#classic-doom-maps-mods
1 messages ยท Page 46 of 1
Ah,
No depth either.
So sprites make it not just GZdoom only?
If you're looking at its edge, it's pretty much gone.
Do they work on slopes aswell?
Reminds me of half life's lightning
that was the idea ๐
alright. i'll (begrudgingly) upload it then
nothing in there is remotely close to final
please don't take it as such either
Reminds me of half life 1
Make a Sprite Version
Either way, I'm going to have to tell Waddaholic about Flat Sprites.
@haughty flower you can use that, but please keep in mind i am very likely to release improved versions and i'm not guaranteeing i'll keep any compatibility
@unreal oyster How're you?
hey @unreal oyster mind if i use it to learn how it works?
just keep in mind - line 24 is a for loop, and the limit is the amount of iterations the algorithm does
and yes
go wild
none of it's commented though
the default iterations is 6, which i find to be a good middle ground for detail and performance
the function is exponential, so for example 6 doesn't cause too much lag for me but i get 0 FPS when i bump it up to 12
other than that, the maths behind it is pretty simple
- get a line
- chop it into 2 and move the midpoint perpendicular to the line
- repeat step 2 for all new lines made by step 2
- part b. extend some lines randomly to form "branches" of lightning
- after an arbitrary amount of iterations (i chose 6, as i mentioned), stop
saved into a txt in case i forget
oh zcript .3.
well this might be my first chance to see how the heck it works
I don't intend to consider it to be final. The fact that it actually looks like lightning is great enough... but if you can turn it into some seamless spritework, then that'd be super awesome. ๐
I look forward to seeing what else you have in store. ๐
https://forum.zdoom.org/viewtopic.php?f=19&t=55520 Another new project I'm working on.
People are probably wonder how the hell I'm not going insane from doing this much stuff at once. It's pretty simple.
I switch from one mod to another, per day. It helps keep me invigorated and generates some new ideas while I work on a mod that I can use for the other. An unlimited generator for creating stuff that works? Fuck yes I'll take it. And it helps smooth out the difficulty of creating such things and how to put them all together.
I released an alpha version of my map (first non-speed mapping map) please feel free to test/give feedback https://www.doomworld.com/vb/post/1725793
A trailer for a mod i'm working on =P
I think I overdid the lighting.
here is undermap v1 for download...
so instead of customMissile, i've tried DropItemEx, changed the X and Z offset
the rockets STILL explode infront of the cyberdemon
ohh i see why
seems you also don't have them spawning at the correct angle
you can use "angle" in the place of the proper parameter
and it'll match the spawning actor's angle
how to make knockback on weapons? like, player knockback?
on firing, you can just thrust them backwards with one of the various zdoom thrusting functions
There also should be a weapon property for recoil if you just need something simple
Ah, it's an action special
oh, that works too ๐
Could also use https://zdoom.org/wiki/A_SetPitch to give some visual snap to it
Basically.
@unreal oyster mind explaining flat sprites to @rocky cloud?
oh, well they're just sprites which render parallel to the ground
as opposed to perpendicular like normal
Just asking because you can explain Zdoom stuff better than me.
well, to be exact flatsprites are a GZDoom thing
the software renderer couldn't do that
Ah.
Hello
After seeing some mods implement stuff from the new doom, I keep wondering...Are there any Doom slayer player sprites ?
cheers @unreal oyster I've taken to using 3D models for floor decals
@rocky cloud you the Total Chaos wadaholic? d'ya want the Mappers/Modders role?
I am, you guys making something?
Nah, we just have a role for people who can map and/or mod heh
Golly when did he join?
Yesterday.
Impressive work
thanks ๐
Your alpha one gave me a headache though with all those blinking lights
Total Chaos? What am i missing out on now?
@haughty flower It's a visually impressive Total Conversion,
Probably one of the most impressive technical achievements in gzdoom
On par with somewhere between the gold source engine and source engine
cheers kevansevans, can't wait to get this into the Unreal engine sometime soon, if the mod goes down well ๐
you too lazor999
Unreal engine levels? That'd be something
Though I'm forgetting if unreal tournament used the same engine
indeed, most games these days use it I think
Unreal 3 or 4 maybe
UE4 is a powerhouse,
But no way gzdoom can pull even unreal 2
The fact that you got it to look the way it does is impressive, but if it can cause gzdoom to lag on my 970, then more pushing is going to need internal engine adjustment
I'm quite suprised its held up this well so far after the abuse I've put it through ๐ -- although, I shouldn't be suprised, the guys behind the source ports are magicians
The way I sort of met Wadaholic is a funny story.
