#classic-doom-maps-mods
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will it be able to play a sound by default?
no sound but it still works ok. ๐
If(GetPlayerInput(MODINPUT_BUTTONS,AAPTR_PLAYER1)&BT_ALTATTACK)
Hmm
Is there a pointer to the player for inventory/weapons?
nvm found it
now the problem is BT_ALTATTACK
this is meant to go on a custom function for weapons
so I'm trying to figure out if there's a way to make it variable
so it isn't limited to being used on alt fire
Other than just adding a bunch of extra vertices, how do you stop prboom from rendering long lines with the float/jump visual goof?
Any Zandronum mappers here? I have an issue with midtextures stretching above and below, not sure why as it looks fine both in doom builder and gzdoom. Pic for reference.
hold on
did you unpeg it, or is it a linedef? and not an impassable wall? @haughty flower
Walkable mid texture
UDMF
can i see said linedefs in the map editor plox
Of course
oh, it's about the bridge
i didn't even notice kek
i don't specialize in zandronum myself
did you try running it in GZDoom and look what happens with that? might just be because of zandronum's engine
actually, it's not the mid texture enchanter
GzDoom it's fine
Zandronum it fucks up
What's the issue?
i might be wrong, but you textured the top
is there anything at the top?
or is it just the ceiling
Just ceiling
then try removing the top texture
Alright
because the mid texture and bottom textures are alright, it's just that zandronum detects the top texture(?) and uses it aswell, thus the fucked up metal wall above the rails
not sure about this, but the problem might be that
you can just try i guess
also, why is the mid offset on.. -564 if i may ask?
I took it off the top, still the same thing except in one spot.
hm
The offset is low because mid textures attach to the ceiling
oh yeah
I'll try with a different texture and see if that helps.
wait so you say GZDoom is fine?
yeah you did, maybe it's just a zandronum issue
Someone else mentioned that, I'll go there and ask.
@haughty flower do you use software renderer with zandronum by chance?
Mid texes are weird in software
Could just use the bridge actor if you need collision on a wall
No, OpenGL, and it's for aesthetics not just to have collision. I'm remaking Heatwave from DOOM 2016 for a mod.
okay it's likely a zando thing then
it's just that mid texes render weirdly in software
sometimes taking priority above the floor and ceiling in the render method
No idea whether this has been posted here yet, or if this is even the right place, but this whole thing is amazing: https://youtu.be/jTxV8E8DbsA
Welp now my titlemap's got problems
GZDoom Builder is whining about GLDEFS warnings, most of which is decorate class does not exist
I ended up fixing the issue, apparently zandronum doesn't like sector fog with fog density.
Yeah, classic doom seems to be less heavy if that makes sense.
Like MK9 compared to MKX, the players have more weight.
Had to compensate for lack of ledge grab as well.
Small details.
Implemented the first weapon mod
I'm still trying to figure out how to make an elevator so that the end on the far isn't some cheesy improvisation of trying to go from the UAC to Mars.
giving players the scope at the start of the game was a missed opportunity, raven
what do you mean by elevator?
That little circle-ish thing at the far right is supposed to be the UAC Facility-to-Mars elevator in DOOM's intro, but I haven't been able to figure out how to make a platform go up and down, like an elevator in the classic Doom games.
sounds annoying
not sure how to do it myself
you'd need a script to move both the floor and the ceiling at the same time
{
If(GetCVar("q4ae_machinegunmod")==1)
{
Return ResolveState("Fire.Scoped");
}
Else
{
A_PlaySound("Weapons/Machinegun/Fire",CHAN_WEAPON);
A_GunFlash("Flash");
A_AlertMonsters();
A_FireBullets(0,0,1,5,"BulletPuff");
Return ResolveState(Null);
}
}
There's probably a better way to do this
but i don't care about good coding practices anymore
is there a way to darken the HUD in GZDoom Builder so its not burning in my moniter so much?
@warped rampart udmf, 3D floor. Then raise floor and ceiling for the dummy sector
@hoary tulip that's the way of doing it, instead of making some kinda still crappy looking "platform"
Your idea was alright but it still doesn't look well
@warped rampart UDMF is like, a format which uses stuff like dynamic lighting, 3D floors and such
SO UH for my DOOM port I had a couple of logo designs for the title screen and I wanted to know which you guys would think is better.
