#classic-doom-maps-mods

1 messages ยท Page 44 of 1

vocal crypt
#

a cartoon horse eating Doom 2016 monsterts

drowsy forum
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Me, slapping a pony into D4D for funsies.

trim falcon
#

no vore please

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I can't focus

drowsy forum
#

absolute gigglefits.

royal wave
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why did this need my attention?

drowsy forum
#

I meant someone else.

vocal crypt
#

because Major wants youy

drowsy forum
#

Sorry.

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They went offline.

vocal crypt
#

now I'm imagining DC and Marvel characters in Doom

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or I can just have Darkseid vs Apocalypse in MUGEN

drowsy forum
#

Zerg, protoss and terrans vs doom marine.

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They are so fucked.

vocal crypt
#

what is zerg protoss

drowsy forum
#

Even Amon will cry like a bitch.

vocal crypt
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and who is terrans

drowsy forum
#

Starcraft.

vocal crypt
#

oh

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Well Doom Marine beated hell like, 4 times

drowsy forum
#

Yup.

vocal crypt
#

D1,D2,FD,Doom 2016

drowsy forum
#

If he can take on the monsters of Hell, he can take on any army. Hell, he even defeated titans.

vocal crypt
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not counting D3 since it's a different protag

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somewhat

haughty flower
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@drowsy forum please make upgrades for it and make it an official thing xdd

drowsy forum
#

HAH

drowsy forum
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She's kinda OP as fuck.

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She can eat cyberdemon and spider mastermind

shadow bone
#

@drowsy forum That Twilight video is hilarious

drowsy forum
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Thanks! ๐Ÿ˜›

shut hatch
#

whats going on?

shut hatch
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so if i can ask

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does anyone have any good tips for making a megawad?

torn timber
#
  • Make an outline of what you want for each level, including themes, difficulty, key features
  • Start building basic layouts, if there's no rush, detailing can come later, focus on game flow
  • Save your best effort for the first level, it's gonna be what's going to get people drawn in the most
haughty flower
#

Thanks minesae, i needed that too

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lol

shut hatch
#

thanks?

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any other tips?

torn timber
#

Well how many maps have you made so far in your lifetime?

shut hatch
#

about 15

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but this is a five episode megawad

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and i have a couple of levels planed out as well

royal wave
#

Megawad implies you are replacing every level

shut hatch
#

um no.... im adding levels....like an expansion

royal wave
#

Then it's just a set of levels

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Doom 1 megawad is at least 36 maps, doom 2 megawad is 32 maps

torn timber
#

I only asked that because I wanted to know if you were just another person with next to no mapping experience trying to attempt a big project.

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There's really not much difference between making single maps and making a megawad other than a lot of time and commitment

shut hatch
#

i just want to make a megawad ok, but i have no experience in the field and would like some tips and to tell you my planned out levels so i can tell if they work perfectley

torn timber
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If you've got a plan already, the only thing I can tell you to do is make it, there's nothing else really to it

shut hatch
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alright

haughty flower
dire valve
#

Anyone here really good at DECORATE?

haughty flower
#

@dire valve what's your problem?

dire valve
#

I actually figured out it's a problem with some ACS

#

A function doesn't seem to run online on Zandronum.
function int try_to_select(int num, int sel) {
//4 - selected
//5 - not bought
if (CheckInventory(ownership_tokens[num])<=0) {
return 5;
}
if (num==sel) {
return 4;
}
GiveInventory(selection_tokens[num], 1);
if (sel>-1) {
TakeInventory(selection_tokens[sel], 1);
}
return 4;
}

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It seemingly refuses to give and take inventory. But the function does run, I did print tests

vocal crypt
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well I figured out the invent thing

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by having the bomb take the dummy invent when planted

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now I need a defusal thign.

river flame
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dayum that looks cool

hollow dew
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Niiiiiiiiice!

haughty flower
#

that looks cool

unreal oyster
#

not bad, but the red kinda drowns everything out

vocal crypt
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it was even more terrible display on mobile phone

haughty flower
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i bet it does

vocal crypt
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cuz I could only see Caco's fireballs

haughty flower
#

android phones seems to oversaturate the dark levels of the color palette range

unreal oyster
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i think it's best to use sector lighting like that quite subtly, if you put it over large areas like that it just gets obnoxious

vocal crypt
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LG Flex 2

haughty flower
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me its a Samsung Galaxy S3 and that image will look no better than yours

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neko just went to sleep so he wont see the feedback untill tomorow

unreal oyster
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looks absolutely fine to me

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ยฏ_(ใƒ„)_/ยฏ

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in fact it's brighter on my phone

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LG IPS monitor on desktop, Moto X (2014) is my phone

haughty flower
prisma saddle
#

Who knows, maybe they're trying to keep everything in the red side of the spectrum

haughty flower
#

i meam i do have twilight on my phone and it does that when it gets dark outside

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but who am i kidding

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im not playing that on my phone when it does come out

haughty flower
pearl sundial
#

ok

vocal crypt
#

COD 4 rip?

haughty flower
#

Black ops rip

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But i can do gold source models well

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About rips

vocal crypt
#

damn it, I'm stuck on teh defusal part of mah mod.

prisma saddle
#

Maybe make it so you have to shoot it @vocal crypt

vocal crypt
#

it makes total sense but given the engine's limitations we might have to deal with that

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although I think it'd have to be like the Chainsaw so we don't shoot it from afar like a sniper rifle

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or since it's a Doom Themed Counter Strike we can just shoot the bloody thing with a regular gun and call it defusal action style.

vagrant pebble
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I think it's possible to do an actual c4, but i guess it might be limited to custom maps that support scripts and also maybe limited to singleplayer, but not sure.

vocal crypt
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so far I got the planting part down minus the countdown to "destruction"

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with teh bomb

drowsy forum
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Note to self. Do not show how to troll menus.

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They're randomized every tic.

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Proof. They're both different. ๐Ÿ˜›

unreal oyster
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oh jeez, you work out that zscript menu stuff then?

drowsy forum
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Somewhat.

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Yeah I figured out how to completely go batshit insane with some of it. Unfortunately, colors aren't one of them.

unreal oyster
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heh

drowsy forum
#

I have to keep this hidden from Terry. Or else...

vocal crypt
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Terry's probably "retired"

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beside

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*besides

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the terry scene is mostly dead

unreal oyster
#

yeah, terry traps don't really work anymore because idgames seperates them now

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kinda eliminating the element of surprise that terrywads need

vocal crypt
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meanwhile I'm listening to I Will Give You My All

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also, @shadow bone I think I figured out that translation thing.

royal wave
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Look at my pretty dev textured map

prisma saddle
unreal oyster
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lmao

prisma saddle
#

@unreal oyster Any critiques?