I want to bring pyroscourge in here. He's the maker if my all time favorite wad
I was just complaining about the most petty things through Twitter and he decided to follow me...
One of the few games out there to really make me feel scared, and it's hard for a video game to scare me
It's S.U.P.E.R. Natural btw. Highly recommend
hmmmm, got me curious, have a link?
AKA how to make an impressive looking map with custom assets and still make it look like doom.
One sec
Definitely just download and start playing
All I'll tell you is it's a horror map
I can't see crap.
That's a very specific thing to not be able to see
Well it says on the page that certain monitors have a hard time drawing the screenshots bright enough.
Since I got tossed out of my room again, my Android phone suffers all of the problems that the author of that mod warned us about.
Therefore besides that subtle lighting I can't see any of the screenshot clearly to judge weather or not I should download it.
everytime i finish a level in my custom mod and start a new one, the game crashes, but the process keeps running
as in, the screen goes away, but in task manager the process still runs
how do i get some kind of debug console
i see the level start for about a quarter second, then the screen goes away
but i can still hear the music
and it still runs
can i make this console thingy run in the background somehow?
any command lines i can use?
I don't think so, BUT if you start the program from a persistant terminal or command line it should output everything there, or you can enable the logfile
-logfile log.txt might work
Also, nah, persistent cmd doesn't work by default, you need a command line option to make it work iirc
-stdout
That's the one
Though on Unix you don't need that
okay i just got back on my pc and most of those images are extremely hard to see
ill give it a shot
wh-what?
even with stdout it doesn't say anything
the screen just disappears
oh i fixed it, maybe it's because i chose 32bit instead of a 64bit dev build
that explains
there is now less and less reasons right now to download the x86 build
http://www.mediafire.com/file/37x52bhsny1jaql/MeeD.wad have fun ๐
@unreal oyster did you give it a shot yet?
just a fair warning
shitty midi's, bad level design
and really retarded weapons :^)
uh well i don't really know what to say
if there's a joke there, i'm sorry to say but i don't get it lol
there's no joke
it's a joke by itself
how do i easily make GZDoom stuff compatible with zandronum?
Make it less complex, so it can be run on both sourceports?
Oh, i read the historial and understood the context.
But it's true, I'm about to release a new mod that it's compatible with gzdoom/skulltag/zandronum, despite the fact that skulltag is such an old sourceport. But i still like that sourceport sometimes.
ยฏ_(ใ)_/ยฏ
i already fixed it
i just ran zandronum, looked at the error, downloaded SLumpED for no reason, and fixed the issues
PSA: Slade is much better than SlumpED. The later is pretty outdated and has some outstanding bugs that will eat your mod.
@shadow bone SlumpED helped me patch it for zandronum tho
Slade can do the same though, with much less risk of data loss.
It's basically the newer better version.
hey does anybody have knowledge on how to make doors in gzdoom builder?
yeah
okay, select the sector you want to be the door
make sure it's inbetween 2 other sectors so it's not like very messy
just press that door button
and you have a door
cool
๐
lets test it
it should work perfectly fine
aslo is there any list of gzdoom builder keyborad shortcuts?
uhh, check preferences maybe
found it
To be fair, it's better to know the hard way than to only know the button, heh
Hey everyone i doing a Mega Wad Mapping Mod For everyone to submit Maps For This Mega Wad
the rules are on the page in the link
also dm if you are using custom monsters so i will know to put it in the wad with the map
@everyone
don't even try the everyone ping lol
@cinder moon also, it's not that important imo to just everyone
ok sorry
no don't say sorry, i'm just noticing ๐
DM Me If Your Interest In Mapping For The Thing I Said Earlier ^
My newest map.
https://youtu.be/1XzR_vhfZrs
Download here: http://www.mediafire.com/file/vmnt3g67h18669i/everennui.rar
(run both files)
@silver gull Just Asking, did you make this for the megawad im hosting, or in general, Sorry, i got a little confused..
