#classic-doom-maps-mods
1 messages ยท Page 47 of 1
Why is there a bootleg Freedom Planet on the arcade machine
Is it possible to do the Wolfenstein-style choice of difficulty in (G)Zdoom? What I mean is that the picture (player face) changes based on the difficulty selected. I've seen this done in ECWolf, but in ZDoom mods (Wolfenstein 3D TC, Brutal Wolfenstein), there were just all of the faces at once regardless of the current difficulty
This is from Brutal Wolfenstein
@eager frigate @warped rampart @haughty flower that game is Carrie's Order Up, its on steam. (late reply beause i was asleep)
oh, its a diner dash clone
not actually but in the first look it reminds of it
its not based on table management
I made something https://www.dropbox.com/s/97zmwz0rvwi4gq9/Defragmentation.pk3?dl=0
um what am i supposed to do
i get to a endless room that is gridlocked and im stuck
also it seemed to unbound all of my keys
@royal wave what kinda wad is it?
oh
so a test for mental sanity huh?
well in that case it tries to be a stanley parable
Nah not stanley parable
it's going to be a horror mod
I just want to lure people into a false sense of security
@royal wave I'd be fine with making some art assets for it if you want.
I'll think about it
anyone have any beginner projects i could do to learn doom modding?
ive been messing around in gzdoom builder atm
contuining with snapmap vs gz doom builder discussion
sure snapmaps got less features
but its amazing for what it is
100% cross platform level editing
I can't hate on Snapmap or GZDoom Builder.
They're both great at what they do.
What sucks is that we can't make true mods for 2016.
I think Snapmap should be there either way.
But better things should have been made more possible.
Tweaking some settings and aiming at the floor isn't necessarily the same thing when the feature is built-in though.
Rocket jumping is a protocol since 1996 nice try though
burn
Two things to remember when complaining about "real mods" for Doom2016:
-
Even if they were available, you wouldn't be able to make them. No seriously, you wouldn't. None of you. One level requires extensive 3D modeling experience, a server farm to bake textures/lighting, and a multi-gigabyte file transfer to anyone who wants to play it. Monsters? Call me when you can make a working stick figure in Blender/Maya/3DSMax.
-
The original Doom wasn't "moddable" either. The WAD format was easily reverse-engineered, but it was a couple years before id software released the spec for it, and five years before they gave the source code. All "real modding" back then was done by poking with a hex editor, and that's the way some enterprising souls are trying now. Something I promise none of you have patience to do.
TL;DR: Stop bitching and acting so entitled to "modding". Snapmap is amazing and the devs are based for giving us that right out of the gate.
Great speech
10/10
i wanna work on my snapmap..
but at the sawmetime
quake champions is almost up
ik
nice speech caligari
@royal wave This is actually pretty neato.
How'd you do the endless room thingamabob?
Line horizon and silent teleporters
it errors up on GZdoom and Zandronum
@vocal crypt Check the lines just before and just after for any errors too. There might be something causing it to parse incorrectly.
Sometimes it gives the wrong line
{
Obituary "%o was filled with Get some! by %k's M60."
AttackSound "Weapons/M16GFIR"
Inventory.PickupMessage "You got the M60! Get some! Get some!"
Weapon.SlotNumber 5
Weapon.KickBack 100
Weapon.AmmoType1 "Clip"
Weapon.AmmoUse1 1
Weapon.AmmoGive1 30
Decal "BulletChip"
States
{
Ready:
M60 A 1 A_WeaponReady
Loop
Deselect:
M60 A 1 A_Lower
Loop
Select:
M60 A 1 A_Raise
Loop
Fire:
M60 BC 4 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
M60 A 1 A_Refire
Goto Ready
Flash:
TNT1 A 2 bright
Stop
Spawn:
M60 A -1
Stop
}
}```
yes I know the spawn just spawns the ready,deselect and select frame
@shadow bone ?
I see it
Looking for errors
Ahh
You're not inheriting from Inventory or Weapon.
Try this:
oh
actor M60 : DoomWeapon
That should enable all the properties and flags you're going to want to use.
Script error, "DoomStrikeZANDRONUM0.2.pk3:actors/weapons/m60" line 15: Sprite names must be exactly 4 characters
Yup, your sprite name M60 is only 3 characters
No
shit.
That's the frame
it's [sprite][frame][angle] in the name of the graphic
and [sprite][frame][duration] when you're using it in a state.