Design A
Design B
The most popular one is A, both logo s are based off of two variations of the classic Doom logo -- the title screen (orange and blue) and cover/promo art (grey and orange)
So, which do you guys like more: A or B?
I prefer the color scheme of B. But it's rather flat and boring imo.
I agree. Give it an outline bevel
No it can stay flat in that regard
I thought about sort of using the variation of the new DOOM's logo that looks damaged and sort of applying those damage marks to the logo I made for the WAD.
This one. http://doom.com/assets/imgs/logo.png
@warped rampart
cool
My magic involved OBS believe it or not.
I know nothing of Photoshop, and I didn't want to load up Medibang when I could produce the effects faster the way I did it. Not because of program limitations, but because I know how to do shit the hard way far better.
Get it
You disgust me
GIMP is good
I do sometimes
10/10
^
so if i need to make a quick crude diagram it works
It's a work in progress, but this is all MSPaint lol
actually mspaint is best for pixel art
well, all MS paint + the assets from various retro games which were likely not made in paint ๐
They were altered in it.
R O A S T E D
Or replicated from scratch
Depends on which piece.
This is like 60 hours of pixel editing.
that is to be expected
And now that I found Medibang... I'll probably use it for my pixel work when I pick that project back up.
my friends all use Aseprite for pixel art
i don't think any of them would use paint, lol
but it's down to the user
Exactly. I just go with what I can figure out lol.
when it comes down to it, a good artist can do good work in any tool
And somehow Photoshop just eludes me even though Medibang is incredibly similar...
GIMP too
Like I can use, but I fail to perform simple tasks with it.
zdoom bug/feature suggestion tracker is now here
forums won't be used anymore for this
fun, e-mails sent from there get their links garbled up x.x
yeaaa
the "&" in the mail links becomes "&" and borks the link even if you try to copy and paste from the mail, so you have to manually change it back
yea i know
yahoo mail processed the link fine for me
but i've seen others have that issue
Lmao
i wonder how many people i recognise on zdoom forums who have different usernames here lol
._.
I have the same name but I also rarely post
my name have no color
How do I change the visual appearance of GZDoom builder?
Someone mentioned a dark theme
how do I do that?
sorry I do not know
that's a surprisingly large level
I don't know whether it was a good idea to max out the bevel size or not.
That... actually doesn't look too bad, imo
minecraft
looks cool tho
@unreal oyster Here you go.
I think the max-bevel version would do good for a trailer, but that's just me.
this looks shit but i'm posting it here anyway lol
maybe a bit of texture work would make it look acceptable, but to do that i'd have to work with photoshop's 3d view
when i'm much more used to blender
I like that, it's a nice mix of old and new
I still prefer this one lol. I didn't make it transparent obviously, but it could easily be done.
It's a logo for a Doom WAD I'm working on. It ports the new DOOM's levels into the classic games.
ALSO @unreal oyster That looks really good so far. Just some colors need to be added but, again, I love how it looks so far.
oh. i thought it looked kinda meh, i wasn't really planning to work more on it lol
Think you can post a PNG of it?
Alright, thanks.
I think the orange is too orange
I've had an idea for a Doom wad, tho I doubt it'd be popular, controversy wise
Basically Counter Strike doom style
so
It'd have to be run in Zandronum for multiplayer, so do you mean, like, a map pack?
I guess
tho it'd contain guns from Realm667
then again, the original CS had fan created maps
so
what's your guys opinion?
Sounds possible (and fun, might I add).
I just don't know how "CS" it should be
just maps with doom weapons and speed
or just maps with "realistic" guns and "realistic" speed
controversy?
uhh
how would it have controversy?
its just a mod
unless you have a history of being a huge asshole to people
and being unreasonable
i dunno
there are lots of mods that change how doom plays
but none of its players rave about how it is the right way to play doom
Correct me if I'm wrong, but Brutal Doom got slack for making it "COD-like"
no
COD-like? nah
it got flak for the folks saying it its the right way to play doom today and because the modder told a person to go kill itself
both those things are abundantly incorrect
not incorrect lol, he did literally send someone instructions on how to kill themselves
not exactly the same as telling someone to kill themselves
but at that point
it is very close to it
it's just implicit vs explicit
said person was suicidal by the way
Either way, it's multiplayer only probably (It is CS-like)
its simplistic enough to work on a sp standpoint
Brutal Doom 4 Weapons is buggy with Doom I.
