#classic-doom-maps-mods
1 messages ยท Page 45 of 1
then try again
Couldn't you use a custom ammo type to use such animation once?
i only have the LAZORACS thing left
no
okay, let me look over stuff once more
there'd be no point, he'd still have to get a single inventory item through acs at the start of each map anyway
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``` that's for the weapon
that's the problem though, you have LAZORACS still there
Actor MapStartToken : Inventory { inventory.maxamount 1 }```
that's your compiled file, right?
wait so you're saying i have to do it once again?
i already compiled it
again
okay it's removed
you shouldn't need to remove the original script text file
okay, i restarted, with this
i put scripts, with the ACS, there
like you said
is it turning the scripts file into the compiled file itself?
no, i have to compile it with ACC right?
yes
but you don't need the uncompiled file between those markers
oh
just the compiled one
it makes a new, separate compiled file and leaves the uncompiled one intact, right?
not sure
let me check
oh, i get it now
yeah it does, i don't think it did earlier though
it should be making a new file somewhere, usually right below it called "BEHAVIOR"
yeah
you rename that
yeah, that's right
should be fine like this now?
should be
do i include the scripts, or the LAZORACS, anywhere else but the LOADACS?
no, things are where they should be I suppose
I might move scripts up the list to right above the LOADACS just for organization sake, but that's me
I do to
i don't include the ACS in the decorate at all?
ACS is not DECORATE
though some ACS functions -can- be used in DECORATE
it doesn't behave like an ACS script would though
Why'd you get a whole nother DECORATE file added on to the other 3 already?
oh, i'll just paste it in with the raptor
or did you just separate stuff futher?
no, the weapon code is for custom weapons eventually
you can give those Decorate files other names so you can quickly find what you're looking for
and just have them all loaded through a single DECORATE lump
oh
#include "THING2"
#include "THING3"```
it still doesn't work, the weapon shows up, but the intro won't play
i'm doing idclev 04
btw, if that makes a difference
it shouldn't
okay then that's odd
do you get the same acs error?
well that's good at least
then my question is
Seems nothing is executing
how the hell is it giving the token
Or the intro isn't
either that or what NRSSR said
lol
the LOADACS has "LAZORACS" in it
wait i know why it doesn't work
?
Why
Misspelling?
no
Forget to correct it?
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```
isn't that like
bad
that it raises the thing, and then does the intro?
the raise should be instant, without displaying sprites
then it plays the intro before going to the regular ready
that should work
if it's going to readyloop right away, then it's not detecting the token for some reason
lolwut
it wouldn't be invisible unless you were missing the sprites for those frames
wait
everywhere else in the code,
did you replace "ready" with "readyloop"?
facepalm
cause otherwise it's going to try to jump to the intro every time
FACEPALM
not sure
are they offset correctly?
or at 0,0
all at 0,0
18, 58?
That or TNT1 is the sprites used
and then apply gfx offsets I believe, it'll give you option for automatic weapon offsets
it shouldn't be using TNT1 during any frames with a duration
wait minesae
the weapon offsets should automatically center it and everything
i think this may be a problem of yours
you told me to put the ready state for the intro
shouldn't it be select?
we went over this,
using select, it won't show the intro
A weapon has to have a ready state
because the weapon hasn't been raised yet
and you have the offsets correct now?
yep
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 ABCDEFEF 4
Goto ReadyLoop
ReadyLoop:
RPTN A 1 A_WeaponReady
Loop```
this is the current state thing
i did ABCDEFEF because it has to do that
yeah
this is what you changed it with, right?
i did that
I think I know
?
what's the name of the sprites you're using?
that's why
o h
add a 0 at the end of all of them
INTRA0
INTRB0
INTRC0
see if it shows up now?
if you notice a short delay before the weapon appears, but still no hand sprites there at the start, then it is playing the intro state at least
ah
interesting
add a TNT1 A 0 line to the start of the Ready state with nothing next to it
maybe it needs to initalize
above the other line in the Ready state
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("MapStartToken",1,"Intro")
Goto ReadyLoop```
???
yes
try it now
I don't know if weapons behave like monsters and some other actors do where they have to use the first frame to initialize
still only happens if i re-select the weapon
though
i can make a workaround for it?
well at least that's progress
try adding a 1 tic delay to that initial TNT1 line
maybe the script hasn't given you the token yet
you can actually probably get rid of that extra TNT1 line and just give the tic to the jump check line
ack
still only does it on switch?
so, i did what you just said, but i did it with every state
changing the 0's to 1's
now the intro plays
as long as it isn't noticeable I guess
I'm guessing it was the select state that needed the 1 tic?
what I've found about sprite art is 8-bits art, and obviously a demon created in 8-bits would look weird
@drowsy forum did you make the dumbwinians thing in doom?