The [sprite] needs to be 4 characters
you can USE A B or C
Decrease the delay on the firing frame ๐
that looks as if it were to be privated
i cant see it
thats cool
that is interesting
Hey, I'm making an Evil Dead/Doom crossover mod, which adds the chainsaw, boomstick, and other weapons! The base weapons are the chainsaw and double barrel shotgun, which you dual wield. The chainsaw slashes like a sword and the shotgun has 4 different ammo types. Buckshot, powerful but limited range, Slug, very precise and deadly, Explosive, (self explanatory), and Dragon's Breath, flame rounds that are devastating up close but less so at range. Other weapons planned are the Chaingun, powerful but DEVOURS ammo, Flamethrower, powerful and can do medium range, but requires fuel, and a spell book that casts either fire, lightning, or ice spells. Now all I need is some more ideas for the mod. Anyone care to lend some?
Honestly, I think there should be just two secondary "powerup" esque weapons. The flamethrower itself is already defeated by the Dragon's Breath shells anyway so what's the point if that weapon already has flame effects? Honestly though the Chaingun isn't bad, since the mod will be missing rapid fire weaponry and that would be a nice fit. What if the Chaingun fired plasma rounds? The spell book would be amazing though, especially if it fires BFG balls.
I think that inspirations you could take for the mod is definitely Demonsteele.
What I like from that mod is that, while you wield your sword from one hand, you can quickly switch to other weapons using the weapon switch buttons without letting go of your sword, and that would be amazing in your mod if you could do the same thing when you switch between shell types.
The new "powerup" esque weapons like the Plasma Chaingun and the Big Fucking Book would be mapped to separate buttons so that you can switch to those when you're really in a hurry. In initial versions of the mod, these weapons would temporarily sheave both the SSG and Chainsaw so that you single wield these, but in later versions you could make it so that you can still use the SSG and these powerup weapons would be wielded on the hand you'd normally use the Chainsaw, so you could dual wield these weapons and form up combos.
My idea was that you switch out the chainsaw with the chaingun once you acquire it, but the book replaces the ssg
Those power up ideas tho are actually very good, I need to start writing this stuff down
I agree with you on the flamethrower, but now I need another weapon to replace it.
Can someone help with something here in GZDoom Builder?
I'm at my wits end and I'd appreciate any help I can get.
Unless this Discord is only devoted to Doom 2016.
Keeping in mind that I just started mapping in GZDoom today, I have two sectors which are connected and every time I try to move or scale one it changes all connected ones. Is there a way I can edit a sector without it changing adjacent sectors?
Better shown here:
Simply trying to move this away from the rest but it takes everything with it because of connected vertices/linedefs, I just need to know if there's a way to disconnect them so I can freely edit and move individual sectors.
If not then I'm going to have a hell of a time editing sectors that have other sectors surrounding them.
Delete it and create a new one
At least, that's what i do
If you want to resize it go into linedefs mode and just drag lines
So there isn't an easier way, even when resizing with linedefs mode it still drags things that it shouldn't.
Yeah
I just want to know if it's possible that if I drag or try to resize a sector that it won't take other sectors and linedefs with it.
I just need a way to split them up is all.
Maybe Builder doesn't have such a feature and I'm just out of luck.
I hope not as I just got into this.
as far as i can see, i can't find an option to change it, but i'm not sure myself lol
@storm lava add a new vertex to the wall you want to move, then move the vertex to wherever you want to extend the wall to then move all over vertices to adjust for the new room size
Unfortunately there is no easier way, this is just how the Doom map format is
Doing so won't drag any other sectors with it?
And where exactly should I put the new vertex?
On the wall you want to drag out
It's a bit hard to explain without screenshots and unfortunately i cant take any rn
It's all good, I'll be at work here for another 6 hours.
Can you take and post them in that time?
He's sort of out of town for some time so-to-speak.
Yeah, I'm in Florida until the 15th heh
Holiday
Idk how American holidays work but we have a 2 week Easter break that started on the 1st
Our holiday breaks? Ha they practically don't exist
you more or less have to request holidays
European work ideaologies function on a "It'll get done" mentality
American ideology? Time is money. Wasting time, you're wasting money. Get back to work
and believe me that line of thinking fucks over our work economy
adjusted for inflation, minimum wage is earning us less than 30 years ago
because corperations are that singy with their money
I've been to other parts of the US too
florida is still different
New York, the Adirondacks, Cape Cod and Boston (on the way to cape cod from the Adirondacks)
What is different about Florida then?
geeze the time I was there?
They have their own breed of crazy
like any state has their own form of crazy
but florida is infamous for theirs
you read a news article on some really weird shit happening
you're safe to bet it was in florida
Heh, yeah I've heard a bit about this but so far I haven't noticed anyone being too crazy lol
Can you maybe draw on the images I posted where I need to put the vertex?
Alright, I'll hop back on in an hour.
I think I understand now.
I won't know for sure until I get home but I think I know what you meant.
I appreciate the help, Gutawer.
