#classic-doom-maps-mods

1 messages ยท Page 39 of 1

unreal oyster
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Radius_Quake is what you'd use

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For quakes

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Or Radius_Quake2

pallid yoke
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will it be able to play a sound by default?

pallid yoke
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no sound but it still works ok. ๐Ÿ˜„

hoary tulip
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If(GetPlayerInput(MODINPUT_BUTTONS,AAPTR_PLAYER1)&BT_ALTATTACK)

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Hmm

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Is there a pointer to the player for inventory/weapons?

hoary tulip
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nvm found it

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now the problem is BT_ALTATTACK

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this is meant to go on a custom function for weapons

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so I'm trying to figure out if there's a way to make it variable

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so it isn't limited to being used on alt fire

vivid forum
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Other than just adding a bunch of extra vertices, how do you stop prboom from rendering long lines with the float/jump visual goof?

haughty flower
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hold on

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did you unpeg it, or is it a linedef? and not an impassable wall? @haughty flower

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Walkable mid texture

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UDMF

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can i see said linedefs in the map editor plox

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Of course

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oh, it's about the bridge

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i didn't even notice kek

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i don't specialize in zandronum myself

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did you try running it in GZDoom and look what happens with that? might just be because of zandronum's engine

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actually, it's not the mid texture enchanter

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GzDoom it's fine

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Zandronum it fucks up

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What's the issue?

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i might be wrong, but you textured the top

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is there anything at the top?

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or is it just the ceiling

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Just ceiling

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then try removing the top texture

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Alright

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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

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not sure about this, but the problem might be that

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you can just try i guess

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also, why is the mid offset on.. -564 if i may ask?

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I took it off the top, still the same thing except in one spot.

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hm

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The offset is low because mid textures attach to the ceiling

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oh yeah

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I'll try with a different texture and see if that helps.

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wait so you say GZDoom is fine?

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yeah you did, maybe it's just a zandronum issue

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Someone else mentioned that, I'll go there and ask.

unreal oyster
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@haughty flower do you use software renderer with zandronum by chance?

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Mid texes are weird in software

royal wave
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Could just use the bridge actor if you need collision on a wall

haughty flower
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No, OpenGL, and it's for aesthetics not just to have collision. I'm remaking Heatwave from DOOM 2016 for a mod.

unreal oyster
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okay it's likely a zando thing then

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it's just that mid texes render weirdly in software

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sometimes taking priority above the floor and ceiling in the render method

full stratus
vocal crypt
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Welp now my titlemap's got problems

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GZDoom Builder is whining about GLDEFS warnings, most of which is decorate class does not exist

haughty flower
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I ended up fixing the issue, apparently zandronum doesn't like sector fog with fog density.

haughty flower
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me likey

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it doesnt seem to have the same physics model but that is a cool wip

haughty flower
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Yeah, classic doom seems to be less heavy if that makes sense.

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Like MK9 compared to MKX, the players have more weight.

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Had to compensate for lack of ledge grab as well.

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Small details.

hoary tulip
warped rampart
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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.

hoary tulip
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giving players the scope at the start of the game was a missed opportunity, raven

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what do you mean by elevator?

warped rampart
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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.

hoary tulip
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sounds annoying

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not sure how to do it myself

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you'd need a script to move both the floor and the ceiling at the same time

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            {
                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);
                }
            }
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There's probably a better way to do this

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but i don't care about good coding practices anymore

pallid yoke
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is there a way to darken the HUD in GZDoom Builder so its not burning in my moniter so much?

haughty flower
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Probably

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I think you can set colors for stuff

haughty flower
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@warped rampart udmf, 3D floor. Then raise floor and ceiling for the dummy sector

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@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

haughty flower
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@warped rampart UDMF is like, a format which uses stuff like dynamic lighting, 3D floors and such

warped rampart
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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.

plush sapphire
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Vega is super strict

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Just give like 10 seconds or something between'em.

warped rampart
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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)

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So, which do you guys like more: A or B?

plush sapphire
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I prefer the color scheme of B. But it's rather flat and boring imo.

royal wave
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I agree. Give it an outline bevel

unreal oyster
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outline bevel, plus it needs some texturing to it

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make it look rough, for example

royal wave
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No it can stay flat in that regard

warped rampart
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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.

unreal oyster
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yea

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that's pretty trivial with PS

plush sapphire
haughty flower
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cool

plush sapphire
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My magic involved OBS believe it or not.

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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.

royal wave
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Get gimp

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It's photoshop

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But free

plush sapphire
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I know about it

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I use Medibang

royal wave
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Get it

plush sapphire
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Nah

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Didn't like it

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Too much like Photoshop

royal wave
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You disgust me

tawny lion
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GIMP is good

plush sapphire
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I know

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I'm not saying it's bad.

