#classic-doom-maps-mods

1 messages · Page 48 of 1

sterile wasp
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o yeah, oops

royal wave
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both do their own thing

vocal crypt
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uh

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isn't BoH pinkish red?

royal wave
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errr

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I forget

vocal crypt
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IT IS

royal wave
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Point is they both do something

vocal crypt
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I don't get why people get those two confused

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Hell Knight is the pale ish one

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Baron of Hell is the pinkish red one.

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either way

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I like the Hell Knight.

sterile wasp
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is the blank room suspose to be blue, i noticed in an older demo video it was black?

royal wave
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yes

sterile wasp
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kk, just wanted to make sure something wasnt wrong with my settings

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ik this is kinda being picky, but i did noticed the textures wernt lined up at the exit of the elevator u start the game on, also some of your doors/elevators have the side textures move with it, wasnt sure if intentional or not

royal wave
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must have missed some

sterile wasp
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other then that its looking really good so far, nice to see a dark/horror themed map for doom that actually pulls it off

royal wave
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<3

sterile wasp
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also did u use the doom builder missing texture texture ?

royal wave
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I made my own

sterile wasp
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o ight ight

trim falcon
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how do I make status bar face ?

sterile wasp
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u mean the doomguy mugshot?

sterile wasp
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is there a way i can set up a door so it only opens if all monsters are dead/ no monsters in a sector?

shadow bone
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you'll need to use ACS

sterile wasp
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thank u

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is there a way for ThingCountSector to count all monsters?

shadow bone
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I think you'll have to do a check for every expected type of monster and add those up.

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So do a count for Zombiemen, a count for Imps, a count for Demons, etc

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Tedious, but hopefully you weren't planning on having the whole bestiary in one room...? 😉

sterile wasp
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nah, just one enemy type for the most part, in later sections pprobably 4 -5

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ill show u what im trying to do once i get it working

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not really unique in its own , but i want the map i make to heavily use this by having the entire map be going from room to room of different sizes and styles with different enemies and challanges

warped rampart
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Kind of like old games where you had to defeat a certain number of enemies to progress?

vocal crypt
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You mean serious Sam ?

warped rampart
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Not quite like first-person shooters. I'm more thinking of some SNES games. Can't remember the name of one.

sterile wasp
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@warped rampart more like where ur locked ina room until everythings killed

vocal crypt
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That's serious sam

sterile wasp
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ive never played it before, might eventually

storm lava
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It's pretty fun.

storm lava
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Anyone here know how good GZDoom's network play is?

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Trying to see if it's possible to make Zombies Doomed My Neighbors have a co-op mode.

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For the far off future.

royal wave
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Pretty much the most you're going to accomplish is a pretty lackluster lan connection

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Zandronum is the current multiplayer engine for doom as it uses proper netcode and what not (I assume)

storm lava
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Damn.

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Maybe we can port this to Zand once we finish.

royal wave
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That might be difficult

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Zand doesn't keep up with the current branch of zdoom

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iirc not since ZDoom 2.3?

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so if your mod works on gzdoom 2.4 exclusively, it sure as hell ain't going to work on zand

haughty flower
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@storm lava porting it to zand is like hard if you use custom weapons and all since zandronum is a bit more outdated in that

storm lava
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AAAAAAA

haughty flower
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?

royal wave
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The frustrations of making a zand compatible mod are slowly dawning on him

haughty flower
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Yes

storm lava
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Yes.

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Also, no.

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That's not what AAAA means.

vocal crypt
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that's a meme

storm lava
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Yedoggy!

vocal crypt
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round here.

royal wave
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Ew memes

storm lava
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It's an new meme sir, we don't know if it checks out.

vocal crypt
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mate

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this isn't star wars

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this is Doom

storm lava
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An Imp said that to another Imp.

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It's canon.

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Happens in Doom 5.

royal wave
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People complained there wasn't enough lights

safe prawn
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TOO MUCH LIGHT! AH MY EYES!

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GODDAMN DUDE, JUST REMOVE ALL OF THE LIGHTS AND ADD A FLASHLIGHT OPTION FOR THE DEFINITIVE CINEMATIC HORROR EXPERIENCE

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Kinda like what Doom 3 does

prisma saddle
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I don't like it when horror games are only scary because of how dark they are.

safe prawn
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Me neither, I said that ironically

prisma saddle
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Ah,

safe prawn
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Heck, I HATE how dark Doom 3 is with a passion

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The UAC is ridiculously rich but can't afford to buy emergency bullet proof lights?