Nice to hear you couldn't tell the difference. ๐
Thanks!
I mean I was using the doom rockets.
also, is there a way to create damage over time effects simply in decorate?
especially the simply part
Made some iwad edits
Well
By iwad edits I mean stock texture edits anyways
Just to avoid confusion
i have another problem with spriting
but i'll look over the chainsaw code to see what i did wrong
yeah, it doesn't want to fire
KNIV B 3
KNIV C 3 A_CustomPunch(10,false,0,"BulletPuff",1000,5)
KNIV D 3
KNIV E 3
KNIV F 3 A_Refire
Goto Ready```
i've defined the fire state, but it doesn't jump to it
the sprites work, that's fine but
firing just doesn't
oh hold on
might've fixed it
so, when i change to said 1000 degree knife, it doesn't want to do anything, i'm stuck with the ready sprite
i can't change weapons or something
yep, fixed it, i forgot to put A_WeaponReady down
Anyone know how to set my levels par time to 40 minutes?
Mapinfo lump @pallid yoke
SLADE
MAPINFO needs to be a separate lump in your .wad/.pk3. https://zdoom.org/wiki/MAPINFO
You can use SLADE to add/edit it
In a map definition add this for your map:
par = 2400
Just stick it in the root of the zip/pk3 of your mod and gzdoom will handle it
I think I am done with my huge Doom 2 level I have been doing for the last 4 months
its just a textfile called mapinfo?
@haughty flower It is almost complete
Yes @pallid yoke
hmm if I place the level into a pk3 it wont lead the level when I play it in game after -file ROTSV1.pk3
It needs to me in the maps folder or share the same name as a preexisting map I think
Send me your files and i can organize it for you
haha your getting an early version of the level XD
Well I am going to do the actual full release probably in a couple days after some more fixes
that's fine, I'll send it back so you can mirror it
and slade can't open it
What did you use to package it
Okay from now on, use slade to make the PK3's
Well this will be my last ever Doom 2 level
@pallid yoke Why?
I have to move on
Newer games, possibly my own FPS using Unreal 4 heavily influnced by Doom and Fallout 4 XD
Also this level is it, I cant top this map.
To make another level after this would be like kicking a dead horse lol
This is the final battle of the map
Well i've cleaned up a lot of it, but it's still not loading the map
Nvm it's working now
Is the par time and everything working too?
Thank you so much for the help
mhm
I've also had to clean up your mapinfo lump
everything is in the correct format now
I guess I need slade so I can fix the text
that was probably why it wasn't loading your map
this is what it looks like now
{
levelnum = 1
titlepatch = CWILV00
next = MAP02
secretnext = MAP02
sky1 = SKY1
cluster = 5
par = 2400
music = D_RUNNIN
}
// DOOM II first cluster (up thru level 6)
cluster 5
{
flat = SLIME16
music = D_READ_M
exittext = "YOU HAVE ENTERED DEEPLY Random Text Random Text",
"Random TextRandom TextRandom TextRandom TextRandom Text",
"Random TextRandom TextRandom TextRandom TextRandom Text",
"",
"Random TextRandom TextRandom TextRandom TextRandom Text",
"Random TextRandom TextRandom TextRandom Text."
}```
AHa!
Note the brackets, equal signs, and extra quotations and commas
The random text will be the credits and such XD
heh
ALSO
When you place your maps into your wad, rename them to something that replaces a preexisting map
if you're not worried about name or par time, simply naming the wad MAP01 will replace MAP01
Thanks so much!
