#classic-doom-maps-mods
1 messages ยท Page 38 of 1
?
i have multiple monsters using the same projectile
but i'll just use another projectile i already have set
Huh. That shouldn't matter...
before it's too much messing around
wait a minute
it's because of the cacodemons
it seems to work now
i just made a temp fix for the caco
@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
it works with any other monster
How to change text of world text object without creating new world text and removing old one? (Snapmap)
Unfortunately there doesn't seem to be another way.
I just was trying to do that myself last night.
Couldn't get it without hiding and showing.
Seems like the AI conductor is more of a secondary as opposed to the primary placement methods.
Something that spawns generic kiddos in-between to give it a ifferent feel each time.
working on a dumb little GTA 2 clone for gzdoom
i don't know what urged me to do this
but
ยฏ_(ใ)_/ยฏ
well, ur, not much right now lol
Imagine if someone tried to recreate Sunlust in Doom 4
GTA mod? Sounds pretty fun honestly.
Gimme any vehicle and let me run down pinkies and imps.
that's the idea heh
It's the kinda thing I would help with @unreal oyster
well if you're up to it i'd need a bunch of sprites for all the doom 2 enemies from top down
hey @drowsy forum was wondering, with zscript is it possible to change an actor's radius while the game is running?
i've looked around on the forums and most responses have been "WFDS"
so now that zscript is around
Lots of building and especially tweaking yet to go... but I'm okay with this so far.
nice remake
Thanks! It's very bland I know... but for the limits of Snapmap I think it's going alright! ๐
Might not look like much, but it was quite tedious work getting this stuff lined up even as shotty as it is.
That lamp post in particular took some tinkering.
Naturally it all needs more yet.
I can't get the Scoring SnapPuzzle challenge to work. ๐ข
Got it to work in the unintended way.
@unreal oyster I've done most of the snapmap tutorials. Any good tips for making more-than-barebones levels?
never used snapmap before
Ah, damn. Know anyone avid?
To be honest, publish shouldn't be the pre-hovered option in the editor.
Do weapons enter PickUp state when picked up?
What guidance do you require, Darcy?
If by more-than-barebones you mean custom geometry, what you do is use Player Blocking Volumes and give them a different texture.
@plush sapphire Do you do PS4 or PC?
PC
neither
how does one make the hud in a doom mod scale to your resolution
because any lower than 1280x720, specially 4:3 resolution, the hud gets cut off
(custom sbarinfo obviously)
that and if for 1920x1080 the hud is a bit too small
gud
but this is for a custom hud
its why i asked
the hud interface scale has been there for awhile
but that doesnt affect custom huds
Hey.
So I'm trying to get this 3d models mod working in GZDOOM, everything works fine with the exceeption of weapons and weapon pickups...
have you tried using voxels for them
or are they like
actual 3d models you're trying to input here
IDK
I've used the BD voxel pack before
trying to use this pack
chaingun and particals work fine
oh
i duno how to help you :/
try like
remaking or like
something around that
Whadduya mean by "remake it"
Streaming dev: https://www.twitch.tv/marketanarchy
Updated ver of my Retro ReShade
@latent phoenix ew
@everyone GZDoom 2.3 is out, to those who don't know. 2.3.1 is in the works to fix a few issues.
2.3 officially supports zscript!
And to those who don't know, zscript is THE fabled doomscript!
@drowsy forum That doesn't work buddy ๐
What?
@ everyone
Oh.
Imagine everyone doing that
Yeah I know.
This place would be nuked
Hahah, I figured.
๐
But yeah I figured if anything, maybe you could raise awareness.
This is the mapping/modding after all.
Yeah but this could be lost in the annals of time.
Perhaps if you pinned it...
Hey @shadow bone https://www.reddit.com/r/Doom/comments/5lmfp4/gzdoom_230_released/
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
Aaand it's over for now. Hopefully I'll be home in time to get a few hours in.
the future is here
I just realized I have been balancing my level off of brutal doom 19 when 20b has been out for ages
DOes the latest GZDoom work with Brutal Doom20b?
nope, because there is a typo somewhere in v20b which causes it to crash on load
ah man, is that going to get fixed?