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In the future?

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Are you fucking kidding me?

haughty flower
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the expansion was more action pack but way more darker

safe prawn
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If you didn't tell me Doom 3 was a Doom game (I mean if the cover box was labeled anything else) I wouldn't even guess it was a Doom game just by looking at the footage

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Seriously, Doom 3 is so vastly disconnected in terms of gameplay that it hurts it's own premise of trying to build a realistic atmosphere

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I mean, everything is in place! The really well detailed maps, the cool weapon design, but then there's the shit stuff like the unapologetically bad gameplay and TERRIBLE sound design

prisma saddle
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BFG edition does improve the brightness a bit but it affects the gameplay a bit too much.

safe prawn
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More like the Big Fucking Green Lantern

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Seriously, Doom 3 at it's core isn't even bad, the gameplay and the sound design is downright horrid. The map design could've been improved

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Which it had in the original Xbox port

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The Xbox port made the maps significantly bigger to accommodate for a second player (since 90% of original Xbox games were about dat Xbox Live doe) but if these were ported on PC people would use these over the original ones for sure

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Sure there's some less detail, blah blah blah cry more I don't care, the maps are bigger and it allows for more movement. Also, less "imp behind the door" cliché and "monster closet waiting to open as soon as you get your shotgun ammo" cliché

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Fuck me but Doom 1 and 2 wasn't about that fucking crap, it was about being a strategic badass lone space marine fighting against hordes of demons with an arsenal full of useful and varied weapons of mass demonic destruction

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Doom 3 has some really solid foundations and they could've been way better than what they are, but then again Id Software was repeatedly stumbling upon themselves ever since the original Doom came out in some way or another, until the Doom reboot that is in which they basically reinvented themselves as something even better than before

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Id Software fucked up with Quake 1

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Id Software nearly fucked up with Quake 2, but actually didn't

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Id Software pretty much 180'd themselves with Quake 3, which was basically Quake 1's multiplayer on steroids and with less of the Quake 1 bullshit

royal wave
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Well good thing I'm using darkness strategically

safe prawn
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Id Software pretty much fucking shot themselves in the face with RAGE

royal wave
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I to dislike when pure darkness is used

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But if you stay straight forward with the player, pure dark settings are forgiveable

safe prawn
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I think that one of the few games that use darkness well is Dead Space 1

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Parts of the ship are so fucking big that you can't really see what's beyond the light's reach

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Dead Space 1 is sci-fi horror done right

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Doom 3 is sci-fi "horror" done 100% positively wrong

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You can't have a horror "Doom" game

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Doom was never about the horror and I cringe everytime some douche says that Doom 64 and Doom 3 are the greatest shtick ever made

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I mean, seriously, WHAT?!?!

haughty flower
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okay lets be productive here

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that is some nice critisism

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but i believe that is TMI personally

safe prawn
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TMI?

haughty flower
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those are all valid points

safe prawn
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What's TMI?

haughty flower
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too much information

safe prawn
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Okay, let me boil that down in two words :

haughty flower
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too dark?

safe prawn
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Doom 64 =/= Horror

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Doom 3 =/= Horror

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Or if we want to boil down in a single word...

haughty flower
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well guess what, that mod he is making is supposed be a horror themed mod

safe prawn
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doomsixtyfournotequalshorror

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doom3notequalshorror

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Doom's gameplay at it's core DOESN'T MATCH the horror genre, simple as that

haughty flower
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look i have his latest release of that

safe prawn
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If you want to make a Doom themed horror game, you need to make the gameplay horror-esque as well and introduce new limits

haughty flower
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i can record a video for you so that you can get a clearer image on where that is going

safe prawn
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It's like slapping Call of Duty Infinite Warfare's gameplay in a Dead Space setting

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Is that "survival horror" in the same vein as Resident Evil to the slightest?

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Who's making a horror mod again?

haughty flower
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keavnsevans

safe prawn
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Ah, interesting

haughty flower
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otherwise the guy string to this emoji kevans

safe prawn
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haha

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Have you tried Aliens The Ultimate Doom though?

haughty flower
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not the place to ask

safe prawn
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Well... this is the "map mod dev" channel after all

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I think that talking about game design and mods in general is allowed

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Unless I'm living in 1984 and I didn't realize

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In which case I fucking wish I had a chainsaw hand and a Doomguy suit so that I could cut some "budgets" out of the way

royal wave
trim falcon
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noice

pearl sundial
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woah, nice

royal wave
trim falcon
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gud

prisma saddle
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@royal wave It'd be pretty neat if you also implemented liquid drops flying out if the flasks aswell...

storm lava
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@royal wave I watched your Fragmentation Demo video. Looked incredible but it gave me flashbacks to Afraid of Monsters.

royal wave
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:>

trim falcon
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I just look at that mod

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afraid of monsters

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I think a mod that doom 3 try to copy

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but fail miserable

vocal crypt
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is a castle abstract or do you gotta follow some design of a real castle?