Not a problem
hmm it still calls the level EntryWay weird
odd. Didn't do that for me
The par time worked
did you change the nicename of the map in mapinfo?
map MAP01 "Redemption Of The Slain"
actually, it seems to be working fine now
This exact file might be the build I release in a couple days
amazing map 10/10
whoops, i didn't mean to post that
this is a sprite set by Wirelex
there's a shitty midi playing in the background
hi im new here and i just wanna show of a bit
i used custommissile to spawn rockets on an monster death, why does it not work?
impossible to say without seeing your code...
POSS K 1 A_CustomMissile("Rocket",50,0,random(1,255),0,0,0)
POSS K 1 A_CustomMissile("Rocket",50,0,random(1,255),0,0,0)
POSS K 1 A_CustomMissile("Rocket",50,0,random(1,255),0,0,0)
POSS K 1 A_CustomMissile("Rocket",50,0,random(1,255),0,0,0)```
let me show you what it does ingame
try spawnitemex
okay
Well, they're spawning. I assume they're just not going anywhere?
For this you should probably use A_SpawnProjectile actually
Same as CustomMissile but with fixed pitch stuffs
Could be
Same parameters though
Also, you can pare down that code
POSS K 5 A_CustomMissile("Rocket",50,0,random(1,255),0,0,0)
POSS KKKK 1 A_CustomMissile("Rocket",50,0,random(1,255),0,0,0)
ohlol
Save some copy-pasta ๐
POSS KKKKK 1 A_CustomMissile("Rocket",50,0,random(1,255),0,0,0)
Hell, just one-line it unless that 5 delay is really important
sorry, what now?
your GZDoom is out of date
Same thing?
All I can think is maybe they're getting stuck on each other.
i guess it's fine this way, how they stay in place
:/
so apparently the level doesn't change
from map01 to map02
even if it's defined in the mapinfo
let me see the lump
so, this is the mapinfo
and map1 has the "End Normal"
not the End Game
but it just switches to the credits thing where you can kill all the monsters
and it worked perfectly fine before i guess
ยฏ_(ใ)_/ยฏ
not sure what i did though
it just goes here ยฏ_(ใ)_/ยฏ
^
If you define a map in mapinfo, it treats it like an individual episode
so you have to specify that the game does not end there
If you don't care about levelnum or map name, just ditch the mapinfo and simply renaming your wads MAP01 MAP02 and so on will replace the regular maps
oh
thanks
rip map 2
it closed when it gave an ACS error somehow
sending code
for some reason Print(s:"blahblah"); doesn't work?
@drowsy forum - about those procedurally generated trees, how are the visuals done for that?
models, sprites, or something else?
Sprites.
All sprites.
The same way I made the laser effects in D4D but with some slight changes.
alright, so each branch is a couple of sprites that have been rotated then i assume?
I've already made a lightning bolt if you want to see that. Just haven't shown anyone. ๐
heh. i'm planning to follow this guide by nvidia on it http://developer.download.nvidia.com/SDK/10/direct3d/Source/Lightning/doc/lightning_doc.pdf
but yeah sure, i'd be interested
I'll have to look around for it, might take a bit. First I need to finish some assignments.
gonna give up on my lightning thing heh, since i can't use a struct in a dynamic array i'd have to do annoying workarounds for what i want to do
Hey so here's a question, how do libraries actually work in ACS? Like say I have files source/file1.acs and source/file2.acs that contain scripts that monsters use. How do I load both at the same time without destroying the string table? I tried making one a library and importing it into the other but it doesn't want to work. I can mash them all into one but it seems a bit stupid to have to do that.
#library "LIBNAME"
that's how you loaded it?
or rather that's what you put in the acs file you want to use as a library anyway
I thought you needed to import it into another file then load only that file
you should then be able to use it in other acs files by adding #import "libname.acs" at the top
Anyways, just looked at D4D's setup and it seems I just did it way wrong
I would think you'd need to load them all in using LOADACS
Yeah, I thought you had to string them all together then just load the main one
For some reason
on separate lines
I know how to use LOADACS but apparently I was just being a total moron
Time to sort stuff
D4D uses ZScript, so it might not be entirely accurate to what you need
idk how zscript works so I couldn't tell you
It's fine, I just looked at how the ACS source was set up and figured it out
I'm going to stream some map dev https://www.twitch.tv/marketanarchy
It won't remain that way, @void ravine . Im gonna dump the whole entire ACS crap when the time comes.
