#classic-doom-maps-mods

1 messages ยท Page 45 of 1

haughty flower
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i removed the script, recreated it, made the code

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oh

torn timber
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then try again

vocal crypt
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Couldn't you use a custom ammo type to use such animation once?

haughty flower
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i only have the LAZORACS thing left

torn timber
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no

haughty flower
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okay, let me look over stuff once more

torn timber
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there'd be no point, he'd still have to get a single inventory item through acs at the start of each map anyway

haughty flower
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      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
torn timber
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that's the problem though, you have LAZORACS still there

haughty flower
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Actor MapStartToken : Inventory { inventory.maxamount 1 }```
torn timber
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that's your compiled file, right?

haughty flower
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i already compiled it

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again

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okay it's removed

torn timber
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now recompile the script

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where is the script in that image anyway?

haughty flower
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hold on let me scroll back up

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i think i overlooked something or misread

torn timber
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you shouldn't need to remove the original script text file

haughty flower
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okay, i restarted, with this

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i put scripts, with the ACS, there

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like you said

torn timber
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is it turning the scripts file into the compiled file itself?

haughty flower
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no, i have to compile it with ACC right?

torn timber
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yes

haughty flower
torn timber
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but you don't need the uncompiled file between those markers

haughty flower
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oh

torn timber
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just the compiled one

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it makes a new, separate compiled file and leaves the uncompiled one intact, right?

haughty flower
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not sure

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let me check

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oh, i get it now

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yeah it does, i don't think it did earlier though

torn timber
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it should be making a new file somewhere, usually right below it called "BEHAVIOR"

haughty flower
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yeah

torn timber
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you rename that

haughty flower
torn timber
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yeah, that's right

haughty flower
torn timber
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should be

haughty flower
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do i include the scripts, or the LAZORACS, anywhere else but the LOADACS?

torn timber
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no, things are where they should be I suppose

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I might move scripts up the list to right above the LOADACS just for organization sake, but that's me

vocal crypt
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I use PK3 for organization

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But that's me

torn timber
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I do to

haughty flower
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i don't include the ACS in the decorate at all?

torn timber
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but he's using wad format for now

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no

haughty flower
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just confirming

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okay

torn timber
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ACS is not DECORATE

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though some ACS functions -can- be used in DECORATE

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it doesn't behave like an ACS script would though

haughty flower
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and then the ACS has the script you sent

torn timber
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Why'd you get a whole nother DECORATE file added on to the other 3 already?

haughty flower
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oh, i'll just paste it in with the raptor

torn timber
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or did you just separate stuff futher?

haughty flower
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no, the weapon code is for custom weapons eventually

torn timber
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you can give those Decorate files other names so you can quickly find what you're looking for

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and just have them all loaded through a single DECORATE lump

haughty flower
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oh

torn timber
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#include "THING2"
#include "THING3"```
vocal crypt
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Like the include "decorate.txt" thing min?

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Yeah thst

haughty flower
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it still doesn't work, the weapon shows up, but the intro won't play

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i'm doing idclev 04

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btw, if that makes a difference

torn timber
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it shouldn't

haughty flower
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okay then that's odd

torn timber
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do you get the same acs error?

haughty flower
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checking the console

torn timber
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well that's good at least

haughty flower
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then my question is

vocal crypt
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Seems nothing is executing

haughty flower
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how the hell is it giving the token

vocal crypt
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Or the intro isn't

haughty flower
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either that or what NRSSR said

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lol

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the LOADACS has "LAZORACS" in it

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wait i know why it doesn't work

torn timber
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?

vocal crypt
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Why

haughty flower
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AGH

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i'm an idiot

vocal crypt
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Misspelling?

haughty flower
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no

vocal crypt
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Forget to correct it?

haughty flower
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    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```
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isn't that like

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bad

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that it raises the thing, and then does the intro?

torn timber
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the raise should be instant, without displaying sprites

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then it plays the intro before going to the regular ready

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that should work

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if it's going to readyloop right away, then it's not detecting the token for some reason

haughty flower
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WAIT IT DID A THING

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so after i fired a few times

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the weapon went invisible

torn timber
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lolwut

haughty flower
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that means it tries to play the intro?