sgt_mark_iv managed to accidentally type 0.l instead of 0.1
and idk
the bug has been known about for ages
he's brazilian
like months
those brazilian keyboards probably have something to do with it
and he's holding off til v20c to fix it
and no, no way does the keyboard have anything to do with it
has he said anything about new features in v20c
idk
1 and L are still a very long way away
my guess is that he was just super fucking tired
while coding it
maybe he was typing something about liters somewhere else
and back then, when the mod was released, zdoom didn't care for some dumb reason
because you say 2.3l
for liters
so maybe he was returning from something liter-related
and was like 0.1l
but missed the 1
so it was 0.l
point is he didnt proof read the script and is too lazy to fix it
my guess is that he was either ridiculously tired or drunk lol
hmm what should I do for the release of my Doom2 level then? I want to use the latest stuff for the level
my guess is that it isn't his own :D
and the parser mistook the 1 for l
I say just release it
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
Well I want to make sure it plays correctly with Brutal doom 20b and gzdoom 2.3.0
No i mean he opened it up in some stupid program then copied and paste
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
Its a level
@pallid yoke the actual edit to make it work is trivial, you could tell people to make the edit themselves? :/
still by definition a mod
meant to play with the latest features ect
brutal doom wont work with 2.3 currently due to this long forgotten typo so dont even bother fixing it and screw bd compaibility
people need to learn that they cant have everything bd compadiable
yeah seriously. You're doing him a favor by forcing him to clean up his shit
i mean, if anything you could rely on the BD communities lack of care for updating gzdoom ๐
i mean im a huge fan of bd
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
yet i use every bleeding edge build that i get a hold of
I am refering to this level which is just now reaching a near fully playable state https://steemit.com/gaming/@thecastle/no-rest-for-the-living-level-author-has-a-new-doom-2-map-in-the-works
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 ๐
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
i just realized
whatever happened to that series of pwads to be a autobiography of the lead producer of the bioshock franschise?
Do you know where the typo is? ill just fix it
remember that?
um ill boot it up and ill see if i could figure it out
it also happens to his ketchup pack
i mean kethup lilleth is cool and all but i love mark's take on it better
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.
yeah I get that
i would urge people to fix it themselves instead rather than releasing it
bbl
the stupid can wait untill he fixes it
otherwise the ones who arent affraid to get their hands dirty can get it first
Well slade3 saves the day
can i privately distrubute the kethup pk3 file?
i did both variants btw
danmit i didnt fix it all
lines 545 and 568 are the ones to look out for
you can give the pk3 to people privately i guess
don't release it anywhere though
even though mark is a stealing dick, it's still his work
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.
its on a ask and you shall recive basis for me
Thats for both Ketchupv5.pk3 and Ketchupv5_nogibs_splattersonly.pk3
For brutalv20b.pk3 its lines 610 and 633 within Blood.txt
kk im back
kk ill see if I can change that file
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
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
this all seems like a mess right now XD
well thats brutal doom for you
I dont see a "Decorate.BLOOD.txt" in the brutalv20b.pk3
meh its looking like I might just have to cut Brutal Doom from being supported. this is turning out to be kind of annoying. :/
oh im sorry it was Blood.txt
let me fix that
yes it is annoying
unless you want me to pm you the ones that i have modified up to this very point
but yeah release it as if it were to be compadiable with BD, but tell the public that is isnt
its possible that I might just want to have this be made purely for GZDoom
At that point the only real issue would be that the options menu is bloated to the max
lol
like no normal person can navigate that entire thing
eh it is what it is
could have organize it a little better but then again the normal menus in gzdoom is a little cluttered
with that I can release a default config with the map though
that way m ouselook and wasd are default
mini map is setup as intended
ect
damn it, I like Brutal Doom 20b too much XD
looks like ill have to figure something out. its way to interesting to not try to build for it.
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?
someone here might like that idea
I wouldnt myself
Yes, but how much interest will you get
on pc
and how long they willing to spend their time to play your snapmap
no man sky doom
a quiet cheap doom mod
but interesting
@haughty flower i'll send you my steam
k
once doom actually works
ok i have to update my graphics stuff
i'll be a few
i'll pm you my steam name once it gets back up
Kind of redundant posting this here as it was an earlier conversation but here goes anyway
weird its not showing the thumnail XD
yeah youtube does a lot of that
now i did understand what you mean
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
like having a patch file load up sonewhere to correct that error would work out quite well
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
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
now inside of gzdoom when it first starts there is a ini file known as gzdoom_default
that is where all of the configuraton for the game is
you can modify it to however you may feel that is best
Heres my configuration file just to give you an idea of how I have my setup of zdoom works like.
fun fact
if you rename it to gzdoom.ini
and load your .xe
.exe*
it will copy to your setting
nice ๐
ive always done it by hand
when i copy files over at least
now a lot of the setting needs to be configured either in that file I have or via the console ingame
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.
you can copy mine because you have my uill permmission to do so
and yes you can string together a batch file to load it all up
you would just need to do some slight tweeking of the file
my setup is ideal to what session i use
so this can be pretty painless then awesome!
