#classic-doom-maps-mods
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unfortunately yeah
the blood color is changed seperately
so
I can have it be purple
but seriously
your guys problem is blood
well
the oclor of it
I'm asking for criticism
I'm asking for criticism
the code looks good and functional
It's incredible what enabling lights does to a dev texture map
Fullbright comparison
so far I've come up with a chaingunguy that's a kamikaze
he does shoot
but his plasmaballs are slow and don't do damage
so those plasmaballs are a bluff
and he has more speed than the SpeedChainGunGuy
which I'm thinking I should probabyl switch the speeds
damn
first gotta make that arrow sprite.
which'll be a PITA in Photoshop
what's the minimum size a sprite "Frame" can be
1x1 pixel
You could theoretically make a 5x5 pixel graphic then use the DECORATE scale property to make it bigger in-game
or vice-versa
well apparently a 1x1 or 5x5 is too tiny for Photoshop
also, does the background have to be that cyan color or transparent
If you make it cyan, then SLADE can convert it to Doom-format graphics and the cyan will end up transparent
Alternatively, just use transparent and make it a truecolor PNG
I think all ZDoom-based engines support that
I'm more concerned on the size of the pixel graphic
because it's apparently too small for me
I rather stick to PS.
Could be bigger as well
Look in your IWADs for doom graphics, maybe export the player's sprite so you can use it as a size template
30x30 sounds about like a BFG fireball size
I think
I ripped some skin sprites to use as the sprites for the classes
so
I could use those probably
Yep
instead of digging in the iWads
That works too
apparently it's a 24 by 61 pixel size.
going by Photoshop's Image size thing.
apparently I suck at makin a sprite or somethin
Also @shadow bone remember that "concept" of the bombsite's actor?
this to bes pecific
{
Speed 20
States
{
Spawn:
TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_Wander
Wait:
AROW A -1
Stop
}
}```
Yah?
well apparently GZDoom and Zandronum whine it doesn't have 4 characters for the sprite
Looks like "wait" is a reserved word or something
Change that to "death", it should work the same
well now they ain't whining about it
the source ports
well they work
since they "teleport" to random places
Sucess!
Had to use Commando sprite tho since I don't have an arrow sprite yet and I suck at making sprites
for the death part
fine.
Don't get ahead of yourself ๐
I'll do it in paint since I ain't got the patience for PS to start up.
...Or maybe Paint.NET or GIMP
you can't set resolution in MS Paint...
Yes you can, drag the little box in the lower-right corner of the image
There's also a "scale" function, which works fine if you don't have anything drawn already
I use IrfanView in conjunction with my other software (MSPaint, PS, Medibang, GIMP, etc)
Means some minor copy/paste stuff from one to the other at times, but I get it all done how I want?
well apparently my spriting skills ain't worth dick
also, the sprite does work, but apparently it "digs" in the ground
thankfully i forgot to put transparency so the white background sticks out
Is it possible for a map to have a highly smooth flow in its navigation and combat without being linear?
meh, it's a placeholder, it'll do ๐
for zandronum? yeah, likely
those are some very bizzare placeholders
what is that
how would we get the bombsites to check ones inventory for deh bomb
and plant it or somethin
sector tag
something like this
if bomb in the right sector tag like sector 666
you can put the bomb
and I too lazy to search the actual code
no, that isn't going to work
@vocal crypt you'll want to get the bombsites to use A_RadiusGive to give all players in range of the bombsite an inventory item
then the bomb weapon would check for that inventory item, and only plant if it was found
which will make it so the bombs can only be planted when near the sites
wait, so bombsites would use A_RadiusGive to give all players a bomb or something?
er
no
they'd give a dummy inventory item
that isn't the bomb
then the bomb (a weapon) will do a check for this dummy inventory item
and plant when it is "found"
so it'd be
A_RadiusGive BombDummyInvent for the Bombsite
but for the actual bomb
it'd be check for dummy inventory item?
(forgot the code for checking for x item in a inventory)
check if inventory
no, it's A_JumpIfInventory
for the bomb part
and that's not how functions work, it'd be
A_RadiusGive("BombDummyInvent", 64.0, RGF_PLAYERS)
something like that
that'll give players in a range of 64 units the "BombDummyInvent"
you will likely also need something to take away the item when the player moves out of range again
well I'm in the middle of creating said dummy actor.
