway D_DOOM isn't even correct

trim falcon
#

if you love dehacked

unreal oyster
#

it's D_DM2TTL

trim falcon
#

that title music

unreal oyster
#

but seriously, don't do that

vocal crypt
#

I use Slade3 and GZDoom Builder

#

so

unreal oyster
#

yeah

#

use MAPINFO

#

it's a better idea

#

because, when people decide to use a music wad with your wad, it will re-replace your music

#

fucking everything up

#

so use MAPINFO

vocal crypt
#

music = "<TITLEMAP.mp3>"```
#

something like this?

#

it excluded map for somereason

unreal oyster
#

music = "TITLEMAP"

vocal crypt
#

ok, so exclude the .mp3

unreal oyster
#

and the <>

royal wave
#

always exclude the file extensions

#

ZDoom parser automatically does that for you

#

so if you tell it to look for "music.mp3"

#

it's expecting to find a file named "music.mp3.mp3" in there

unreal oyster
#

well, more like "music.mp3.*"

#

but yea

royal wave
#

not a lot of people know what * means in programming

unreal oyster
#

really?

royal wave
#

yeah it's a bit of a seldom used trick

unreal oyster
#

idk in my experience * is generally "all characters"

#

to most people

royal wave
#

well yes it does mean all characters

vocal crypt
#
TITLEMAP: Unknown top level keyword
royal wave
#

or wildcard for that matter

unreal oyster
#

you can't just put "music = whatever" anywhere

royal wave
#

but * is used more for math than strings

unreal oyster
#

it needs to be in a map definition

#

i.e:

#
map TITLEMAP "TITLE MAP" {
    music = "TITLEMAP"
}
vocal crypt
#

no music is sounding

trim falcon
#

IDmus "lumpname" for testing purpose

unreal oyster
#

are you using .wad or .pk3?

vocal crypt
#

.wad

#

for the titlemap atleast

#

I'm using a .pk3 for the sprites for the hexen/heretic monsters

unreal oyster
#

hmm okay

#

with a pk3 you need music in a folder

royal wave
#

Put the audio in a folder named MUSIC in the PK3

unreal oyster
#

but wads don't need that so idk

#

@royal wave he said he wasn't using pk3

#

for this titlemap

vocal crypt
#

technically

royal wave
#

I'm using a .pk3 for the sprites for the hexen/heretic monsters

unreal oyster
#
[3:46 AM] NRSSR: .wad
[3:46 AM] NRSSR: for the titlemap atleast
royal wave
#

is the titlemap in a PK3 as well?

vocal crypt
#

no

trim falcon
#

type ```IDMUS [lumpname]

unreal oyster
#

yeah, try that

#

but not idumus

#

idmus lumpname

royal wave
#

But that's not gonna solve the problem

unreal oyster
#

so in your case

trim falcon
#

obviously it does not

unreal oyster
#

yeah, but it will help tell whether zdoom just doesn't wanna play the lump

trim falcon
#

but we know what mistake he made

unreal oyster
#

i've had that before

vocal crypt
#

IDMUS: Unknown top level keyword

unreal oyster
#

oh, sorry - in the console

#

not in MAPINFO

royal wave
#

it's probably breaking because he named the audio titlemap and is causing name conflicts

vocal crypt
#

would renaming it DOOM fix it?

#

Or PSDOOM?

unreal oyster
#

don't call it that

#

that's a bad name

royal wave
#

you can name it to something like BGTITLE

vocal crypt
#

it plays

#
    music = "BGTITLE"
}```
#

That's what used anyway

royal wave
#

Boom

vocal crypt
#

the source port, the sound effect, or some other thing?

#

/s

pallid yoke
#

Anyone know if its possible to make a simple earth quake happen after flipping a switch?

trim falcon
#

acs launch a_quake

#

or spawn a monster with a_quake

pallid yoke
#

launch a_quake?

#

whats the syntax?

trim falcon
#

fake monster*

pallid yoke
#

I am using acs

trim falcon
#

I not sure acs exist or not

#

maybe this should help

pallid yoke
#

yeah I was looking at all of those

#

acs was not happy with them

trim falcon
#

make a fake earthquake ?