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er...

warped rampart
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I don't really think it matters.

royal wave
haughty flower
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nice

sterile wasp
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so im making some brightmaps for a lava texture, tell me which one u guys think would work the best

trim falcon
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dunno

royal wave
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Hey pro tip

trim falcon
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need an animated lava image

royal wave
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For liquid textures, set the brightmap to itself

sterile wasp
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ive never seen that done before, wouldnt that be the equivelent of setting it to fullbright?

royal wave
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since it only uses saturation to determine how bright it is, the liquid textures are 1:1 exactly what they'll look like

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Nope

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Fullbright would be a white square

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I use that in my mods, always comes out ncies

sterile wasp
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no i mean like no world light affects it

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ight ight, ill try it thx

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im making brightmaps from smooth textures (from smooth doom) and using Sbrightmaps as a base, its gonna be a ton of repetetive work but it should look amazing in the end

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and ill eventually move onto making brightmaps for the monsters

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so far ive done the switches, doing liquids now

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making/converting from sbrightmaps***

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rn its just a personal project but if i can get permission from the Sbrightmaps dev im gonna see if i can send it to the smooth doom devs to add it as an optional download, alot of people on the forums have been wanting something like this

sterile wasp
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update, cant make brightmaps for smooth texture lava since the method they use to animate the lava is warping, and the engine doesnt allow brightmaps to be used on warping textures, so ill have to find a work around

royal wave
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have the GLDEFS lump load before wherever the warps are

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Unless they're in the same lump

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then have the brightrmaps load before warps

keen drift
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@KeckleKnight#4998 send me your mod when you've made some progress one it

trim falcon
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ok

formal breach
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I made some noticable changes to the red hallway

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It was kinda dull before so I curved it and added a little thing in the middle of it

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Now it's dull but in a more pleasing way

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pls notice me

haughty flower
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no thx

vocal crypt
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I'm sorry, who are you

formal breach
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uhhh

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arbsobedhatch

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u heckers

vocal crypt
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I don't know you.

formal breach
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o

haughty flower
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What are you doing in my house

vocal crypt
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also, where is absorbedhatch

formal breach
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I am absorbedhatch

vocal crypt
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no

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you're Argent Energy

formal breach
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o

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absorbedhatch machine broke

vocal crypt
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there is no machine

royal wave
haughty flower
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noice

royal wave
cinder moon
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im thinking about having a community project. but idk where to start.

haughty flower
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me neither

formal breach
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While I brainstorm ideas for another room

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I'm gonna add decoration and enemies to the current ones

cinder moon
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@unreal oyster Do you know any tips on starting a commuity project?

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just asking

unreal oyster
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Never done one myself, but - have a clear plan, have a clear theme, be very explicit with rules and stuff

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Don't leave anything vague

formal breach
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My favorite thing about making maps is seeing how functional a lot of things are

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I also like fixing these small issues that make a big difference in the map

cinder moon
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ok thanks @unreal oyster

formal breach
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I really like where this map is going

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I feel like I've learned from past mistakes

umbral sail
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started working on my first ever map, is it looking good so far?

sterile wasp
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@keen drift i have switches done and im going to take @royal wave advice and see if i can get brightmaps with smooth textures warping effect to work

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also to clarify, this is using Sbrightmaps.pk3 as a base but i will have to make many hand done brightmaps when i start making them for monsters

vocal crypt
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what are brightmaps anyway

unreal oyster
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They make parts of textures brighter than other parts

sterile wasp
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^

unreal oyster
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Well, textures, sprites, etc

sterile wasp
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works especially well if ur trying to get something to "glow" in the dark

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like the green effect around hellknight hands

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thats the original mod if u wanna see what they are (go to a dark map and summon some stuff/look around)

vocal crypt
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now if onyl I knew how to level design in Doom

sterile wasp
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lel

vocal crypt
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A scary survival horror castle.

formal breach
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Looks good @umbral sail

umbral sail
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thanks !

