#classic-doom-maps-mods
1 messages ยท Page 44 of 1
Me, slapping a pony into D4D for funsies.
absolute gigglefits.
why did this need my attention?
I meant someone else.
because Major wants youy
now I'm imagining DC and Marvel characters in Doom
or I can just have Darkseid vs Apocalypse in MUGEN
what is zerg protoss
Even Amon will cry like a bitch.
and who is terrans
Starcraft.
Yup.
D1,D2,FD,Doom 2016
If he can take on the monsters of Hell, he can take on any army. Hell, he even defeated titans.
@drowsy forum please make upgrades for it and make it an official thing xdd
HAH
@drowsy forum That Twilight video is hilarious
Thanks! ๐
whats going on?
- 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
Well how many maps have you made so far in your lifetime?
about 15
but this is a five episode megawad
and i have a couple of levels planed out as well
Megawad implies you are replacing every level
um no.... im adding levels....like an expansion
Then it's just a set of levels
Doom 1 megawad is at least 36 maps, doom 2 megawad is 32 maps
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.
There's really not much difference between making single maps and making a megawad other than a lot of time and commitment
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
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
alright
http://www.moddb.com/mods/brutal-quake/images/a-dark-paralell-dimension-level-game-example3#imagebox
Anyone here really good at DECORATE?
@dire valve what's your problem?
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;
}
It seemingly refuses to give and take inventory. But the function does run, I did print tests
well I figured out the invent thing
by having the bomb take the dummy invent when planted
now I need a defusal thign.
0.2 Version or some crap. Constructive criticism, because simply saying "it sucks" won't help.
dayum that looks cool
Niiiiiiiiice!
that looks cool
not bad, but the red kinda drowns everything out
it was even more terrible display on mobile phone
i bet it does
cuz I could only see Caco's fireballs
android phones seems to oversaturate the dark levels of the color palette range
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
LG Flex 2
me its a Samsung Galaxy S3 and that image will look no better than yours
neko just went to sleep so he wont see the feedback untill tomorow
looks absolutely fine to me
ยฏ_(ใ)_/ยฏ
in fact it's brighter on my phone
LG IPS monitor on desktop, Moto X (2014) is my phone
okay oddly enough when i see this on my phone the green lighting from the cacodemon's projectiles are nowhere to be seen
Who knows, maybe they're trying to keep everything in the red side of the spectrum
i meam i do have twilight on my phone and it does that when it gets dark outside
but who am i kidding
im not playing that on my phone when it does come out
ok
COD 4 rip?
damn it, I'm stuck on teh defusal part of mah mod.
Maybe make it so you have to shoot it @vocal crypt
it makes total sense but given the engine's limitations we might have to deal with that
although I think it'd have to be like the Chainsaw so we don't shoot it from afar like a sniper rifle
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.
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.
so far I got the planting part down minus the countdown to "destruction"
with teh bomb
Note to self. Do not show how to troll menus.
They're randomized every tic.
Proof. They're both different. ๐
oh jeez, you work out that zscript menu stuff then?
Somewhat.
Yeah I figured out how to completely go batshit insane with some of it. Unfortunately, colors aren't one of them.
heh
I have to keep this hidden from Terry. Or else...
yeah, terry traps don't really work anymore because idgames seperates them now
kinda eliminating the element of surprise that terrywads need
meanwhile I'm listening to I Will Give You My All
also, @shadow bone I think I figured out that translation thing.
Behold my Magnum opus @unreal oyster
lmao
nah, no problem with that ๐
anyone have any recommendations for someone who's never played a wad before?
@proud matrix Reelism is pretty good.
I'll look into it
I'd recommend DOOM4Doom and Meta DOOM.
DOOM4Doom brings DOOM2016 gameplay into classic Doom.
Meta DOOM combines every Doom weapon and monster known to exist.
combine Meta DOOM with a vanilla slaughterhouse mod and we might have some good times
also doomrpg.
There's also Smooth Doom, which smooths out animations and enables cosmetic customization.
I really should add the entire package to dropbox or something
Except that adds a rifle for some reason and I hate that.
I think it's something from D3
the rifle thing
not saying the weapon is
but the idea of a rifle or someshit
I just had an idea for my submission to the Vinesauce map contest.
It's a very basic idea, but I think it's a good idea at the same time.