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It just isn't what I need.

tawny lion
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@plush sapphire then use MS paint

plush sapphire
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I do sometimes

tawny lion
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10/10

plush sapphire
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Actually

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Hang on

unreal oyster
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i own photoshop and still use ms paint lol

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it loads faster

tawny lion
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^

unreal oyster
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so if i need to make a quick crude diagram it works

tawny lion
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GIMP has slow loading too

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yep

plush sapphire
tawny lion
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What the fuuuck

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denying Photoshop and Gimp

haughty flower
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actually mspaint is best for pixel art

unreal oyster
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well, all MS paint + the assets from various retro games which were likely not made in paint ๐Ÿ˜›

plush sapphire
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They were altered in it.

tawny lion
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R O A S T E D

plush sapphire
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Or replicated from scratch

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Depends on which piece.

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This is like 60 hours of pixel editing.

unreal oyster
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@haughty flower nothing is best for pixel art

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it's just whatever the user prefers

haughty flower
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that is to be expected

plush sapphire
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And now that I found Medibang... I'll probably use it for my pixel work when I pick that project back up.

tawny lion
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Any GIMP plugin suggestions?

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for quick editing and shit

unreal oyster
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my friends all use Aseprite for pixel art

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i don't think any of them would use paint, lol

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but it's down to the user

plush sapphire
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Exactly. I just go with what I can figure out lol.

unreal oyster
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when it comes down to it, a good artist can do good work in any tool

plush sapphire
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And somehow Photoshop just eludes me even though Medibang is incredibly similar...

tawny lion
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GIMP too

plush sapphire
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Like I can use, but I fail to perform simple tasks with it.

unreal oyster
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zdoom bug/feature suggestion tracker is now here

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forums won't be used anymore for this

novel isle
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fun, e-mails sent from there get their links garbled up x.x

unreal oyster
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yeaaa

novel isle
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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

unreal oyster
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yea i know

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yahoo mail processed the link fine for me

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but i've seen others have that issue

unreal oyster
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wait @hoary tulip you're HazeBandicoot?

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i never knew lol

hoary tulip
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Lmao

unreal oyster
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i wonder how many people i recognise on zdoom forums who have different usernames here lol

haughty flower
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._.

royal wave
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Not me :D

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Because you knew me as kevans here and not kevans there

wooden portal
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I have the same name but I also rarely post

trim falcon
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my name have no color

haughty flower
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same here

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and the only forum account i have is zandronum

pallid yoke
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How do I change the visual appearance of GZDoom builder?

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Someone mentioned a dark theme

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how do I do that?

trim falcon
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sorry I do not know

pallid yoke
trim falcon
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what do you mean ?

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self-plagiarism ?

proper shuttle
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that's a surprisingly large level

warped rampart
shadow bone
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Imma say probably not.

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I personally don't care for it.

warped rampart
haughty flower
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minecraft

unreal oyster
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was about to say that

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looks a bit unprofessional tbh

haughty flower
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looks cool tho

unreal oyster
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@warped rampart mind giving me the source image?

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i'd like to give it a go

warped rampart
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I think the max-bevel version would do good for a trailer, but that's just me.

unreal oyster
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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

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when i'm much more used to blender

shadow bone
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I like that, it's a nice mix of old and new

plush sapphire
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I still prefer this one lol. I didn't make it transparent obviously, but it could easily be done.

proper shuttle
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what you guys doing with the logo

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is thiis a reddit wad

warped rampart
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It's a logo for a Doom WAD I'm working on. It ports the new DOOM's levels into the classic games.

proper shuttle
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hm

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i see

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awesome.

warped rampart
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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.

unreal oyster
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oh. i thought it looked kinda meh, i wasn't really planning to work more on it lol

warped rampart
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Think you can post a PNG of it?

unreal oyster
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have the psd

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i suppose

warped rampart
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Alright, thanks.

vocal crypt
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I think the orange is too orange

vocal crypt
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I've had an idea for a Doom wad, tho I doubt it'd be popular, controversy wise

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Basically Counter Strike doom style

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so

warped rampart
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It'd have to be run in Zandronum for multiplayer, so do you mean, like, a map pack?

vocal crypt
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I guess

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tho it'd contain guns from Realm667

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then again, the original CS had fan created maps

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so

vocal crypt
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what's your guys opinion?

warped rampart
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Sounds possible (and fun, might I add).

vocal crypt
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I just don't know how "CS" it should be

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just maps with doom weapons and speed

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or just maps with "realistic" guns and "realistic" speed

proper shuttle
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controversy?

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uhh

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how would it have controversy?

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its just a mod

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unless you have a history of being a huge asshole to people

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and being unreasonable

vocal crypt
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I don't know, maybe it's gonna be what Doom isn't

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in this case, Counter-Strike like

proper shuttle
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i dunno

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there are lots of mods that change how doom plays

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but none of its players rave about how it is the right way to play doom

vocal crypt
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Correct me if I'm wrong, but Brutal Doom got slack for making it "COD-like"

proper shuttle
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no

haughty flower
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COD-like? nah

proper shuttle
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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

haughty flower
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both those things are abundantly incorrect

proper shuttle
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oh, is that so?