Might need some more in the future but for now I'll try this out.
Any tips on scaling sectors when they are between other sectors without screwing everything up?
Say the sector that has the player start and the garbage can? How would I move it in without it dragging the bottom sector and messing up the left skinny sector?
Well, I get off of work in an hour and a half so I'll be able to try this out and show my results here in case of more problems.
ive been wanting to make a Doom Gameplay Mod, That Adds Tier Artifacts That Allow Specific Weapons Drop, so i Came Up With Artifict And What They Will Unlock For BrainStorm. The CyberCube (an Artifact That is Also Going to be featured in a upcoming Webcomic) Unlocks Cybernetical Magic, This Include, Glitched Type Teleport (this Will Teleport To A Random Spot), Summonable Bashers (Theyre Giant Gaunlets That When Alt Fire, Can Send A ShockWave Through Ground Kill Enemys in One Blow Within A 20 Feet Radius
sorry
Also - random teleporters are cool in theory, but I'm just gonna say it's pretty difficult to make sure someone actually teleports in the maps bounds
oh @unreal oyster Do You Mind Making Weapons For People If They Ask?
I would be okay with that, but i wont be back home and at my PC until the 15th
Actually, no, the 16th
Just got home, wish me luck with this vertex thingimajig.
Cause I Was Want To Ask If You Would Mind Making Me A Weapon That One Of My OC (Blazely) uses, its A Triangle, That Kinda Looks Like bill Cipher But With The Bow tie, hat And Legs and arms, But With Only An Eye, But Its Like An BFG Type OF Weapon
its for gutawer
Oh God, the upper case!
Just kidding.
I gotta say, from what people I've talked to I love how open and cool everyone has been so far.
Didn't know what to expect coming in.
I'm on holiday
ohhhh ok
Not sure why you would ask ren that though :P
i thought he knew..
im blazely btw i mod too, but i dont have the modder role..
Right on!
btw i did a gun sprite animation
Mobile discord is a bit annoying with roles, probably best to ask another mod
Yeah, I run my own server and it's a pain in the ass on mobile.
The vertex thing worked by the way.
It's a little more work to get things to be perfect but nothing impossible like I originally thought.
Thanks again, Gutawer.
@royal wave What are the prerequisites for getting the Modder role?
We're not expecting anything extravegant, but we do want to see that you understand how doom modding works
You don't need to be an expert on it
Zombies Ate My Neighbor, nice
Joking not aside, how about this?
Show us a finished product or that you've made some significant progress with something and we can give you the role
Right
Clearly I run this joint.
lol
But I see what you mean, I'll wait until I have something good (That isn't a joke) to show.
It doesn't have to be anything spectacular, before I had the mod position, this is what landed me the role: https://www.youtube.com/watch?v=MrG8KRP732k
@royal wave I love the music
OC Remix, iron Cathedral, remix of Facing the Spider
Hmm? Kevans, you were a mod already when i made that role :P
Was I? i could have sworn I had the role beforehand
My memory tends to be poor
I'm checked under the roles list
Definitely, because i made that role myself and i was modded like an hour after you lol
Ah... hmm must be thinking of a different server then
Is anyone here an expert on coding for Doom 2 as far as enemies are concerned?
@royal wave You're mods have a nice use of Colour.
I'm trying to find out if it's possible to code a custom enemy that behaves similarly to the Dopplegangers on Weird Kids on the Block. The way they mimic your movements as they slowly creep towards you.
Seen here:
I don't know if that level of coding is doable in Doom but if it is that would be sweet.
I like color
If any coders know then let me know, thanks a bunch.
@royal wave Me too.
THANKS A BUNCH
Hugs @royal wave
AAAHHHHH
a
Not personally sure how to replicate that tbh
@storm lava it's kinda possible, the main problem would be pathfinding
AI kinda zigzags by default in doom
It would just have to be scripted so it's immediately noticeable by the player.
I think I'm finally getting the hang of GZ Builder.
Damn, I can't seem to copy objects from other maps into my map. Is that even possible?
Ha!
Nevermind!
Prefabs for the win!
Zombies Ate my Neighbors?
Okay the skybox looks weird as fuckboi tho
It's only a placeholder until the main layout is done.
I made this a while ago and didn't bother to post this anywhere and just completely forget about it
Tetris?
Now that you've mention it, I can't unsee Tetris now
But yeah, it's a wolf 3d cloneish type thing I had an idea to fool around with
Looks pretty sweet!
Thanks! ๐
Wolfentetris 3D
Anyone know of a way to rotate 3D floors?
Or a 3D object in general so you can make things look angled?
Say a tipped over barrel?
Like as a thing or just map geometry?
Map geometry.