I made it for Doomworld Megaproject 2017. I'm just trying to get an feedback I can.
Which project are you hosting @cinder moon ?
Ahh
its a submit kind of megawad, you submit levels, i shove them in a wad Along with, you can use custom monster, and weapons...
but not alot people i havent heard alot of submitions
Did you play my map? If so what did you think?
No need to apologize. Enjoy it. If you play UV, don't miss a lot.
Doomworld Megaproject 2017. I'm also making a map for that project.
I'm experienced. Not a pro, not a noob. Maps only for vanilla Doom, at least for now.
That's cool. Looking forward to what you're making
Also a lot of us have experience here, so almost any question you have can probably be answered
If I need anything, I'll gladly ask.
Cool cool
@prisma saddle to use the sector lighting stuff is pretty easy, first make sure you are on the newest version of GZDoomBuilder (Bugfix), because that version has a new "Color" tab for everything to do with sector color
making it all really easy
Map for Doomworld project 2017 is done. Give it a try.
@bronze pivot i played it, its really well mapped, i liked it
Thanks.
no problem
Though during the development of that map, I realized that smaller maps are my thing. Small to medium size.
Updated version.
hi
hey
u use slade3 right?
that is correct
im installing it rn
want me to send you my wad file as well, so you can have a look?
sure
a while back i madea custom actor based off a zombie , thats about as far as i got tho
i also messed around with map development, found out fast how hard it is for me
my mod i've been working on
i've had some issues with the carry over stuff i've taken it out in this build, but it should give you some insight to what going on. i will explain it once you ready to go
i would also suggest opening it and just spaming the new game a few times
kk
lemmi set it up
that was a good meme
i can see how it could become insanly hard eventually
yues
your fine
yeah that has respawning enemies, pretty tough. i would like it if the emenies respawn as a different monster. but oh well
i can't get everything random..... yet.
probably possible
anyway, is slade installed yet.
No idea.
a few are used
all i know is java, js, and a bit of c#
ZScript is the best one right now but it's a bit under-documented
a lot of sources will say DECORATE, but i wouldn't recommend it now
idk
i mainly use decorate script i heard it not really programming. but it gets a lot of what i need done.
for the documentation that does exist, where is it?
looks like its similer to c++ :/, to bad i dont know it
well, you might wanna learn DECORATE first then read this https://zdoom.org/wiki/Converting_DECORATE_code_to_ZScript
Counter-Strike Doom: Martian offensive with Custom files.
Mappack: alien vendetta
Official addon: Monsters with global health reduced to 33%
I hope to release the mod on the next week =P
https://youtu.be/ZVZKGT-w3EE
anyway at the top of my file if you open it up with slade you have SNDINFO or sound info, this is basically you link the sound to the actor. not entirely sure how it works, but i think somehow i got it to work. although i think it more of the fact that the sounds are in most source port them selves.
then you have textures, which keeps tract of textures, now i mainly use it for inventory. (if you open up the mod and collect some health kits and set up buttons for inventory you can check it out.
Mapinfo is where the skills are located you can see what happening with the diffculties there, and see i turn on respawn on the easiest setting,.
then the main event of my mod the decorate part which is where most of my mod magic happens, 1st i setted up all the actors, like keys, monsters items, dead things, ect and so i can refernce them later for changing the,
if you scroll down you will see something like drop item name then 2 numbers,
1st set of numbers is the chance of the thing spawning, and the next set of numbers is if it will spawn at all, the max number is 255.
and if you scroll all the way down you will see some randomization for strife. which i still need to finish, and fix up some of the actors so your not getting attack in town.....
{
//Monsters
DropItem "NewZombieMan" 242 240
DropItem "NewShotgunGuy" 242 240
DropItem "NewImp" 242 240
DropItem "CG" 242 100
DropItem "NewDemon" 242 70
DropItem "NewSpectre" 242 70
DropItem "NewCaco" 242 5
DropItem "NewLostSoul" 242 50
DropItem "NewBaron" 242 5
DropItem "HK" 242 25
DropItem "mancubus" 242 5
DropItem "PL" 242 3
DropItem "skele" 242 4
DropItem "Pspider" 242 4
}```
this part?
yep
actor ZombieSpawner1 : RandomSpawner replaces ZombieMan
can u explain this line?
i was also planning to randomize the keys. but that prove to be.. some trouble
okay so, all actors have a spawning location, that what the spawner is.
then i not entirely sure as to the why you need the : but i guesss it needs to be there.