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Sorry about posting a joke wad that I made...

unreal oyster
#

nah, no problem with that ๐Ÿ˜„

proud matrix
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anyone have any recommendations for someone who's never played a wad before?

prisma saddle
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@proud matrix Reelism is pretty good.

proud matrix
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I'll look into it

warped rampart
#

I'd recommend DOOM4Doom and Meta DOOM.

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DOOM4Doom brings DOOM2016 gameplay into classic Doom.

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Meta DOOM combines every Doom weapon and monster known to exist.

restive glade
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Also try out mutliplayer mods

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Never go wrong with those.

vocal crypt
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combine Meta DOOM with a vanilla slaughterhouse mod and we might have some good times

restive glade
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also doomrpg.

warped rampart
#

There's also Smooth Doom, which smooths out animations and enables cosmetic customization.

restive glade
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I really should add the entire package to dropbox or something

warped rampart
#

Except that adds a rifle for some reason and I hate that.

vocal crypt
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I think it's something from D3

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the rifle thing

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not saying the weapon is

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but the idea of a rifle or someshit

warped rampart
#

I just had an idea for my submission to the Vinesauce map contest.

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It's a very basic idea, but I think it's a good idea at the same time.

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The story is that you've woken up to find that the city's evacuated but you somehow missed the evacuation.

vocal crypt
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um, didn't the Vinsauce Map Contest end?

trim falcon
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cinesauce map contest still open ?

warped rampart
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So you have to get your way through the horde of infected people.

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I think there's gonna be another contest this year.

trim falcon
#

well

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looking at his stream

warped rampart
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I tweeted Joel about it on Twitter but never got a response.

trim falcon
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its look like he torturing himself

warped rampart
#

I guess not, then. That sucks.

trim falcon
#

maybe he do like once per 2 years

unreal oyster
#

if he does do it again, things will likely be quite different i think

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for example gzdoom will almost certainly be the source port of choice

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rather than zdoom

trim falcon
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forcing yourself to play amateur wad

warped rampart
#

Another part of my idea is that you start with no weapons. At one point you find a pistol and then a shotgun in the second level.

unreal oyster
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and also there will very likely be a map length limit

trim falcon
#

average time to finish should be display

warped rampart
#

I don't think I'll add in higher-tier weapons like the chain gun.

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Those don't make sense in an apocolypse.

unreal oyster
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i really wouldn't keep the player off a shotty for an entire map

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unless the map is really short

warped rampart
#

Pistol and standard shotgun do, though.

unreal oyster
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it's just not fun

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it's not a horrible idea to gate off higher weapons, but looking at the contest winners all 3 of them weren't afraid to give the player some great guns very quickly

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remember, the idea in a contest like this is to impress quickly

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and having slow progression doesn't really satisfy that

jolly summit
trim falcon
#

good

river flame
#

what a beautiful skybox

jolly summit
#

made it with Terragen 2

river flame
#

chew

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๐Ÿ‘Œ

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Wish I had the time and patience to make my own level.

trim falcon
#

๐Ÿ‘‰

jolly summit
#

this entire valley took me like 5 days, the entire facility that is behind me in this screenshot, almost 6 months

river flame
#

good lord

haughty flower
#

I've noticed most modders are focused on maps rather than in the gameplay

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I wonder why

haughty flower
#

gameplay is a good thing

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you need to have

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indeed you are right

vocal crypt
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maybe Doom's gameplay isn't without its level thing?

haughty flower
#

lol I know @vocal crypt

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what I meant is most modders make map packs withouth changes to the gameplay

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Like Unholy Realms or Ancient Aliens

unreal oyster
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ancient aliens kinda does make gameplay changes

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it has 2 new enemies

haughty flower
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true

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but you get my point

unreal oyster
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yeah, i know what you mean

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the main reason is that a lot of the doom community make maps for PrBoom+

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where there isn't much leeway with gameplay changes

haughty flower
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why do they choose PrBoom+?

unreal oyster
#

demo compatibility

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amongst other things

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including the fact that PrBoom+ is faithful to vanilla

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whereas ZDoom has changes to the physics engine

haughty flower
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Oh I get you now

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idk, I just find it weird considering the fact iD Tech 1 gives you total freedom to make whatever you want

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dude, I'd do lot of games using the Doom source code if I knew how to program

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by of course changing its gameplay

unreal oyster
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you'd probably not wanna use the idtech 1 source

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gzdoom-gpl exists for that

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also: iD Tech 1 gives you total freedom to make whatever you want

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not really

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id tech 1 in its base form is quite limited

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zdoom is the reason so many crazy mods can be made

haughty flower
#

See? If I knew how to code I'd knew that lol

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Maybe I'll learn how to

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the thing is, most of the documentation is for creating maps

vocal crypt
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is outdated

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?

haughty flower
#

not for creating crazy weapons packs or altering physics

unreal oyster
#

not really true, go check out the ZDoom wiki

haughty flower
#

I found this

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that could be a good start

vocal crypt
#

I have a problem with the bullet casings from Realm667

#
        TNT1 A 0 A_JumpIfNoAmmo("DryFire")
     MP40 B 1 Bright A_FireBullets (5, 4, 1, 5, "BulletPuff")
     MP40 B 0 A_GunFlash
     MP40 D 1 A_SetPitch (pitch-0.4) 
     MP40 CA 1 A_SetPitch (pitch+0.2) 
     MP40 A 0 A_ReFire
     MP40 B 2 A_FireCustomMissile("CasingSpawner",32,-8,random(35,45),2,random(40,60))
     TNT1 A 0 A_JumpIfNoAmmo("Reload")
     Goto Ready
     ```
#

"translated" it's basically if the gun fires, a casing comes out after the refire command.

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buuut

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after a burst or something

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it just has one bullet casing come out.

vagrant pebble
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The a_firecustommissile should be placed before a_refire

haughty flower
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got an offer...anyone interested to participate in megawad I work on?

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there will be 48 mapsets in total

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getting into other rooms now

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๐Ÿ˜‰

restive glade
#

ooooh

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This looks fancy.

haughty flower
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@restive glade I have plan to create 48 maps

haughty flower
#

new area in progress

haughty flower
#

@sharp smelt redfoot tortoise

sharp smeltBOT
#

Searching...