Any weapon that can be dual-wielded has the normal sprite, and it looks weird when dual-wielding those weapons.
You've got a hand sprouting from your chest holding a gun and a left hand holding the same gun.
it was going to be buggy
you think?
That's how I described it when I played the Alpha
same here
You miss the old announcer voice? because I do
i mean it seill has it in some shapr of form?
the beta vega was nice too
the one we have put too much enthesis
like how in zandronum and dota 2 you can change the announcer
its not how quake works
the closest thing we have to quake right now is overwatch
easy to pick up and play but hard to master
but I'm going to draw a comparison to TF2. There's a learning curve and many different styles of gameplay past "point and shoot"
Overwatch is fun.
haven't played it yet
waiting for some hype to die down and see where it goes in the long run
Much much better than TF2
debatable
the reason why i wont play it isnt how the pc fanbase plays it
its the ps4 side of it
but I'm worried it's going to go down the road of TF2
and i am now public enemy number one to them
There's only so long you can keep the game running off of skins and maps
Mark my words. They will add some for of training, higher tiered cosmetics, and alternative weapons
and at that point the argument will no longer be which game is better, but which developer you support more
it's not TF2 with a fresh coat of paint. It's a class based game with a TF2 coat of paint
i mean blizzars is good in its own right mainly for rts and dungeon crawlers and epic was a totally different beast to me but the main 3 for me are id, apogee, and valve
No game out there is a game that people "take completely seriously no fun allowed"
TF2 has as very dedicated comp scene
what you missed @trim falcon is Nintendo just blew up the entire gaming community
you mean switch ?
yup
not me
whys that
Well one, I'm primarily PC
same here
Two, console games have very few titles I enjoy
can I play doom on switch
same for me
and I heard rockstar don't like nintendo
@trim falcon that wasnt announced
That doesn't mean I'm above buying a console, I have in the past and probably will again
Which brings me to point Three: It doesn't have any games i want
so gta will be on switch ?
Switch is a glorified Nvidia shield
thats where you have it wrong
It runs on tegra hardware
so?
how am I wrong
Blizzard is incapable of balancing their games
^
switch has good software
i said the same thing with phantasy star online
unlike the shield
everything is grindy hard but the drop rate sucks
Hearthstone being a bad balancing act isn't a result of poor game design, it's actually something fundamental in the roots of turn based games
but anyways i am looking up to that doom 2016 demake
is it
they made HS
omg
Holy fuck what did I just say
It's not blizzard, it's a fundamental thing with turn based games
Play atlas reactor
game is silmutaneous turn based
which mean you and your opponent both moving in the same time
most important
NO RNG
make your turns simultaneously
you move the same time as your opponent
heroes of might and magic did it fine
Sounds like fancy rock paper scissors.
we solved it an decade ago
Also, what's this all got to do with mapping or modding?
no idea
What are you, a mod?
Oh wait that's my job... fuck
Move it along people to... fuck
that'll work
emm kay
anyway to create a new class?
a new class, as in?
The class you'd select if you click/press enter on new game that's before the skill select
Some ZDoom feature IIRC
found it
https://zdoom.org/wiki/Classes:DoomPlayer you could make it replace the normal doomplayer
or you have to edit mapinfo i think
or gameinfo, can't remember
AAAH VEGA PLEASE
Vega doesn't like spam eh?
does a MAPINFO start with map <maplump> <nice name> {properties} first?
well now I'm getting this gameinfo definitions not supported with old MAPINFO syntax
still needing help with such
uh no
it doesn't
you literally just code whatever you need
no need to start with anything @vocal crypt
{
PlayerClasses = "MyPlayer"
}``` that's the only thing you'll need for playerclasses
well apparently using that makes GZdoom say no such property, but starts the game anyway
(Yes, I've updated GZDoom)
well I managed to load the wad with said mapinfo without crashing
but the class menu ain't appearin
Oh
Still needing help on class making in GZDoom
I think I tried that, but they weren't selectable
you did something wrong
{
PlayerClasses = "MyPlayer", "DoomPlayer"
}``` what I got so far
and I got a fatal error in GZDoom ```Unexpected '...' in definition of 'MyPlayer'
Jesus christ am I dumbass.
but your problem isn't mapinfo
it's badly written decorate
why do you have "..." in the MyPlayer decorate?