The story is that you've woken up to find that the city's evacuated but you somehow missed the evacuation.
um, didn't the Vinsauce Map Contest end?
cinesauce map contest still open ?
So you have to get your way through the horde of infected people.
I think there's gonna be another contest this year.
I tweeted Joel about it on Twitter but never got a response.
its look like he torturing himself
I guess not, then. That sucks.
maybe he do like once per 2 years
if he does do it again, things will likely be quite different i think
for example gzdoom will almost certainly be the source port of choice
rather than zdoom
forcing yourself to play amateur wad
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.
and also there will very likely be a map length limit
average time to finish should be display
I don't think I'll add in higher-tier weapons like the chain gun.
Those don't make sense in an apocolypse.
i really wouldn't keep the player off a shotty for an entire map
unless the map is really short
Pistol and standard shotgun do, though.
it's just not fun
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
remember, the idea in a contest like this is to impress quickly
and having slow progression doesn't really satisfy that
i'm almost finishing this thing finally!
good
what a beautiful skybox
made it with Terragen 2
๐
this entire valley took me like 5 days, the entire facility that is behind me in this screenshot, almost 6 months
good lord
I've noticed most modders are focused on maps rather than in the gameplay
I wonder why
maybe Doom's gameplay isn't without its level thing?
lol I know @vocal crypt
what I meant is most modders make map packs withouth changes to the gameplay
Like Unholy Realms or Ancient Aliens
yeah, i know what you mean
the main reason is that a lot of the doom community make maps for PrBoom+
where there isn't much leeway with gameplay changes
why do they choose PrBoom+?
demo compatibility
amongst other things
including the fact that PrBoom+ is faithful to vanilla
whereas ZDoom has changes to the physics engine
Oh I get you now
idk, I just find it weird considering the fact iD Tech 1 gives you total freedom to make whatever you want
dude, I'd do lot of games using the Doom source code if I knew how to program
by of course changing its gameplay
you'd probably not wanna use the idtech 1 source
gzdoom-gpl exists for that
also: iD Tech 1 gives you total freedom to make whatever you want
not really
id tech 1 in its base form is quite limited
zdoom is the reason so many crazy mods can be made
See? If I knew how to code I'd knew that lol
Maybe I'll learn how to
the thing is, most of the documentation is for creating maps
not for creating crazy weapons packs or altering physics
not really true, go check out the ZDoom wiki
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.
buuut
after a burst or something
it just has one bullet casing come out.
The a_firecustommissile should be placed before a_refire
got an offer...anyone interested to participate in megawad I work on?
there will be 48 mapsets in total
getting into other rooms now
๐
@restive glade I have plan to create 48 maps
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...
Jokewad by friends of mine : https://youtu.be/sXWEDD3nuZU
No.
why
it's not a terry trap or anything
7 KB wad, only replaces a few existing monsters, lol
k, then but make it clear that the WAD is a joke
In the most effective way possible
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
no one will ever play it
I made progress with the map for all you know
@haughty flower looks great!
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHH
@shadow bone you might enjoy this.
Also dont forget to turn down your sound, it gets a little noisy.
Thanks for the mention but I have no idea what I'm looking at ๐
Looks and sounds interesting though!
Darwinia for Doom.
Instead of playing the master floaty dude though, you play the darwinians.
I've never played darwinia. I might play this when you're finished though.
I intend for it to be multiplayer compatible too.
Eruanna / Rachael even said this might inspire her to work on the networking code some.
What better way to have fun than fighting stickmen with lasers, grenades and rockets with only a 5 second respawn timer?
Sounds intense, lol
Yeah. It's gonna be running gunning shooting fun.
There's lots of darwinians to fight too.
@haughty flower would you like to participate in my project?
i'm bad at mapping, so no
also, i don't wanna be part of major things, too much would be expected of me
you might be good ๐ I can help you improve your skills if you want to get better at it, but I'm pretty sure you are talented
is there some sort of theme, or is it a mish-mash of maps from the members of this discord?
sully, thanks for the offer, but no, lol
you and I can do great team work
@vocal crypt are you interested to join?