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
2.3.0 latest atm
well you got to do what you have to to get it streamlined
now i would have certain parameters changed because like i siad not everyone would use my key configuration
i would personally turn a lot of those eye candy setting down
also dont hesitate to use zdoom wiki for further assistance
hopefully i pointed you in the right direction here
its in the style of neve.wad that is correct
I think that's fucking legit
I was doubtful and then I remembered the first maps easter egg
Yeah, I want to do it again in this level I have now but not sure yet how I want to do it.
use the ACS to reveal random switches across the map
hmm yeah that makes sense
like have it happen in an order where you have to find each switch in order
something like that
I was thinking of a switch found mid map revealing a hidden switch in the first room
and so on and so forth
Yeah something like that might work. just need to do it in a way that wont confuse the player too much right
sometimes a switch that does seemingly nothing will feel really weird lol
but yeah thats a good suggestion
In my maps I hide a joke sprite
way back ago I attempted an SCP map and made 173 sprites
now in all my projects I hide him somewhere
anyone know if there is a way to make a candle have a very small bounding box?
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.
so I would need to manually set this in script?
make new actor ?
might be easier to just run a function at the start of the level.
well, I am doing the most evil thing I have ever done in a doom map now.
gigantic level, hundreds of dead bodies in the entire map. Stealth archviles ...
I might need to backstep on this idea, its fucking insane.
Anyone here wants to test my snapmap?
WooD - Tactical Timber Time - TRSRVV4A
https://www.reddit.com/r/snapmap/comments/5lr7xa/wood_tactical_timber_time_trsrvv4a/
mm2wood
hello peeps!
ello
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;
Anyone care to point what i am doing wrong?
error ?
what exactly is not working
what error ?
though i also had a problem with being unable to pick up PickUpMachinegun unless i slap +INVENTORY.ALWAYSPICKUP
maybe its not an inventory afterall
actually not
BRAIN PLEASE STOP
i thought for a second i wrote the a_jumpifinventory parameters the wrong way
isn't it return state() not return resolvestate()
oh right, this is ZScript not DECORATE i assume then?
'return state("name") casts must be converted by the following rules:
state() is now known as ResolveState()
i changed it to check for a cvar instead
so i guess i'll have to work with that
also you happy now @unreal oyster ? now you can at my ass with more ease ๐
yea boi
i know you did but that's far more annoying lol ๐
I have an elevator with dynamic lights in it. How do I make sure they move with the elevator?
that would interpolate and everything?
I have no idea honestly
@pallid yoke make a new dynamic light actor with +NOGRAVITY and +RELATIVETOFLOOR?
i'm not sure there is another way
but what i suggested would work if it comes to that
strange, the lights worked better for this in the older version of gzdoom
blame graf
is graf the egoraptor of doom?
what is stemmit ?
Anyone who can help bug fix and provide feedback let me know. The level is released as is right now.
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
Its a blogging page basically
I think I should try it
I would like to play
By trying stuff?
make questionable mod of course
By trying stuff?
My last post made like 9 bucks and I have like 36 followers lol my Youtube channel has 51 followers.
I would like to play btw
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.
raises hand
you have to have Brutal Doom 20b and its music and GZDoom. One sec ill post the dl link
oh man
I though its vanilla
and hope it support zandronum 2.0
hosting 3.0 is annoying
people keep connecting with wrong version
I don't think he's coming back
what ?
I updated the steemit post with the link and info
remember this is not a proper release yet.
sure just need a wallet. Hardest part is finding a way to buy it.
All I do now to get BTC is post on Steemit, earn steem then go to https://poloniex.com/exchange#usdt_btc and sell the steem there
me_irl
Bitcoin was created by one of the worlds first actual sci fi super heros.
yeah im kidding
ammo distribution is a bit poor
not enough ammo? I can see that in the first area
also do you have your GZDoom dynamic lightd cranked up to max? it's wat fucking dark
using default settings
all of the lighting is dynamic very little sector lighting
The best would be if you can record a video.
tomorrow I can
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 ๐
waving projectiles are underrated
im back
@pallid yoke hosted your wad yesterday
oh yeah?