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been working like 5-6 hours on that outdoor area

sterile wasp
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how do u know what order files are loaded inside a pk3?

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@royal wave so i tried loading the brightmaps before smooth textures, all the switch brightmaps work fine, but i still get "cannot combine warping with brightmaps on texture LAVA01"

royal wave
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Hmm don't know the,

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Wait

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Have you tried warping the brightmap?

sterile wasp
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how would i do that?

royal wave
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same way the lava textures are warped

sterile wasp
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kk, should i remove the warping from the original texture?

royal wave
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No need, you can just copy and paste and then relabel the needed strings

sterile wasp
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kk lemmi try it

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brightmap texture LAVA01
{
    warp2 map "brightmaps/doom/LAVA1.png"
    //iwad
}```
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like that?

royal wave
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I assume. Never really worked on warps

sterile wasp
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lemmi see what happens if i disable warping

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on the original texture

storm lava
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Doesn't look half bad, @umbral sail!

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Very good start for a first map.

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What is the theme/story you are going for?

umbral sail
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thanks, appreciate it ! Im going for a UAC Base that leads into a city, and the city is invaded by hell spawns

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and from there is a portal to hell

storm lava
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Alright, I gotta tell you that a proper city setting is a difficult thing for first time mappers.

umbral sail
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Im aware haha

storm lava
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It can be done of course, but it might put people off who aren't fully aware of Doom's limitations.

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I wish you luck!

umbral sail
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when Im done with my first map I will release it so you guys can check it out

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thanks, I need it haha

vocal crypt
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I'm apparently lacking motivation for this one level castle survival.

umbral sail
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I lack motivation for every project I have, so I would consider that as normal lol

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but apparently I feel very determined to get my doom map done

vocal crypt
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I'm apparently lackin moto for not only creatin teh wad, but also the level design

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my fear of it being too linear.

umbral sail
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add some corridors here and there

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then its not too linear

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like stuff you don't need to go to

haughty flower
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I need moto to start learning about Doom modding

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I don't really know where to start tbh

umbral sail
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I just started yesterday with GZDoom Builder and a lot of google

haughty flower
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huh

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well I'm a lazy fuck, then

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Nah, it's mostly because I prefer to keep doing things that I already know

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like drawing

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I'm actually afraid of coding

umbral sail
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Im exactly like this lol

sterile wasp
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(i gave up on working on the liquids for now do to how there animated using warp)

sterile wasp
haughty flower
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he's like "yo what's up"

sterile wasp
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true

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note that both screenshots are running smooth doom

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the new gzdoom dev versions are amazing for testing brightmaps, now u can put brightmaps into an auto folder and itle automaticlly give the brightmap to the texture with the same name

#
{
    map "brightmaps/doom/bosse5.png"
    //iwad
}```
aka i can skip writing this for every single brightmap file until i want to release it to the public
royal wave
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Really? Brightmaps folder? :>

sterile wasp
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yeah, if using pk3 format(or any zip format) if ur using a dev build of gzdoom, just put your brightmaps into brightmaps/auto folder and there work assuming they have the same file name as the actual texture

royal wave
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Hmmm

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Obviously that's not optimal for animdefs

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Well for me at least

sterile wasp
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ik, only doing this for testing

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ive just been listening to hamilton while grinding out these brightmaps

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i wanna try and finish the hellknight by tonight, not counting the animdef file

royal wave
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hmm

sterile wasp
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when i get to the death frames, should i give a slight brightmap to the green guts?

royal wave
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idk

sterile wasp
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and finally done

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tomorrow ill do the imp or baron

hazy lodge
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Hideous Destructor + darkness mods + creepy music is a good survival horror mod tho

sterile wasp
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isnt there a doom ambient sound replacer mod?

umbral sail
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It would be crazy if not, at this point there is a mod for almost everything

warped rampart
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And they're a l l canon

unreal oyster
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That's not even correct

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Plz

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Infinite universes != Infinite possibilities

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Jeez

vocal crypt
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It does in Rick and Morty

trim falcon
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aliens does not exist

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only demons

unreal oyster
trim falcon
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and why did you say that

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oh ok

sterile wasp
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working on giving brightmaps to certain smooth doom items now

storm lava
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My buddy got started on the Mall level while I work on Level 1.

haughty flower
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looks nice

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😄

storm lava
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He WIP'd this up pretty fast so he might even have this done before I finish level 1.

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The plan is to get all the levels up to the Hedgemaze level before the next release.

umbral sail
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@storm lava that looks really good

storm lava
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Oh, thanks! Haha!