I mean I guess you could just draw out the barrel laying on it's side, add the slopes on the sides, and go from there I'm guessing?
If it's a 3d floor I would think the process might be a tad bit harder
We got that down, as far as making a square look like a barrel but the problem comes when rotating it.
I don't even know if it's possible.
I doubt it, being an old engine.
The first thought that came into my head was polyobjects, but that probably won't work, so I dunno
Polyobjects can rotate sectors/floors and stuff, but it's a difficult process, and I don't know how it exactly works too well
The problem with Polyobjects is they can't have their height adjusted.
So our barrel would go from a barrel to a column.
Yeah, kinda figured
We'll just stick to a straight tipped barrel then.
No biggie.
People won't notice and if they do they aren't familiar with the Doom Engine's limitations.
Not too worried anyway since this barrel is the only angled object in the game.
Or at least the only angled world geometry that we'd have to deal with.
ncie
Thanks.
When You Gotta Go To An Anime Convention, and you have to set the wad you are working a side.. I Cri everytime luke und substribe if you cri everytum
what mod did you do
{
Obituary "%o was filled with Get some! by %k's M60."
AttackSound "Weapons/M60FIRE"
Inventory.PickupMessage "You got the M60! Get some! Get some!"
Weapon.SlotNumber 5
Weapon.KickBack 100
Weapon.AmmoType1 "Clip"
Weapon.AmmoUse1 1
Weapon.AmmoGive1 30
Decal "BulletChip"
States
{
Ready:
M60G A 1 A_WeaponReady
Loop
Deselect:
M60G A 1 A_Lower
Loop
Select:
M60G A 1 A_Raise
Loop
Fire:
M60G BC 1 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
M60G BC 2 Radius_Quake (2,2,0,1,0)
M60G A 1 A_Refire
Goto Ready
Flash:
TNT1 A 2 bright
Stop
Spawn:
M60G A -1
Stop
}```
I'm having problems with teh fire part.
Not that it doesn't work
but it seems to have a "pause" when it goes to the Radius Quake part.
because you set it 2 tic ?
make it 0
M60G BC 0 Radius_Quake (2,2,0,1,0)
or
M60G B 0 Radius_Quake (2,2,0,1,0)
M60G C 1 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
M60G C 0 Radius_Quake (2,2,0,1,0)```
well that solves that.
But the M60 apparently has some offset problem.
While I do expect it to go down
I don't expect it to go down that much
you need to rework your offset
M60G BC 3 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
M60G BC 0 Radius_Quake (2,2,0,1,0)
M60G BC 3 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
M60G BC 0 Radius_Quake (2,2,0,1,0)
M60G BC 1 bright A_FireCustomMissile("CasingSpawner",45+random(-8,8),0,2,3)
M60G A 1 A_Refire
Goto Ready```
the CasingSpawner thing seems to screw it up.
Since it doesn't use the attacksound until I stop holdin it down.,
the mouse.
er....
Is there a way to disable refire in decorate? I have a decorate weapon that has a toggle using right click, and I'd prefer it to not rapidly turn on and off if you keep the mouse button down
you.. could put a delay on it?
wait no that's dumb
make it go to a special state, maybe?
@royal wave
that's what I'm thinking tbh
but right now I have a different problem i think is more severe
which is?
So I have the flash light reflecting the angle the shotgun is being pointed at, IE when it pumps the light moves to the left and up
However it only does this after I've already fired at least once
and keep the mouse held down
One sec
sure
i don't specialize in this but eh
i skimmed through BD's code once, and i saw this "JumpIfInventory" bullcrap
oh wait you already use it
l o l
Yeah
That's still not the problem
If flash light is on
the first time it fires, the light doesn't move
if I keep the mouse held down
then it starts moving
That's how I achieve the effect where firing the gun illuminates a small radius around the player
okay
it's just an actor that dies after 4 frames with a GLDef attached to it
I just name all my light effects pseudolight
if the light is on, go to Fire.FLIght
if not it's an intentional fall through to regular fire
i'm completely useless
The way decorate works is if there's nothing telling the engine to move to a different line, it just goes to the next one below it
ohh right
since right below that is Fire.NoLight, that's what it does
thanks anywas
Haha I was shown the fix
Apparently the first bullet is always 100 percent accurate
so setting the numbullets to -1 made it ignore that
@haughty flower https://www.youtube.com/watch?v=vsgG7p_-Nv8
that's the illumination effect btw
I wouldn't say that
Doom 3 horror elements in Doom?
it looks like survival horror.