Zandronum 3.0
I have only test with Brutal Doom 20b + GZDoom 2.30
Based on ZDoom 2.7.1
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 ><
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
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
zandronum 3.0 alpha 10302016 build uses 2.8pre-441-g458e1b1 as the basis
currently im using 2.3pre-1110-g61a9a30 for gzdoom
Im already here ๐
Zan is
Not good with scripts at all
Since it doesn't support all the fubctions gzdoom has etc
Functions*
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
yes its new
they also added sector reflections in the menu too
somewhere
so you can do reflections without writing it yourself i guess
omfg
it doesn't seem to use dynlights to glow though which makes me sad ๐ฆ
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 ๐ฆ
and - sector based reflectivity is awesome
takes so much setup away
that is a solution but it kinda defeats the purpose of being a map-editor-only solution :/
wot
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 ๐
I think I'm going to give up on my current map, i can't seem to nail an aesthetic I like
doesn't feel right
@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
In the menu?
no, like buttons on the keyboard you can press to do things
Keybinds?
yea
That's basically for the menu. I suggest you use MenuDef.
Check out zdoom's menudef files and look for "Customize Controls".
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
that's fine then
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
this is mildly annoying
the obviously glitchy thing at the bottom
oh. tried restarting SLADE? lol
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
๐ฆ
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
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
.md3
hmm, an older zscript test version actually gave me a crash report
oh, this is zscript
the mod worked perfectly fine some months ago
same principals apply to zscript
this is decorate actually
this is not my fault with the mod it seems
did you update?
i believe it may be related to my cancerigenous intel driver
@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
wait
yes
sprites uh
i know how to do these things
NNNNFA[FA]
um
is the syntax for doom sprites
yeah
can anyone link me the current version of GZDoom builder
i don't know which one to get
dev or stable
any
SVN Builds
an outdated version will prompt you to install the latest
thanks
i don't really install shit in program files
hmm, it crashes on other mods with models
@hoary tulip - if you want i can test if it works fine for me or not
since you mentioned it could be your drivers
go ahead
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
works fine for me
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
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? ๐
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
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
I forgot -glversion was a thing
it used to
i guess now it decided to be a filthy prank
I'm addicted to Additive translucency shenanigans
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
any tips on map making?
plagiarism
Damn right
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
Good point
but my drawing is shit
i just gotta pull something out of the back of my head
Or out of my asshole
you need no drawing skills
it's literally just creating a topdown layout
i do the same thing though my drawing is shit af
takes 2long
and then make that in the map maker
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
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
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?
Map making: Go with da flow. Just do what DUMP did and just make something. ๐
@hoary tulip use Scale.X and Scale.Y instead.
Also for those interested, D4D is now on a public github. http://forum.zdoom.org/viewtopic.php?f=19&t=54843#p967174
Watch me blow it the fuck up and back. ๐
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...
thanks
the hand jerks off the shotgun
:P
doot
any help with doom 3?
the game doesn't seem to be loading my modified .def files
...never mind?
it is now
anyone know if thing count works with armor bonuses?
if (ThingCount(T_ARMORBONUS, 243) > 0)
it seems to be borked and wondering if I am the one messing up
is this ACS?
yes
are you using GZDoom builder's ACS thing?
yep
is it updated?
yep
then look if it creates errors when compiling
yeah it claims there are 0 of them
weird
with id 243
works for an imp
I placed an imp with the same id
it counted
well shit it dont seem to count them ..
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
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?
i tried chillax.wad with colorful hell and russian overkill
b o y
what a expierence
Prey's textures need more love
could be better, but if it's doom 2 that looks pretty damn great for doom 2
i can always publish the source frames for anyone wants to take a crack themselves
it may just be a wee bit too big
yeah
better size but no effort put into making it look good
Does Boom+ have anything to support door open lighting?
(other than voodoo doll tricks?)
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
Can someone get me the png format version of SKSPINE3/4, slade won't export for me.
@vocal crypt could you show me your titlemap's ACS code?
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
oh.