Again, look at my question
there is no theme, just creating decent looking maps
...maybe....
is there any restrictions like no custom textures etc?
in total there will be 48 maps
no restriction at all for custom textures but there is for no custom monsters, items, powerups, sprites
only custom texture allowed
k
you can take 1 year to complete the map with no problem
but there is something you must keep in mind
only vanilla doom2 format
yeah because I'm trying to make it oldschool while it's modern looking maps still
alright
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
like dumb hacks to try and emulate a 3d floor
@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
Doom Discord Megawad 2017?
you should probably post on doomworld and zdf if you haven't already
I have no problem completing this alone but would be great if doom community is involved in it as well
also, I think I need a map number for my map if I were to join.
Bccause I don't want to make a map feel like it's MAP01 when it's MAP15
wait, why use vanilla if this is going to contain 48 maps? vanilla doom is hardcoded to work with 32
I was wondering about that
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
he wants oldschool but modern looking maps he says
can you not make a code to make it work on vanilla format @unreal oyster ?
nope, vanilla is 100% hardcoded to think that MAP30 is the final map, and MAP31 and MAP32 are secret maps
I hope no one finished their maps in Doom 2 format then
you couldn't make MAP30 lead on to MAP31 for example
because the amount of reworking needed to be done.
MAP15 always leads on to MAP31
and MAP31 always leads onto MAP16 (normal) and MAP32 (secret)
okay project idea is changed, let's do 32 maps then
also, apparently you can't work on lights in Doom 2 format
then again
I'm using GZDoom Builder
so
that might be why I can choose it.
"work on lights"?
you think 32 maps is good enough?
that's pretty much the community standard
it's the usual number for megawads
plus, what Gut said about Doom 2 only supporting 32 maps, vanilla atleast.
what should be title of megawad?
also, I think the light thing is part of GZDoom Builder, since it's not even there in game.
I haven't created title for this megawad yet
dynamic lights don't work in vanilla format, no
hm.
even if they did work, if the mapset is supposed to be vanilla compatible, you wouldn't want to use dynlights anyway
since vanilla doesn't support them and neither does prboom
about a title, you can think about that afterwards really
It's mainly a GZDoom thing, isn't it? Dynamic lights?
That's what I figured
@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
yeah, I'm thinking of dropping out because of the vanila limitations
if you want vanilla mappers, i'd highly recommend posting on doomworld instead
they're pretty big on vanilla/boom
Jimmy Paddock can help?
depends on how good your idea is and how well you pitch it ๐
How do I add a "texture" to behind these chains
put the chain texture a tiny bit in front of the wall
and then texture the wall like normal
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
mapper for 10 years, player for 20 years
first years was learning progress, I didn't have internet to look for mapping tutorials
I had to learn all tools on my own
cool stuff.
mappings fun but i'm more of a modder really
i'm quite into the whole programming thing, heh
mapping is hell if you run out of map ideas
but fun if you are very creative
1 thing I regret is I had 25 maps ready I was too stupid to forget transfering it to usb drive....
Gut I don't think I'm doing it right.
if I had usb drive I could release the megawad by now
Wait
oh @haughty flower i'd highly recommend you upgrade from doom builder 2 to this https://devbuilds.drdteam.org/gzdbbf/
doom builder 2 hasn't been updated for years
gzdoom builder was the continuation, but now gzdb is dead, so gzdb-bf is the new one
can i add something here?
because i am learning how to map an invasion style map i need to use doom builder 2
yes
you may add
what's 2+2
4
so untill i learn how to code the events i need to learn that first
=calc 2+2
4
i do have gzdoom builder fix on my hdd
completely forgot how the mathbot worked there heh
5098812092
wait, why? that doesn't sound like a good reason to need DB2 at all ๐
anything DB2 can do, GZDB can do better, and it's not much more complicated either
@unreal oyster I would like to have you in the project
i'll think about it, but as i've said i'm not big on vanilla mapping
there are too many limitations and annoyances
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
isn't GZDB a fork of DB2?
and since my first map will be part of an invasion mapset thats where i will have to start off with
@vocal crypt yes and so isnt 3dge builder and srb2 builder
@haughty flower you play counter strike mod?
nope
dont care for it
what you care for big girl?
he's a male
he had girl avatar
doesn't mean he's a girl
you so need to watch sega hard girls
wtf are "sega hard girls"
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
you heartless dick /s
who's heartless?
I was joking about him saying "I'll dump doom builder 2"
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
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
yeah that is big help
you like maps that people spam 20 cyberdemons in first level?