That it will be
I think my philosophy with this game is that if you're going to make a game that's dark, you shouldn't be hindered by the light it does provide
so the factors that go into it would be like the fact that if it's a flash light that's mounted, it would move with the gun
gun flashes provide a readius of illumination
that sort of thing
eventually I'll set it up so the pistol will have a flash light mount and doesn't move as much
shotgun trade off being higher damage but it moves
and chaingun being that you can't mount a flash light to begin with
``Execution could not continue.
Script error, "DoomStrikeZANDRONUM0.2.pk3:actors/weapons/m60" line 26:
Expected ',', got '('.
``
M60G BC 2 bright A_FireBullets (3,1.6,1,9,"BulletPuff",3)
M60G BC 1 Radius_Quake (1,2,0,1,0)
M60G BC 0 A_FireCustomMissile("CasingSpawner"(random,0))
M60G A 1 A_Refire
Goto Ready```
Oh.
um
Script error, "DoomStrikeZANDRONUM0.2.pk3:actors/weapons/m60" line 26: Expected '(' but got ',' instead.
@royal wave sorry for the ping??
M60G BC 0 A_FireCustomMissile("CasingSpawner", random(0, 1))
replace 0 and 1 with the range you want it at
alright.
And how do you get it to not "pause" for like one second when it hits the firecustom missile part
do I change the tic number?
nvm.
Finished the graves for the front area and are now using the proper barrel textures without the black lines.
download link?
Still a work in progress, we'll be releasing another Alpha Demo down the line like Dude27th has done in the past.
However, Dude made a pretty extensive test map with a whole bunch of different areas from the game.
Check it out if you want the latest build:
I think the current plan is for me to get Zombie Panic done while Dude27th works on the Chainsaw Maniac enemy.
Before another Alpha demo is released.
It's crazy how long making one level takes, then you realize that you have 54 more to go.
We'd have to split it up into parts I assume.
oh
but
if it's two parts
it'd be 64
of course
second part only has 24 maps
but either way
Stop what
I'm a novice at mods, I don't even know proper leveling if it hit me with a SSG
hell, my first "real" gun I made in Doom was a M60 with sprites from Zdoom forums.
which was these past days.
It has higher damage than the chaingun, but the trade off being it chews ammo
just like the RL M60.
an ammo pig.
That's pretty rad, man!
either way, still takes alot of bullets to kill a Cyber.
Now I need to finish my DoomStrike mod, but I don't think that can happen.
Mostly because a CS themed mod already came out
Martian Offensive?
is that it?
either way, I'm more wanting to do a gothic castle level
but
I know shit about level design
anyway.
Inventory.PickupMessage "You got the M40A1 Sniper Rifle! Smile you sonuva-"
anyone get the reference?
Uncharted 4?
Jaws?
Lucky guess
fah
Wuhbam!
Based on this:
I can already see that the water will be a challenge to do, especially texturing it.
Or at least texturing the walls and grass near the edge of the water.
I just now realized how terrifying the Hedgemaze level will be in first person with all those Chainsaw Maniacs running around.
You'd be 100% correct.
yet that uses the genesis color pallets
It's the lighting in the map, everything will mach in the end.
We're pulling all this from the SNES version.
reminds me of my project trying to make a spooky castle doom mod
let me see if I can get some screencaps
it's not loading the surface texture
it uses a tilemap to render things, and I didn't want to stitch that together
So I stiched together a bunch of screencaps and mapped it out
Trying to make a basic Doom II deathmatch map. What do you think the theme should be?
I was kinda thinking UAC area
thing
THE PLACE YOU FIRST SEE WHEN YOU WALK INTO THE MAIN DOORS OF A BUILDING
a lobby?
yeahthat
oh sure
hey, hows paying off the healthcare going?
great, I just declared myself a non-US citizen
niice
GUNFIRE AND PLASMA IN BACKGROUND
*casually fucks up the lobby*
a
An update on that map I started making a month or two ago
I wanna try and use curved linedefs a bit
But I don't wanna overuse them
That looks pretty cool.
I like the layout a lot, reminds me of E1M1.
Or at least the first room.
getting the hand of doing 3d models for my mod
still suck at exporting them to md3 though
@storm lava just saying, when you put the music into your mod, please use the SNES music directly rather than putting in MP3 recordings or whatever
GZdoom can play SNES music in its original format and it saves a ton of space
Original format being .SPC
^
is the voice TTS or some minimal-wage VA?
TTS
I wouldn't know enough of a sound program to edit my own voice
I can do a robotic voice, but not like that
@royal wave want me to do some art for it, also audacity is a good option.
If you can nail the tone down that I want, sure
What's the tone?
Data corrupted demons and VR simulations
So, polygonal?
you love your polygons don't you
Yes.
lol
Yes I do.