Randomspawner replaces zombieman, this is telling the code that i want to replace a actor, randomly with another actor
using the values in the {} right?
yes, that lets it know what it options are.
the : tells it it inherits from RandomSpawner
so you don't need to redefine everything RandomSpawner defines
thanks @unreal oyster thats been bugging me for a long time now ๐
thanks
anyway inside the {} is a lot of Dropitems which tells it to drop that thing instead of the zombieman
ahhh ok
i did play around with the idea of letting monster be able to spawn into barrels, items, dead bodies, ect and vice versa for all of them
so zombiespawner replaces every zombieman that would spawn?
yes
1st set of numbers is the chance of the thing spawning, and the next set of numbers is if it will spawn at all, the max number is 255.
so think of it like 1st set of numbers is how many is in the bag, and then then next set is it decided wheather or not it should just delete what it pick anyway
oooo okay okay
// Armor Items code
{
}
actor GArmour : GreenArmor
{
}```
whats the point of replacing these when your not changing anything?
under that you have any added sounds and grahpics, if you play the mod you will find that monsters, items and things that are only in doom 2, can be find in doom 1 with the mod, this is why.
i was scared to randomized real actor in fear it might screw up the randomizer.
so i made copy actors.
which act the same way.
i also toyed with putting armor in your inventory
ahhh okay
i going to be honest and say this mod is on a pretty basic level, and if a better modder/programer saw it, s/he could make a better layout.
but it gets the job done
{
-inventory.autoactivate
+inventory.invbar
inventory.Icon "PINVA0"
Inventory.maxamount 1
Inventory.UseSound "misc/i_pkup"
}```
does this replace the inv sphere with an inventory version u can use in your inv?
same.
i really like the idea of having your spheres in an inventory and using them when u want
they are defult controlls i belive.
yeah
i did want the soulsphere to activate when near death
i don't remeber if that is still active.
lemmi try
yeah i just saw
if you control+f and type in "actor radi" with out the"
you should see "inventory.respawntics 1"
bascially it will respawn after a single frame.
ide love to see a randomizer like this for brutal doom
then i was going to work on the brutal doom 64. but.. at i started working on a different project insted.
ik this wont work right
i doubt it. the actors name will cause conflict
ik, i just wanna see what happens
just plays as nornmal brutal doom, i think its because brutal doom overrides everythign in your wad
reverses order of wads
it would be more that the order of the wads cancel out the one lower on the order
wow it actually works '
........ what.
..... WHAT!?!?!!!
o wait nvm, the randomized monsters dont have the brutal doom modifications
exept for the imp for an odd reason
but items work fine (based on 5 seconds of testing)
it probably wouldnt be to hard actually for your mod to use the brutal version of monster instead of vanilla monsters
just have it inherit brutal doom actors and items instead of vanilla ones
yeah it wouldn't be hard. to do.
but, i do have some problems with the brutal doom mod, more with running it, on my laptop.
which is why i made the mod in the 1st place. while my main computer can run it pretty damn good.
have u tried turning down some settings like turn blood to relistic and turn janitor on(cleans up stuff after a bit)
my laptop struggles to play some of the larger maps on doom using only zdoom.
it's pretty old
o rip
running windows xp
i would replace it, but eh, i don't use it that much. just to play doom while i around and about.
i wanna buya laptop eventually
anyway, i going to sleep, i will send you a discord friend request. feel free to ask anything about my mod if you want to.
and feel free to edit it as much as you want, but i would have a copy of the main file somewhere.
night
it's actually morning, but thanks (i work overnights)
o that sucks
it's not that bad, unless someone comes to the door and knocks, then makes the dogs go off like crazy.
then a roommate spends time talking to that person, and it goes for about a hour.
and then later they are reading over your shoulder and gives you a slap.
anyway, cya all have a good (insert time of day here)
So does anyone know how to put objects "inside" other objects in ZScript?