#

The red-footed tortoise (Chelonoidis carbonaria) is a species of tortoises from northern South America. These medium-sized tortoises generally average 30 cm (12 in) as adults, but can reach over 40 cm (16 in). They have dark-colored, loaf-shaped carapaces (back shell) with a lighter patch in the middle of each scute (scales on the shell), and dark limbs with brightly colored scales that range from pale yellow to dark red. Recognized differences are seen between red-footed tortoises from different regions. T...

haughty flower
haughty flower
#

@hazy lantern is it okay if i post a finished shitpost here?

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a jokewad*

hazy lantern
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No.

haughty flower
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why

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it's not a terry trap or anything

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7 KB wad, only replaces a few existing monsters, lol

hazy lantern
#

k, then but make it clear that the WAD is a joke

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In the most effective way possible

haughty flower
#

have you ever wanted to be attacked in every direction possible? no? well you're still getting it! The Reviving Lostsoul, that has a few features:
-replaces the zombieman with archviles that shoot rockets and revive eachother, with 500 HP! yay!
-the imps are pain elementals which shoot those archviles! even more yay!
this is a jokewad, no offense should be taken and if you have technical difficulties with this mod, please contact 1-800-JOKE-WAD

#

if there's any more features please contact me, i've made this mod about 2 years ago and i can't remember most

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no one will ever play it

haughty flower
#

I made progress with the map for all you know

haughty flower
#

@haughty flower looks great!

drowsy forum
#

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH

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@shadow bone you might enjoy this.

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Also dont forget to turn down your sound, it gets a little noisy.

shadow bone
#

Thanks for the mention but I have no idea what I'm looking at ๐Ÿ˜„

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Looks and sounds interesting though!

drowsy forum
#

Darwinia for Doom.

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Instead of playing the master floaty dude though, you play the darwinians.

shadow bone
#

I've never played darwinia. I might play this when you're finished though.

drowsy forum
#

I intend for it to be multiplayer compatible too.

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Eruanna / Rachael even said this might inspire her to work on the networking code some.

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What better way to have fun than fighting stickmen with lasers, grenades and rockets with only a 5 second respawn timer?

shadow bone
#

Sounds intense, lol

drowsy forum
#

Yeah. It's gonna be running gunning shooting fun.

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There's lots of darwinians to fight too.

haughty flower
#

@haughty flower would you like to participate in my project?

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i'm bad at mapping, so no

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also, i don't wanna be part of major things, too much would be expected of me

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you might be good ๐Ÿ˜ƒ I can help you improve your skills if you want to get better at it, but I'm pretty sure you are talented

vocal crypt
#

is there some sort of theme, or is it a mish-mash of maps from the members of this discord?

haughty flower
#

sully, thanks for the offer, but no, lol

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you and I can do great team work

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@vocal crypt are you interested to join?

vocal crypt
#

Again, look at my question

haughty flower
#

there is no theme, just creating decent looking maps

vocal crypt
#

...maybe....

haughty flower
#

you can join in

#

there is no due date

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so it can take years

vocal crypt
#

is there any restrictions like no custom textures etc?

haughty flower
#

in total there will be 48 maps

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no restriction at all for custom textures but there is for no custom monsters, items, powerups, sprites

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only custom texture allowed

vocal crypt
#

k

haughty flower
#

you can take 1 year to complete the map with no problem

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but there is something you must keep in mind

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only vanilla doom2 format

vocal crypt
#

so no UDMF stuff?

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er

haughty flower
#

yeah because I'm trying to make it oldschool while it's modern looking maps still

vocal crypt
#

alright

haughty flower
#

vanilla doom2 format is very easy

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you can take all the time you need

unreal oyster
#

very easy for doing the basics, you mean. the amount of ridiculous hard-to-setup shit i see in vanilla and boom mapsets is just outstanding

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like dumb hacks to try and emulate a 3d floor

haughty flower
#

@unreal oyster everyone is welcomed to join the project, there will be 48 maps so help is appreciated

#

I'm trying to make this community project

vocal crypt
#

Doom Discord Megawad 2017?

unreal oyster
#

you should probably post on doomworld and zdf if you haven't already

haughty flower
#

I have no problem completing this alone but would be great if doom community is involved in it as well

vocal crypt
#

also, I think I need a map number for my map if I were to join.

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Bccause I don't want to make a map feel like it's MAP01 when it's MAP15

haughty flower
#

you can do map4 if you would like

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4 and up

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your pick

unreal oyster
#

wait, why use vanilla if this is going to contain 48 maps? vanilla doom is hardcoded to work with 32

vocal crypt
#

I was wondering about that

unreal oyster
#

you're gonna need zdoom features to make a 48-map mapset actually work anyway

#

so in that case why not just allow people to make zdoom maps

vocal crypt
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he wants oldschool but modern looking maps he says

haughty flower
#

can you not make a code to make it work on vanilla format @unreal oyster ?

unreal oyster
#

nope, vanilla is 100% hardcoded to think that MAP30 is the final map, and MAP31 and MAP32 are secret maps

vocal crypt
#

I hope no one finished their maps in Doom 2 format then

unreal oyster
#

you couldn't make MAP30 lead on to MAP31 for example

vocal crypt
#

because the amount of reworking needed to be done.

unreal oyster
#

MAP15 always leads on to MAP31

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and MAP31 always leads onto MAP16 (normal) and MAP32 (secret)

haughty flower
#

okay project idea is changed, let's do 32 maps then

vocal crypt
#

also, apparently you can't work on lights in Doom 2 format

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then again

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I'm using GZDoom Builder

#

so

#

that might be why I can choose it.

unreal oyster
#

"work on lights"?

vocal crypt
#

I can make a thing with the dynamic lights

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but I can't actually edit them

haughty flower
#

you think 32 maps is good enough?

unreal oyster
#

that's pretty much the community standard

vocal crypt
#

it's the usual number for megawads

#

plus, what Gut said about Doom 2 only supporting 32 maps, vanilla atleast.

haughty flower
#

what should be title of megawad?

vocal crypt
#

also, I think the light thing is part of GZDoom Builder, since it's not even there in game.

haughty flower
#

I haven't created title for this megawad yet

unreal oyster
#

dynamic lights don't work in vanilla format, no

vocal crypt
#

hm.

unreal oyster
#

even if they did work, if the mapset is supposed to be vanilla compatible, you wouldn't want to use dynlights anyway

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since vanilla doesn't support them and neither does prboom

vocal crypt
#

Gut you just triggered everyone to type

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/s

unreal oyster
#

about a title, you can think about that afterwards really

spare void
#

It's mainly a GZDoom thing, isn't it? Dynamic lights?