Nah that's not the tone I need
Let me show you the sprite sheet I gave the demon
And the lost souls
it also needs to be dark
Ah,
Apparently my voice is that monotone it sounds like TTS.
on a blue yeti mic.
don't rely on me though.
I mainly asked about polygons because it seemed good for the VR side...
also, the button at tthe elevator the first corrupted pinky don't seem to work./
@royal wave but I'll try out multiple styles with the corrupted data asethetic.
Cool
@royal wave how much jam do you want in it?
Alright.
What about it
you intended for the button to not work or do anything?
Kill the pinky
I did though
Shit hang on
A second has passed.
oh
I have a feeling I shouldn't have beep booped the beep boop in the lobby
I'm gonna stop now and try recording that for YT tomorrow
a check your corners mod apparently
end of demo?
does that mean end of your current progress?
of your mod
CHECK THOSE COENERS!
would it be possible for the colors of the palette to be bit darker?
or bleak?
I don't know what you're trying to go for Kevans besides a survival horror thing.
not trying to be rude.
lack of visual contrast can ruin a game
maybe
also, would it be possible to use PSSFX? Or you want vanilla doom survival horror?
vanilla
well that does work, considering I was tense fighting the baron
good
who shoots fucking three projectiles (liked that, gives him more buff)
his speed was originally 16 as well
do you slow down when your health goes down?
Nope
I also like the corrupted VR theme you're going with
and the corrupted pinkies and lost souls
yeah I like them too
I"m considering making it so when they're not attacking, they make a negative light source
if this goes according to plan, makes them next to impossible to identify in the dark
are you gonna try to use only vanilla minus sounds?
idk where i want to take it completely
I do find it weird the shotgunners and pistolers aren't corrupted tho
haven't thought of a unique way to do it tbh
kinda seems to make the corrupted ones "DOOM MONSTERS but they're corrupted"
either way, it has potential
though I don't like the use of the typical BROWN textures.
in the first level
wip obvs
yes of course.
I don't like it either
but it was starting to bother me that I was just throwing the player in
so you wanted a introduction
yup
mhm
one little thing i did in the lobby, the switch you press only adds ten more seconds to how long you're supposed to wait before the game lets you continue
kek
it only takes a minute, but i thought that'd be a really sneaky way to make the waits seem longer
also, ffs GZDoom Builder locking up
and it's not recognizing my damn textures.
not exactly mine
but
what are you trying to do?
using textures from a wad and use them in GZDoom Builder from a pk3 resource thing.,
er...
using a PK3 for most of my resources
hrnn
what did I break a unknown doom rule?
no
Look at my mustard "castle" room with a BROWN textured outside.
what happens if I lick it
lick what
The mustard
duh
then you'll probably taste blood or guts or bones.
My favorite
That doesn't sound pleasant but it's a close alternative
how do i make a projectile (impfireball) have translucenty?
Alpha 1```
im pretty sure i have that, lemmi check
also its depends on what sprite you use
doom format
png format
whatever format
some format does not works
png internally palleted
{
Game Doom
SpawnID 10
Radius 6
Height 8
Speed 10
FastSpeed 20
Damage 3
Projectile
+RANDOMIZE
RenderStyle Add
decal doomimpscorch
Alpha 1
SeeSound "imp/attack"
DeathSound "imp/shotx"
States
{
spawn:
BIMP abcdef 2 bright
loop
death:
IPRD abcdefgh 2 bright
stop
}
}```
I not sure about that
I talking base of my experience
png does not really works in gzdoom
but newer qzdoom might works
kkk, i wanted to do png truecolor because i have a personal verson of smooth doom that i converted everything to true color for support with mappacks using custom pallets
(BTSX and ancient aliens have pallets that make the weapons look very weird)
im kinda new to doom modding btw, not sure if there was a better way to do it
@royal wave Not the biggest fan of how dark everything is,
I would recommend brightenning things up a tad but maybe that's just me.
what are the rules on uploading mods that contain modified assets?
how so?
o sorry, lemmi clarify
the assets i modified are from project brutality/brutal doom
if that
just give em credits
brutal doom team
don't ever give credits to sergeant mark
kek
@sterile wasp The first unwritten community rule is to respect the author's wishes, like if they say don't use the assets or give certain terms. The second unwrittent rule is always give credit to where you got the assets, who made them, etc, even if the author doesn't require it.
These are not enforced by any party, but it's frowned upon to break them.
@shadow bone thanks for the clarification
Brutal Doom notably has "stolen" a lot of hard work without giving credit, so the best option is to track down the original source and credit that for anything you use.
But then again it's Brutal Doom so most likely no one will care what you do with it.
Perfect addition to the lobby
o i didnt know that, ill try and track them down
is there a list anywere of known authors stolen from?
Probably. I don't have it offhand.