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tries

torn timber
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it wouldn't be invisible unless you were missing the sprites for those frames

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wait

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everywhere else in the code,

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did you replace "ready" with "readyloop"?

haughty flower
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facepalm

torn timber
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cause otherwise it's going to try to jump to the intro every time

haughty flower
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FACEPALM

torn timber
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but that leads to another question

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why were the sprites invisible

haughty flower
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not sure

torn timber
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are they offset correctly?

haughty flower
torn timber
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or at 0,0

haughty flower
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all at 0,0

torn timber
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you'll have to apply weapon offsets then

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that's why

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select all the frames

haughty flower
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18, 58?

vocal crypt
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That or TNT1 is the sprites used

torn timber
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and then apply gfx offsets I believe, it'll give you option for automatic weapon offsets

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it shouldn't be using TNT1 during any frames with a duration

haughty flower
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wait minesae

torn timber
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the weapon offsets should automatically center it and everything

haughty flower
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i think this may be a problem of yours

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you told me to put the ready state for the intro

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shouldn't it be select?

torn timber
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we went over this,

haughty flower
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oh wait then it tries to loop it

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yeah nevermind

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i'm dumb ๐Ÿ˜›

torn timber
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using select, it won't show the intro

vocal crypt
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A weapon has to have a ready state

torn timber
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because the weapon hasn't been raised yet

haughty flower
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yeah okay

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but it just skips over the intro

torn timber
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and you have the offsets correct now?

haughty flower
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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```
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this is the current state thing

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i did ABCDEFEF because it has to do that

torn timber
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that's fine

haughty flower
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yeah

torn timber
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this is what you changed it with, right?

haughty flower
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i did that

torn timber
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I think I know

haughty flower
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?

torn timber
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what's the name of the sprites you're using?

haughty flower
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INTRA

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INTRB

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INTRC

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so on

torn timber
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that's why

haughty flower
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o h

torn timber
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add a 0 at the end of all of them

haughty flower
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as i said i'm not good at spriting lol

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never did this before

torn timber
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INTRA0
INTRB0
INTRC0

haughty flower
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i literally got handed some sprites and got told to add them

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yeah i did

torn timber
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see if it shows up now?

haughty flower
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???

torn timber
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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

haughty flower
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YES IT HAPPENED

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it happened if i switch the weapon though

torn timber
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ah

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interesting

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add a TNT1 A 0 line to the start of the Ready state with nothing next to it

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maybe it needs to initalize

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above the other line in the Ready state

haughty flower
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    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory("MapStartToken",1,"Intro")
    Goto ReadyLoop```
???
torn timber
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yes

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try it now

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I don't know if weapons behave like monsters and some other actors do where they have to use the first frame to initialize

haughty flower
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still only happens if i re-select the weapon

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though

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i can make a workaround for it?

torn timber
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well at least that's progress

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try adding a 1 tic delay to that initial TNT1 line

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maybe the script hasn't given you the token yet

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you can actually probably get rid of that extra TNT1 line and just give the tic to the jump check line

haughty flower
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ack

torn timber
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    TNT1 A 1 A_JumpIfInventory("MapStartToken",1,"Intro")
    Goto ReadyLoop```
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anything?

haughty flower
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nope

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I JUST

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i just fixed it

torn timber
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still only does it on switch?

haughty flower
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so, i did what you just said, but i did it with every state

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changing the 0's to 1's

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now the intro plays

torn timber
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as long as it isn't noticeable I guess

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I'm guessing it was the select state that needed the 1 tic?

haughty flower
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i think

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yeah it was the select state

haughty flower
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what I've found about sprite art is 8-bits art, and obviously a demon created in 8-bits would look weird

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@drowsy forum did you make the dumbwinians thing in doom?

drowsy forum
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Yes.

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GZDoom specifically. ๐Ÿ˜›

haughty flower
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woah

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because that's so cool

drowsy forum
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Nice to hear you couldn't tell the difference. ๐Ÿ˜›

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Thanks!

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I mean I was using the doom rockets.

haughty flower
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i was unsure lol

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because it looked so impossible for doom

drowsy forum
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XD

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Specifically, GZDoom.

haughty flower
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also, is there a way to create damage over time effects simply in decorate?

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especially the simply part

formal breach
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Made some iwad edits

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Well

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By iwad edits I mean stock texture edits anyways

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Just to avoid confusion

haughty flower
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i have another problem with spriting

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but i'll look over the chainsaw code to see what i did wrong

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yeah, it doesn't want to fire

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    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```
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i've defined the fire state, but it doesn't jump to it

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the sprites work, that's fine but

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firing just doesn't

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oh hold on

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might've fixed it

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so, when i change to said 1000 degree knife, it doesn't want to do anything, i'm stuck with the ready sprite

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i can't change weapons or something

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yep, fixed it, i forgot to put A_WeaponReady down

pallid yoke
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Anyone know how to set my levels par time to 40 minutes?

royal wave
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Mapinfo lump @pallid yoke

pallid yoke
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how do I modify that?