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do tell me.

unreal oyster
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not incorrect lol, he did literally send someone instructions on how to kill themselves

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not exactly the same as telling someone to kill themselves

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but at that point

proper shuttle
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it is very close to it

unreal oyster
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it's just implicit vs explicit

proper shuttle
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said person was suicidal by the way

vocal crypt
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Either way, it's multiplayer only probably (It is CS-like)

proper shuttle
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its simplistic enough to work on a sp standpoint

haughty flower
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i've never played brutal doom deathmatch

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i should try it

proper shuttle
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it is horribly violent

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possibly very buggy

vocal crypt
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potato pcs=down the trash

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just like the over detailed DM maps

warped rampart
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Brutal Doom 4 Weapons is buggy with Doom I.

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Any weapon that can be dual-wielded has the normal sprite, and it looks weird when dual-wielding those weapons.

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You've got a hand sprouting from your chest holding a gun and a left hand holding the same gun.

haughty flower
proper shuttle
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it was going to be buggy

haughty flower
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you think?

proper shuttle
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rushed as it was

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@haughty flower looks cool

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reminds me of quake

haughty flower
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ever played doom 2016 online?

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it does certainly has a quake 3 vibe to it

royal wave
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That's how I described it when I played the Alpha

haughty flower
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same here

royal wave
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You miss the old announcer voice? because I do

haughty flower
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i mean it seill has it in some shapr of form?

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the beta vega was nice too

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the one we have put too much enthesis

royal wave
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they should have kept that separate

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it felt like hell tech

haughty flower
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like how in zandronum and dota 2 you can change the announcer

royal wave
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my main issue with Doom multiplayer is there's no skill

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well, yes, there's "skill"

haughty flower
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its not how quake works

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the closest thing we have to quake right now is overwatch

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easy to pick up and play but hard to master

royal wave
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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"

haughty flower
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Overwatch is fun.

royal wave
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haven't played it yet

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waiting for some hype to die down and see where it goes in the long run

haughty flower
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Much much better than TF2

royal wave
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debatable

haughty flower
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the reason why i wont play it isnt how the pc fanbase plays it

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its the ps4 side of it

royal wave
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but I'm worried it's going to go down the road of TF2

haughty flower
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and i am now public enemy number one to them

royal wave
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There's only so long you can keep the game running off of skins and maps

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Mark my words. They will add some for of training, higher tiered cosmetics, and alternative weapons

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and at that point the argument will no longer be which game is better, but which developer you support more

trim falcon
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MOOOO!

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what happens ?

royal wave
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it's not TF2 with a fresh coat of paint. It's a class based game with a TF2 coat of paint

trim falcon
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in TF2

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no one playing seriously

royal wave
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You're not getting what I'm saying

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I'm not talking about the players

haughty flower
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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

royal wave
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Not talking about the gameplay

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I'm talking about where the devs will take it

trim falcon
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I don't like blizzard

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they make me an addict

royal wave
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No game out there is a game that people "take completely seriously no fun allowed"

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TF2 has as very dedicated comp scene

haughty flower
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what you missed @trim falcon is Nintendo just blew up the entire gaming community

trim falcon
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you mean switch ?

haughty flower
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yup

royal wave
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not me

haughty flower
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whys that

royal wave
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Well one, I'm primarily PC

haughty flower
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same here

royal wave
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Two, console games have very few titles I enjoy

trim falcon
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can I play doom on switch

haughty flower
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same for me

trim falcon
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and I heard rockstar don't like nintendo

haughty flower
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@trim falcon that wasnt announced

royal wave
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That doesn't mean I'm above buying a console, I have in the past and probably will again

haughty flower
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and no rockstar does

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its mainly rockstar north

royal wave
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Which brings me to point Three: It doesn't have any games i want

trim falcon
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so gta will be on switch ?

haughty flower
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the creators of lemmings and grand theft auto

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@trim falcon No.

royal wave
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Switch is a glorified Nvidia shield

haughty flower
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thats where you have it wrong

royal wave
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It runs on tegra hardware

haughty flower
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so?

royal wave
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how am I wrong

proper shuttle
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Blizzard is incapable of balancing their games

haughty flower
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^

proper shuttle
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switch has good software

haughty flower
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i said the same thing with phantasy star online

trim falcon
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hearthstone e sport is a joke

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RNG FTW

proper shuttle
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unlike the shield

haughty flower
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everything is grindy hard but the drop rate sucks

royal wave
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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

haughty flower
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but anyways i am looking up to that doom 2016 demake

royal wave
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this isn't really a fault of blizzard

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it's just stupidly hard to fix

proper shuttle
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is it

royal wave
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yes

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watch the video

proper shuttle
#

they made HS

royal wave
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omg

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Holy fuck what did I just say

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It's not blizzard, it's a fundamental thing with turn based games

proper shuttle
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also this was a EC video during their league bender

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i know where it is headed

trim falcon
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Play atlas reactor

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game is silmutaneous turn based

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which mean you and your opponent both moving in the same time

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most important

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NO RNG

proper shuttle
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make your turns simultaneously

trim falcon
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you move the same time as your opponent

proper shuttle
#

heroes of might and magic did it fine

plush sapphire
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Sounds like fancy rock paper scissors.

proper shuttle
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we solved it an decade ago

trim falcon
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yes something like rock paper scissor

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you got attack, evade and special move

plush sapphire
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Also, what's this all got to do with mapping or modding?

trim falcon
#

each move have cool down

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so you need to predict your opponent movement

proper shuttle
#

no idea

royal wave
#

What are you, a mod?