...copied it from the Zdoom wiki
which at this point I have a 50/50 relationship with
applying a bit of common sense, i suppose the ... was meant to quickly end an example
not meant for people to just copy it
well I guess something affected my thinking
maybe my sickness
or my tiredness
but anyway, I got the classes working
Now I need to fix the name.
Any way to add "new" sprites to a class?
or make certain sprites to a specific class?
seems to be inactive here
Its kind of off and on
I think you can force actors to go into a state
You'll need to make a specific off state for the actor in question
Then in acs tell it to go there
what about my "deal" Kevan
Deal?
for the class?
When I say actor, I mean class in the sense of doom
Yes. So you know how you can override states when you inherent and or replace?
Do the same thing there
Um what.
Okay so you know what I mean by inherent and replace an actor, right?
inherent is basically a form of "copy" right?
Right
replacing an actor is basically what it says on the tin, right?
Right
So when you want to tweak a default actor, you inherit and replace
For example
{
}```
What about the sprites though.
I'm getting to that
sorry
You need to understand a few things is all
So what you'll get there is that every imp in the game will be replaces with MyDoomImp
But because it inherits from the doomimp actor, it will behave exactly the same as a regular imp
So when you want to change a state, on in your case add sprites, you need to override the state
so override Spawn: PLAY A -1 Loop?
Yeah exactly!
Except the sprites I want to override A have GSOL in the name
Doesn't matter. You use the names of the sprites you want to use
So if your sprites are named "poop", it will play the sprites labeled "poop" as you've presented them
Except the see thing says See: PLAY ABCD 4 Loop
Okay
The first four letters are the sprites name
The next letters are the frames
A, B, C, D are all individual frames
No
Oh
PLAY is the sprite name
Oh
What's the number?
Number of ticks the frame lasts
So frame A lasts 2 tics, Frame B, C, D, and every other frame you list after that
except it seems it's the wrong GSOL sprites
Because in the class selection it's doomguy crouching and dissapearing for like one frame
in game chase cam it's invisible
Then you might not have them in your wad
Are they aligned correctly
aligned correctly?
Do you have Slade installed?
Okay navigate to the sprites
And click on them individually
Or well at least one of them
what about the align part
Might be too big for this chat but oh well
it has a drop down, no?
Actor?
The drop down
I don't see it in said drop down
What is listed
Auto, Graphic, Sprite, HUD
Sprite
It's in the center
Okay see that cross?
Yes
yeah
That's the sprites center coordinates
which is on the dude's feet.
yeah, it seems all of them have the cetner coordinates on the dudes feet
somethin like this
Can you show your code
the decorate part?
Yes
{
Spawn:
GSOL A -1
Loop
See:
GSOL ABCD 2
Loop
Missile:
GSOL E 12
Goto Spawn
Melee:
GSOL F 6 BRIGHT
Goto Missile
Pain:
GSOL G 4
GSOL G 4 A_Pain
Goto Spawn
Death:
GSOL H 0 A_PlayerSkinCheck("AltSkinDeath")
Death1:
GSOL H 10
GSOL I 10 A_PlayerScream
GSOL J 10 A_NoBlocking
GSOL KLM 10
GSOL N -1
Stop
XDeath:
GSOL O 0 A_PlayerSkinCheck("AltSkinXDeath")
XDeath1:
GSOL O 5
GSOL P 5 A_XScream
GSOL Q 5 A_NoBlocking
GSOL RSTUV 5
GSOL W -1
Stop
AltSkinDeath:
GSOL H 6
GSOL I 6 A_PlayerScream
GSOL JK 6
GSOL L 6 A_NoBlocking
GSOL MNO 6
GSOL P -1
Stop
AltSkinXDeath:
GSOL Q 5 A_PlayerScream
GSOL R 0 A_NoBlocking
GSOL R 5 A_SkullPop
GSOL STUVWX 5
GSOL Y -1
Stop
}
}```
And you say the player is invisible during only crouching?