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Can I do it within GZDoom Builder?

torn timber
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SLADE

shadow bone
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You can use SLADE to add/edit it

torn timber
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In a map definition add this for your map:
par = 2400

royal wave
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Just stick it in the root of the zip/pk3 of your mod and gzdoom will handle it

pallid yoke
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I think I am done with my huge Doom 2 level I have been doing for the last 4 months

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its just a textfile called mapinfo?

serene aspen
royal wave
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Yes @pallid yoke

pallid yoke
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hmm if I place the level into a pk3 it wont lead the level when I play it in game after -file ROTSV1.pk3

royal wave
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It needs to me in the maps folder or share the same name as a preexisting map I think

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Send me your files and i can organize it for you

pallid yoke
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haha your getting an early version of the level XD

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Well I am going to do the actual full release probably in a couple days after some more fixes

royal wave
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that's fine, I'll send it back so you can mirror it

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and slade can't open it

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What did you use to package it

pallid yoke
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winrar

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to make the pk3 file

royal wave
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Okay from now on, use slade to make the PK3's

pallid yoke
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Well this will be my last ever Doom 2 level

prisma saddle
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@pallid yoke Why?

pallid yoke
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I have to move on

prisma saddle
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To what?

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I'll stop asking questions now.

pallid yoke
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Newer games, possibly my own FPS using Unreal 4 heavily influnced by Doom and Fallout 4 XD

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Also this level is it, I cant top this map.

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To make another level after this would be like kicking a dead horse lol

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This is the final battle of the map

royal wave
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Well i've cleaned up a lot of it, but it's still not loading the map

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Nvm it's working now

pallid yoke
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Is the par time and everything working too?

royal wave
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yup yup

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Okay before I send this to you, please get slade

pallid yoke
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Thank you so much for the help

royal wave
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mhm

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I've also had to clean up your mapinfo lump

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everything is in the correct format now

pallid yoke
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I guess I need slade so I can fix the text

royal wave
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that was probably why it wasn't loading your map

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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."
}```
pallid yoke
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AHa!

royal wave
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Note the brackets, equal signs, and extra quotations and commas

pallid yoke
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The random text will be the credits and such XD

royal wave
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heh

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ALSO

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When you place your maps into your wad, rename them to something that replaces a preexisting map

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if you're not worried about name or par time, simply naming the wad MAP01 will replace MAP01

pallid yoke
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Thanks so much!

royal wave
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Not a problem

pallid yoke
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hmm it still calls the level EntryWay weird

royal wave
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odd. Didn't do that for me

pallid yoke
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The par time worked

torn timber
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did you change the nicename of the map in mapinfo?

pallid yoke
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map MAP01 "Redemption Of The Slain"

torn timber
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where is it calling it Entry Way?

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on the automap?

pallid yoke
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actually, it seems to be working fine now

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This exact file might be the build I release in a couple days

haughty flower
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^^;

tribal jetty
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amazing map 10/10

haughty flower
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whoops, i didn't mean to post that

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there's a shitty midi playing in the background

lyric cloud
haughty flower
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i used custommissile to spawn rockets on an monster death, why does it not work?

shadow bone
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impossible to say without seeing your code...

haughty flower
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    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)```
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let me show you what it does ingame

lyric cloud
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try spawnitemex

haughty flower
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okay

shadow bone
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Well, they're spawning. I assume they're just not going anywhere?

haughty flower
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yep they don't go anywhere

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but i forgot spawnitem was a thing ^^;

shadow bone
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For this you should probably use A_SpawnProjectile actually

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Same as CustomMissile but with fixed pitch stuffs

haughty flower
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does my slade need updating

shadow bone
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Could be

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Same parameters though

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Also, you can pare down that code

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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)
haughty flower
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ohlol

shadow bone
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Save some copy-pasta ๐Ÿ˜‰

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POSS KKKKK 1 A_CustomMissile("Rocket",50,0,random(1,255),0,0,0)

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Hell, just one-line it unless that 5 delay is really important

haughty flower
shadow bone
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your GZDoom is out of date

haughty flower
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fixed

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i have 3 different GZDooms on my USB

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old, new, and uh

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whatever

shadow bone
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Same thing?

haughty flower
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yeep

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wait

shadow bone
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All I can think is maybe they're getting stuck on each other.

haughty flower
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i guess it's fine this way, how they stay in place

shadow bone
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:/

torn timber
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projectiles wouldn't get stuck to each other

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they have no velocity

haughty flower
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so apparently the level doesn't change

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from map01 to map02

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even if it's defined in the mapinfo

royal wave
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let me see the lump

haughty flower
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and map1 has the "End Normal"

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not the End Game

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but it just switches to the credits thing where you can kill all the monsters

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and it worked perfectly fine before i guess

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ยฏ_(ใƒ„)_/ยฏ

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not sure what i did though

unreal oyster
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Because you haven't put next "MAP02"

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In map01's definition

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@haughty flower

royal wave
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^

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If you define a map in mapinfo, it treats it like an individual episode

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so you have to specify that the game does not end there

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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

haughty flower
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oh

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thanks

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rip map 2

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it closed when it gave an ACS error somehow

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sending code

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for some reason Print(s:"blahblah"); doesn't work?

torn timber
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that should work fine

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what came before it though

haughty flower
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a floor lower statement lol

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for some reason it works with idclev

torn timber
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did you add include "#zcommon.acs" at the top?