Beautiful doom for one
Nashgore for another
no one really pays mind to it for another
u wouldnt to happen to know where he got the imp fireball sprites from would u?
I think he made those actually
kkkk, eventually i wanna extend this mod to porting most/all of the brutal doom projectile sprites to smoothdoom but atm its just those
its not much but i feel they tie in good with smoothdoom
Eh you'll turn more heads if you make something original
people are kinda sick of BD in the modding community
kinda ruined the community
anyone know how to check if a bullet hit a wall or floor ?
i wanna clarift the projectiles will still have the smooth/vanilla movement etc, just a sprite change
I want to make a richochet bullet that would detect wall that it hit
projectile movement in doom is not really smooth
i mean smooth doom
you can probably make a hacky way of doing it. SInce bullets are hitscan, you could probably get play angle to the wall from the bullet puff and inverse the angle
yeah that's what I was going with
here ya go incase anyyone wanted to look (credits inside of file)
@trim falcon if u got richochet bullets working it would be cool to see a puzzle map centerd around it
nope
good luck with it, hope you figure it out
thx
good
Just watched it, looks really good, I'll definitely try it out if/when u release it
He's got some download links in the backlog.
Yeah I keep noticing that but I can never get it positioned right
right now more focused on the first boss fight though
Oh it's already been optimized as much as I can
It's just the timing of when to play it I need
is there a specific reason u changed the shotgun sounds from "vanilla"?
also nice attention to detail with the gun light moving up and to the left when firing the shotgun
because it's a wip silly
also wanted something a bit higher quality is all
if it's a hyper realistic sim, why wouldn't the sounds be different?
The don't sound as, meaty as the original sounds are, maybe boost the bass a bit if you have access to Audacity.
Kevans, can I suggest you use The-Zombie-Killer's beamflashlight ?
It may look better than what you've got there
I still need help with my problem
wat
dunno
try take your texture and make a small wad
remake it
or maybe wad conflict
it's in a PK3
does it loaded in-game ?
I dunno
@shadow bone shoot me a link?
Cool will take a look
Erron it just has checkered textured
Export the textures as a .png through slade, delete the old ones, and then put the new ones back in
I had a similar issue today and that fixed it
what "graphics"
Check under view as
Damn
I know there's a way to export them as png
Try export and see if there's a drop down to export as a png
Are you borrowing those textures from a different mod?
can you view the textures in slade ?
Okay try to do the graphics things from the original pk3/wad
apparently in the original wad, they're under Graphics(Flat)
Yeah they should let you export them as a png
Was there a graphics tab?
Go through that, save as png
As long as it stays png it will never throw a fit at you
They also allow for alpha settings, so they grant more flexibility
Yes, I removed the old ones.
Tools > reload resources
I did.
yes. but with a error sign
a circle red one.
if I were to go ingame, it appears as a checker texture.
Did you do anything other than png's and dragged them in?
I imported them in the textures folder after I exported them as pngs from original wad.
Durrrrrrrr...
Um...
I can't say I have anything else to add, sorry ๐ฆ
This generally just "works" for me.
Maybe include the wad inside the pk3. It'll load it that way. Unless it's an iwad
Alright. Put the pwad in the pk3, leave credits and all that jazz, delete the textures that don't work
Be sure to specify that isolating the textures didn't work
um, wtf
GZdoom Builder whiens about such textures
but I deleted em
EVEN AFTER RELOADING
AAAAAAAAAAAA
By reloading do you mean completely closing GZDoom and restarting?
Or just reloading the map?
There's an option to tell doom builder to reload assets
It might need a restart at this point
Jesus, I wish I could be mapping right now but I'm stuck at my job for another 7 hours.
GOD f**king damn it
Shoot to kill.
not even a restart makes it stop whining
geez
@shadow bone Can't say I like that flashlight. It doesn't do well in terms of a naturally looking cone
also I lose my little mounted light effect that moves with the shotgun
use software light
Have your light emitter do a range check back to the player and grow/fade with distance. As-is it feels like you're shining a laser-pillar off the gun.
Maybe even allow the player to get upgrades, or adjust their flashlight for a tighter/wider beam?
I think a puff sets its "target" pointer to the entity that fired it, in this case the player
hrrrnnn
Unrelated use case, but similiar concept
So +PUFFGETSOWNER and GetDistance() are what you'd need
Well the thing is I have a GLDef attached to the bullet puff
I have no idea how to tell the game to switch to a different gldef by distance
I've significantly cleaned up the intro room and put in a small settings check to verify the player has everything set accordingly
If you're willing to dig into a little ZScript, I think you can have the distance check and manipulate the dynamic light radius/brightness directly from the actor.