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Oh wait that's my job... fuck

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Move it along people to... fuck

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that'll work

trim falcon
#

emm kay

vocal crypt
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anyway to create a new class?

haughty flower
#

a new class, as in?

vocal crypt
#

The class you'd select if you click/press enter on new game that's before the skill select

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Some ZDoom feature IIRC

haughty flower
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found it

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or you have to edit mapinfo i think

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or gameinfo, can't remember

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AAAH VEGA PLEASE

vocal crypt
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Vega doesn't like spam eh?

haughty flower
vocal crypt
#

Welp, time to hit SLADE

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punches Slade with beserk pack

haughty flower
#

yep, that's something you'd need

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o

vocal crypt
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does a MAPINFO start with map <maplump> <nice name> {properties} first?

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well now I'm getting this gameinfo definitions not supported with old MAPINFO syntax

vocal crypt
#

still needing help with such

haughty flower
#

uh no

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it doesn't

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you literally just code whatever you need

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no need to start with anything @vocal crypt

#
{
   PlayerClasses = "MyPlayer"
}``` that's the only thing you'll need for playerclasses
vocal crypt
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well apparently using that makes GZdoom say no such property, but starts the game anyway

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(Yes, I've updated GZDoom)

vocal crypt
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well I managed to load the wad with said mapinfo without crashing

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but the class menu ain't appearin

haughty flower
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Oh

vocal crypt
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Still needing help on class making in GZDoom

hoary tulip
#
GameInfo
{
PlayerClasses = "Your", "Player", "Classes"
}
#

that goes into MapInfo

vocal crypt
#

I think I tried that, but they weren't selectable

hoary tulip
#

you did something wrong

vocal crypt
#
{
   PlayerClasses = "MyPlayer", "DoomPlayer"
}``` what I got so far
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and I got a fatal error in GZDoom ```Unexpected '...' in definition of 'MyPlayer'

hoary tulip
#

look closely towards my code

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in specific

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the very first line

vocal crypt
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Jesus christ am I dumbass.

hoary tulip
#

but your problem isn't mapinfo

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it's badly written decorate

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why do you have "..." in the MyPlayer decorate?

vocal crypt
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...copied it from the Zdoom wiki

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which at this point I have a 50/50 relationship with

hoary tulip
#

applying a bit of common sense, i suppose the ... was meant to quickly end an example

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not meant for people to just copy it

vocal crypt
#

well I guess something affected my thinking

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maybe my sickness

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or my tiredness

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but anyway, I got the classes working

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Now I need to fix the name.

vocal crypt
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Any way to add "new" sprites to a class?

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or make certain sprites to a specific class?

pallid yoke
#

Anyone know of a way to toggle off torches in ACS script?

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short red fire sticks

vocal crypt
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seems to be inactive here

pallid yoke
#

Its kind of off and on

royal wave
#

I think you can force actors to go into a state

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You'll need to make a specific off state for the actor in question

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Then in acs tell it to go there

vocal crypt
#

what about my "deal" Kevan

royal wave
#

Deal?

vocal crypt
#

or rathr

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*rather

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my "problem"

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the last question I had

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Mod wise

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er

royal wave
#

Yes

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You need to make an actor

vocal crypt
#

for the class?

royal wave
#

And have it inherent and replace the actor

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Yes

vocal crypt
#

I have done that

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I meant the sprite question

royal wave
#

When I say actor, I mean class in the sense of doom

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Yes. So you know how you can override states when you inherent and or replace?

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Do the same thing there

vocal crypt
#

Um what.

royal wave
#

Okay so you know what I mean by inherent and replace an actor, right?

vocal crypt
#

inherent is basically a form of "copy" right?

royal wave
#

Right

vocal crypt
#

replacing an actor is basically what it says on the tin, right?

royal wave
#

Right

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So when you want to tweak a default actor, you inherit and replace

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For example

#
{

}```
vocal crypt
#

What about the sprites though.

royal wave
#

I'm getting to that

vocal crypt
#

sorry

royal wave
#

You need to understand a few things is all

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So what you'll get there is that every imp in the game will be replaces with MyDoomImp

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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

vocal crypt
#

so override Spawn: PLAY A -1 Loop?

royal wave
#

Yeah exactly!

vocal crypt
#

Except the sprites I want to override A have GSOL in the name

royal wave
#

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

vocal crypt
#

Except the see thing says See: PLAY ABCD 4 Loop

royal wave
#

Okay

#

The first four letters are the sprites name

#

The next letters are the frames

#

A, B, C, D are all individual frames

vocal crypt
#

so it would go like PLAY GSOLAGSOLBGSOLCGSOLD 4?