He's crouching on the class selection part
if you put chase in console command he's invisible
Well he doesn't have a chase state
Player classes don't have a chase state as they are not controlled by AI
Not intentionally
This was evil and genious at the same time https://www.youtube.com/watch?v=Mf1qjn9GjuI#t=4m58s
guys, how do i edit an texture in slade, like, draw it in a texture lump?
nevermind, second question, how would i use an texture from an texture thing?
oh, it's listed
okay, my questions are automatically answered
i just made my texture here, with the name of "BULL" which acts like a bullet. The console says "Bad Numeric Constant: Loop" why so?
i fixed that, but the bullets are now invisible
i just read the offsets are wrong and the sprite is below the ground
so how do i fix that?
i just need to know how i could insert a sprite without it messing up
@royal wave The moving cover against the enemies in the center?
I'm wanting to have sprites for certain classes
how does zandronum's CustomMissile work
it's not like ZDoom's, there's less statements
Procedurally generated laser trees in a nutshell.
I'm making a darwinia mod.
@haughty flower okay what's your issue?
basically, i want to know what zandronum's version of A_CustomMissile is
because it's not like ZDoom's
rip
Not until they catch up to gzdoom.
you could change them inside decorate
I've tried that
it makes the said class show doomguy's sprite crouching on the select class screen
and if you type chase in console, the sprite is invisible.
i'm not experienced with sprites myself
so i can't help you with that much
i just gave you the basic stuff xd
@drowsy forum just wondering, how much easier would it be to implement disabling the players weapons in ZScript than in DECORATE?
would there even be any difference?
Hummm...
Good question.
ZScript you have a lot more power over. The only problem is, it depends on if you're trying to cross mods, @unreal oyster
i'm doing this for Jimmy's mod A Boy and His Barrel which i help with, which is far beyond being compatible with anything, lol
nothing is off limits
Easiest thing you could do then is similar to how we did it in D4D: Have all weapons inherit from a base class and include an int value in the base class that'll carry down to the subclasses via inheritance. Unless you're trying to do this all from ACS.
ACS is preferred but i'm not averse to DECORATE/ZScript if it's really necessary
is there an ACS solution?
because that would be nice but if there isn't oh well
I hope you dont use acs.
Now anyway... I was merely checking incase if you had acs scripts for maps or anything set up.
So yes. Could set up something of a system via inheritance.
Class BAHBBaseWeapon : Weapon { int WeapFlags; }
Then in further classes that inherit from here, they simply do:
A_WeaponReady(invoker.WeapFlags);
Which can be changed by:
invoker.WeapFlags = WRF_NOFIRE;
etc.
This does not carry over though, but to alleviate that you can simply do:
A_WeaponReady(CountInv("NoFire") ? WRF_NOFIRE : 0);
so with this method, i would need to rewrite every weapon to include these changes, correct?
i guess that's going to be unavoidable
if that's the case
@drowsy forum
Well the easiest way is to do that countinv part if you want it to affect all weapons during a specific moment.
yeah, that's exactly what i want
if players are going to cheat, they are going to cheat ๐
they can expect things to break
int WF = 0;
if (plr && plr.NoWeaponFire) wf = WRF_NOFIRE;
A_WeaponReady(WF);```
Assuming NoWeaponFire will be either equal to WRF_NOFIRE or 0.
I dont care if people do cheat myself, but it annoys me to no end when they come bitching about things being broken.
That's the exact reason why we originally put in the barbie song in AEoD.
I was going to replace it with the my little pony theme for a fresh start but...
In the end we scrapped it.
i haven't really done any advanced ZScript myself, so i don't really know where all this goes
i'd appreciate if you could give a larger example
ASSUMING BAHBPlayer is the name of your player class... Change it to whatever it needs to be.
Had to edit the above code. Put that in all your weapons, in the ready state.