I would have to see this in an example, I have no clue how to use zscript yet
Well, this post indicates you can do it in ACS with SetThingSpecial: https://forum.zdoom.org/viewtopic.php?f=3&t=35180
Gooberman's post has a demo attachment
So how will I be able to adjust the gldef with it?
The GLDef is static I think. You'd have to spawn and control a "real" point light actor at your puff.
hrrn
Honestly the how is a little beyond me, I just know it's possible.
I think i'll be fine with the current method I have unless we get a more direct way to control it
It does have a fall off distance though
How to trick a player into a jump scare: Make it their fault by shooting an enemy
I am Evil
make a non hostile enemy
very friendly
either the enemy rage or explode to the player face when get harasses
if player shot it
int x = GetActorX(256);
int y = GetActorY(256);
int z = GetActorZ(256);
PlaySound(256, "SCREAM");
delay(15);
TeleportOther(256, 39, 0);
QuakeEx(256, 5, 5, 5, 35 * 2, 0, 5, "");
delay(35 * 2);
SetActorPosition(256, x, y, z, false);
}```
no
why you shoot me
no
why did you do this to me
no
kk
Sad angery ghosts are dumb
teleport to player and earthquake ?
so im thinking about making a map for doom, ive messed around with gzdoom builder and i feel compterble enough using the basic stuff, i dunno how i should start tho or what makes a good doom map good, anyone here with map making expierence that could share a couple tips maybe or something?
Well, they say those who can't do, teach, so I'm your man!
The primary thing I think for a Doom map is flow. This is kind of hard to conceptualize and it's generally the sticking point because I usually try to map "on the fly" and run out of steam halfway through.
Maybe try thinking in terms of "setpiece" battles.
Like, E1M1 has four major battle segments on UV: The entry/armor room, the computer room, the zig-zag room, and the exit annex.
Each one is slightly more complex and difficult than the last.
But each is essentially separate.
The battles follow a defined path through the level, but there's a couple branches along the way, mostly secret
Next think about theme. Base, hell, urban, corrupted, some combination...
That can help inform whether your levels will be more concrete, or abstract in design.
Hell is usually more organic and weird shapes for example
General tips, leave plenty of room for the player to manuver. Small, cramped rooms and halls are a common newbie mistake. Also don't make it too hard up-front. What's "easy" for you as the designer with full knowledge, might be completely opaque.
Try to lead the player with light.
Go easy on traps
Backtracking is okay for key/switch hunts, but keep it reasonable and try to make each journy interesting by opening monster closets or alternate paths.
Use height variations. Make parts of levels interconnected and visible from each other via windows, balconies, etc.
writes all this down
Anyway, those are just some general things I've noticed make good levels.
Not all of them are set in stone, and take everything with a grain of salt since I've never made any decent levels myself ๐
Also check out the mapping tutorials on Realm667, there's some good tidbits there.
I remember there was a random doom level name generator
Oblige is the modern one
oblige has level name generato ?
oh
Yeah, it puts random names on levels
Here's a fun little toy if you need inspiration
Also there's many "map" generators for things like D&D or whatever that can help with general layout inspiration if you need a base to work from.
Like this: https://donjon.bin.sh/d20/dungeon/
Or this: http://www.gozzys.com/dungeon-maps
Bookmarked
@trim falcon I think that idea generator is based on a Quake counterstrike one, so some of the "quests" aren't necessarily optimized for Doom.
i see
Another resource: https://doomwiki.org/wiki/Tips_for_creating_good_WADs
This article does not emphasise neutral point of view. What type of level a person finds good depends on a subjective point of view. The following tips are based on the level design principles of widely popular and well-received Doom levels.
John Romero's rules are classic:
...
- Always changing floor height when I wanted to change floor textures.
- Using special border textures between different wall segments and doorways.
- Being strict about texture alignment.
- Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas.
- Making sure that if a player could see outside that they should be able to somehow get there.
- Being strict about designing several secret areas on every level.
- Making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level.
- Creating easily recognizable landmarks in several places for easier navigation.
Creating easily recognizable landmarks in several places for easier navigation.
I remember a FPS game that don't have recognizable landmarks
and its a maze finding hidden items
also dark
Demo Release: https://forum.zdoom.org/viewtopic.php?f=19&t=55975
the same release you gave us?
stupid question, how do u rotate a sector 90 degrees?
@royal wave thx, tried the new demo btw, i really like it
<3
I wished the BoH was corrupted though
have u thought about making it so u cant use your map?
I'm not that evil
XD
BoH gets his own treatment if you pay attention
^
giving all the enemies the same type of change (curoption) would get boring, i kinda like how different monsters are affected differently
not the crotch balls
maybe make it so he gets stuck in an animation randomly ?