Use case: I want bullets in a magazine inside a gun
Hopefully in such a way the gun can take bullets from the magazine
If zscript was a standard OOL I could help you there
You'll probably need to keep track of each individual clip in an array that contains the number of bullets in each magazine
No way afaik to store that number in an actor with zscript
nois
@unreal oyster ZScript or DECORATE?
ZScript
Is zscript far different from decorate?
syntax wise, it's relatively similar
but it can do so much more
my code for that keeps track of all of the planted charges dynamically using an array
and then when it comes time to explode, i can just loop through said array and do shit
@unreal oyster What did you do?
gave myself 163840 secrets per tick
but why
because he wants to feel special
is there anything to Doom that's like Quake Done Quick?
Doom Done Quick?
AGDQ 2013 is my favorite GDQ event.
I assume you're making a map??????
Looks like editing Map01
@haughty flower please feel free to use words. The only thing you've posted longer than 5 words is some copypasta in an unrelated conversation
@warped rampart yes and i later do myself. I edited map01
Good place to start, at least
ah im bored
and gta crashed
im just gonna do some mapping
gta v?
yeah
those damn modders are at it again
oh fuck
yeah ik
after patch 1.38
modders have been back in gta
got 4.8 million total from them in less than a week
oh fuck
i just found this map i was working on a while ago on my hard drive
just to keep the topic relevant, this is what i was doing a while ago that i really need to pick back up
o shit
im so uncomfortable with the doom builder controls lmao
its been so long
fucking esdf
christ
i know right
why not ijkl?
no
wasd
tis nice
those hotkeys are already taken tho
yeah
but esdf of all fucking things
i havent used doom builder in months
this wad is from like december-january
yeah i get it lol
Map01 is done
i dont like it
ik
ehh
its ok
i was able to beat it
but ammo was kind of a problem
with how many enemies there were
so you gotta do each part of the level in a very certain order
to keep ammo at a sufficient amount
Better use Brutal doom
classic
o
but yeah that level was pretty hard with just standard shotgun
lmao
Pistol
was at like 8 health
lol
On Brutal doom
but i survived some how
Use pistol
o
i was using no mods
Oh okay.
how many levels have you redone?
MAP01 is done
im thinking of doing my own kinda thing like this
I wonder if Brutal Doom's new Give TurboReload cheat works on the SSG.
hmmm
yeah i should try remaking map01
and i can make it look better
Hope i get mapper role
oh fuck
i am trying to save map01 from the doom 2 iwad
but doom builder saved the entire fucking iwad into a new thing
LOL
also how do i change it from doom 2 format to udmf?
i want to remake it
with dynamic lights
and shit
idk
GZDoom.
Builder
press F2
there is an options box where you can change it
i'm not sure if it's 100% reliable though so be careful
Kurwawer.
ill try
alright
its bc i did save map as
not save map into
now i just have map01
lmao Kurwawer
Change it
zsd
Can iget mapper role`?
ok
i did it
..
alright
its going ok so far
added detail to the first room
and im replacing the staircase at the start
it looks better imo
the texture choice is a little bad
thats only thing really
lel
send a wad
wait
im just working on it rn
and for the stairs
beside it im gonna use a 3d slope
to kinda make a railing
and then i might put a gate texture on it
lower the offset
and rotate it
it will be cool
ill show you when it is done
@haughty flower it's going to take more that just "making a wad". We really want to see dedication. We assign that role to the mappers who show that they are knowledgeable with what they are doing and can be a trusted resource for new mappers wanting to learn
Maybe provide some screencaps. No one is just going to download a random wad
alright
in gzdoom builder it doesnt show the slopes tho
i do from time from time
idk why
idk how id take a screenshot in gzdoom
it just makes in interesting for me to be blind
[8:04 PM] Krypto: in gzdoom builder it doesnt show the slopes tho you're doing something wrong, because it absolutely does
not for me
uh
he pressed a random key
you can press a key where it doesn't display the slopes and 3D floors
i don't know which one, restart your GZDB
oh nvm
now it shows
thats odd
oh wait let me move to general
lol
how did you do that?
some trickery
how did you do this slope?
i just made a 3d slope
._.