#

Or is that too long?

royal wave
#

No

vocal crypt
#

Oh

royal wave
#

PLAY is the sprite name

vocal crypt
#

Oh

royal wave
#

PLAYA

#

PLAYB

#

PLAYC

#

PLAYD

vocal crypt
#

Oh I think I get it.

#

Well the GSOL sprites apparently make the doomguy crouch

royal wave
#

Right

#

So it would look something like this

#

GSOL ABCD 2

vocal crypt
#

What's the number?

royal wave
#

Number of ticks the frame lasts

#

So frame A lasts 2 tics, Frame B, C, D, and every other frame you list after that

vocal crypt
#

except it seems it's the wrong GSOL sprites

royal wave
#

Then see how another mod implements them

#

That's usually best

vocal crypt
#

Because in the class selection it's doomguy crouching and dissapearing for like one frame

#

in game chase cam it's invisible

royal wave
#

Then you might not have them in your wad

vocal crypt
#

I have the sprites in said wad

#

unless you mean IWAD

royal wave
#

Are they aligned correctly

vocal crypt
#

aligned correctly?

royal wave
#

Do you have Slade installed?

vocal crypt
#

yes

#

That's what I am using

royal wave
#

Okay navigate to the sprites

#

And click on them individually

#

Or well at least one of them

vocal crypt
#

what about the align part

royal wave
#

I'm getting to that

#

Can you show me a screenshot of what slade is showing you?

vocal crypt
royal wave
#

Okay yup exactly as I expected

#

Look at the bottom and click where it says "auto"

vocal crypt
#

it has a drop down, no?

royal wave
#

Yes

#

Click on "actor"

#

Now see how your sprite is to the bottom right?

vocal crypt
#

Actor?

royal wave
#

The drop down

vocal crypt
#

I don't see it in said drop down

royal wave
#

What is listed

vocal crypt
#

Auto, Graphic, Sprite, HUD

royal wave
#

Sprite

vocal crypt
#

It's in the center

royal wave
#

Okay see that cross?

vocal crypt
#

the black lines

#

?

royal wave
#

Yes

vocal crypt
#

yeah

royal wave
#

That's the sprites center coordinates

vocal crypt
#

which is on the dude's feet.

royal wave
#

It is?

#

Try setting them all to sprite.

vocal crypt
#

yeah, it seems all of them have the cetner coordinates on the dudes feet

royal wave
#

Can you show your code

vocal crypt
#

the decorate part?

royal wave
#

Yes

vocal crypt
#
  {
  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
  }
}```
royal wave
#

And you say the player is invisible during only crouching?

vocal crypt
#

He's crouching on the class selection part

#

if you put chase in console command he's invisible

royal wave
#

Well he doesn't have a chase state

#

Player classes don't have a chase state as they are not controlled by AI

vocal crypt
#

so....

#

Also, how does say DoomPlayer have sprites when in Chasecam then

royal wave
#

Oh that's what you meant

#

Sorry, not sure what's going on here

vocal crypt
#

ah crap.

#

you were typing something Kamme?

plush sapphire
#

Not intentionally

haughty flower
#

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

gentle wadi
#

@royal wave The moving cover against the enemies in the center?

vocal crypt
#

I'm wanting to have sprites for certain classes

haughty flower
#

how does zandronum's CustomMissile work

#

it's not like ZDoom's, there's less statements

drowsy forum
#

Procedurally generated laser trees in a nutshell.

#

I'm making a darwinia mod.

#

@haughty flower okay what's your issue?

haughty flower
#

basically, i want to know what zandronum's version of A_CustomMissile is

#

because it's not like ZDoom's

drowsy forum
#

Oh. That I can't help you.

#

I don't do zandronum.

haughty flower
#

rip

drowsy forum
#

Not until they catch up to gzdoom.

vocal crypt
#

What about sprites for a certain class then

#

(Using GZDoom over here)

haughty flower
#

you could change them inside decorate

vocal crypt
#

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.

haughty flower
#

i'm not experienced with sprites myself

#

so i can't help you with that much

#

i just gave you the basic stuff xd

unreal oyster
#

@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?

drowsy forum
#

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

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

drowsy forum
#

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.

unreal oyster
#

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

drowsy forum
#

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);

unreal oyster
#

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

drowsy forum
#

Well the easiest way is to do that countinv part if you want it to affect all weapons during a specific moment.

unreal oyster
#

yeah, that's exactly what i want

drowsy forum
#

Or if you dont want players cheating...

#

Have the int on the player instead.

unreal oyster
#

if players are going to cheat, they are going to cheat ๐Ÿ˜›

#

they can expect things to break

drowsy forum
#
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.

unreal oyster
#

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

drowsy forum
#

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.

unreal oyster
#

okay

vocal crypt
#

what about reaplcing player class sprites

drowsy forum
#

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.

vocal crypt
#

Carrots?

drowsy forum
#

< >

#

Those are carrots.

vocal crypt
#

oh

drowsy forum
#

Carets. Karets. WHATEVER.