Ok apparently Zandronum doesn't have TNT1
r u sure bout that ?
that, or it keeps whining about its sprite character size
yeah no, i'm pretty sure it does have TNT1
{
Speed 20
Radius 20
Height 56
States
{
Spawn:
TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_Wander A_RadiusGive ("DummyBombInvent",64.0,RGF_PLAYERS)
Death:
AROW A -1
Stop
}
}```
actor Bombsite
{
Speed 20
Radius 20
Height 56
States
{
Spawn:
TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_Wander
Goto GiveDummy
GiveDummy:
AROW A 1 A_RadiusGive ("DummyBombInvent",64.0,RGF_PLAYERS)
Loop
Death:
AROW A -1
Stop
}
}
try something like this
Yeah, you can't have two action functions on one line unless you're using anonymous functions, which are probably too soon to be worrying about
since it's probably the only multiplayer source port that supports custom shit
oh dear.
InvalidState A_RadiusGive
Try removing the space between A_RadiusGive and the parameters after it
Not sure if that's the issue or not
i dunno, it could be that ZDoom 2.7 introduced A_RadiusGive
if so, you'll need to use Zandronum 3.0
integer
oh
str is string
int = integer, a whole number like 1 or 32
str = string, "text things in quotes"
fixed/float = floating point numbers, like 1.0 or 32.5
Well apparently your theory is right Gut
eh, fixed doesn't really = float
TRue
but apparently Zan 3.0 doesn't support A_Wander
not that it doesn't start up
but the bombsite isn't, you know, wandering
uh
when summoned in console
that shouldn't happen
maybe it's the GoTo GiveDummy thing?
What's the exact error?
yes
it's the fact the BombSite isn't wandering for the amount frames
until "dying"
yes I do have A_Wander
Is it still the same as the code block above?
should be yes
I'll look at that
Do you intend for it to seem to teleport around randomly every tic?
also how does it enter the death state?
actually wait
I see the loop there,
so it'll only wander a bunch within the first tic
and then constantly give the dummy item?
Supposedly yes
what I wnat it to do is wander with the first tic, then stop at whatever the last tic was at, and give the dummy item
IIRC
is it meant to give the item every tic forever too?
IIRC, the bomb you plant checks for the dummy item, and if it's there, it plants
so
maybe?
IDK
the bombsite just stays in place.
no wandering
oh
I put telport in quotes because it doesn't exactly teleport
it's just invisible when wandering
so it's doing what it's supposed to do and actually move somewhere?
you should never actually see it move if the A_Wander takes palce in a 0 tic interval
I'm summoning it via console
so I'd expect its location to be random
but let's test the tic theory
make sure you add nodelay to that first line if you're going to keep it like this
TNT1 AAAAAAAAAAAAAAAAAAAAA 0 NoDelay A_Wander
The first frame is never actually used unless you put nodelay on that first spawn state line. The first frame is usually used to initialize the actor, see "State Keywords" on the Actor States page on the wiki.
It's why you'd see some other DECORATE examples do this:
TNT1 AAAA 0 A_Wander```
that 0 tic line by itself at the beginning of the Spawn state is usually reserved for that initialization when the Spawn state isn't going to be looped
it appears your tic theory was correct
could be messing with the A_Wander being called
it was 0 tics so it didn't do nothing
I can't really explain that quirk then
I guess the 0 tics from the frames meant it can't actually wander
now I gotta create that bomb weapon
The more I try and fix my yandere-doom thing, the more broke it gets ๐ฆ
thats what you get for a early acess game
lmao
I just got that face lined up xD
Good job ๐
ty
poke impse
Nooo, I not les!
ok
@drowsy forum with ZScript can i get an actor's pointer from a TID?
That I don't know.
ok, that's fine
what about getting a actor pointers from their species? would i need a thinkeriterator for that?