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@haughty flower

haughty flower
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yes

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sorry for the late respons @torn timber

dawn saffron
unreal oyster
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@drowsy forum - about those procedurally generated trees, how are the visuals done for that?

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models, sprites, or something else?

drowsy forum
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Sprites.

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All sprites.

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The same way I made the laser effects in D4D but with some slight changes.

unreal oyster
#

alright, so each branch is a couple of sprites that have been rotated then i assume?

drowsy forum
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BITCH DONT STEAL MY IDEAS loveukthxbi

#

โค

unreal oyster
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๐Ÿ˜›

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was planning on doing a lightning bolt effect actually

drowsy forum
#

I've already made a lightning bolt if you want to see that. Just haven't shown anyone. ๐Ÿ˜›

unreal oyster
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but yeah sure, i'd be interested

drowsy forum
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I'll have to look around for it, might take a bit. First I need to finish some assignments.

unreal oyster
#

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

haughty flower
void ravine
#

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.

torn timber
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#library "LIBNAME"

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that's how you loaded it?

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or rather that's what you put in the acs file you want to use as a library anyway

void ravine
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I thought you needed to import it into another file then load only that file

torn timber
#

you should then be able to use it in other acs files by adding #import "libname.acs" at the top

void ravine
#

Anyways, just looked at D4D's setup and it seems I just did it way wrong

torn timber
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I would think you'd need to load them all in using LOADACS

void ravine
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Yeah, I thought you had to string them all together then just load the main one

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For some reason

torn timber
#

on separate lines

void ravine
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I know how to use LOADACS but apparently I was just being a total moron

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Time to sort stuff

royal wave
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D4D uses ZScript, so it might not be entirely accurate to what you need

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idk how zscript works so I couldn't tell you

void ravine
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It's fine, I just looked at how the ACS source was set up and figured it out

viscid ridge
drowsy forum
#

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.

void ravine
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Well it was helpful either way. ZScript is gonna kill ACS eventually but until then I appreciate seeing the source

drowsy forum
#

๐Ÿ˜›

void ravine
#

Phone typing suuuuuux

drowsy forum
#

Damn straight. I miss the old phones that actually had keyboards in them.

void ravine
#

Yeah me too, my old blackberry was the shit

drowsy forum
#

Fucking touch screen keyboards are awful.

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Hell yes!

void ravine
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I could manage a huge won count on it

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WPM

drowsy forum
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Those were the days. :3

void ravine
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Fucking auto-correct

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Yeah

drowsy forum
#

busts out laughing.

void ravine
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๐Ÿ˜‚

drowsy forum
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Also a lil' something for the future.

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Judge me for what it's worth, cuz I don't give a fuck.

vocal crypt
#

you might not give a sex

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but do you give a dam?

drowsy forum
#

Newp, I already built one over the river of tears from the happy and sads that will flow. ๐Ÿ˜›

vocal crypt
#

do you give a turd piece though?

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also, you say you're not a brony

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but you have a avatar of a pony from that show

drowsy forum
#

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.

vocal crypt
#

like what, cheaply made in Flash

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even then, it's fucking outsourced?

drowsy forum
#

Huh?

vocal crypt
#

is it not made in flash?

drowsy forum
#

Nope.

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That pic was actually of a model that's been publicly released.

vocal crypt
#

no not that

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the show

drowsy forum
#

Oh yeha, that's flash.

vocal crypt
#

you fucking dingdong

drowsy forum
#

Your fault for not being specific.

vocal crypt
#

why you think I had it crossed out

#

for shits and giggles?

drowsy forum
#

Knicknacks and paddywacks.

#

Shits 'n giggles only goes so far.

vocal crypt
#

look out, we got a eurpean hee

#

*european here

prisma saddle
#

@vocal crypt Isn't every animated thing outsourced at this point?

vocal crypt
#

not web flash

#

not CGI movies

drowsy forum
#

isn't european. Is Trumpean, not by will though.

vocal crypt
#

also, if you really want to talk about animation

#

japanese animation is not outsourced

void ravine
#

Yes it is, to Korea

#

Often

prisma saddle
#

There are many studios that outsource to get inbetweens,

#

I'm pretty sure that most of the time keyframes are done in house.

drowsy forum
#

Also my skype has corgis, my youtube has a non-mlp gryphon, and my steam has a monster on it.

pallid yoke
#

has the blood.txt error been fixed with GZDoom and brutal doom yet?

drowsy forum
#

Why don't you try it out?