unreal oyster
#

i'd settle on a general theme and progression first

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and yeah

spare void
#

That's what I figured

haughty flower
#

@unreal oyster I decided to make 32 mapset megawad then, are you interested to join? map4 and up is available for pickup and there are no due dates so you can take all the months you want

unreal oyster
#

nah, no way i'm mapping in vanilla

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sorry

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i'm a UDMF guy

vocal crypt
#

yeah, I'm thinking of dropping out because of the vanila limitations

unreal oyster
#

if you want vanilla mappers, i'd highly recommend posting on doomworld instead

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they're pretty big on vanilla/boom

haughty flower
#

Jimmy Paddock can help?

unreal oyster
#

depends on how good your idea is and how well you pitch it ๐Ÿ˜›

vocal crypt
unreal oyster
#

put the chain texture a tiny bit in front of the wall

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and then texture the wall like normal

vocal crypt
#

um, what

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so some sort of linedef infront of the wall A little bit?

haughty flower
#

I map for 10 years...sad thing is my dad took my old computer for his use, he formatted the computer without asking me and all my work was gone...I'm now working again to recover my loss of work

unreal oyster
#

yeah, then you can set the chain texture as a midtex

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which allow transparency

haughty flower
#

mapper for 10 years, player for 20 years

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first years was learning progress, I didn't have internet to look for mapping tutorials

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I had to learn all tools on my own

unreal oyster
#

cool stuff.

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mappings fun but i'm more of a modder really

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i'm quite into the whole programming thing, heh

haughty flower
#

mapping is hell if you run out of map ideas

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but fun if you are very creative

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1 thing I regret is I had 25 maps ready I was too stupid to forget transfering it to usb drive....

vocal crypt
#

Gut I don't think I'm doing it right.

haughty flower
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if I had usb drive I could release the megawad by now

vocal crypt
#

Wait

haughty flower
vocal crypt
#

Fixed it.

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the chain prob

unreal oyster
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doom builder 2 hasn't been updated for years

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gzdoom builder was the continuation, but now gzdb is dead, so gzdb-bf is the new one

haughty flower
#

can i add something here?

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because i am learning how to map an invasion style map i need to use doom builder 2

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yes

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you may add

vocal crypt
#

what's 2+2

haughty flower
#

4

vocal crypt
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wrong

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it's 6

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/s

haughty flower
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so untill i learn how to code the events i need to learn that first

hazy lantern
#

=calc 2+2

pale rainBOT
#

4

haughty flower
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i do have gzdoom builder fix on my hdd

unreal oyster
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completely forgot how the mathbot worked there heh

haughty flower
#

but it will be there waiting for me

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=calc 4445346546+653465546

pale rainBOT
#

5098812092

unreal oyster
#

wait, why? that doesn't sound like a good reason to need DB2 at all ๐Ÿ˜›

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anything DB2 can do, GZDB can do better, and it's not much more complicated either

haughty flower
#

@unreal oyster I would like to have you in the project

unreal oyster
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i'll think about it, but as i've said i'm not big on vanilla mapping

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there are too many limitations and annoyances

haughty flower
#

what i was told is you need to learn how to script invasion events in gzdoom builder but its all preconfigured and automated in doom builder 2

vocal crypt
#

isn't GZDB a fork of DB2?

haughty flower
#

and since my first map will be part of an invasion mapset thats where i will have to start off with

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@vocal crypt yes and so isnt 3dge builder and srb2 builder

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@haughty flower you play counter strike mod?

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nope

#

dont care for it

#

what you care for big girl?

vocal crypt
#

he's a male

haughty flower
#

he had girl avatar

vocal crypt
#

doesn't mean he's a girl

haughty flower
#

you so need to watch sega hard girls

vocal crypt
#

wtf are "sega hard girls"

haughty flower
#

and yes thats my 2 cents why i haven switched over to gzdoom builder bug fix yet

#

also map first then build the script

#

you want more than 2 cents?@haughty flower

#

no need

#

what you mean 2 cents?

#

ill dump doom builder 2 soon

vocal crypt
#

you heartless dick /s

haughty flower
#

who's heartless?

vocal crypt
#

Scary

#

but I was joking

haughty flower
#

@vocal crypt you know what she meant by 2 cents?

#

I mean he

vocal crypt
#

I was joking about him saying "I'll dump doom builder 2"

haughty flower
#

I know it's stupid but whenever people put girl avatar I assume they are female lol

#

@vocal crypt for some reason vanilla doom2 format seems to be easier for me

#

I map faster with it

#

I have tried udmf and made few maps with it but modern features don't fit oldschool doom alot

unreal oyster
#

they absolutely can when used correctly, for me UDMF just makes the mapping process easier due to more customisability of everything

#

such as for example offsetting flats

haughty flower
#

yeah that is big help

#

you like maps that people spam 20 cyberdemons in first level?

prisma saddle
#

Not really,

haughty flower
#

slaughter maps have that problem

vocal crypt
#

you're looking at negative uses of UDMF

#

positive uses of UDMF I guess would be something like the Island (assuming it uses UDMF)

haughty flower
#

with udmf can you create very realistic looking island level?

vocal crypt
#

the mod Island

haughty flower
#

for me the reason why im not using UDMF is because it works against the format that the medawad that i am learning to work on goes with

unreal oyster
#

i think the island might use hexen format

haughty flower
#

you love doom4? I heard mapping is crappy there

vocal crypt
#

It uses Snapmap

#

thus

#

the mapping is not good compared to D2

prisma saddle
#

I think Total Chaos uses UMDF,

#

But I'll have to ask Wadaholic about it

haughty flower
#

currently im using the hexen in doom 2 format for skulltag as the format im working with

#

@prisma saddle are you mapper?

prisma saddle
#

No,

#

I'm really bad at level design.

haughty flower
#

you can improve that

#

same but thats why we are learning

#

how long you map for @haughty flower ?

unreal oyster
#

total chaos absolutely does use UDMF yeah

#

you wouldn't have to ask wadaholic for that ๐Ÿ˜›

haughty flower
#

i just started

#

I map since 2006

#

10 years

prisma saddle
#

Wouldn't 2017 make it 11 years?

haughty flower
#

it will pretty soon

vocal crypt
#

what is the code called that uses WRF_InsertWhateverHere

#

or rather

#

is there any documentation on code using WRF_ ?

haughty flower
#

UPDATE on map!

royal wave
#

Is looking good!

hollow dew
#

Hey, just figured I'd ask before I started making a map. Which map format would you say is the best when designing specifically for ZDoom and GZDoom?

prisma saddle
#

@hollow dew UDMF

hollow dew
#

Alright, thanks.

haughty flower
#

made different looking teleport, rock textures

#

woah

#

@haughty flower what's wrong?