What are you trying to accomplish?
well basically i am spawning an actor in through ACS and i need to then get the player as a pointer so I can use it in functions such as A_Warp
because the player won't be pointed to by any of the AAPTR_s
hey, if anyone's interested, i've mostly finished my latest map: "Delta Calamity"
it's the first map in the series which i plan on expanding from here on out, so please do check it out and enjoy
this time it's strictly singleplayer and better in every way i could think of since my "heavy..." campaign
tdm56a6j
please do enjoy and i'm looking forward to feedback
Whats it about? :/
it's about killing demons
but the background is that there is a uac facility that was invaded by demons (the usual stuff) and one part of the facility sealed itself off trying to save itself
you land your spaceship and venture into intricate labyrinths (as intricate as snapmap gets) of uac and start exploring the three sectors of this facility, in the end opening the sealed off sector and finding what was hiding inside...
oooh
I'm planning on using the ClaymoreMine from Realm667 as the "base" for the bomb
I'm working on my very first WAD ever. I call it "Making Due". It would have no shotguns of any kind, so the play would have to make due with other weapon types.
what was that command that checks inventory for a certain item?
what was the check inventory command thing
printinv
CheckInventory
{
if (CheckInventory("DummyBombInvent"
Print(s:"Planting the bomb);
else
Print(s:"Stop fucking around and shoot your enemy!");
}```
I don't think it'll work
unless I make the bomb run Script 1 when pressing E on the BombSite
well apparently it's expecting something but gets print instead
{
if (CheckInventory("DummyBombInvent"))
Print(s:"Planting the bomb");
else
Print(s:"Stop fucking around and shoot your enemy!");
}```
when pressing compile ACS that is
WARNING: C:\Users\FREDDY~1\AppData\Local\Temp\SLADE3\acs.acs:3:6: implicitly declaring function checkinventory [--warn-forward-reference]
ERROR: C:\Users\FREDDY~1\AppData\Local\Temp\SLADE3\acs.acs:4:4: expected primary-expression got 'print'
printf ?
wait
before that
{
int x = 10;
Print(s:"This is a string"); //prints "This is a string"
Delay(35*5);
Print(d:x); //prints "10"
Delay(35*5);
Print(s:"This is x: ", d:x); //prints "This is x: 10"
Delay(35*5);
Print(s:"I need ", d:x, s:" shells"); //prints "I need 10 shells"
}```
test this code if its work
to check if it your compiler problem or not
=== Error log: ===
ERROR: C:\Users\FREDDY~1\AppData\Local\Temp\SLADE3\acs.acs:4:6: expected primary-expression got 'print'
GCC-ACC
no\
how do you make Slade use a exe for ACS
because I think it's stuck using gcc-acc
or I CAN'T find the menu for ACS stuff
edit>preference>script
maybe gcc-acc using different type of code
you should post this on zdoom forum for an explaination
p_startscript unknown script 1
that's what console says
maybe I forgot to put the "trigger" on the bomb weapon
or rather
the bombsite
er
when you compile
its should works
errr
I think I know why
you forgot something
did you already make LOADACS
LOADACS Lump
Its a lump that use to load your ACS
is it it's own file
or something you put in the acs file
oh
it's #include whatever
yes something like that
I working on screenshot
your script txt is in your script folder
LOADACS is to load your acs code
I presume you got something like MonsterTID in ACS?
script works

and my script works
now I need to make the bombsite use the script when a use state happens or something
...and some time limit before teh bom explodes
and a defusal script
speaking of which
@royal wave is this possible, or am I just thinking of something the engine can't do
Bools?
Bools
true of false
I guess my mod would be som Doom arcade-y kind of CS.
I dunno.
I was thinking of the name Doom Strike but I think it's weird and crappy
also, @unreal oyster with your idea of the bombsites giving a dummy inventory item
would it just be in that radius?
or it'd stay with you forever
Depend how your code works
I think it was A_Give something?
for better answer as gutawer cause I not sure what is it
yes, when you got something
you will keep it
when you go out from the area
does the inventory got removed or not ?