#

And what blood error, the 0.l? That'll never be fixed. Mark has to do that.

pallid yoke
#

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.

drowsy forum
#

knows the feeling.

pallid yoke
haughty flower
#

holy crap

#

awesome

trim falcon
#

I wonder how many hour is that

pallid yoke
#

par time is 40 minutes

river flame
#

looks like a fuckin' gun

pallid yoke
#

It kinda does XD

haughty flower
#

Holy mother of Joseph!!!

#

is that a single level?!?!

trim falcon
#

its look like a cock

#

I mean chicken

unreal oyster
#

@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?

royal wave
#

He is

haughty flower
#

It's my first time with Slade

royal wave
#

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

haughty flower
#

Do I need to have a recent version of OpenGL?

royal wave
#

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

haughty flower
#

Oh so I can use any source port I wanr

#

want*

royal wave
#

Yeah

haughty flower
#

ok

#

I'm gonna give it a try

#

thanks

royal wave
#

np

cinder moon
royal wave
#

looks interesting

unreal oyster
#

[6:09 PM] Noodle Bois | Petit Dwarf: Do I need to have a recent version of OpenGL?

#

no, it runs on DirectX

pallid yoke
#

@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

unreal oyster
#

:/

#

i'd release it on ZDF and Doomworld too if I were you

pallid yoke
#

I released on Doom world,

#

will check on that shortly

#

I havent been to ZDF yet

unreal oyster
#

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

pallid yoke
#

hehe I dont understand why people split up into groups like that XD

unreal oyster
#

heh

#

also you posted in the wrong place in doomworld

#

new maps go into wads & mods

royal wave
#

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

unreal oyster
#

^

royal wave
#

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

pallid yoke
#

It looks fishy eh

unreal oyster
#

yeah i kinda thought that too

royal wave
#

Get those screenshots, post a comment

pallid yoke
#

Fuckem then ๐Ÿ˜ƒ Someone can figure out its legit a month or 3 from now. hehe

royal wave
#

That's... no Castle

pallid yoke
#

ANd if my username is not convincing then oh well XD

royal wave
#

you're gonna stay downvoted if that's the case

#

you want attention, you have to walk the walk

pallid yoke
#

I half care, just a little shocked.

royal wave
#

Get those screenshots posted bud

unreal oyster
#

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

royal wave
#

Actually avoid doomworld if you can

pallid yoke
#

I'm not a huge fan of reddit

unreal oyster
#

i wouldn't say avoid doomworld, just don't expect anything good from it lol

royal wave
#

Heh

unreal oyster
#

zdf are much nicer in my experience

pallid yoke
#

ill see about posting there

#

All 4 people who look at gaming on VOAT gave me an upvote ๐Ÿ˜„

#

โค voat likes me

royal wave
#

Yeah, especially if you make something that blows things out of the water

#

ew voat

#

The "we're not a reddit clone" reddit clone

pallid yoke
#

seriously lol

royal wave
#

Yeah read their mantra

unreal oyster
#

"reddit be censoring my free speech and shit"

royal wave
#

The majority of it is them trying to explain how they're not a reddit clone

pallid yoke
#

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

royal wave
#

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

pallid yoke
#

I dont know how to feel about voat honestly

#

How do I find ZDF? google search seemed ineffective

royal wave
unreal oyster
#

specifically

pallid yoke
#

thanks

#

Ill post there in a few minutes. I accidentally posted my level in the wrong form yesterday on Doomworld

unreal oyster
#

dude, if i were you i'd mention you worked on NRFTL ๐Ÿ˜›

pallid yoke
#

I kind of already do this too much I feel XD

unreal oyster
#

heh

#

fair enough

pallid yoke
#

But it is something worth mentioning in the context of releasing a new level.

#

What would be the best sub forum to post in?

unreal oyster
#

Levels, definitely

pallid yoke
#

lots of cool stuff on here :X

unreal oyster
#

on ZDF ya mean?

pallid yoke
#

yeah

formal breach
#

im banned from the zdoom forums for being a h*ck

#

rip

haughty flower
#

they got T R I G G E R E D

#

and rip

formal breach
#

no i got banned for a reason

#

lmao

pallid yoke
#

XD

formal breach
#

I wonder if recording GZDoom/ZDoom with shadowplay is possible

haughty flower
#

it is if you make sure that shadowplay will record your desktop

#

otherwise it hates open gl

unreal oyster
#

shadowplay works fine with DX and OGL

#

it's Vulkan it doesn't like

formal breach
#

Tell that to DOOM 2016

#

I tried it on both OpenGL ans Vulkan

#

nothing

haughty flower
#

then why could i not record gzdoom back in like 2015?

unreal oyster
#

idk

#

but it's not the fault of OGL

formal breach
#

its becuz ur gay

haughty flower
#

what I usually do is I have it set to windowed borderless and have shadowplay set to record my desktop