Then in the player, add bool NoWeaponFire;
Not in the Default code block, not in the states, just out in the global open space after the first opening bracket.
okay
what about reaplcing player class sprites
Or if you want to go the easy route, just stick with the token if you truly don't care about the cheating biz.
Anyway... If you want to do it the learning way though, stick with me here.
Whenever you need to change it, depending on where you do it:
(oops hold on)
@vocal crypt it's no different from Decorate.
if (plr) plr.NoWeaponFire = true;```
That is, if you call it from anywhere but the player actor itself.
Carrots?
oh
karets are the gold
Yeah.
plr is player right?
plr is defined to be equal to BAHBPlayer(self)
so plr.whatever = BAHBPlayer(self).whatever
makes for easier coding
do I put it in decorate?
this is all ZScript stuff
Now @unreal oyster if you perform the change on the actor itself, you don't need to do that let plr stuff. You can just do NoWeaponFire = true; right off the bat.
ZScript?
Don't pay attention to us.
We're just toying with some really in-depth crap. I don't have time to really explain a lot of it in detail though.
I'm trying to solve this sprite problem
this class only has the doomguy crouching when in the class select screen
type chase in console and it's invisible
Never dealt with that before but if I were to guess, you need +NOSKIN flag.
in decorate?
yeah.
Now where to put it then
still doomguy crouching
Hold on, I was going by the class selection part
still invisible
the chase in console part
Eh not sure what to tell you. Never did get that deep with players. I usually just don't specify it at all.
If you didnt specify it, report it as a bug.
What I'm trying to do is replace the usual sprites with the Sprite guy I ripped from Skulltag skins
usual sprite being doomguy
Dunno what to tell you about that.
Never dealt with it.
Oooh! @unreal oyster fun fact: Graf's going to dropkick SBARINFO down the toilet one day down the road and implement a much better system straight into ZScript. ๐
ah, awesome
And hudmessages. And menus.
i have seen stuff about that, like menus
Maybe shoot it down
And now back to enjoying a bit more D4D...
any wads that are basic, but use classes?
@drowsy forum what are your thoughts on the d4d modmod D4DHF
Well, I'm already starting to incorporate a few of their stuffs.
If you pay attention to the D4D thread you'll see.
Your TITLE has been corrupted, and will be restored
Press the Playstation button to begin use
Hey.
I got a 3D Model gzdoom mod working, somewhat
the weapons and pickups still are invis
anyone know gzdoom enough to take a crack at it?
you got a fallback sprite for the models?
when using models, you need a sprite to fall back on
idk if that's the issue though
post your MODELDEF?
is there any sprite in regular doom that uses the name GSOL?
;zdoomwiki_search MODELDEF
this
yeah.
sure, post the entire thing in a code block
Is there any actor/sprite that uses the name GSOL?
I think there might be some name conflict
But that's just guesswork
Did it crash when you tried to open the READ THIS! thing?
If so, you should report that on the mantis tracker.
nope, just pressed esc and it crashed
that's the titlemap in the background?
nope
okay, you using pk3 or wad?
pk3.
@drowsy forum very awesome.
Yup. ALso I just updated the D4D.pk3 and D4DResources. Features a few new goodies including the lance pistol from D4DHF.
Also ledge grabbing is undergoing an overhaul. Right now it just kinda... teleports you up ledges.
I intend on slowing it down and making it overtime instead of just wallhumping with the forward key because that annoys me to no end. No offense, @neat oxide . ๐
well fuck
R_InstallSprite: Sprite COTE frame A is missing rotations
...except it has like 5 graphics for each letter
heh
add extra firing modes to D4D, the ones missing from release doom
as it used to have three firing modes
four maybe
like Russian Overkill with quadtrupant fire modes
RO has like four
yes
i do however get bulletstorm flashes whenever i think of RO and doom's missing modes
Bullet storm flashes?
Is there any compilation of stuff that wasn't kept for the release version of doom'16?
spider mastermind?
@proper shuttle there's going to be something else planned.
huh
It'll make needing more than 2 fire modes impossible, but it'll ultimately put your button pressing skills to the test. I won't go into details right now since I still have much to plan.
shrugs.
You might get a hint if you check out the source code of D4D.