Honestly I don't know
Oh wait
A_RadiusGive
does that mean in a radius it gives x
or it gives x only in that radius specified?
int A_RadiusGive (str item, float distance, int flags [, int amount])
radius is distance
A_RadiusGive("DummyBombInvent",64.0,RGF_PLAYERS)
RGF_PLAYERS is suppose to be an amount
A_RadiusGive("Health", 96, RGF_PLAYERS, 5)
in other words you using it wrong
I want to use ZScript but the wiki has no information on how it's supposed to implemented
take a look at d4d code
:/
/:
it runs on magic
and I don't see anything in the D4D that would point to it being ZScript
there is no documentation on how to implement this, just fuckton of confusing tutorials
learn slowly
:I
I'm fluent in OOL
ANd there is nothing on how I'm supposed to stick this in my mod
and how to tell ZDoom that it's zscript
I'd guess it just goes in with the Decorate stuff
I say that because it says they can be combined
that doesn't tell me anything other than they can communicate with each other like sndinfo can work with decorate
so it can be in whatever text files you load with a DECORATE lump
it goes in the decorate lump. OKAY
like I'll usually separate my actors or groups of actors into their own separate text files like "SomeActor1.txt", and then in a DECORATE lump, have it load all the separate ones together:
#include "actors/SomeActor2.txt"
#include "actors/SomeActor3.txt"```
And that'll pretty much what'll be in the DECORATE lump, no actual actors defined there, just as a way to sort it
I'm not trying to implement an actor here
"Good Lord. What are you doing?"
go to sleep
When you do
and there's no explanation to have a script call every time a map starts
why does the wiki not have anything simple
can we not treat doom mods like everyone has been on the scene the whole 23 years
are you telling me you'd do that
Then you can do that
What's the problem
but I promise I will make a zscript tutorial one day
Well when you get to that, I'll be sure to ask you for help
What the fook is zscript btw
a DECORATE but better
New DECORATE
Oh
@royal wave ZScript goes in a lump called ZSCRIPT
it can be #includeed just like DECORATE
as for documentation - best way to learn is ask, tbh
i've learnt the ropes of ZScript just by asking people who know
How to fly as demonstration man
lmao
How to crab dance as tuxedo terrorist
How not to be seen
so, how does ZScript work, and where can i find it?
thanks
All the (sparse) documentation is there
The rest must be gained by asking the sages
To my understanding, it's "like DECORATE" in most regards if you're just doing simple things
what's better to use at this point
Someone told me ZSCript is pretty much feature-complete
So probably start learning that
DECORATE isn't going away, but it won't be expanded any further
ah
ZScript isn't feature-complete i don't think, unless you can access the map data yet?
Well, feature-complete as far as DECORATE is concerned
Map and UI hooks are next I believe
But I actually don't know much
I haven't used it for anything yet
Things can call scripts with ACS_Execute and related commands
is ACS_Execute DECORATE or is it what it says on the tin
You can use it in DEOCRATE like an action special. It executes an ACS script on that frame.
If it's in [] brackets it's optional. Or just set it to 0 for "current map"
now I gotta figure out how to make the bomb not plant if you don't have the dummy item the bombsite gives you
what's inventorytype?
(Looking on ZDoom wiki)
infact, does this code even work with my intention.
TNT1 A 0 A_JumpIfInventory ("DummyBombInvent",0)
er
I think I need an example of how JumpIfInventory works
The first parameter is the item to check. If the check indicates at least the amount of the second parameter, it jumps to the state name or offset given by the third parameter
There's an example right there on the page
Probably. You also need a state label to jump to
Like in the example given:
TNT1 A 0 A_JumpIfInventory("Shell", 1, "ReloadLoop")
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY J 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY K 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY L 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY M 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY N 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY O 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY P 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY Q 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")
PLAY R 6
TNT1 A 0 A_JumpIfInventory("run", 1, "Run")```
most dirty code ever
And that, children, is why anonymous functions were invented.
can you simplified my code ?
PLAY IJKLMNOPQR 6 A_JumpIfInventory("run",1,"Run)
also, does the number work with 0? Incase you don't have the dummy bombinvent item?
in a_jumpifinventory
wait that works ?
It's worked like that for over a decade
i see
You would have to split another action onto a separate line
But anything where you share the same duration and action function for sequential frames can be condensed
You don't need TNT1 A 0 to do actions
kk
It's just convenient shorthand for invisible, instant action
The reason it's used is for situations where the same frame needs multiepl actions
something is wrong here.