there is a video on how to do it
its cool
i wasnt sure how to do it at first
but it ended up being exactly what i thought
oh wait, you 3D floor it
lmao
and then just use a flag
yeah
oh that's easy lol
it's easy but it can do some nice effects
@haughty flower the key to toggle special effects is tab
oh
i mustve hit tab because im dumb
yeah
i just hit tab
and it stopped showing slope
i'll be in general voice working on MeeD, shrug
the UDMF conversion must have fucked everything up, because the doors don't work no more
neither do the switches
yeah
oh
ill redo it
ill just remake all the doors lmao
UDMF fucks up functions, just recreate the doors and all
also that staircase looks worse than what was there originally tbh
the original staircase is angular and provides a nice first impression
yours is just a staircase, there's nothing more to it
yeah
but i personally like things like that
idk maybe im just too minimalist
lmao
also the lighting under the sloped 3d floor is fucked up
the floor should cast a shadow, not make it brighter ๐
fixed
tbh i don't really get the point of remaking maps anyway
i mean unless you're doing something like this https://www.youtube.com/watch?v=Oq8Wp7LOck0
then i'd say just make a new original map
Ahem coughs
https://www.youtube.com/watch?v=SmEeSq4XHkM
Ripping KF2 models into Zandronum 3
I might just make a mod where the only weapon is dual pistols and they're both different kinds of pistols
Added reload animation working on ammo check now
Nice
what's the pistol spawn sprite?
thank you
https://www.youtube.com/watch?v=iQjRIB39Lfk I uploaded this today. It's not Doom but most of it is appliciable to Doom mapping (source ports or SnapMap.)
@haughty flower Great video on the inner workings of level design! I bet a lot of people will find this useful.
thanks!
that's uh
I did this
https://forum.zdoom.org/viewtopic.php?f=60&t=22457&start=4740#p987719 if anyone is able to help me out here i'd appreciate it
(sprite request in post)
@prisma saddle http://imgur.com/a/0WwW0 this should help
Do you want them to be gloved or not gloved?
gloved
Are the creators of that directory fine with reuse of some of the assets?
that's what the album's there for, heh
Ah.
when i replace every marine variant and inherit the original, put +FRIENDLY down like this, and make it an randomspawner, it doesn't seem to spawn a friendly nor a monster?
is it because the randomspawner isn't friendly by default?
I think it's because the spawned actors are actually more like dropped items
they don't inherit anything from the spawner
spawn friendly versions of the monsters
oh
ACTOR zombiemanFriend : zombieman { +FRIENDLY }
or use ZScript to automatically set the FRIENDLY flag on any spawned monster in the PostSpawn virtual ๐
oh,
but that's the problem
is the spawner resetting the flag?
yes
shit
well, yeah, I guess you'd have to make a method to change the flag after spawning
r i p
wait
can i make a randomspawner that drops 2 randomspawners which of one is friendly?
would that work?
override void PostSpawn(Actor spawned) {
spawned.bFRIENDLY = true;
Super.PostSpawn(spawned);
}``` stick that in a ZScript random spawner and it will change the flag of any actor
if you want it to be either friendly or enemy...
wait i get it
override void PostSpawn(Actor spawned) {
if (random(1, 0)) { spawned.bFRIENDLY = true; }
Super.PostSpawn(spawned);
}```
why would you want enemy marines and friendly marines and enemy monsters AND friendly monsters?
randomization X3
i'm making an "either marine either monster" thing
ohhhh lol
i'm just gonna try something hold on
why not just spawn MarineFist2 or whatever then
making an randomspawner that drops 2 randomspawners which one of is flagged friendly
instead of the original class
i tried
still won't work as the randomspawners just -friendly
you can flag randomspawners
as in
make them +FRIENDLY
so that's what i'm gonna try
so
this randomspawner drops 2 other randomspawners, one is -FRIENDLY and the other is +FRIENDLY
this would work
tbh i'm not really sure. i've never worked with RandomSpawners and with ZScript i can do randomisation with way more control than i ever could with a RandomSpawner
ยฏ_(ใ)_/ยฏ
it did
it worked
i think it's because a randomspawner won't set flags to a randomspawner lol
and if they do, you can still change it
but this works fine
ahaha i forgot to remove "replaces"
okay i didn't get it working
i need help making a terry enemy
Dissect a terry wad
Then do the exact opposite, because terrywads are shit
The joke got old fast
Probably the only people who deserve any credit if any is due would be the UACMN guys because they at least made an original work
I wonder if there's a DooM wad that uses Another World style 2D polygon art.