To Hell with ACS, except for map control.
Well it was helpful either way. ZScript is gonna kill ACS eventually but until then I appreciate seeing the source
๐
Phone typing suuuuuux
Damn straight. I miss the old phones that actually had keyboards in them.
Yeah me too, my old blackberry was the shit
Those were the days. :3
busts out laughing.
๐
Also a lil' something for the future.
Judge me for what it's worth, cuz I don't give a fuck.
Newp, I already built one over the river of tears from the happy and sads that will flow. ๐
do you give a turd piece though?
also, you say you're not a brony
but you have a avatar of a pony from that show
I've always had one. My previous one was of another character.
Also, just because I have an avatar of one doesn't make me one. Unless I have collections, figurines, posters and all that crap, I don't count myself as one.
I also demonize the shit out of it for its many flaws.
Huh?
is it not made in flash?
Oh yeha, that's flash.
you fucking dingdong
Your fault for not being specific.
@vocal crypt Isn't every animated thing outsourced at this point?
isn't european. Is Trumpean, not by will though.
also, if you really want to talk about animation
japanese animation is not outsourced
There are many studios that outsource to get inbetweens,
I'm pretty sure that most of the time keyframes are done in house.
Also my skype has corgis, my youtube has a non-mlp gryphon, and my steam has a monster on it.
has the blood.txt error been fixed with GZDoom and brutal doom yet?
Why don't you try it out?
And what blood error, the 0.l? That'll never be fixed. Mark has to do that.
kk thanks, was wondering about that.
I am about to do a big release of the full version of my Doom 2 level and dont have time to test if its been fixed.
knows the feeling.
Here it is! Finished my Doom 2 level :D
https://steemit.com/gaming/@thecastle/doom2-redemption-of-the-slain-full-release-and-download
I wonder how many hour is that
par time is 40 minutes
looks like a fuckin' gun
It kinda does XD
@pallid yoke - your bio on that page says you're a game dev, and i seem to remember a "The Castle was here" easter egg on MAP01 of NERVE.wad, are you that guy?
He is
So I have to set a path to a node, but I don't where it is
It's my first time with Slade
I'd recommend using GZDoombuilder instead of slade for map editing, as it come prepacked with a node builder
slade works better as a resource editor, it just happens to have a very minimal map editor
@haughty flower
Do I need to have a recent version of OpenGL?
dunno
won't know until you try I guess
also GZDoombuilder is a bit of a misnomer
it'd be better to call it Doombuilder 3
Yeah
np
looks interesting
[6:09 PM] Noodle Bois | Petit Dwarf: Do I need to have a recent version of OpenGL?
no, it runs on DirectX
@unreal oyster Yes I am
Holy crap what the hell. The post on Reddit of me releasing my level was downvoted.
Its at 0 right now
ZDF's a cool place. you'll likely get the best feedback on ZDF, with your map being a gzdoom map
doomworld are quite boom-centric
hehe I dont understand why people split up into groups like that XD
heh
also you posted in the wrong place in doomworld
new maps go into wads & mods
Reddit is not a good source for feedback on subreddits that don't have a community
/r/doom doesn't have a community past "Look at me playing the game"
so someone like you publishing a really damn good map is going to stir little attention
^
I would highly recommend you make an imgur album and post it in the comments so people can see what it looks like
Not gonna lie, your post looks fishy as fuck
@pallid yoke
and your username isn't convincing either
It looks fishy eh
yeah i kinda thought that too
Get those screenshots, post a comment
Fuckem then ๐ Someone can figure out its legit a month or 3 from now. hehe
That's... no Castle
ANd if my username is not convincing then oh well XD
you're gonna stay downvoted if that's the case
you want attention, you have to walk the walk
I half care, just a little shocked.