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Very early WIP stuff.

umbral sail
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I for one finished 3/4 of my map, maybe I will expand it when its finished

sterile wasp
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@royal wave i like the cacodemon sprites

royal wave
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ty

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pain in the ass to get them all cut out

sterile wasp
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how are u going to have a gif play for each animation frame, or was the sprite animation just to show the concept?

royal wave
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Same way you animate an actor in decorate

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frame by frame

umbral sail
sterile wasp
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@royal wave o yeahhhh, had a brain fart lol

royal wave
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lol

sterile wasp
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@umbral sail nice, how long does it take to play through?

umbral sail
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since I know every spot etc it took me 6-8 minutes, normally it will be probably like 10 minutes idk

sterile wasp
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ill try it out with brutal doom20c

haughty flower
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that doesnt exist

sterile wasp
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its an unoficial patch

haughty flower
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once again it doesnt exist

umbral sail
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I even recommend it to be played with Brutal doom or Doom 4 for Doom

sterile wasp
haughty flower
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yeah i wouldnt play that

sterile wasp
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how come?

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u cant run BDv20b on the latest gzdoom without it(unless u manually patch it yourself, its not hard)

umbral sail
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its like you go to the line, and change one letter in SLADE

sterile wasp
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^

haughty flower
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which i did

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2 lines of script that had that typo

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i even went and did it to his ketchup mods

sterile wasp
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it wasnt a typo, v20b used code that isnt supported anymore in newer gzdoom releases

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if u use gzdoom 2.2 i think it works fine

haughty flower
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i use 2.5 git

sterile wasp
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i need to compile a build, to lazy tho so i just have release and dev

haughty flower
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you dont have to

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drdteam had it

sterile wasp
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they make a build for every single commit pushed?

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@umbral sail my load order btw, ill tell u what i think once i finish it

umbral sail
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should load fine, thanks man! @sterile wasp

haughty flower
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that looks about right

sterile wasp
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not really a big deal but theres a bit of missing texture around this area before going inside(was trying to jumpo the fence thinking there mmight be a secret)

haughty flower
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nice error

umbral sail
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Thanks, will fix it tomorrow!

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The first secret is hidden very well imo

sterile wasp
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one big thing so far is at the dark crate area, moving through the boxes became really unpleasent, maybe make the boxes slightly smaller to allow for better movement through it

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also jumping onto the first chaingunner platform thing is impossible, as if theres an insivible wall there

umbral sail
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Youre not supposed to get there

sterile wasp
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:^)

umbral sail
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There is an invisible walk indeed, I will look what I can do about the crate area

sterile wasp
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kkk, doesnt need any major changes, just maybe slight adjustment

umbral sail
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The first path right after the door is really too small afterall

sterile wasp
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also i recomend for the first secret, attaching the secret trigger to the item itself and not the linedef infront of it, if a player grabs it from the side of the mtn and not from the front, it doesnt trigger the secret

torn timber
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@sterile wasp The Brutal Doom issue wasn't incompatible code, it was that a lowercase 'L' was used in place of a number "1" in two locations. Instead of 0.1 being used, it had 0.l

umbral sail
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@sterile wasp thanks, I will also fix that

sterile wasp
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@umbral sail while the map looks nice and has a nice linear style path, many parts of the map i feel would play and feel better if the areas were a little bigger and had more enemies , the small areas left me fealing cramp alot of the times, also not really a problem but i recomend attaching the end level trigger to a button behind a door instead of it being the door itself, all in all its a good map especiaslly considering its your first ever map

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way better then my mess of a first map XD

umbral sail
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Thanks for the feedback, I will try to integrate it into the map, very appreciated!

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Where there also any visual flaws? Since that's what I put most work in

sterile wasp
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o yeah!, u need to set "lower unpegged" to the door rack so it doesnt move with the door, alot of people make that mistake

umbral sail
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Been using doom builder since 3 days so excuse me on that one haha, thanks!

sterile wasp
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visually your map looks really nice, maybe reduce the hitboxes on the trees in the beginning a bit if possible to allow better movement through them

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yeah for 3 days thats really impressive

umbral sail
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Maybe designing stuff in general for games etc. Helped me on archiving that