Because that'd be pretty neat.
Would be cool
Soon "Release Of This SHitty Unfinshed But Very Dumb Wad"
THE CLOCK HAS STUCK
<@&162901871168585728>
April fools isn't an excuse for an uneeded ping
Don't ping the mods like that again unless it's serious
ok sorry
no
no
teh fuk happen
slimz is having a fit over a video
Welp, the CSDMO mod is finally released! ๐
http://www.moddb.com/mods/counter-strike-doom-martian-offensive-2017
streaming dev at https://www.twitch.tv/marketanarchy
No one's going to stop anything.
Open the console and use puke [scriptnumber]
pukename [scriptname]
yep
@hazy lantern we're going to be streaming some snap maps on Wednesday, do you have any good coop or single player suggestions?
thanks cali ๐
highlight me if you got a question
@static ice It has been a very long time since I loaded SnapMap but maybe r/SnapMap or the Community Spotlight map(s) are a lookworthy thing.
What about your old maps?
They're still up. If you want the IDs you can play them.
That sentence tho...
Wait
@static ice There: PMF4S9F6
This is my best coop map which is simply slaying waves with some objectives, iirc.
For all the other maps: Load that ID I just sent and look into my author profile, if you want. There you'll find all the other maps I published.
K sounds good
Enjoy!
oh shit wadaholic is in here?
I can confirm that @rocky cloud is the real deal @haughty flower
They're just worshiping at your feet
You may return to your regularly scheduled being awesome
I think wobbly shader already does the drunk Doom thing with flying colours lmao
Sounds like a ztkx map
combine with this and you'll be sorted https://www.youtube.com/watch?v=_avaXszrdyI
so I can write about wads and stuff here?
TerminusEst13 has a good example of what a drunk mod for doom would look like: https://youtu.be/dc6NpkbroIw
The video got muted unfortanetely.
@eager frigate this channel is mostly for modding (making maps, writing code, etc) but if you feel it falls under that category feel free to discuss. Otherwise #general or #179862926809759744 are fine as well.
Here have a.. remix.. thing..
I love running midi's through 4GB of multiple sound fonts โค
yee
#172869448863055872 please if you're going to shitpost
I'll let the terry slide since that does have to do with mapping to a degree
Really you can talk like that all you want there
#172869448863055872 please
Really you can do that as much as you like in there
Scathing
Don't spam.
Again. We have #172869448863055872 for a reason
you put your trust in an anonymous message board?
One more time and I'll have you out of here. Been asking you nicely to do that in the appropriate room
Thanks for the screencap, I'll just inform the rest of the staff about you
I don't use that key
How do I avoid a powerful weapon from gibbing enemy
its +NOEXTREMEDEATH
congrats to myself
how would i make a death counter ingame, is it through ACS?
imagine someone would use resurrect, how would i make a counter to see how much times the player died, even when using resurrect?
make the player trigger a script when he die
about resurrect
I not sure
and yes its through ACS
when people die
x+1
Can I post a map for doom 2 here?
probably, yes
one moment then
a short single map made of boredom
I took the music from nuts.wad, because I love kashmir
no it's not, sadly :(
can't load this map with doom retro for some reason
vanilla compatible :D
hope you enjoy it
and stuff
sure
you like to run a lot :P
good idea
if only I knew ho
to make vanilla compatible terry wad
hmmm
good idea, but I still can't make a terry wad :P
oki toki
hmmm
gotta try make one
so here is a bit terry wadish version of this wad
can't make any better
no earrape though
Please don't make terrywads :(
Why not make good mods instead
It isn't worth the effort
Terrywads are dead anyway
I do try to make good ones
but the guy from before told me to make my map into the terry wad
and I thought it was a good idea
here is a normal version, without terry
y u do dis ;-;
for fun heh
I should put a Polish meme there!!!
I posted it to doomworld
cause why not
epic fail
fail with what?
wow
It's beautiful.
question, does anybody here know use zscript?
i have a script from D4D that works using ZScript and well, would like to know at least the basics to apply it and how to work with that format.