#

just some view, made some shades behind the wall

#

current progress of map

#

i just said woah, nothing's wrong lol

#

to me or something else someone posted?

#

to your map

#

this map will have outdoor environment areas

#

@haughty flower want to make maps?

#

no thanks, i'll be working on my silly project now

#

i needed map design first

#

that's one lovely map ๐Ÿ˜ƒ

#

I love all the maps people make

#

you put effort in it

#

so I love it

#

using scripts for stuff

serene aspen
haughty flower
#

@serene aspen looks nice

serene aspen
#

thanks

haughty flower
#

making map is SUPER easy ๐Ÿ˜ƒ

#

I can make map while sleepy with no problem

serene aspen
unreal oyster
#

Looks nice but they're both too heavy on the right angles I think

#

I would give you the role, but I'm on mobile where it's a pain to do

haughty flower
#

@unreal oyster is wild weasel on this channel?

serene aspen
#

this wad was from like August or something

unreal oyster
#

No, ww isn't here, if you want to talk to him you should join the zdoom discord

#

Not the Z-Discord, mind you

#

I'll pm the invite link

haughty flower
#

do you talk to him regularly?

unreal oyster
serene aspen
unreal oyster
#

There's the zdoom discord link

serene aspen
#

still needs work

unreal oyster
#

And no, I don't really talk to ww that much but he occasionally responds to the stuff I post and vice-versa

#

In the discord, that is

haughty flower
#

he only talks if he sees you didn't credit something properly right?

unreal oyster
#

What? No

#

Why would you make that assumption lol

haughty flower
#

does he like you?

unreal oyster
#

We're on good terms, yeah

haughty flower
#

let's hope you don't get on bad terms

#

I heard rumors from people that many don't get along with the guy

unreal oyster
#

Weasel's a nice guy, if people don't get along with him they probably have done something wrong

haughty flower
#

some people I met don't even want to hear his nickname

hazy lantern
#

@haughty flower Instead of asumptions and rumors you should go ahead an talk to the folks personally ๐Ÿ™ƒ

haughty flower
#

I actually did @hazy lantern

hazy lantern
#

>actually

haughty flower
#

that's why I am bringing he got haters

hazy lantern
#

I can't hear this word anymore.

unreal oyster
#

Mod teams on (semi-)popular forums will always have "haters" from salty people who did something wrong and got punished

haughty flower
#

well I heard of opposite, what I heard is WW was asshole

#

but it shouldn't matter anyway, everyone likes and hates someone

unreal oyster
#

If you have actually looked at weasel's posts on ZDF he's a nice guy and from how you're coming off I'm kind of thinking you've done something to annoy him in the past and are talking in 3rd person

#

Just saying

haughty flower
#

i remember those people ending up getting muted and say "wtf i did nothing wrong unmute me"

#

and they start an argument and get banned

#

nah how you feel is wrong @unreal oyster I am not the one saying I hate weasel

#

I just know there are people that do though

unreal oyster
#

Alright, it was just coming off that way

haughty flower
#

some say that ww tries to be smart ass sometimes

#

that's why I brought all this up but I personally didnt experience anything

#

eh, let's not talk about this in mapping-modding

#

go to offtopic instead idk

unreal oyster
#

All mods are smartasses sometimes

#

I'll do it too if someone's doing something annoying

haughty flower
#

well i mean it's obvious

unreal oyster
#

Whether that's good or bad, you decide but everyone has that side to them

haughty flower
#

in a way

#

what if I met someone that didn't be smartass to me?

#

everyone has different personality

#

some can be dick some can be calm

#

some can be semi angry

#

some can be angry

unreal oyster
#

That's true but everyone has a tipping point

#

The zdoom forums are very well moderated

#

@shadow bone can vouch for that

haughty flower
#

I just had to bring this up to get this off my chest, some people quitted zdoom forums because of weasel

#

I actually had conversation with them

#

I don't talk alot on forums so I never had opportunity to fight anyone yet

#

I usually visit for my favorite mods

#

I mean doom mods

#

as gameplay mods

#

oh for anyone didn't know maker of project msx is now active again

#

I saw he liked a video on youtube 2 weeks ago after being away for a year

unreal oyster
#

Alright then. I still don't think I quite get why you brought this up but w/e

hazy lantern
#

That said I would really appreciate when everybody could get back into modding discussions ๐Ÿ˜„

haughty flower
#

I am sure mag sigma x will come to zdoom forums with some updates pretty soon

#

I wonder how good it will be if he decides to give another beta shot to project msx

#

its already great but I see no reason to not add more features

#

@unreal oyster I only brought it up to know why people hate him

#

for nothing else

#

I figured someone here would know him that's why

#

but yeah you guys like project msx?

#

@empty tapir are you legendary from zandronum?

#

I love the lca addon for complex doom mod

empty tapir
#

no

unreal oyster
#

doom but every time you kill an enemy it goes fucking flying off and bouncing round the room

haughty flower
#

i want to see that

#

wait uhm, did you test it?

unreal oyster
#

yes

haughty flower
#

brb updating gzdoom

unreal oyster
#

your gzdoom version is really old

#

yeah

haughty flower
unreal oyster
#

oh no

haughty flower
#

lol

#

what have you done guta

unreal oyster
#

oh btw barrels do the same thing

haughty flower
#

๐Ÿ˜ฎ

prisma saddle
#

@unreal oyster I'm using this with everything now.

#

Good job.

haughty flower
#

is it compatible with brutal doom @unreal oyster

unreal oyster
#

compatible with everything

prisma saddle
#

@unreal oyster You've officially made my favourite joke wad.

warped rampart
#

Use it with DooD

unreal oyster
#

DooD, Megabounce, RooL, Wobbly Shader

prisma saddle
#

Yup,

#

Best combination.

haughty flower
#

and Nuts

unreal oyster
#

inspiration comes from a couple of places

#

this shit

prisma saddle
#

I tried it with NC,

unreal oyster
#

with ragdoll bugs

prisma saddle
#

It made me laugh way too much.

warped rampart
#

Bouncy_Nuts.wad

prisma saddle
#

It's kinda like that really cheap bounce AI that alot of people use, but 3D

unreal oyster
#

i can't quite do justice to the tf2 version thanks to zdoom physics, but i think i got close enough

haughty flower
prisma saddle
#

@unreal oyster Maybe make the sprites spin?

haughty flower
#

the bodies stopped moving

unreal oyster
#

you can push them

#

i can't really stop them from doing that though

#

just push them and they will get going again

haughty flower
#

unless you make brutal-doom specific code

#

but meh

unreal oyster
#

it can happen with vanilla too

#

the code isn't vanilla-specific either

haughty flower
#

eh

#

it works fine for vanilla so far i've seen

#

i know why it doesn't work

#

aren't the bodies nocollided in brutal doom when they reach their final state

prisma saddle
#

I tried it with Total Chaos.

haughty flower
#

idk

unreal oyster
#

bodies are nocollided in vanilla too

#

i force that off

haughty flower
#

i guess

unreal oyster
#

if it's forced off it becomes 10x more annoying which is what i want

#

though i feel there is something more i could do...