Get those screenshots posted bud
anyway whatever happens on reddit you'll likely get more valuable feedback on ZDF and Doomworld
the communities there are much more involved and can offer better critique
Actually avoid doomworld if you can
I'm not a huge fan of reddit
i wouldn't say avoid doomworld, just don't expect anything good from it lol
Heh
zdf are much nicer in my experience
ill see about posting there
All 4 people who look at gaming on VOAT gave me an upvote ๐
โค voat likes me
Yeah, especially if you make something that blows things out of the water
ew voat
The "we're not a reddit clone" reddit clone
seriously lol
Yeah read their mantra
"reddit be censoring my free speech and shit"
The majority of it is them trying to explain how they're not a reddit clone
As for Reddit I am going to post a video of a full playthrough on black metal of my level on Monday. I can just post a link to the thread when I do that. Knowing reddit ill get hit with self promotion or something though haha
also it's full of people with the "I'm a nice person in real life" mentality
No, you're not a a nice person IRL, you're still an asshole who's a coward that's afraid of having the shit punched out of them
I dont know how to feel about voat honestly
How do I find ZDF? google search seemed ineffective
thanks
Ill post there in a few minutes. I accidentally posted my level in the wrong form yesterday on Doomworld
dude, if i were you i'd mention you worked on NRFTL ๐
I kind of already do this too much I feel XD
But it is something worth mentioning in the context of releasing a new level.
What would be the best sub forum to post in?
Levels, definitely
lots of cool stuff on here :X
on ZDF ya mean?
yeah
XD
I wonder if recording GZDoom/ZDoom with shadowplay is possible
it is if you make sure that shadowplay will record your desktop
otherwise it hates open gl
then why could i not record gzdoom back in like 2015?
its becuz ur gay
what I usually do is I have it set to windowed borderless and have shadowplay set to record my desktop
done
I wonder why GZDoom/ZDoom doesn't have windowed borderless
idk but have you lookned into a wrapper for it?
also can we move this to #179862926809759744
because no-one's asked for it probably
I'd ask for it but
that's pretty trivial to implement
Banned still
you don't need a forum account for that
Ah fuck it I'll make a new account just
oh
they switched it over when zdoom died
along with doing a major forum layout do-over
well it didnt die per-say
it just hit its end of its life expectency
i mean zdoom still lives on in the form of qzdoom
randi's post is literally called "ZDoom is dead. Long live ZDoom" ๐
dead is a fine word to call it
Why doesn't GZDOOM officially support floor decals?
it does, in the form of flatsprites
they aren't "decals", per se
but they serve a similar purpose
haha "I am a giant floating sphere what am I?"
I guess, but flat sprites have many issues.
why not
press f to pay respects
Zfighting being the biggest issue.
something to do with the code gzdoom derieved off of
oh well
How do I maximize the GZDoom window when I'm not in fullscreen
It wont let me log in heh
what's the issue? the verification questions can be a bit annoying ๐
@unreal oyster what does BD use then?
I setup my ZDF account and it wont let me log in yet
3d models
Oh, that makes sense.
@pallid yoke any specific error?
"How would windowed borderless be useful?"
Ahem
First off
People who use Shadowplay as their main game capture software
wait, hang on, where did you post this anyway
Good program
Windowed borderless is amazing for any game you play for long stretches of time.
Output files are very lightweight
And using handbrake makes it better
10 minutes of gameplay = hardly 2gb
Use handbrake? Under a sing;le gigabyte of space
Allowing quicker uploads of longer videos
Second
Easier/quicker alt-tabbing
that post just explains the problem that i just told you to fix it with
it says you cant
i even did recordings with zandronum 2.1.2 stable
on shadowplay
ugh
@unreal oyster any cool new GZDOOM features?
idk
Understood.
nvidia you little bugger
the latest update just removed the record desktop option
no more shadowplay broadcasts for me
woah ZDF makes it so moderators have to choose what is seen ><
ZDF?
ZDoom Forums
Oh
nah, that's just for your first post
they check it to make sure it aint spammy
then you're good
a functional shootabout shell crate that when shot gives you 20 shells
Now Theres A Beta V1.2 Download http://www.mediafire.com/file/qxzvmtdwm0oh5kw/InfernoDoom.wad
Oops I forgot this channel existed
Anyways just read what I said in #general I guess
yes
Screenshot of the hallway so far
And here's how the crate room will look
Also as you see here, I finally perfected my curved hallway skills
Inside the crate room
I'm in love with how nicely the halls curve though
Especially with the trimming
First time I actually did that right
more curves than hot lady's waist
The green rock textures are gonna be like portal windows
They're just a placeholder
I might in another room.