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Idk if I can reduce the hitboxes, I could try to place them better

sterile wasp
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another thing, atleast on the 12 on a 10 point scale difficulty, i ran out of ammo and had to carefully melle most of the cacodemons at the end, maybe put a few ammo pickups around the map

umbral sail
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Hmm, I thought I had placed too much ammu

sterile wasp
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i might play it again on normal to see how much i have left, defidently a nice challange at the end none the less, but if it becomes a map pack it might be a bit difficult of an ending for the first level

umbral sail
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I will try to fix most of the stuff and will come back to you with a fixed version, expanding the map will take a bit, idk if I can easily open up the map more

sterile wasp
#

im not sure but u may be able to just select all the sectors and increase the size? maybe someone here knows how to do that

umbral sail
#

And its gonna be like 3-5 levels hopefully

sterile wasp
#

that would be a good length for a first map pack

umbral sail
#

I think I did something right considering you play the map again lol

sterile wasp
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also if u want some ideas on improving map gameplay, i recomend trying out ancient aliens map pack and back to saturnX map pack, both imo are gold standerds for good map based gameplay

umbral sail
#

I could try to make some of the mountain parts climbable btw

#

I think I know enough for now about map gameplay, I need to learn how to balance stuff better first imo

sterile wasp
#

balancing is always good to know, btw hell upon earth sounds really similer to the hell on earth starter pack, people might get your map confused for that http://www.moddb.com/mods/brutal-doom/downloads/brutal-doom-hell-on-earth-starter-pack

umbral sail
#

Sarge will rename it to execution day imo

sterile wasp
#

o yeah wasnt he complretly overhauling the map pack with new features?

umbral sail
#

Yea

sterile wasp
#

i saw some of his update videos for v21, looks nice

umbral sail
#

The starter pack is actually my main inspiration imo

#

Im trying to make "realistic" maps like he did

sterile wasp
#

i got that feeling from playing, ive always liked the idea of maps based on earth invaded by demons

umbral sail
#

And I played a execution day test version and its looking pretty good so far

#

Im a real sucker for visuals lol

sterile wasp
#

u certainly got that aspect down

umbral sail
#

Good to know haha

sterile wasp
#

also u could try messing around with slopes to make mountains, ive seen some pretty cool maps use those

#

u need gzdoom builder for that tho

#

wait did u have slopes in that map?

#

i couldve sworn u had some for door decoration?

umbral sail
#

Idk how to build that yet imo

#

Nah,I put a really really small line over every door to hide the fact that the texture repeats if you mean that?

sterile wasp
#

maybe?

umbral sail
#

Thanks !

sterile wasp
#

np

umbral sail
#

Also the hallway with the destroyed door feltd the most cramped right?

sterile wasp
#

theres a ton u can do with 3d objects

pearl sundial
umbral sail
#

Anyway I gtg sleeping. See you tomorrow guys

sterile wasp
#

gnight

#

@pearl sundial same

storm lava
#

Does Doom modding allow users to edit the end level and transition screen at the end of each level.

prisma saddle
#

I'm pretty sure it does.

storm lava
#

I'd like to remake the end level menu from Zombies Ate my Neighbors where it shows lives, score, survivors saved, and the text transition from level to level.

#

Any coders on here know how to do that?

#

Or if that in particular is possible?

#

The beginning level drop down text and the end menu seen here:

haughty flower
#

@storm lava you can pretty much do Numbers through ACS

storm lava
#

So in other words, no?

haughty flower
#

not spriting @storm lava basically you can add numbers of the survivors saved and score and all

#

from what i know you can't do sprites lol

unreal oyster
#

you can do sprites but ACS is hell tbh

sterile wasp
#

@unreal oyster any decent alternatives to acs?

unreal oyster
#

zscript

#

now

sterile wasp
#

i thought that was a decorate replacement?

unreal oyster
#

it's more than decent, it's better in literally every way for most stuff

#

for simple map scripts i'd still use ACS

#

but for anything more complex ZScript is amazing

#

UI should never be done in ACS again lol

#

HUDMessage fucking sucks and it should go die

sterile wasp
#

lol

#

is that the text that pops up in the middle of the screen?

#

nvm i googled

winged ruin
#

does someone have experience with doomseeker? i'm trying to host a server and i need wadseeker to download server's wad but doesn't do so

trim falcon
#

how do you join your own server ?

unreal oyster
winged ruin
#

alright

vocal crypt
#

anyone know wheere to get WW2 weapons?