#

time to hit the royalty free sound libraries

vocal crypt
#

insert cliche gun shot here

prisma saddle
#

@unreal oyster Maybe make the sprites spin?

haughty flower
#

uh oh

#

@unreal oyster make it those casual bounce sounds

#

like, those casual annoying bounce sounds

#

that go like

#

boing

unreal oyster
#

i can't do bounce sounds without sacrificing compatibility

#

so no

haughty flower
#

rip

prisma saddle
#

@unreal oyster I know exactly what you could do to make it more annoying,

#

Make projectiles also fly all over the place.

unreal oyster
#

nah, i feel the best way to keep it good is make it annoying as hell, but not unplayable

#

like all good jokewads of this type

prisma saddle
#

Ah.

unreal oyster
#

for example, wobbly shader is fucking sickening but you can still play it

#

hell, you can finish an entire megawad with it if you want

prisma saddle
#

Maybe shake the screen alot when you get hit then @unreal oyster

unreal oyster
#

not possible without sacrificing compatibility

prisma saddle
#

Oh.

#

@unreal oyster Willing to art for your stuff if you want,

#

I'll stop pinging you now.

haughty flower
#

guys, i have a little problem with gun scripting

#

weapon have a shot sound, very long shot sound. i want to stop it when I release LMB or any key binded to shoot

#

A_StopSound works partially. of course, it stops sound but instantly after start. if i can make sth like "if key is not pressed then jump to" but i cannot find equivalent for DECORATE

unreal oyster
#

GetPlayerInput() works in DECORATE

#

but you'll need to use anonymous functions

#

to use it

haughty flower
#

anonymous what?

unreal oyster
#

anonymous functions, they work like this:

#
TROO A 1 {
    if (!(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK)) {
        return state("<STATE NAME>");
    }
}```
#

that will check the player's input and if they aren't holding attack it will go to <STATE NAME>

#

like you requested

haughty flower
#

ok, i will try it. thanks

unreal oyster
#

........ the fuck

haughty flower
#

excuse me?

#

so not appropiate

unreal oyster
#

annoying wind sound added

#

corpses also now spew blood everywhere when they hit something

#

any more suggestions?

prisma saddle
#

Maybe if you shoot a corpse it explodes @unreal oyster?

vocal crypt
#

Yeah

#

make the wind sound like archvile noies

#

that

#

oh

#

aaaaaa

#

you know

prisma saddle
#

@unreal oyster Maybe boost the volume on the wind aswell, it's a tad quiet on lower volumes,

unreal oyster
#

it's supposed to be quiet because that shit really racks up when you have multiple corpses

vocal crypt
#

but it's a joke wad

prisma saddle
#

Ah.

vocal crypt
#

you don't give a shit about ears

unreal oyster
#

as i said earlier: it needs to be annoying, but playable

#

a balance needs to be struck

unreal oyster
#

released on the forums heh

prisma saddle
#

@unreal oyster Would it be possible to set up a custom option that allows you to enable or disable corpse collision?

unreal oyster
#

sure, i can do that but it'll probably be in a few hours

#

planning to go to bed soon

prisma saddle
#

Ah,

#

Night then,

haughty flower
#

@prisma saddle map is going good by the way for all you know

prisma saddle
#

@unreal oyster Maybe add a system to prevent crashing aswell.

#

A max corpse limit for example.

prisma saddle
#

@unreal oyster Set up any custom options for it yet?

vocal crypt
#

I want MOAR FUKIN BLUD

#

/s

unreal oyster
#

uploaded a new version

vocal crypt
#

wouldn't it be better to replace the link in your original post?

unreal oyster
#

new CVars for corpse limiting (CC_CorpseLimit) and corpse collision (CC_CorpseCollision)

#

what?

vocal crypt
#

in the first post you made in that thread

#

why not replace the link with the one you had in the last post you made.

unreal oyster
#

link to what?

vocal crypt
#

teh mod

#

wait

#

Execution could not continue.

10 errors, 0 warnings while compiling ChaosCorpses.pk3:zscript.zsc

unreal oyster
#

update gzdoom

#

and about the mod link - they are the same link

#

i just updated it on dropbox

vocal crypt
#

sigh nevermind.

#

also

#

which file has the thing for controls in the GZDoom Builds?

#

I don't wanna remap it each update

unreal oyster
#

you don't need to remap it

#

it won't replace your config file

#

oh also you may notice if you die, the player goes flying too now

#

although that feature is really buggy and prone to sending you through a wall, lmao

vocal crypt
#

why would you care tho

#

you're dead

prisma saddle
#

@unreal oyster would you like me to do some promo art for Chaos Corpses?

unreal oyster
#

sure.

prisma saddle
#

@unreal oyster how's Chaos Corpses going?

prisma saddle
#

@unreal oyster Turns out Chaos Corpses isn't compatable with Action DooM 2

#

Well atleast the corpses aren't.

haughty flower
#

eh expectable

#

in a way

prisma saddle
#

Confused why they didn't use the regular corpse system.

unreal oyster
#

Probably to work around some zdoom limit at the time

haughty flower
#

guys, someone gave me an intro animation thing

#

i just dunno how to execute it ONCE

#

it's like, a set of sprites that has to execute every level start

#

can anyone tell, or explain to me, how to make that sprite set execute once per level?

unreal oyster
#

OPEN script + HudMessages

#

it won't be elegant but there's no way to natively play a video in game

haughty flower
#

eh

#

hudmessages?