Maybe in this room I'll add a huge transparent water pipe
working on a snap map
just made an argent cell that doubles your speed and max health,
noice ๐
nice
maybe for a lightnight weapon?
I have bloom on in that video, so that, I suppose :P
The effect is best used in a dark area
Ah.
@unreal oyster You could make a pretty neat DOOM wad with alot of this stuff.
http://c.shld.net/rpx/i/s/i/spin/10123958/prod_1553486512??hei=64&wid=64&qlt=50
someone make a mod right now they turns the chainsaw into this
Ask in the YouTube comments
None of us are going to know, we aren't ZZYZX and don't know how he has implemented that
I've done something similar before on a map for a boss arena
for the floor anyway
for the floor you have to tag all of the tiles that are going to move
I'll draw a quick picture
then the sector up/down movement would be a sine wave
starting from the center out, increase the tag values
you probably could use a sine wave after that to get the effect
as for the column, that's just sending out a bunch of projectiles around it
Yeah, this is where I did it a long time ago
the corners of the arena would get pushed up and fall back down
yessss
since ZScript can now iterate over sectors & lines
oh really
yep
so you could feasibly generate A* nodes for custom pathfinding
ZZYZX's video shows this, but he's said it only works on flat ground
and is still buggy
but
it's a start, ain't it heh
how to change a camera so it aims topdown
i tried changing pitch/roll but it really doesn't seem to work
changing pitch to do exactly that has worked fine for me in the past
lemme see your code first
where's the pitch change?
...? i thought i had to change roll
uhh
no?
it says "between 0 and 1"
"a fixed point angle in the range of 0 to 1"
still not working
{
ChangeCamera(2,0,0);
SetActorPitch(2,-90);
}```
i might want to change the pitch inside the aim camera actor?
yes
I guess you're looking at the ceiling now
that's what 90 will do in software
but changing it to 45..?
you need GZDoom for top-down
Lazor, what are you trying to accomplish
topdown camera
To make platforming easier?
yeah, if you're trying to run this on software render, it's not going to work
Cutscene of sorts?
no no
You could do something like that with a top down camera
imagine having a 3x3 square field
this is the map
the top and the bottom are playing fields
whenever the boss enters a new square, it becomes lava-ified on your side
like that
i was originally planning to do a GTA 2 clone in gzdoom with a topdown camera, heh. quit after a bit because i got bored of fucking around with ACS maths
We also did a Bomberman-style Doom thing at one time
That was back in the Skulltag days, I'm sure you could do all kinds of neat stuff with ZScript now combined with this
now how would i calculate if a monster enters a tagged sector, without using linedefs, in ACS?
Actor Enters Sector things
oh yeah
@unreal oyster so i make a map spot, tag that and code?
MFW when I hear my pony mod being secretly shitposted on behind my back in 4chan after announcing it in ZDoom forums
http://i509.photobucket.com/albums/s333/KakashiSan74/Fecitiousface.jpg
"Oh good. I'm making their new anti-christ. Don't care!"
Wait wat
MFW I HEAR MY PONY MOD BEING SECRETLY SHITPOSTED ON BEHIND MY BACK IN 4CHAN AFTER ANNOUNCING IT IN THE ZDOOM FORUMS
hey if 4chan knows about you, then that's an achievement
nah
all 4chan will really do is call you a name (picked out of a list of "cuck", "autist" and "sjw") and nothing more will happen
shrug
what if I become the next queen of /b/
?
I'd kill myself is that ever happen
And apparently impersonate too, @unreal oyster
oh, yep that too
i'm not sure, never over there really. i go occasionally though and they do a lot of this "caring way too much" shit
so impersonation wouldn't surprise me
They realy want things to stop existing that badly huh?
๐
Or they really want a reaction out of me.
i doubt a lot of them care, it's the reaction that they care for yeah
Well I gave them a small reaction. https://forum.zdoom.org/viewtopic.php?f=43&t=55494&start=15#p983170
"Don't bug me."
lmao
No I didn't.
you said that you were told that you encouraged graf to make zscript, lol
I would be pretty sure if I did.
they apparently can't tell the difference
Probably shuold clarify that.