I only know how decorate works so far
I have the script in a txt
D4D is pretty advanced ZScript, it might not be the best place for a beginner to start on
Though, really, the format is relatively similar to decorate, just extended
it's just the ledge climbing script that i want to apply in a mod, just want to understand it so i can write one by my own with own settings and stuff
Ah, k
Better ask @drowsy forum on that, then. He maintains D4D
So he'll likely be able to help
I would help myself, but I'm on holiday rn, heh
Yeah, didn't like the duplicated Os lol
oh
Slemz, shut up jesus
Slems, got a problem?
Cuz I have bad news for you.
Coming to D4D soon!
@haughty flower
Slem should I talk about your avatar as well then?
I just want to learn how to apply it and work it, I would like to apply a similar thing to my mod.
It's what I find most interesting in the D4D mod. Already asked DBThanatos but he said he wasnt the one who made the script
He wasn't denouncing me, he was denouncing th efandom.
still
@verbal cobalt if you want the old version, speak with @neat oxide
-_-
Stand right below twilight and she'll munch you. ๐
If ya wanna carry on the profile picture stuff, #172869448863055872 plz :P
Anyway, @verbal cobalt the new version will eventually be much like Doom's where you don't press forward and hold, none of that.
It'll just llump you the fuck over it.
Well, it kinda does that now.
More like teleportapotties.
i have the script saved in a txt anyways .3.
well in D2016 i saw that you actually have to press forward but just once
at least when i played it
but yeah will ask michaelis then .3.
yeah, i just plan to apply it in a mod of mine wich works as a total conversion, bah, more like a game using gzdoom's engine
pony fandom
WHO DISTURBS MY SLUMBER
Slemz
Of course
so i don't plan to use it similarly and just wanna know how it works
dont want to look like i stole the script nor anything
which of you "numb nuts" lettuce down
If I were you @verbal cobalt I'd wait.
Just wait for me to finish my work on the new version, it'll be so much better.
alrighty, thanks anyways princess twillight~
Make sure you look her in the eye when you address her.
okayz
LOOK INTO MY EYES WHEN I STARE AT YOU banned for reference nobody gets
Now if you'll excuse me I'll go make like Pennywise and haunt Diablo 3 for a bit.
Fun fact you'll be able to forgive the notion when I'm done with the pony addon, because kicking demon ass , I'm determined, to make as absolutely fun as possible.
People want to judge by the cover though? So be it.
It needs to have an MLP soundfont cover of E1M1
Wnat to make it? Be my guest.
The thing in the place at the time with the name
Ah, that clears that up then
No the kid for some reason feels the need to spurt anything that comes to his mind
Figured.
@verbal cobalt Decorate version of ledge grabbing had to jump through many hoops, but general idea is: check if path ahead is blocked, check that it's blocked by architecture, check if path upward is clear, check if there's a stepping stone soon, and if so, move upward until path ahead is free.
There was a minor exploitable bug in checking for a stepping stone condition that ZScript version doesn't have, that allowed in some circumstances to climb infinitely high. That's the price of doing such wonky stuff in Decorate.
yeah i used to exploit that a lot :P
will try to do it in decorate then, thanks~!
anyone familiar with zscript ?
I believe this kind of thing does not need anymore
TNT1 A 0 A_JumpIfInventory("fakeitem", 1, "attack")
what is the alternative ?
If you move the actor into ZScript you could use a variable instead.
But that would involve re-writing most of your code
Well, best to open up https://zdoom.org/wiki/ZScript, gzdoom.pk3, and D4D and start reading then ๐
I'm still working it out myself
ok
Sorry to bother again but i need help with something...
has anyone here worked with 3d models on gzdoom before?
for static objects
i made a 3d model (with textures and all) in maya, aaaaaand i would like to use that model for a decorative object in doom
I not familiar with maya
so far i have the model in obj format if that helps
i dunno how to use blender but i have it installed
you can stream or broadcast your desktop ?
or maybe you just give it to me
I make it quick
okayz one sec
also I sometime gone, so be patient
done
you need to replace the textures
{
Path "MD3/"
Model 0 "cabinet.md3"
Skin 0 "white.png"
Scale 10 10 10
IGNORETRANSLATION
FRAMEINDEX CEYE A 0 0
}```
just put the texture into the MD3 folder
and rename the png
Skin 0 "yourtexture.png"
@verbal cobalt