unreal oyster
#

protip: if you don't know what something is, just google it

#

they display something to the screen

#

it can be text, images, etc

#

but the syntax is way too convoluted for me to explain

#

;zdoomwiki_search HudMessage

edgy grottoBOT
#

void HudMessage (text; int type, int id, int color, fixed x,
fixed y, fixed holdTime [, fixed alpha]);
void HudMessage (text; HUDMSG_FADEOUT, int id, int color, fixed
x, fixed y, fixed holdTime, fixed fadetime [, fixed alpha]);
void HudMessage (text; HUDMSG_TYPEON, int id, int color, fixed
x, fixed y, fixed holdTime, fixed typetime, fixed fadetime [,
fixed alpha]);
void HudMessage (text; HUDMSG_FADEINOUT, int id, int color,
fixed x, fixed y, fixed holdTime, fixed inTime, fixed outTime [,
fixed alpha]);

haughty flower
#

oh, i thought hudmessage was for mesasges only

#

that's why i was wondering lol

unreal oyster
#

nah, you can set an image lump as the "font"

#

so if you do this

for (int i = 0; i < <amount of frames>; i++) {
    SetFont(StrParam(s:"MOVIE", d:i);
}
#

then add a hudmessage in there, etc

haughty flower
#

i'd love an explantion or comments but okay

unreal oyster
#

it should play 1 frame every tick

haughty flower
#

oh okay

unreal oyster
#

provided the images are all called MOVIE0, MOVIE1, MOVIE2 etc

haughty flower
#

ah okay

unreal oyster
#

it's not a perfect system but it's really the best zdoom has without using weapon sprites

haughty flower
#

yeah

#

thanks ^^

unreal oyster
#

although i won't be surprised when ZScript comes along and makes doing stuff like this easier

#

but right now ZScript is rather lacking in the HUD department, though Graf is working on it I believe

haughty flower
#

do i have to do A-F?

#

or just INTR?

#

@unreal oyster are the A-F things needed?

unreal oyster
#

that bit of script i posted relies on a number

haughty flower
#

oh

#

so INTR1-6

unreal oyster
#

ye

haughty flower
#

k

#

probably renaming MOVIE to INTR

#

orr not

#

i really don't get this it's hard

#

probably because it's 8:25, aka late

#
{
    for (int i = 0; i < 4; i++) {
    SetFont(StrParam(s:"INTR", d:i));
    HudMessage(s:"1"; HUDMSG_PLAIN, 0, 0, 0.1, 0.8, 3.7);
    }
}```
#

i'm uh

#

okay

#

this doesn't work at all

#

i'm tired i just can't code right now

royal wave
#

Try enter instead of open

haughty flower
#

yeah but

#

hudmsg_plain

#

identifier has not ben declared

#

i never worked with this before

#

i don't understand this code

#

cause i'm dumb lol

#

yeah i'll work on this timorrow

royal wave
#

did you remember to #include "zcommon.acs"?

haughty flower
#

Oh yeah lol

unreal oyster
#

@haughty flower HudMessage(s:"A"; HUDMSG_PLAIN, 0, 0, 0.1, 0.8, 3.7);

haughty flower
#

Oh

unreal oyster
#

the first one should be "A" for images

#

it's kinda dumb

haughty flower
#

I can't code right now

#

I'm in bed lol

vocal crypt
#

Mobile peasant

#

But wait

#

I'm using mobile as well

#

So I'm a mobile PEASANT as well

royal wave
#

haha

haughty flower
haughty flower
torn timber
#

it seems you don't have a delay with that for loop

#

also seems that you probably didn't start with 0 on the first frame or you need to change int i=0 to int i=1 if you're going to start with "INTR1"

haughty flower
#

oh okay

#

@torn timber what's the recommended delay amount in tics? :p

torn timber
#

Well first, I'd adjust the hold time of each image display to be less than 3.7 seconds as it was when I last saw the line of code posted, cause I doubt you want each sprite up there for that long. If you want the images to replace each other easily, I'd say to just make sure they'll have the same ID, like 1 for example, so every time when HudMessage with an ID of 1 is called, it'll replace the last one right away.

Here's some example code:


Script 1 ENTER {
    for (int i = 1; i < 7; i++) {
        SetFont(StrParam(s:"INTR", d:i));
        HudMessage(s:"A"; HUDMSG_PLAIN, 1, 0, 0.1, 0.8, 0.12); // about 4 tics
        Delay(4);
    }
}```
haughty flower
#

so i basically just

#
        HudMessage(s:"A"; HUDMSG_PLAIN, 1, 0, 0.1, 0.8, 0.12); // about 4 tics
        Delay(4);``` repeat this part, but replace A with B, C, D etc?
torn timber
#

no

#

you always use A

haughty flower
#

oh

#

damnit that's where it went wrong

torn timber
#

the font will change

#

INTRA
INTRB
etc

#

because of the for loop chaning the i value

#

each cycle

haughty flower
#

yes it works, thanks ๐Ÿ˜„

torn timber
#

also note that I have the i < 7 there

#

because you have 6 frames, right?

haughty flower
#

yeah

torn timber
#

since you started with 1 as your first frame instead of 0, that just says when it cycles again and i = 7, it won't execute the loop again

#

i <= 6 would do the same thing

#

as long as it works I guess

haughty flower
#

though the intro bit would still be trial and error with centering the XY positions

#

still considering if i should do this >.<

#

because i can make a weapon out of this too

#

i think i'll just leave this, it's a bit too hard lol

#

i hate positioning

#

with XY

torn timber
#

You'll just have to work on centering the images

haughty flower
#

and then there's the problem that the weapon shows up at the same time

torn timber
#

If I had known you were doing it with a hand animation like that,

#

I would've said to make it part of the initial weapon

#

does it only do it once for the entire game or every time you start a new level

haughty flower
#

every time you start a level

torn timber
#

either way, you could have the animation play as an alternate select state on the weapon that only does so if you have an inventory token that is given by an ENTER script and then taken away at the end of the alternative select state

haughty flower
#

though, only starting from map 4 for specific reasons bu-

#

oh okay

torn timber
#

I'll do a test real quick on my own stuff

haughty flower
#

no no

#

you don't have to ๐Ÿ˜›

#

i'm probably making a weapon out of this lol

torn timber
#

I was just going to see if the method worked

haughty flower
#

oh okay

torn timber
#

Essentially this:

ACS:


Script 1 ENTER {
    GiveInventory("MapStartToken",1)
}```

The DECORATE Token:
```Actor MapStartToken : Inventory { inventory.maxamount 1 }```

For the weapon:
```Select:
    TNT1 A 0 A_JumpIfInventory("MapStartToken",1,"AltSelect")
    Goto RealSelect
RealSelect:
    PISG A 1 A_Raise
    Loop
AltSelect:
    TNT1 A A_TakeInventory(MapStartToken,1)
    INTR ABCDEF 4
    Goto RealSelect
#

actually that might not work if the weapon hasn't been raised yet

#

not sure, but that's pretty much how it would work

#

you might have to do the animation after it goes to the ready state

#

you could have a super fast select state that pretty much brings the gun "up" right away without showing anything