Yeah, I was told that I was one of the biggest reasons.
I even found out about it first hand.
and that apparently = taking credit for zscript, lmao
Just another temptation of reaction.
As far as /generals/ (a reoccurring thread for discussing something specific, they usually have a premade OP post that just gets reposted) on 4chan go, the doom one honestly isn't that bad tbh
I haven't really browsed that many, but it's certainly the best of the ones I've seen
For info about how to use the bot, use the command ";doominfo_help".
Current commands are:
;doominfo_about, ;idgames_search, ;idgames_aboutapi, ;doomwiki_search, ;zdoomwiki_search```
;idgames_search something
Error:
No files returned for query "something".```
ยฏ_(ใ)_/ยฏ
i need to learn to make doom wads
any good places to start?
not that intrested in map making
i wanna add guns and crap
ZDoom wiki
Most likely your mods are gonna be for GZDoom, so you're gonna want to learn DECORATE at least.
Maybe ZScript if you're more deep-programming oriented
Well, if you've got the art then start here:
You will learn. How To Make Your First Basic Gun - For ZDoom. Learn the absolute basics of using the SLADE lump editor, and the structure...
depends how big you want the gun to be, heh
Look at the classic weapons.
you can extract the sprites from doom2.wad and draw over them or something if you like
Doom's "HUD" generally assumes on-screen graphics are designed for 320x200 screens.
200p
you can scale and offset and stuff, but that's the "base" resolution.
Pretty crappy, lol
I managed to get it down to like 480p by messing with the graphics settings
how
But it wouldn't go any lower
REsolution scale in the graphics options, use the command line options, etc
my monitor is 900p
I think you can set custom resolutions via the dev console.
If your selected resolution matches your monitor resolution, yes
You can usually set it lower as well
i get 40 fps
that depends whether it halfs X and Y or halfs the pixels
if it halves X and Y, then yeah, 450p
gonna be honest
doesn't look half bad with anti-aliasing
which never effected my performance mu ch
did brutal doom steel textures from d4t?
@unreal oyster Thanks for letting me know about the stream of my level
guys
found an awesome zandorum server
name: [Server's back MFs]<<Complex Doom Scythe II>> 1 LIFE | REPLACER | LCA | ARK | ETC
for some reason, the cyberdemon i have custom shootable rockets with, the rockets seem to get stuck in the cyberdemon and explode
how do i change so it spawns in front of him, and not inside?
Are you trying to use A_SpawnItemEx instead of A_CustomMissile or A_SpawnProjectile?
Should I continue my map?
I'll need ideas for the next room
It can be anything moon related
Since the map is located on the moon
I was thinking maybe a outside passageway
If you want to watch me map, come on by : https://www.twitch.tv/marketanarchy/
looks pretty cool
think of it that its able to spawn 4 players
can you show some 3d mode screens? to see how it looks
seems good
naisu
I'm not sure if this is allowed here but if anyone wants to contribute a map to it feel free to do so
@unreal oyster Can I have this? https://streamable.com/2udkp
wwwwooooow how can someone achieve that
it's not in a state where i feel comfortable sharing the code yet
i need to redo the visuals to use some form of sprites first
instead of particles, which have a hard cap
its a pretty good job anyways :o
heh, thanks
I really want a particle version, though. There are too many sprite versions.
And sprite versions currently look like crap.
It's really pretty, tbh
^
well, it needs polish in other areas too. problem with the particles is that you basically have to wrestle with it to not go over the limit
either that or you tell your players to set the limit stupid high
These are renderer options, correct?
I do remember seeing some kind of option for that... somewhere in the menu...
I REALLY need to know how this was done...
Wait... what if custom particle actors were used?
Would that be affected at all by the renderer?
particles aren't actors though
Wait... lemme guess... you're using A_SpawnParticle?
yea
they're just kinda particles, lol
the engine doesn't treat them as actors
so you can have 1000s with little lag
@unreal oyster Mind explaining how flat sprites work?
I need that lightning for my life... ๐
it's a sprite which gzdoom renders parallel to the floor