#

Not the vegetable!

vocal crypt
#

karets are the gold

drowsy forum
#

Yeah.

unreal oyster
#

pretty sure karats are the gold

vocal crypt
#

plr is player right?

unreal oyster
#

plr is defined to be equal to BAHBPlayer(self)

#

so plr.whatever = BAHBPlayer(self).whatever

#

makes for easier coding

vocal crypt
#

do I put it in decorate?

unreal oyster
#

this is all ZScript stuff

drowsy forum
#

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.

vocal crypt
#

ZScript?

drowsy forum
#

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.

vocal crypt
#

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

drowsy forum
#

Never dealt with that before but if I were to guess, you need +NOSKIN flag.

vocal crypt
#

in decorate?

drowsy forum
#

yeah.

vocal crypt
#

Now where to put it then

drowsy forum
#

outside of the states declaration.

#
{
     +NOSKIN```
vocal crypt
#

still doomguy crouching

drowsy forum
#

Isn't that what you wanted?

#

Instead of being invisible?

vocal crypt
#

Hold on, I was going by the class selection part

#

still invisible

#

the chase in console part

drowsy forum
#

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.

vocal crypt
#

What I'm trying to do is replace the usual sprites with the Sprite guy I ripped from Skulltag skins

#

usual sprite being doomguy

drowsy forum
#

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. ๐Ÿ˜„

unreal oyster
#

ah, awesome

drowsy forum
#

And hudmessages. And menus.

unreal oyster
#

i have seen stuff about that, like menus

vocal crypt
#

Maybe shoot it down

unreal oyster
#

yeah

#

non-ACS menus is just going to be straight up brilliant

#

and hudmessages

drowsy forum
#

Fuck yeah it is.

#

I can finally redo my holo menu I had in D4D v1.

vocal crypt
#

well my cat's infront of my bloody keyboard

#

technically not even my cat

drowsy forum
#

And now back to enjoying a bit more D4D...

vocal crypt
#

any wads that are basic, but use classes?

proper shuttle
#

@drowsy forum what are your thoughts on the d4d modmod D4DHF

drowsy forum
#

Well, I'm already starting to incorporate a few of their stuffs.

#

If you pay attention to the D4D thread you'll see.

unreal oyster
#

excuse me

vocal crypt
#

Your TITLE has been corrupted, and will be restored

#

Press the Playstation button to begin use

latent phoenix
#

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?

unreal oyster
#

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?

vocal crypt
#

is there any sprite in regular doom that uses the name GSOL?

latent phoenix
#

uh, modle def

#

You mean the whole .def file?

unreal oyster
#

;zdoomwiki_search MODELDEF

edgy grottoBOT
unreal oyster
#

this

latent phoenix
#

yeah.

unreal oyster
#

sure, post the entire thing in a code block

vocal crypt
#

Is there any actor/sprite that uses the name GSOL?

#

I think there might be some name conflict

#

But that's just guesswork

drowsy forum
#

Did it crash when you tried to open the READ THIS! thing?

#

If so, you should report that on the mantis tracker.

unreal oyster
#

nope, just pressed esc and it crashed

vocal crypt
#

that's the titlemap in the background?

unreal oyster
#

nope

unreal oyster
#

okay, you using pk3 or wad?

latent phoenix
#

pk3.

unreal oyster
#

okay then

#

urr

latent phoenix
#

Everything works fine, gibs are working

#

but revenants are giants :c

vocal crypt
#

jesus christ.

#

renaming GSOL sprites to COTE for nothign

proper shuttle
#

@drowsy forum very awesome.

drowsy forum
#

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 . ๐Ÿ˜›

vocal crypt
#

well fuck

#

R_InstallSprite: Sprite COTE frame A is missing rotations

#

...except it has like 5 graphics for each letter

proper shuttle
#

heh

vocal crypt
#

COTE A 1-5

#

COTE B 1-5

#

etc

proper shuttle
#

add extra firing modes to D4D, the ones missing from release doom

#

as it used to have three firing modes

#

four maybe

vocal crypt
#

like Russian Overkill with quadtrupant fire modes

proper shuttle
#

that'd be cool actually

#

having lots of firing modes

vocal crypt
#

RO has like four

proper shuttle
#

yes

#

i do however get bulletstorm flashes whenever i think of RO and doom's missing modes

vocal crypt
#

Bullet storm flashes?

hoary tulip
#

Is there any compilation of stuff that wasn't kept for the release version of doom'16?

vocal crypt
#

the horror part of Doom 3

#

/jk

proper shuttle
#

the archvile.

#

that's missing

vocal crypt
#

spider mastermind?

drowsy forum
#

@proper shuttle there's going to be something else planned.

proper shuttle
#

huh

drowsy forum
#

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.

proper shuttle
#

hah

#

is it kill with skill

#

because that was awesome

drowsy forum
#

shrugs.