#

I've been able to do this with no problem when it comes to the usual infinite loop issues with this sort of thing

    TNT1 A 0 A_Raise
    Loop```
haughty flower
#

๐Ÿ˜ฎ you're experienced lol

#

let me just quickly copy and paste that

#

as long as i get the code itself right? :p

#

also, i'm using the raptor handgun from realm667

torn timber
#
    TNT1 A 0 A_Raise
    Loop
Ready:
    TNT1 A 0 A_JumpIfInventory("MapStartToken",1,"Intro")
    Goto ReadyLoop
Intro:
    TNT1 A 0 A_TakeInventory("MapStartToken",1)
    INTR ABCDEF 4
    Goto ReadyLoop
ReadyLoop:
    [Your normal ready state stuff here]```
#

the only problem with this

#

is your weapon will instantly appear on the screen after the animation is done

haughty flower
#

eh, i can live with that

torn timber
#

so you'd have to possibly add your own raise animation by taking the first frame of the weapon

#

and using offset

haughty flower
#

it's gonna be a shitpost mod anyways, in a way

torn timber
#

to mimic the raise

haughty flower
#

hold on, is that because my doom is outdated or

#

or because i didn't add the token

#

facepalm

torn timber
#

I don't think that would cause that error

#

make sure your tic count for that line is correct

#

oh I see

#

add "A" between TNT1 and 0

#

should be TNT1 A 0

#

typo

haughty flower
#

kek

#

should the script and the decorate be in any order in SLADE?

#

like, should the decorate be below the script etc

torn timber
#

that's shouldn't really matter

#

are you using .wad or .pk3 format?

#

these things can't go in the same lump together

#

ACS if in wad format will go between the A_START and A_END markers

#

otherwise the acs folder in pk3

haughty flower
#

using a wad file

torn timber
#

Decorate stuff would just go in a Decorate lump

#

or a lump loaded by the Decorate lump

#

using #include

#

you need a LOADACS lump with the name of the compiled acs lump in it

#

but I'm sure you already knew that if you got it running already with that anyway

haughty flower
#

._.

torn timber
#

no?

haughty flower
#

i think i'm gonna not do this intro thing, i don't even get the code itself

#

i got a bit of experience though

#

thanks for helping ๐Ÿ˜„

#

it's just really hard for me to understand

#

idk why

torn timber
#

which part?

haughty flower
#

the part where the ACS begins, probably

#

like, i get the thing where it gives you the token

#

never used LOADACS or lumps or w/e

torn timber
#

make a lump called "LOADACS"
you can order it right under the "DECORATE" lump if you want, but it doesn't really matter

haughty flower
#

eh okay

torn timber
#

what is the name of the compiled ACS lump you made?

haughty flower
#

SCRIPTS
it's in a map

#

but i can move it out

torn timber
#

oh

haughty flower
#

my first intentions were to do it for each map

#

but yeah

#

ยฏ_(ใƒ„)_/ยฏ

torn timber
#

didn't know you were making the map and weapon part of the same wad

#

in SLADE, you just make a new entry, call it "scripts.acs"

#

put the ACS in that

haughty flower
#

but this is my current progress

torn timber
#

right click it, compile it

#

make 2 more entries called A_START and A_END

#

order them so that only the compiled file that showed up is between those markers

haughty flower
#

okay it's compiled

torn timber
#

you can rename the compiled file to like LAZORACS

#

in the LOADACS lump, just type
LAZORACS

#

save it

haughty flower
#

okay

torn timber
#

your ACS will now run

haughty flower
#

do i put the LOADACS inside the A_START and A_END?

torn timber
#

no

haughty flower
#

oh

#

just somewhere

torn timber
#

only the compiled file

haughty flower
#

okay i think i get it now

#

๐Ÿ˜„

torn timber
#

just put it at the top of the list with the DECORATE lump or something

#

only thing that needs to be between the markers is that one compiled file

#

now you don't have to copy it to every map

haughty flower
#

so if i'm right

torn timber
#

to avoid conflicts, make sure you remove the existing ACS from the map's scripts

haughty flower
#

so uh, i just found something in the console, ACS error

#

"I don't know what INTR is."

#

oh wait

#

i know why gimme a moment

torn timber
#

did you set up the acs compiler?

haughty flower
#

yeah? the file is compiled

torn timber
#

this is from the ACS compiler log?

haughty flower
#

no, it's from the ingame console

torn timber
#

you removed the map script right?

haughty flower
#

yeah i did

torn timber
#

your sprites for the animation start with INTR, right?

haughty flower
#

INTRA, INTRB, INTRC etc

#

yeah

torn timber
#

and you have those sprites between the sprite markers?

haughty flower
#

SS_START and SS_END

#

?

torn timber
#

yeah

haughty flower
#

yep

#

currently my decorate code

torn timber
#

after you removed the scirpts, did you recompile the map acs?

haughty flower
#
      RPTP A -1
      Loop
   Deselect:
      RPTN A 1 A_Lower
      Loop
   Select:
    TNT1 A 0 A_Raise
    Loop
    Ready:
    TNT1 A 0 A_JumpIfInventory("MapStartToken",1,"Intro")
    Goto ReadyLoop
    Intro:
    TNT1 A 0 A_TakeInventory("MapStartToken",1)
    INTR ABCDEF 4
    Goto ReadyLoop
    ReadyLoop:
      RPTN A 1 A_WeaponReady
      Loop```
#

yeah i did

#

let me just change this a little though

torn timber
#

it wouldn't be giving an ACS error unless it came from ACS

#

but ACS doesn't even handle that sprite anymore

haughty flower
#

yeah that's th-

#

hold on

torn timber
#

I see there's a BEHAVIOR lump still under MAP04 on SLADE

#

you might need to remove that

haughty flower
#

the decorate is right, right?

torn timber
#

should be

haughty flower
#

because, well, the weapon shows up

#

it just skips the intro entirely

#

sigh

torn timber
#

are you sure you have the right compiled file between A_START and A_END?

#

the one that was produced by copiling the script file in SLADE

#

not the one from the map

haughty flower
#

yeah, let me re-recompile it

torn timber
#

cause now it sounds like you're not getting the token

#

because you have the wrong scripts being run

vocal crypt
#

What is lazor trying to do?

haughty flower
#

intro animation

torn timber
#

have an animation that only plays once per level on his weapon

haughty flower
#

yeah this is odd

torn timber
#

delete all compiled script lumps