#

Otherwise I'll ahve to rip weapons from the Nazi mod

umbral sail
#

first thing I found on google

umbral sail
warped rampart
#

The reason I asked those things in #general was because I was doing a project that I might need some help on.

vocal crypt
#

define "help"

#

mapping, "Coding", etc?

warped rampart
#

Mostly spritework.

vocal crypt
#

and like that you've lost me.

warped rampart
unreal oyster
#

btw i'm just saying, GZDoom only has a pallete in 8 bit software

#

in 32 bit software and OpenGL, the pallete is gone

warped rampart
#

Hmm. I could've sworn someone had taken a screenshot I'd photoshopped and edited the colors to fit the classic Doom palette.

vocal crypt
#

how does one even shade a weapon for Doom or something?

royal wave
#

maybe just record a video of the chaingun working?

unreal oyster
#

time, and artistic talent

warped rampart
#

The chaingun sprite doesn't seem to wanna be replaced for some reason.

unreal oyster
#

you need to use the SS_START and SS_END markers

warped rampart
#

How would I get those?

#

I'm sorry I'm being such a pain in the ass about this, by the way.

unreal oyster
#

call the entry SS_START

#

press it again

#

call it SS_END

#

then reposition everything to make sure only the sprites are in those markers

#

using i think CTRL-U and CTRL-D

warped rampart
haughty flower
#

seems fine to me

warped rampart
#

This chaingun is better than every other mod.

haughty flower
#

oh

#

now that's a problem lol

#

Nice

unreal oyster
#

doom weapons are not fun to work with because of how they handle gun flashes lol

#

either you can redefine the actor and be done with it or fuck with cutting shit up in PS

warped rampart
#

I poked through MetaDoom, trying to see if that would help me. It looks like the gun flash is just a direct copy of the initial chaingun sprite in that mod.

unreal oyster
#

that would also work too

#

though i question why MetaDoom uses gunflashes in the first place then lol

warped rampart
#

really shittily done

pearl sundial
#

how

warped rampart
#

Distortion in a bootleg Photoshop

#

The original barrel's still there, in the middle, fun fact

warped rampart
sterile wasp
#

@warped rampart why is the view hieght so low?

warped rampart
#

I'm honestly not sure. It might be me trying to hide the cutoff on the hand but it obviously didn't work.

sterile wasp
#

in slade go to those textures, change the view from auto to hud, then move them up

warped rampart
#

The offsets are manually done.

sterile wasp
#

weird

haughty flower
#

Is there a way to make it where a wall can only be shot through on one side? Using GZDoom Builder

#

Or a linedef, rather

#

Guess I'll show pictures

#

oh

#

the ufc octagon

#

(Sorry for quality, internet's down right now on CPU)

#

rip

#

I want it where the pillar can be shot out of but can't be shot into, can that be done?

royal wave
#

Not something afaik

#

That'd be something of a feature request

haughty flower
#

durn

royal wave
#

Let me ask some zdoom guys for you

haughty flower
#

Thanks

royal wave
#

Well that's assuming I get a response. I'll try to get back to you on it

haughty flower
#

I really hope there is a way, because if not RIP my mod

vocal crypt
#

What is your mod

royal wave
#

if there isn't a direct way, there's probably a really hacky way with ACS and detecting the texture

#

He wants a one way shooting wall

haughty flower
#

Well, basically one team is summoning monsters and the other team is surviving

#

Which is why I want one way walls because I want the summoners to be there

#

If there isn't a way I can just give the summoner classes so much HP they're impossible to kill

#

And then make it after a certain amount of time the pillars will kill them via sector damage from ACS

vocal crypt
#

So Terry monsters but not with Terry quality

#

If your desire can't be found without workarounds

royal wave
#

You can make them immune to damage types

haughty flower
#

Could do that

royal wave
#

So not super ridiculous health, but just immune to what the other team can deal

haughty flower
#

@vocal crypt No, the classes are game specific, so Doom can summon doom monsters and Strife can summon strife monsters

#

And the same thing for survivors with their weapons

vocal crypt
#

So zdoom wars modified?

haughty flower
#

Inspiring mods were ZDoomWars and Samsara

#

So yes

#

I don't even know if I'll complete it, never modded before

royal wave
#

Well they can summon other game classes as they are constantly defined within the pk3

#

But sprites won't show. So if you want a mod that borrows from other supported id tech games, you will need to import the sprites

umbral sail
#

anyone here has a good fire actor for doom 2?

sterile wasp
#

@haughty flower im pretty sure u can using udmf

#

should be a linedef property

unreal oyster
#

third person camera with GTA controls

haughty flower
#

nice! 😄

vocal crypt
#

Now we'll make a GTA doom themed mod /sarcasm

unreal oyster
#

i mean, you could

#

that's what the control scheme is made for

vocal crypt
#

Except uh, how we gonna do carjacking?