#

done

formal breach
#

I wonder why GZDoom/ZDoom doesn't have windowed borderless

haughty flower
#

idk but have you lookned into a wrapper for it?

unreal oyster
#

because no-one's asked for it probably

formal breach
#

I'd ask for it but

unreal oyster
#

that's pretty trivial to implement

formal breach
#

Banned still

unreal oyster
#

you don't need a forum account for that

formal breach
#

Ah fuck it I'll make a new account just

unreal oyster
#

not the forums

formal breach
#

oh

unreal oyster
#

they switched it over when zdoom died

#

along with doing a major forum layout do-over

haughty flower
#

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

unreal oyster
#

randi's post is literally called "ZDoom is dead. Long live ZDoom" ๐Ÿ˜›

#

dead is a fine word to call it

prisma saddle
#

Why doesn't GZDOOM officially support floor decals?

unreal oyster
#

it does, in the form of flatsprites

#

they aren't "decals", per se

#

but they serve a similar purpose

pallid yoke
#

haha "I am a giant floating sphere what am I?"

prisma saddle
#

I guess, but flat sprites have many issues.

formal breach
#

aaa

#

i guess it wont be a thing then

#

rip

unreal oyster
#

why not

formal breach
#

press f to pay respects

prisma saddle
#

Zfighting being the biggest issue.

formal breach
#

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

unreal oyster
#

flatsprites don't zfight though

#

at least not with the floor

pallid yoke
#

It wont let me log in heh

unreal oyster
#

what's the issue? the verification questions can be a bit annoying ๐Ÿ˜›

prisma saddle
#

@unreal oyster what does BD use then?

pallid yoke
#

I setup my ZDF account and it wont let me log in yet

unreal oyster
#

3d models

prisma saddle
#

Oh, that makes sense.

unreal oyster
#

@pallid yoke any specific error?

pallid yoke
#

I am an idiot nm lol

#

needed to activate

formal breach
#

"How would windowed borderless be useful?"

#

Ahem

#

First off

#

People who use Shadowplay as their main game capture software

unreal oyster
#

wait, hang on, where did you post this anyway

formal breach
#

Good program

pallid yoke
#

Windowed borderless is amazing for any game you play for long stretches of time.

formal breach
#

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

unreal oyster
#

absorbed where did you post this

#

lol

formal breach
#

Allowing the player to easily AND quickly switch between tasks

#

:):)

unreal oyster
#

in my experience, alt-tabbing isn't an issue at all in gzdoom

#

zdoom fares worse

haughty flower
#

that post just explains the problem that i just told you to fix it with

formal breach
#

wait what

#

@haughty flower explain

haughty flower
#

it says you cant

#

i even did recordings with zandronum 2.1.2 stable

#

on shadowplay

#

ugh

prisma saddle
#

@unreal oyster any cool new GZDOOM features?

unreal oyster
#

idk

prisma saddle
#

Understood.

haughty flower
#

nvidia you little bugger

#

the latest update just removed the record desktop option

vocal crypt
#

The fuck happen with Nvidia now-

#

Oh

haughty flower
#

no more shadowplay broadcasts for me

pallid yoke
#

woah ZDF makes it so moderators have to choose what is seen ><

vocal crypt
#

ZDF?

pallid yoke
#

ZDoom Forums

vocal crypt
#

Oh

unreal oyster
#

nah, that's just for your first post

#

they check it to make sure it aint spammy

#

then you're good

cinder moon
cinder moon
formal breach
#

Oops I forgot this channel existed

#

Anyways just read what I said in #general I guess

vocal crypt
#

Inferno Demon?

#

*Doom

#

where the hell did demon come from

cinder moon
#

yes

formal breach
#

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

prisma garnet
#

more curves than hot lady's waist

formal breach
#

Curves are the true limit removers

#

Curves have NO limit

vocal crypt
#

What Green rock textures

#

Oh

formal breach
#

They're just a placeholder

formal breach
#

Made some changes to this room

#

Or additions

haughty flower
#

Add some capsules filled with green liquid tbh

#

that would look awesome

formal breach
#

I might in another room.

#

Maybe in this room I'll add a huge transparent water pipe

safe timber
#

working on a snap map

#

just made an argent cell that doubles your speed and max health,

unreal oyster
#

Randomly generated lightning for maps to use

haughty flower
#

noice ๐Ÿ‘Œ

pearl sundial
#

nice

haughty flower
#

maybe for a lightnight weapon?

prisma saddle
#

That's so cool!