POSS A 1 A_Look
TNT1 A 0 CallACS(something)
TNT1 A 0 A_SpawnItemEX
POSS BCDE 4 A_Look
CLAY A 1 A_Raise
CLAY A 1 A_JumpIfInventory ("DummyBombInvent", 1, "Bombplant")
CLAY A 1 A_JumpIfInventory ("DummyBombInvent", 0, "DoNotBombPlant")
loop
Bombplant:
goto fire
DoNotBombPlant:
TNT1 A 0 ACS_Execute (1)
goto Select```
What I'm trying to do: if player doesn't have DBI, it executes the ACS script and goes back to select. If player does have DBI, it should plant the bomb.
I forgot to copy goto select after ACS_Execute
A state needs at least one frame. If your Bombplant state is just going to Fire, have the Juimp just go straight to Fire
LAY A 1 A_JumpIfInventory ("DummyBombInvent", 1, "Fire")
Save a step
Not jump? yo're just looping select with a script if the player doesn't have it, right?
I guess.
Select:
CLAY A 1 A_Raise
CLAY A 1 A_JumpIfInventory ("DummyBombInvent", 1, "Fire")
CLAY A 1 ACS_Execute(1)
loop
Save yourself those extra states
They're superflous
By the way, I'm not sure you should be doing this in Select
Select is just the "raise weapon" animation
Apparently I'm wanting my ACS script to run when player presses the mouse when he doesn't have DBI
Ready is the main logic loop after the weapon is raised
Fire is when the player presses the mouse
So
Select:
CLAY A 1 A_Raise //This loops the "raise weapon" animation until it's complete
Loop
Ready:
CLAY A 1 A_WeaponReady //Wait for the player to press the mouse
CLAY A 1 ACS_Execute(1) //your script
Loop
Fire:
CLAY A 1 A_JumpIfInventory ("DummyBombInvent", 1, "Plant")
Goto Ready
Plant:
CLAY A 1 A_SpawnItemEX ("bomb" or whatever)
//go back to the last weapon or whatever after the bomb is planted
I want it to execute a ACS script if the playa doesn't have DBI tho.
then move the excute script after the jump check in Fire
It'll jump away if they have the inventory item, or continue after the jump if not
Fire:
CLAY A 1 A_JumpIfInventory ("DummyBombInvent", 1, "Plant")
CLAY A 1 ACS_Execute(1) //your script
Goto Ready
make sure nothing was misspelled and no parenthesis are missing, etc
also check colons after state names
also, interestingly, the weapon I'm modifying has enemy versions of said weapon
oh
I forgot a DeSelect state
wtf?
1 errors during actor postprocessing
nvm I fixed it
Well now the bomb thing works
the only oddity I need to fix is a player having DummyBombInvent when they're around a bombsite
and then we'll probably mvoe on to a currency system
shit, I forgot I got to do other things with the bomb
- Defusal of the bomb for CT's.
- Random person gets said bomb
I don't know the third one
the third one is everyone become a space program
no, I think it's trying to make the bombsite remove the dummy inventory bomb item after out of its radius
{
int targ = random(0, 7);
if (CheckInventory(weapons[targ]))
{
TakeInventory(weapons[targ], 1);
Print(s:"You have dropped a weapon!\ncareless player...");
}
}``` how does this work
you puke green
I mean 10
and targ will become a number between 0 and 7
which is random
after that check inventory
weapons is obviously weapon
and targ is the random number
let's say the RNG god choose 5
the weapon number 5 will be taken away from player
poor careless player
can it take away non-weapon inventory items tho?
Yeah, I am using ACS.
script 10 (OPEN)
{
int targ = random(0, 1);
if (CheckInventory(weapons[targ]));
{
TakeInventory(weapons[targ], 1);
}
}```
ACS compiler keeps complaining
no need to use in targ
um what
{
if (CheckInventory("DummyBombInvent"));
{
TakeInventory("DummyBombInvent", 1);
}
}```
this is enough
Hehe, anybody want to try my new SnapMap
can't do it now
anyone around?
nope
@drowsy forum was wondering, is there any ZScript function like ACS's PickActor PICKAF_RETURNTID mode?
i'm trying to do a line-of-sight check from the player
seeing if the player can see an actor
not just any actor too, a specific one
How does one actually implement a thinkiterator in zscript?