Might. ๐
Seems I'm screwed with that seperate sprites for seperate classes thing
Oh and @proper shuttle try not to spoil it for everyone else if you do find out. ๐
@drowsy forum i tried doing what you said with all that disabling player fire stuff, but i think i'm gonna give up now, i just can't get anything working unfortunately
thanks for helping though ๐
Rely on inventory in that case.
@unreal oyster do this: A_WeaponReady(CountInv("NoFire") ? WRF_NOFIRE : 0);
That's the easiest way to handle it.
uh, i'll likely be using ACS to control the firing
Then Give/TakeInventory from ACS.
heh
nope. Cuz fuck acs lawlz.
Mainly, ACS is not going to see any further development much like DECORATE is not.
Seems everything is dying
ZScript will deprecate it all. Hell, ZScript will allow for DYNAMIC SLOPE ADJUSTMENTS.
Like Duke Nukem.
And Shadow Warrior.
Wiggle waggle waves anyone?
so ZScripts is basically what Duke Nukem and Shadow Warrior used kinda?
this is good.
Because it seems GZDoom Builder and Slade haven't upgraded to that format
no nrssr.
I thought we could already do dynamic slope adjust
TIME TO LIVE FAST AND DIE HARD
If we did, I sure didn't know about it. Also ZZYZX is doing a maintenance port of GZDB https://forum.zdoom.org/viewtopic.php?f=44&t=54957
wait what
Cuz people pissed too hard on maxed.
jesus.
Seems doom modding scene is fucking dying
Such assumptions are dangerous to make NRSSR. You'll have a heart attack.
not really, it's actually thriving tbh with zscript pulling ahead so fast
What's going on, what happened with gzdb?
^
Everyone made like walter's wife, jumped on the menstrual cycle and RAN HIS ASS OVER when he changed the texture browser.
well, most did.
what change?
What's wrong with it
If it happened, it was either subtle or I dealt wtih it
a very dangerous assumption to say that the community is dying
Start here or go back a page or two.
372 then?
is it converging with slade?
Isn't that the same layout as the "old"?
same purpose
I need some side-by-side comparison of layouts
I wasn't part of it since I'm not a mapper.
But graf certainly has a few words to say and so does eruanna.
the major change is that now, used textures are very hard to distinguish from non-used
which is a massive change for theming a map properly
I already linked it above to zzyzx's post....
Doom Builder 2 hasn't been updated in weeks
???
that doesn't mean doom is dead
it will have forks though
Unless there's a GZDoom Builder 2 coming out by some other person
there is though?
GZDoom-Builder-Bugfix - Comprehensive map editor for Doom, Heretic, Hexen and Strife based games mainly geared towards GZDoom source port. Based on Doom Builder 2 by CodeImp (http://www.doombuilder...
because you didn't click on cooke's links
he only posted zdoom forum links
i do wonder if there's any fully 3d oriented editor
no sectors
one of the links led to the gzdoom builder fork thread
So pretty much change happened
pretty much, you download everything from the new bugfix repo instead now
The dude made the texture browser look like hammer's texture browser
nice.
but it's what it was like
*named
Source hammer
I use that on occasion
There's no used section
Idk why he removed it
DB's texture browser was already decent enough
Hammer gets away with it because there's an eye dropper tool, so there's no need to have it remember if you have or have not used a texture
That eye dropper tool then goes hand in hand with the paint tool
GZDB doesn't have a paint tool in it's 3D view, hence the need to remember what textures have been used because there's no way to move around the map and paint surfaces
yes
the new texture browser had a way to distinguish, but it was ridiculously subtle
from black text to blue
no divider, or anything like that
then people got pissed at MaxED and he said "I think I'll better go and make Duke Builder or something. See ya."
so that's why GZDB-Bugfix exists
How do you run the damn thing
also having the project on github is a major improvement i was wrong here, it was already on github lol
Poor guy
Fell to his own ego
This must be his first community project
use that link
can i compile it for linux or mac?
oh yeah you can give that a try
idk
the project is designed for VS2015
GZDB-Bugfix will be on drdteam soon
so that will make the updater work
in fact GZDB is now completely gone from DRDteam
huh
Thinking if there's any words of wisdom ai can drop
maxED thinks the community owes him something more than a thank you
That duke builder was a hollow threat
He wanted to see how many people who clamber to him and apologize for what they said
@drowsy forum that inventory stuff now works fine the first time i give the NoFire item to the player but every subsequent time it fails, any idea why?