#

What does it look like with Bloom?

unreal oyster
#

I have bloom on in that video, so that, I suppose :P

#

The effect is best used in a dark area

prisma saddle
#

Ah.

unreal oyster
#

Like half life 1 does a lot

#

And yeah, a lightning weapon would be viable too

prisma saddle
#

@unreal oyster You could make a pretty neat DOOM wad with alot of this stuff.

safe timber
#

someone make a mod right now they turns the chainsaw into this

unreal oyster
#

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

torn timber
#

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

unreal oyster
#

then the sector up/down movement would be a sine wave

torn timber
#

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

haughty flower
#

dude

#

you just got me an amazing idea lol

torn timber
#

Yeah, this is where I did it a long time ago

#

the corners of the arena would get pushed up and fall back down

unreal oyster
#

zzyzx made this

#

which is pretty awesome

torn timber
#

yessss

unreal oyster
#

since ZScript can now iterate over sectors & lines

torn timber
#

oh really

unreal oyster
#

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

haughty flower
#

how to change a camera so it aims topdown

#

i tried changing pitch/roll but it really doesn't seem to work

unreal oyster
#

changing pitch to do exactly that has worked fine for me in the past

haughty flower
#

oh

#

what do i change the pitch to then

unreal oyster
#

lemme see your code first

haughty flower
#
Script 1 ENTER
{
    ChangeCamera(2,1,0);
}```
#

using an aim cam

unreal oyster
#

where's the pitch change?

haughty flower
#

...? i thought i had to change roll

unreal oyster
#

no, you'd want to use SetActorPitch

#

with like, -90.0 as the pitch to change to

haughty flower
#

uhh

#

no?

#

it says "between 0 and 1"

#

"a fixed point angle in the range of 0 to 1"

#
{
    ChangeCamera(2,0,0);
    SetActorPitch(2,-90);
}```
#

i might want to change the pitch inside the aim camera actor?

torn timber
#

yes

haughty flower
#

i don't know how to use this ยฏ_(ใƒ„)_/ยฏ

torn timber
#

I guess you're looking at the ceiling now

haughty flower
#

not sure

#

might

#

oh yeah you're right

unreal oyster
#

that's what 90 will do in software

haughty flower
unreal oyster
#

you need GZDoom for top-down

haughty flower
#

i have GZDo-

#

whoops?

vocal crypt
#

Lazor, what are you trying to accomplish

haughty flower
#

topdown camera

vocal crypt
#

To make platforming easier?

torn timber
#

yeah, if you're trying to run this on software render, it's not going to work

unreal oyster
#

you must be in software renderer then

#

go into console and vid_renderer 1

haughty flower
#

yeah it was

#

also, @vocal crypt doing some kind of special boss fight thingy

torn timber
vocal crypt
#

Cutscene of sorts?

haughty flower
#

no no

torn timber
#

You could do something like that with a top down camera

haughty flower
#

imagine having a 3x3 square field

#

the top and the bottom are playing fields

#

whenever the boss enters a new square, it becomes lava-ified on your side

#

like that

unreal oyster
#

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

haughty flower
#

is that a top down unreal tourtament done in doom?

#

???

vocal crypt
#

Looks good for that hotline uac mod

#

By angel

#

Neko

#

X

torn timber
#

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

haughty flower
#

now how would i calculate if a monster enters a tagged sector, without using linedefs, in ACS?

unreal oyster
#

Actor Enters Sector things

haughty flower
#

oh yeah

haughty flower
#

@unreal oyster so i make a map spot, tag that and code?

drowsy forum
vocal crypt
#

Wait wat

shadow bone
#

MFW I HEAR MY PONY MOD BEING SECRETLY SHITPOSTED ON BEHIND MY BACK IN 4CHAN AFTER ANNOUNCING IT IN THE ZDOOM FORUMS

drowsy forum
#

0 fucks given. ๐Ÿ˜›

#

dances

royal wave
#

hey if 4chan knows about you, then that's an achievement

haughty flower
#

it is?

#

I'd be fucking scared tbh

unreal oyster
#

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

haughty flower
#

shrug

#

what if I become the next queen of /b/

#

?

#

I'd kill myself is that ever happen

drowsy forum
#

And apparently impersonate too, @unreal oyster

unreal oyster
#

oh, yep that too

drowsy forum
#

They do that a lot?

#

Or just on rare occasion?

unreal oyster
#

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

drowsy forum
#

They realy want things to stop existing that badly huh?

#

๐Ÿ˜›

#

Or they really want a reaction out of me.

unreal oyster
#

i doubt a lot of them care, it's the reaction that they care for yeah

drowsy forum
#

"Don't bug me."

unreal oyster
drowsy forum
#

No I didn't.

unreal oyster
#

you said that you were told that you encouraged graf to make zscript, lol

drowsy forum
#

I would be pretty sure if I did.

unreal oyster
#

they apparently can't tell the difference

drowsy forum
#

Probably shuold clarify that.

#

Yeah, I was told that I was one of the biggest reasons.