I need it to a) execute every time a map loads
And b) capable of using variables from acs if necesary
@royal wave couldn't you like, execute script on the player thing?
It's a special thingy
I thik
Think*
I don't want the script on the player
asc_exexute script ?
I want it on every monster
Oh
You can execute the script on the player
No
Oh
Yeah
@royal wave see bossbrain.txt inside gzdoom.pk3
Alright
uh, bossbrain.txt works by extending Actor though, right?
and mods can't extend Actor
since extend only works on stuff defined in the current mod, correct?
@drowsy forum
yeah, you've done a good job on the ZScript docs so far
Thank you. Still much more to cover but...
yeah. while it's not a problem for me, i can see some people getting a bit confused whenever concepts like structs or enums or pointers get mentioned
of course, it's easy to learn all that if you look at C docs instead of ZScript docs though
@drowsy forum Also copying did nothing for me
This doesn't really do what I want
Am i wrong for expecting this to also work like ACS?
You have to change it of course.
Well yes
Yes you are. ACS and zscript are two entirely different things.
Now tell me what you're trying to do.
Because I need a way to arbitrarily target every monster on a map and alter their stats
Paste your code.
I don't have any
...
because I don't know how I would do that!
What, paste the code here, or working with zscript?
I have no code for what I want to do because I have no idea where to approach this from
I was led to believe zscript was the answer, but it's not
I need a way to arbitrarily target every single monster on the map and alter their stats
why not just create an actor, spawn it on map start and then use the ThinkerIterator there
^
i've managed to grasp it pretty well, in fact i think i'd be able to give you a template for what you want
That'd be appreciated
alright, i'll give it a go
Class MonsterModifier : Actor
{
Default
{
+NOINTERACTION
+NOSECTOR
+NOBLOCKMAP
+THRUACTORS
}
override void PostBeginPlay()
{
ThinkerIterator it = ThinkerIterator.Create(Actor);
Actor mo;
while (mo = Actor(it.Next()))
{
if (!mo.bISMONSTER || health < 1)
continue;
if (mo.GetClass() == "YourMonsterNameHere")
{
// Do stuff.
}
}
Destroy();
}
}```
oh welp, you were faster than me lol
๐
otherwise, that was pretty much exactly what i would have done
@royal wave edit this and just spawn this actor at map start and there you go.
alright thank you
@drowsy forum any idea why this line ```c
other.health = other.health - 100;
i was just fucking around, but is that expected behavior?
That shouldn't be modifiable. That's a read-only variable which you need to use A_SetHealth with.
okay, that makes sense but why would that mean it forces the player into chasecam?
Wait. Are you playing with cameras?
nope
Then IDK.
Might want to report it with a full copy/paste of your code or something.
yeah, i might
i was just adding a small bit to CanCollideWith to hurt the player on collision and that happened
Use A_SetHealth, that may or may not fix it.
it does, but still, the chasecam thing seems like unintended behavior
even though it's not a line that should work, better to crash than to randomly switch to chasecam, lol
ThinkerIterator it = ThinkerIterator.Create(Actor);
That's causing problems for me
Invalid global identifier 'Actor'```
Ahk
@drowsy forum do you know what I have to call in zscript to access ACS variables?
ACS_(Named)ExecuteWithResult.
okay cool. Also, do ACS variables get remembered across maps?
If they're global.
so if i say global int foo = 0 it will always be rememvered?
I see
okay I can't use script/named scripts because they don't support return values
and the functions that do support return, I have no fucking clue how to call them from zscript
i don't think you can call an ACS function from ZScript
does this have to be done in ACS?
no way you can use a ZScript function?
Quick test of adding in @DOOM music to the classic Doom, for the map mod. https://t.co/BWrzX4UYJf
can zscript use global variables and get level info?
Is it just me, or does the title image look too bright?
might
honestly i have no idea
also pyrolex, why didn't you input some code, instead of plain renaming the files to the originals ._.
GZDoom takes the files in the WAD and arranges where they go according to the filenames. I think.