Class NoFire : Inventory {
}
Class BarrelPistol : Pistol replaces Pistol {
States
{
Ready:
PISG A 1 A_WeaponReady(CountInv("NoFire") ? WRF_NOFIRE : 0);
Loop;
}
}
that's the ZScript i have right now
the CountInv thing fails?
Do a printinv and see if the item's in your inventory when it fails.
tried that, item is given 100% of the time as expected
Oh. It's because the weapon is going to the internal states which don't have this check.
You need to replace all the select, deselect, ready, fire and altfire states.
Then you need to use return ResolveState(<name>) in place of the Goto <state> since you're inheriting from Pistol.
Or just do A_Jump(256,<state>) in return. But yeah, cut off the inheritance from Pistol and go from Weapon, and this won't be an issue.
Shame that I won't be able to make use of ZScript for a long time.
why not?
Zandronumist.
ah
shrugs. "That's life."
My mod is meant for Zan 3.0 at minimum
Called it.
I only recently made it cross compatible with GZDoom
I was thinking of making my mod a multiplayer one, but I'm thinking of just using seperate episodes for the seperate classes
because Zandronum uses a outdated as fuck Zdoom source code
so
@drowsy forum inheriting from DoomWeapon fixed it, thank you
Singleplayer only
it's a bit more text-heavy but whatever
Never roll with inheriting from game based items if you can avoid it. Go with source code based instead, i.e. Weapon and such.
yeah, fair enough
i just naively thought that inheriting from the pistol would mean i only had to replace 1 state, lol
I know how that goes
but off topic, does anyone know any simple mods taht uses classes?
Trying to troubleshoot this sprite problem
I'm surprised that I'm the only one to call out maxED for that bullshit he just pulled
but then you took a arrow in the knee, or a shotgun blast to the face?
More like I shot myself in the knee
isn't it the foot?
you're about a foot off from where the knee and foot is located
I was mixing the two up
the what problem
urr so @drowsy forum i've redefined every weapon like this: class BarrelShotgun : DoomWeapon replaces Shotgun { Default { Weapon.SelectionOrder 1300; Weapon.AmmoUse 1; Weapon.AmmoGive 8; Weapon.AmmoType "Shell"; Inventory.PickupMessage "$GOTSHOTGUN"; Obituary "$OB_MPSHOTGUN"; Tag "$TAG_SHOTGUN"; } States { Ready: SHTG A 1 A_WeaponReady(CountInv("NoFire") ? WRF_NOFIRE : 0); Loop; Deselect: SHTG A 1 A_Lower; Loop; Select: SHTG A 1 A_Raise; Loop; Fire: SHTG A 3; SHTG A 7 A_FireShotgun; SHTG BC 5; SHTG D 4; SHTG CB 5; SHTG A 3; SHTG A 7 A_ReFire; Goto Ready; Flash: SHTF A 4 Bright A_Light1; SHTF B 3 Bright A_Light2; Goto LightDone; Spawn: SHOT A -1; Stop; } } now but when i do give all i can't switch to them or anything
i feel i'm missing something really obvious
but idk
What I'm trying to do is make a certain class have certain sprites like in some wads
for example, Russian Overkill
NOT DOOMWEAPON.
ah, k
Oh and set up the weapon slots in the player.
The problem is the class uses doomguy sprites crouching when you're on the class selection screen
and when ingame, typing chase in console, the sprite is invisible
talking to @royal wave
I wouldn't know
and now since this solution uses zscript i'm going to have to translate all of Jimmy's code for ABAHB over to zscript since it will piss me off
oh boy i'm excited
https://devbuilds.drdteam.org/doombuilder2-gzdb/ now hosts the gzdb-bugfix builds
SVN Builds
so that's cool
ya
the new "seperation" of used and unused textures was black and blue text?
you know
the one before MaxED had his ego broken or something
Yea, GZDB-Bugfix adds the old separation back
ok