"While"
@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
Ok, but what about the spawn with the ettin
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
I guess I misworded the infinite spawning part
NR, it's a while
which script is this?
do you mean the script language?
nah, which numbered script
script 6
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?
yes
ok, what do you want to be the stopping condition for this loop?
What do you mean?
well, when do you want this loop to stop?
I wasn't really planning on it to stop
ah, there's your problem
a do until loop is meant to be used when the loop should stop at something
so remove those two commands?
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?
I guess it would be the }
but that's all it says, besides it saying "SCRIPTS, LINE 64"
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);
the thing that the script editor is whining about is apparently the } at the ened
mind posting your entire script again, then? i can probably bugfix it easier that way
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);
}```
@vocal crypt when copy-pasting my script, you deleted one }
you need to re-add that
๐
compiled without whining
still only one ettin spawning
to be curbstomped by quantity of spectres and cacodemons
okay, now add the line delay(1); inside the loop
i forgot about that
otherwise the loop will crash
Is the loop the while line?
it needs to be inside the {}
would make sense
do I need to adjust the 1 to a 75?
if you adjust the number inside delay()
well, 35 is one second
so yeah
75 would be just over 2 seconds
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
added
now I forgot to tell, the position they spawn is like a few feet above the floor.
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
But does it use classnames and not thing Id's?
yes
what about the teleportfog?
do I just use 999 for the thing id to spawn at and the id it has after spawning?
it works now
nice :)
Can a script have multiple thing_hate commands for individual tids?
because it seems the cacodemons and spectres are ganging up on the ettins
while ignoring the Bishops
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
Hmmm
maybe after they attack x ettin they attack y bishop?
as in
they kill x ettin
you can randomise it so some cacodemons & bishops attack the ettins, while some attack the bishops
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
I think I used it like this thing_hate (hater,hatee,type) then another one
of that command
sorry i can't really give an example
oh
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;
yep
i hate zdoom's coordinates system though lol
fixed point is really annoying
thanks Raven Software
That decimal point or lack thereof breaks a lot of stuff often with confused modders ๐
Now I'm stuck on the camera work
Problem is the fact it seems to stop on the third interpolation poinmt
ah, i would help with that but i kinda forgot how that stuff works
moving cameras are a pain
you failure of a cyberdemon, go turn into a zombie guy /s
figured out the camera problem, apparently around the third interp point it sped up so fast it went to the static part
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?
.wav, .mp3, and .ogg I know are all supported
k
@vocal crypt you would create a file called "MAPINFO" with SLADE in the root of the wad/pk3
this page should help you
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
;zdoomwiki_search "map definition"
A map definition begins with the keyword "map". You can also specify standard
characteristics for later map definitions by using the keyword "defaultmap" or
"adddefaultmap" instead:
that's the page i wanted
D_DOOM
Music = "<musiclump>"
D_HADDAWAY
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
so just rename said music to D_DOOM?
if you love dehacked
it's D_DM2TTL
that title music
but seriously, don't do that
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
music = "TITLEMAP"
ok, so exclude the .mp3
and the <>
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
not a lot of people know what * means in programming
really?
yeah it's a bit of a seldom used trick
well yes it does mean all characters
TITLEMAP: Unknown top level keyword
or wildcard for that matter
you can't just put "music = whatever" anywhere
but * is used more for math than strings
it needs to be in a map definition
i.e:
map TITLEMAP "TITLE MAP" {
music = "TITLEMAP"
}
no music is sounding
IDmus "lumpname" for testing purpose
are you using .wad or .pk3?
.wad
for the titlemap atleast
I'm using a .pk3 for the sprites for the hexen/heretic monsters
Put the audio in a folder named MUSIC in the PK3
but wads don't need that so idk
@royal wave he said he wasn't using pk3
for this titlemap
technically
I'm using a .pk3 for the sprites for the hexen/heretic monsters
[3:46 AM] NRSSR: .wad
[3:46 AM] NRSSR: for the titlemap atleast
is the titlemap in a PK3 as well?
no
type ```IDMUS [lumpname]
But that's not gonna solve the problem
so in your case
obviously it does not
yeah, but it will help tell whether zdoom just doesn't wanna play the lump
but we know what mistake he made
i've had that before
IDMUS: Unknown top level keyword
it's probably breaking because he named the audio titlemap and is causing name conflicts
you can name it to something like BGTITLE
Boom
Anyone know if its possible to make a simple earth quake happen after flipping a switch?
fake monster*
I am using acs
make a fake earthquake ?