Don't take my word for it.
i think what he's saying is he's recommending you to use
;zdoomwiki_search mapinfo
ZDoom supports a special MAPINFO lump that can be used to define special
characteristics for the different maps in a WAD/PK3, in addition to defining custom skill levels,
intermissions, and game settings.
for the lumps
instead of naming the files so they overwrite
though it really depends what this is for
This is more of a "sister mod," I guess you could say, for the map mod. If you want a new title screen and the DOOM2016 OST, I'll include this in the download.
The reason it's optional is because, obviously, there are people who'll just want a map mod.
oh, this is for a mapset? definitely use MAPINFO then
it's pretty simple to do, and it prevents problems down the line
instead of calling a music lump D_E1M1 for example so it overwrites, you call it D_WHATEVER and tell MAPINFO where D_WHATEVER shall play
You also have to keep in mind that I'm a beginner.
yeah i know, which is why i'm recommending MAPINFO instead of the old method ๐
I literally just Googled "how to add music to a pk3 file" and this was the first result. https://forum.zdoom.org/viewtopic.php?f=3&t=48313
uh, yeah, and that recommends to use MAPINFO?
This was the tutorial I waas following.
yeah
the problem with doing that is that now when somebody decides to use a mod which itself replaces music, your music from this wad is going to get overridden
with MAPINFO, the music doesn't have the same name so everything works fine
i wouldn't be sure myself
@royal wave just to be sure, you were using CallACS or ACS_NamedExecuteWithResult, correct?
SetResultValue() is ACS though
you don't use return in a script with a result
you use that function
okay can I see an example of how I would use that in zscript
first, tell me exactly what you want to do please
From zscript, get a number from acs
it's a simple accessing a different class
am I seriously not being clear?
yeah sorry i should have been more specific in my questioning
I want zscript to grab a variable that was set in ACS
int myVar = CallACS(ARGS); then
sorry for butting in here and being off-topic ish, but apparently Zandronum can't run my script
{
if (CheckInventory("DummyBombInvent"));
{
TakeInventory("DummyBombInvent", 1);
print (s: "Thought you could keep it? THINK AGAIN BITCH.");
}
}```
because unless Zscript supports some form of static or global, I need to use ACS to have certain numbers remembered
Zand says unknown script 2.
otherwise every time a map starts, it's going to complete forget the numbers I am collecting
And i asked for an example!
the wiki gives an example
clears throat
No this isn't what I am looking for
This isn;t for a single actor
this is for an arbitrary ammount of things
I need to grab this from a larger scale and not per actor
that shouldn't change the ACS though?
so then what does it do?
well, you were asking about how to return from a script, that's how you do it, if you have more questions i'll help but this seems like a different question
is this for your "setting a property to every actor" thing?
or something different
ok, so i assume you want to use ACS to get a value to modify an actor with then?
if not then please tell me because it'll help a lot
@vocal crypt sorry for ignoring you lol, just to check, this ACS has been compiled, right?
not just saved
Teh
any sort of trace function I can use in zscript?
not sure
... wow
just looked into the source code for Unreal Gold
ZScript basically copied UnrealScript in every way it could, huh? ๐
that's a good thing, though
They could have taken a page from a fucking modern OOL language
i mean, ZScript does use a lot of classes
it's quite object-oriented in that regard
though idk, i prefer languages where i'm not using a class for literally anything
so i'm quite happy with ZScript really
I said modern OOL
just to show I know what I'm talking about
After way too many attempts I finally figured out that the end-level music was D_INTER
fuck the code is too long
hang on
that's a script I amde to generate a preview box camera for a video recorder I made that accoutns for scale, zoom, and pan boundaries
when you fuck up the offset
lmao
oh, i see you are using that logo i made, cool
or an edited version of it i guess
I need to make a request with the doom builder devs. I need a version of the UI that doesnt burn into my moniter lol
https://github.com/jewalky/GZDoom-Builder-Bugfix for gzdb stuff ๐
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...
that is a lot of red
tfw a shotgun from Realm667 has secondary fire that's infinite ammo
https://www.doomworld.com/vb/post/1710862 posted this a few hours ago but i'll just repost it here again
if you want to get into doom mapping, i'd highly recommend joining
For anyone interested I just farted out a new alpha of D4D.
Dubbed D4T4D4D thanks to @neat oxide for the naming convention.
thats a mouthful
girls with daddy issue creep me out
Why?