#

You might get a hint if you check out the source code of D4D.

#

Might. ๐Ÿ˜‰

proper shuttle
#

oh i will

#

ha

vocal crypt
#

Seems I'm screwed with that seperate sprites for seperate classes thing

drowsy forum
#

Oh and @proper shuttle try not to spoil it for everyone else if you do find out. ๐Ÿ˜›

unreal oyster
#

@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 ๐Ÿ˜ƒ

drowsy forum
#

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.

unreal oyster
#

oh k

#

what actor do i need to give "NoFire" to?

drowsy forum
#

The player.

#

A simple A_SetInventory("NoFire", 1 or 0); will suffice.

unreal oyster
#

uh, i'll likely be using ACS to control the firing

drowsy forum
#

Then Give/TakeInventory from ACS.

unreal oyster
#

ah right

#

any way to set the number in ACS rather than just giving and taking?

proper shuttle
#

heh

drowsy forum
#

nope. Cuz fuck acs lawlz.

Mainly, ACS is not going to see any further development much like DECORATE is not.

vocal crypt
#

Seems everything is dying

drowsy forum
#

ZScript will deprecate it all. Hell, ZScript will allow for DYNAMIC SLOPE ADJUSTMENTS.

#

Like Duke Nukem.

#

And Shadow Warrior.

#

Wiggle waggle waves anyone?

vocal crypt
#

so ZScripts is basically what Duke Nukem and Shadow Warrior used kinda?

proper shuttle
#

this is good.

vocal crypt
#

Because it seems GZDoom Builder and Slade haven't upgraded to that format

proper shuttle
#

its a new format anyways

#

@drowsy forum OH SHIT YEAH

#

SLOPES BOOYAH

drowsy forum
#

no nrssr.

royal wave
#

I thought we could already do dynamic slope adjust

proper shuttle
#

TIME TO LIVE FAST AND DIE HARD

drowsy forum
unreal oyster
#

yeah, i saw that

#

why is GZDB being discontinued?

vocal crypt
#

wait what

drowsy forum
#

Cuz people pissed too hard on maxed.

vocal crypt
#

jesus.

royal wave
#

Huh?

#

What happened

vocal crypt
#

Seems doom modding scene is fucking dying

drowsy forum
#

Such assumptions are dangerous to make NRSSR. You'll have a heart attack.

unreal oyster
#

not really, it's actually thriving tbh with zscript pulling ahead so fast

royal wave
#

What's going on, what happened with gzdb?

vocal crypt
#

^

drowsy forum
#

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.

vocal crypt
#

what change?

royal wave
#

What's wrong with it

vocal crypt
#

If it happened, it was either subtle or I dealt wtih it

proper shuttle
#

a very dangerous assumption to say that the community is dying

drowsy forum
#

Start here or go back a page or two.

vocal crypt
#

372 then?

proper shuttle
#

is it converging with slade?

vocal crypt
#

Isn't that the same layout as the "old"?

proper shuttle
#

same purpose

vocal crypt
#

I need some side-by-side comparison of layouts

drowsy forum
#

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.

unreal oyster
#

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

vocal crypt
#

so what are we gonna use for mapping then

#

since the xDoom Builder line is dying

drowsy forum
#

I already linked it above to zzyzx's post....

unreal oyster
#

GZDB-Bugfix

#

like major linked

proper shuttle
#

dying?

#

its a strong word

vocal crypt
#

Doom Builder 2 hasn't been updated in weeks

proper shuttle
#

???

vocal crypt
#

not weeks

#

but like years IIRC

proper shuttle
#

that doesn't mean doom is dead

vocal crypt
#

I know

#

I meant the mapping part

proper shuttle
#

it will have forks though

vocal crypt
#

Unless there's a GZDoom Builder 2 coming out by some other person

proper shuttle
#

there is though?

#

because you didn't click on cooke's links

vocal crypt
#

he only posted zdoom forum links

proper shuttle
#

i do wonder if there's any fully 3d oriented editor

#

no sectors

#

one of the links led to the gzdoom builder fork thread

royal wave
#

So pretty much change happened

proper shuttle
#

change happened and people didn't like it

#

thus the nature of open source

unreal oyster
#

pretty much, you download everything from the new bugfix repo instead now

royal wave
#

The dude made the texture browser look like hammer's texture browser

unreal oyster
#

since GZDB is dead i suppose

#

this is what bugfix's texture browser is like now

proper shuttle
#

nice.

unreal oyster
#

note the neat divide between "Used" and "Unused"

#

that's what GZDB normal removed

proper shuttle
#

yes it is good.

#

but why

unreal oyster
#

kevan said to make it more like hammer

#

whether that's the actual case, idk

vocal crypt
#

like Source Hammer?