Not really,
slaughter maps have that problem
you're looking at negative uses of UDMF
positive uses of UDMF I guess would be something like the Island (assuming it uses UDMF)
with udmf can you create very realistic looking island level?
the mod Island
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
i think the island might use hexen format
you love doom4? I heard mapping is crappy there
currently im using the hexen in doom 2 format for skulltag as the format im working with
@prisma saddle are you mapper?
you can improve that
same but thats why we are learning
how long you map for @haughty flower ?
total chaos absolutely does use UDMF yeah
you wouldn't have to ask wadaholic for that ๐
Wouldn't 2017 make it 11 years?
it will pretty soon
what is the code called that uses WRF_InsertWhateverHere
or rather
is there any documentation on code using WRF_ ?
Is looking good!
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?
@hollow dew UDMF
Alright, thanks.
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 think i went for monsters wayyyyyy too soon
i needed map design first
that's one lovely map ๐
I love all the maps people make
you put effort in it
so I love it
using scripts for stuff
here's something I made a few months ago, part of a unfinished 5 map wad
thanks
2nd map is more compact
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
@unreal oyster is wild weasel on this channel?
this wad was from like August or something
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
do you talk to him regularly?
little map I just started
There's the zdoom discord link
still needs work
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
he only talks if he sees you didn't credit something properly right?
does he like you?
We're on good terms, yeah
let's hope you don't get on bad terms
I heard rumors from people that many don't get along with the guy
Weasel's a nice guy, if people don't get along with him they probably have done something wrong
some people I met don't even want to hear his nickname
@haughty flower Instead of asumptions and rumors you should go ahead an talk to the folks personally ๐
I actually did @hazy lantern
>actually
that's why I am bringing he got haters
I can't hear this word anymore.
Mod teams on (semi-)popular forums will always have "haters" from salty people who did something wrong and got punished
well I heard of opposite, what I heard is WW was asshole
but it shouldn't matter anyway, everyone likes and hates someone
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
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
Alright, it was just coming off that way
made it a bit less blocky
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
All mods are smartasses sometimes
I'll do it too if someone's doing something annoying
well i mean it's obvious
Whether that's good or bad, you decide but everyone has that side to them
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
That's true but everyone has a tipping point
The zdoom forums are very well moderated
@shadow bone can vouch for that
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
Alright then. I still don't think I quite get why you brought this up but w/e
That said I would really appreciate when everybody could get back into modding discussions ๐
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
no
doom but every time you kill an enemy it goes fucking flying off and bouncing round the room
yes
LMAO
oh btw barrels do the same thing
๐ฎ
is it compatible with brutal doom @unreal oyster
compatible with everything
@unreal oyster You've officially made my favourite joke wad.
Use it with DooD
DooD, Megabounce, RooL, Wobbly Shader
and Nuts
I tried it with NC,
with ragdoll bugs
It made me laugh way too much.
Bouncy_Nuts.wad
and also:
2. https://www.youtube.com/watch?v=s0QhAywcvFM
It's kinda like that really cheap bounce AI that alot of people use, but 3D
i can't quite do justice to the tf2 version thanks to zdoom physics, but i think i got close enough
please fix
@unreal oyster Maybe make the sprites spin?
the bodies stopped moving
you can push them
i can't really stop them from doing that though
just push them and they will get going again
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
I tried it with Total Chaos.
idk
i guess
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
insert cliche gun shot here
@unreal oyster Maybe make the sprites spin?
uh oh
@unreal oyster make it those casual bounce sounds
like, those casual annoying bounce sounds
that go like
boing
rip
@unreal oyster I know exactly what you could do to make it more annoying,
Make projectiles also fly all over the place.
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
Ah.
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
Maybe shake the screen alot when you get hit then @unreal oyster
not possible without sacrificing compatibility
Oh.
@unreal oyster Willing to art for your stuff if you want,
I'll stop pinging you now.
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
GetPlayerInput() works in DECORATE
but you'll need to use anonymous functions
to use it
anonymous what?
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
ok, i will try it. thanks
annoying wind sound added
corpses also now spew blood everywhere when they hit something
any more suggestions?
Maybe if you shoot a corpse it explodes @unreal oyster?