@drowsy forum This has extremely sparked my interest.
Great!
Bear in mind it's an alpha mind you.
I'm also working on a massive april fools addon that people can enjoy for it. ๐
You may or may not like the fact that it's... stupidly out of place but coming from me? I can guarantee it's going to be at least somewhat fun. For haters and lovers and neutral goers alike.
I just really like the mod :T
i have awful taste
Is there some error in the ketchup mod that the creator is lazy to fix?
mostly this error
Expected ',', got 'l'.
BPDL AAAAAAAAA 1 A_FadeOut(0.1)```
the one with a bunch of A's is line 544
the one under it is line 545
shrugs, can't see what the error really is... looks fine here.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
clips a few of those A's off and stuffs them in his mouth. He's hungry.
@drowsy forum any way to get an actor to force an "Actor hits floor" thing in the map? i am having some issues with a script that warps an actor around every tick, and it's ideal for the actor to trigger "actor hits floor" things as it would if it were moved "naturally" (so to speak) into the sector
does ZScript have any way to do this?
@vocal crypt That's the exact same issue the latest version of Brutal Doom has with the A_FadeOut(0.l) needing to be changed to 0.1, make sure the text in the DECORATE isn't actually an 'L'
it's not GZDoom
That's the BD patch
I guess it just ended up happening to the Ketchup pk3 too
and yet it still gives a got 'l'. error?
you aren't running any similar files in a "skins" folder or anything right, or have something else autoloaded?
it says the file that has that error is ketchup.pk3
Are you running it with anything else or just by itself?
running it with other mods, mostly Colorfull Hell, Map of Chaos, and Combined Arms.
I'm downloading the Ketchup file now
oh wait
I see you're using 0.5
err
V5
there's a V5.1 out
maybe that'll fix your issue
question is: where do I download it
no, look in the description
wait
um, apparently that is the ketchup version I'm using
now why would they do that
geez
guess try it with this one anyway
it might be a small update
BPDL AAAAAAAAA 1 A_FadeOut(0.l)
That's definately an l
'L'
0.l 0.1
keep in mind that there is 2 lines with that typo
yeah
line 544 and line 545?
the second one is correct
even the blood only one also has it at the same lines
it is
Expected ',', got 'l'.
It's rediculous how an 'L' could be typed out instead of a 1 on a keyboard
yup patch it
it can be due to the font SLADE 3 uses (assuming SGT Mark IV uses Slade)
...except I did
could be
yeah, but they're all the way across from each other on the keyboard
even on a dvorak keyboard it'd still be far away
PSA: Cancelling the map port. I feel like a HUD mod would be much more manageable for me.
what ?
I was gonna port the maps from DOOM2016 into Classic Doom, but now I actually realize the scope of the project.
I find it rather odd how working on three different mods, switching off between each day, helps me keep my sanity rather versus just working on one and growing to hate it.
Sure it slows me down but I gues maybe that's because it helps me refreshen my creativity some.
good job
I did that for the entire second half of the year, last year.
All of us burned the fuck out.
That's one of the big reasons why DBT dropped D4D.
But as time goes by, you start to lost interest on your own mod
Only because I've been focusing on nothing OTHER than it.
I have not lost interest in any of them because I took breaks.
I lose interest when I'm forced to work on the same shit over. And over. and OVER.
ESPECIALLY in a motherfucking time crunch.
You don't know what it was like doing that shit, @trim falcon. You've not a clue what D4D's dev cycle was. Not even remotely.
@neat oxide can back me up.
have you ever face a conflict of interest ?
when multiple people working on same project
some of the team might disagree on something
I see
But that had little impact.
And now, I find working on three different mods at once to be... relaxing.
I dont know why. But it feels good. And I"m not losing interest at all. In fact it's motivating me to put something else and fresh into the next mod by keeping on working at it and swapping.
Also it's easy enough to pick right back up again.
It doesn't hurt to start side mods and switch every day like I do. Just don't bite off more than you can chew. While AEoD is still being worked on, it's a lot slower than D4D and another unannounced project.
I got a hard disk crash
not really a crash but more like the connector broken
So its impossible to recover
if I make Just do it .wad
do you guys think its offensive ?
No idea what that even is.
google do it.wad