#

I even found out about it first hand.

unreal oyster
#

and that apparently = taking credit for zscript, lmao

drowsy forum
#

Just another temptation of reaction.

keen drift
#

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

safe timber
#

guys

#

im bored

#

DM me an excessive amount of doom wads

hazy lantern
#

Or simply mention him kappa

#

@safe timber You can do

#

;doominfo_about

edgy grottoBOT
#
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```
safe timber
#

im bad at findijng doom wads

#

:I

#

all the ones i find suck

hazy lantern
#

;idgames_search something

edgy grottoBOT
#

Error:
No files returned for query "something".```
hazy lantern
#

ยฏ_(ใƒ„)_/ยฏ

safe timber
#

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

shadow bone
#

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

safe timber
#

i just wanna add a bolt action rifle, an AK, improve the chainsaw

#

stuff like that

shadow bone
#

Well, if you've got the art then start here:

safe timber
#

well i don't have the art

#

whats the resolution they have to be?

#

i'l start drawing

unreal oyster
#

depends how big you want the gun to be, heh

shadow bone
#

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.

safe timber
#

200p

shadow bone
#

you can scale and offset and stuff, but that's the "base" resolution.

safe timber
#

huh

#

i wonder what modern doom would look like in 200p

shadow bone
#

Pretty crappy, lol

#

I managed to get it down to like 480p by messing with the graphics settings

safe timber
#

how

shadow bone
#

But it wouldn't go any lower

safe timber
#

I need those frames

#

every frame matters

#

no matter the cost

shadow bone
#

REsolution scale in the graphics options, use the command line options, etc

safe timber
#

my monitor is 900p

shadow bone
#

I think you can set custom resolutions via the dev console.

safe timber
#

I have the resolution scale set to 50%

#

does that mean im playing at 450p?

shadow bone
#

If your selected resolution matches your monitor resolution, yes

#

You can usually set it lower as well

safe timber
#

i get 40 fps

unreal oyster
#

that depends whether it halfs X and Y or halfs the pixels

safe timber
#

but i need 60

#

im a very

#

frames >>>>>> looks person

unreal oyster
#

if it halves X and Y, then yeah, 450p

safe timber
#

gonna be honest

#

doesn't look half bad with anti-aliasing

#

which never effected my performance mu ch

safe timber
#

did brutal doom steel textures from d4t?

pallid yoke
#

@unreal oyster Thanks for letting me know about the stream of my level

safe timber
#

guys

#

found an awesome zandorum server

#

name: [Server's back MFs]<<Complex Doom Scythe II>> 1 LIFE | REPLACER | LCA | ARK | ETC

haughty flower
#

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?

torn timber
#

Are you trying to use A_SpawnItemEx instead of A_CustomMissile or A_SpawnProjectile?

formal breach
#

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

viscid ridge
formal breach
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Progress

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Trying to make it non linear too

verbal cobalt
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looks pretty cool

formal breach
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I feel like I went too big with the spawnpoint

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But fuck it

verbal cobalt
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think of it that its able to spawn 4 players

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can you show some 3d mode screens? to see how it looks

trim falcon
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seems good

formal breach
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Latwr I guess

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I need some more up to date screenshots

haughty flower
verbal cobalt
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naisu

haughty flower
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I'm not sure if this is allowed here but if anyone wants to contribute a map to it feel free to do so

haughty flower
verbal cobalt
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wwwwooooow how can someone achieve that

unreal oyster
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it's not in a state where i feel comfortable sharing the code yet

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i need to redo the visuals to use some form of sprites first

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instead of particles, which have a hard cap

verbal cobalt
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its a pretty good job anyways :o

unreal oyster
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heh, thanks

haughty flower
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I really want a particle version, though. There are too many sprite versions.

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And sprite versions currently look like crap.

warped rampart
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It's really pretty, tbh

verbal cobalt
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^

unreal oyster
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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

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either that or you tell your players to set the limit stupid high

haughty flower
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These are renderer options, correct?

unreal oyster
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preeetty sure, but it might not be in the menu

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r_maxparticles

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default is 4000

haughty flower
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I do remember seeing some kind of option for that... somewhere in the menu...

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I REALLY need to know how this was done...

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Wait... what if custom particle actors were used?

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Would that be affected at all by the renderer?

unreal oyster
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particles aren't actors though

haughty flower
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Wait... lemme guess... you're using A_SpawnParticle?

unreal oyster
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yea

haughty flower
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Ah.

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Then what are these particles?

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If not actors?

unreal oyster
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they're just kinda particles, lol

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the engine doesn't treat them as actors

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so you can have 1000s with little lag

prisma saddle
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@unreal oyster Mind explaining how flat sprites work?

haughty flower
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I need that lightning for my life... ๐Ÿ˜„

unreal oyster
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it's a sprite which gzdoom renders parallel to the floor

prisma saddle
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Ah.

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What are the downsides?