@unreal oyster Maybe boost the volume on the wind aswell, it's a tad quiet on lower volumes,
it's supposed to be quiet because that shit really racks up when you have multiple corpses
but it's a joke wad
Ah.
you don't give a shit about ears
as i said earlier: it needs to be annoying, but playable
a balance needs to be struck
@unreal oyster Would it be possible to set up a custom option that allows you to enable or disable corpse collision?
sure, i can do that but it'll probably be in a few hours
planning to go to bed soon
@prisma saddle map is going good by the way for all you know
@unreal oyster Maybe add a system to prevent crashing aswell.
A max corpse limit for example.
@unreal oyster Set up any custom options for it yet?
wouldn't it be better to replace the link in your original post?
new CVars for corpse limiting (CC_CorpseLimit) and corpse collision (CC_CorpseCollision)
what?
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.
link to what?
teh mod
wait
Execution could not continue.
10 errors, 0 warnings while compiling ChaosCorpses.pk3:zscript.zsc
update gzdoom
and about the mod link - they are the same link
i just updated it on dropbox
sigh nevermind.
also
which file has the thing for controls in the GZDoom Builds?
I don't wanna remap it each update
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
@unreal oyster would you like me to do some promo art for Chaos Corpses?
sure.
@unreal oyster how's Chaos Corpses going?
@unreal oyster Turns out Chaos Corpses isn't compatable with Action DooM 2
Well atleast the corpses aren't.
Confused why they didn't use the regular corpse system.
Probably to work around some zdoom limit at the time
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?
OPEN script + HudMessages
it won't be elegant but there's no way to natively play a video in game
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
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]);
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
i'd love an explantion or comments but okay
it should play 1 frame every tick
oh okay
provided the images are all called MOVIE0, MOVIE1, MOVIE2 etc
ah okay
it's not a perfect system but it's really the best zdoom has without using weapon sprites
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
oh - if you get confused, refer to this https://zdoom.org/wiki/HudMessage#Displaying_images
so, INTRA-INTRF
do i have to do A-F?
or just INTR?
@unreal oyster are the A-F things needed?
that bit of script i posted relies on a number
ye
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
Try enter instead of open
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
did you remember to #include "zcommon.acs"?
Oh yeah lol
@haughty flower HudMessage(s:"A"; HUDMSG_PLAIN, 0, 0, 0.1, 0.8, 3.7);
Oh
Mobile peasant
But wait
I'm using mobile as well
So I'm a mobile PEASANT as well
haha
ACK!
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"
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);
}
}```
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?
the font will change
INTRA
INTRB
etc
because of the for loop chaning the i value
each cycle
yes it works, thanks ๐
yeah
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
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
You'll just have to work on centering the images
and then there's the problem that the weapon shows up at the same time
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
every time you start a level
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
I'll do a test real quick on my own stuff
I was just going to see if the method worked
oh okay
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```
๐ฎ 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
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
eh, i can live with that
so you'd have to possibly add your own raise animation by taking the first frame of the weapon
and using offset
it's gonna be a shitpost mod anyways, in a way
???
hold on, is that because my doom is outdated or
or because i didn't add the token
facepalm
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
kek
should the script and the decorate be in any order in SLADE?
like, should the decorate be below the script etc
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
using a wad file
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
._.
no?
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 ๐
it's just really hard for me to understand
idk why
which part?
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
make a lump called "LOADACS"
you can order it right under the "DECORATE" lump if you want, but it doesn't really matter
eh okay
what is the name of the compiled ACS lump you made?
oh
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
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
okay it's compiled
you can rename the compiled file to like LAZORACS
in the LOADACS lump, just type
LAZORACS
save it
okay
your ACS will now run
do i put the LOADACS inside the A_START and A_END?
no
only the compiled file
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
so if i'm right
to avoid conflicts, make sure you remove the existing ACS from the map's scripts
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
did you set up the acs compiler?
yeah? the file is compiled
this is from the ACS compiler log?
no, it's from the ingame console
you removed the map script right?
your sprites for the animation start with INTR, right?
and you have those sprites between the sprite markers?
yeah
after you removed the scirpts, did you recompile the map acs?
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
it wouldn't be giving an ACS error unless it came from ACS
but ACS doesn't even handle that sprite anymore
I see there's a BEHAVIOR lump still under MAP04 on SLADE
you might need to remove that
the decorate is right, right?
should be
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
yeah, let me re-recompile it
cause now it sounds like you're not getting the token
because you have the wrong scripts being run
What is lazor trying to do?
intro animation
have an animation that only plays once per level on his weapon
yeah this is odd
delete all compiled script lumps