#

or some other program like Hammer

unreal oyster
#

but it's what it was like

vocal crypt
#

*named

royal wave
#

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

unreal oyster
#

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

vocal crypt
#

How do you run the damn thing

unreal oyster
#

also having the project on github is a major improvement i was wrong here, it was already on github lol

royal wave
#

Poor guy

unreal oyster
royal wave
#

Fell to his own ego

unreal oyster
#

you don't download it from github if you want to easily run it

#

@vocal crypt

royal wave
#

This must be his first community project

unreal oyster
#

use that link

proper shuttle
#

can i compile it for linux or mac?

unreal oyster
#

C#

#

sorry :/

proper shuttle
#

mono exists

#

it compiles C#

unreal oyster
#

oh yeah you can give that a try

proper shuttle
#

i do think it has a special requirement for mono support

#

or was that XNA to mono

unreal oyster
#

idk

#

the project is designed for VS2015

#

GZDB-Bugfix will be on drdteam soon

#

so that will make the updater work

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in fact GZDB is now completely gone from DRDteam

proper shuttle
#

huh

royal wave
#

Thinking if there's any words of wisdom ai can drop

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maxED thinks the community owes him something more than a thank you

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That duke builder was a hollow threat

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He wanted to see how many people who clamber to him and apologize for what they said

unreal oyster
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@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;
    }
}
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that's the ZScript i have right now

drowsy forum
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the CountInv thing fails?

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Do a printinv and see if the item's in your inventory when it fails.

unreal oyster
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tried that, item is given 100% of the time as expected

drowsy forum
#

Oh. It's because the weapon is going to the internal states which don't have this check.

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You need to replace all the select, deselect, ready, fire and altfire states.

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Then you need to use return ResolveState(<name>) in place of the Goto <state> since you're inheriting from Pistol.

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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.

wooden portal
#

Shame that I won't be able to make use of ZScript for a long time.

unreal oyster
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why not?

drowsy forum
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Zandronumist.

unreal oyster
#

ah

drowsy forum
#

shrugs. "That's life."

wooden portal
#

My mod is meant for Zan 3.0 at minimum

drowsy forum
#

Called it.

vocal crypt
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I never heard of ZScript

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And I used GZDoom

wooden portal
#

I only recently made it cross compatible with GZDoom

vocal crypt
#

I was thinking of making my mod a multiplayer one, but I'm thinking of just using seperate episodes for the seperate classes

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because Zandronum uses a outdated as fuck Zdoom source code

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so

unreal oyster
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@drowsy forum inheriting from DoomWeapon fixed it, thank you

vocal crypt
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Singleplayer only

unreal oyster
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it's a bit more text-heavy but whatever

drowsy forum
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Never roll with inheriting from game based items if you can avoid it. Go with source code based instead, i.e. Weapon and such.

unreal oyster
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yeah, fair enough

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i just naively thought that inheriting from the pistol would mean i only had to replace 1 state, lol

wooden portal
#

I know how that goes

vocal crypt
#

but off topic, does anyone know any simple mods taht uses classes?

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Trying to troubleshoot this sprite problem

unreal oyster
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ah, jeez

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turned out jimmy already redefined the fist

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right then

royal wave
#

I'm surprised that I'm the only one to call out maxED for that bullshit he just pulled

vocal crypt
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Egos

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not good for you.

royal wave
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it really is an ego thing for him

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I know because I used to be like that

vocal crypt
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but then you took a arrow in the knee, or a shotgun blast to the face?

royal wave
#

More like I shot myself in the knee

vocal crypt
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isn't it the foot?

royal wave
#

you're about a foot off from where the knee and foot is located

vocal crypt
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no no

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the expression

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shooting yourself in the foot

royal wave
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I was mixing the two up

vocal crypt
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you wouldn't know the sprite class thing would you

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problem

royal wave
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the what problem

unreal oyster
#

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

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i feel i'm missing something really obvious

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but idk

vocal crypt
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What I'm trying to do is make a certain class have certain sprites like in some wads

drowsy forum
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Yeah.

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Inherit from WEAPON.

vocal crypt
#

for example, Russian Overkill

drowsy forum
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NOT DOOMWEAPON.

unreal oyster
#

ah, k

drowsy forum
#

Oh and set up the weapon slots in the player.

vocal crypt
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The problem is the class uses doomguy sprites crouching when you're on the class selection screen

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and when ingame, typing chase in console, the sprite is invisible

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talking to @royal wave

royal wave
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I wouldn't know

unreal oyster
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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

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oh boy i'm excited

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so that's cool

royal wave
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woo

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His loss

vocal crypt
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his being MaxSD or something?

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I forgot his username

drowsy forum
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ya

vocal crypt
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what does the bug-fix have

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builds

unreal oyster
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It's going to just continue on with GZDB Dev I think

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Pick up where MaxED left off

vocal crypt
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ah

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wonder if they'll address that texture thing

unreal oyster
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The texture browser? Yeah

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Already been addressed

vocal crypt
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the new "seperation" of used and unused textures was black and blue text?

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you know

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the one before MaxED had his ego broken or something

unreal oyster
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Yea, GZDB-Bugfix adds the old separation back

vocal crypt
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ok