unreal oyster
#

that would be possible

#

probably a bit janky but possible nonetheless

vocal crypt
#

Too much work we'd need a new engine prob

#

Then again, GZDOOM technically is a new engine

#

Since it practically uses a modified version of the Doom engine

royal wave
#

@Highsman13#7563 One way walls aren't possible unless it's with projectile like attacks, so you'll need to find a work around

vocal crypt
#

Maybe bullets are projectile

#

?

royal wave
#

they're not

#

Bullets are hitscan

#

he wanted one way walls via hitscan

vocal crypt
#

No no

#

I mean projectiles like bullets but not hitscan

royal wave
#

Oh that would work as a work aorund

vocal crypt
#

Or bullet like projectile

royal wave
#

But iirc he's not using it as an attack, but more as a pointer summoning system

#

IE the player looks at a spot and summons a monster

vocal crypt
#

One way wall thing?

#

I was talking about the survivors

#

Er

royal wave
#

idk just I know one way hitscan isn't possible now

vocal crypt
#

I mean suvivor guns use projectiles

#

But bullet like

#

Not hitscan

#

So a plasma shot but faster and with bullet sprites

#

Blue plasma shot

#

Not BFG plasma

#

You get me?

#

This is for if the survivors use bullet based guns of course

royal wave
#

I guess

haughty flower
#

I can just give summoners resistances, it's all good

sterile wasp
#

@royal wave maybe a work around could be giving the player hitscan damage immunity while inside that sector

royal wave
#

maybe idk

haughty flower
#

I'll just do resistance to everything and have ACS kill anything in the sector after a while

vocal crypt
#

anyone got some tips for map design

prisma saddle
#

Don't detail it while your doing the level design,

warped rampart
vocal crypt
#

no you didn't

#

you just shoot plasma from your penis

prisma saddle
#

It looks like you cropped the muzzle off a weapon from Wolfendoot 3D and used that as the Plasma rifle sprite.

vocal crypt
#

Is there a way to have a elevator lower down to something you can't see until, well, you lower down?

#

or rather

#

cover up the "tunnel"

#

er.

#

the orange square is the platform that I want to lower.

#

the space that's lower than such platform is the part I want that's "hidden" or something

#

or rather

#

hidden until you lower on the platform?

#

I'm describing this very terribly

warped rampart
#

Kind of reminds me of Monster Condo (I think?) in Doom II. Iirc there were parts of the floor that lowered to reveal hidden areas.

#

Is that what you're asking?

vocal crypt
#

I dunno.

#

any pic or video of what you mean in Monster Condo?

warped rampart
#

I really could be wrong, but I know for a fact that somewhere in Doom II, there was a level with floors that lowered to reveal secrets or areas you had to go to progress.

vocal crypt
#

I want it to be some weird tunnel I guess.

#

I dunno

#

I just want the area that's infront of the square to be not visible until you get to such platform.

#

er

#

basically cover it up so it's not in plain sight?

#

somewhat?

shadow bone
#

Either put the platform at the wall, or put a 3D floor over the hole

vocal crypt
#

I forgot about 3D Floors

#

is there some linedef thing in UDMF that tells what a sector is or not or something?

shadow bone
#

Look up 3D floors on the ZDoom wiki

#

It should have all the instructions you need there

#

Basically: Fake "platform" sector in the void with one line as a "3d floor" special, pointing to the tag of the sector it needs to show in

vocal crypt
#

wat

vocal crypt
#

I was more saying wat to your fake platform part.

shadow bone
#

I meant control sector

vocal crypt
#

isn't there a thing to control 3d floor thing or something?

royal wave
#

yeah you need to make a dummy sector

shadow bone
#

That's what I was saying

royal wave
#

just make like a small triangle outside the map

#

select a line on it

#

SectorSet3Dfloor

#

and then match the tags

#

also so you know, the ceiling and floor are flipped, and walls can't be separate textures

vocal crypt
#

and how do I g

vocal crypt
#

get it to show on whereever I want it to be?

#

Isn't that outdated?

#

and not in UDMF?

shadow bone
#

Still works the same in UDMF

#

The 3D floor shows up in the sector you tag

#

At the floor and ceiling of the dummy/control sector

vocal crypt
#

ok, my square that I want to lower instead lowers the floor surrounding it.

#

er

#

the square I want to lower like a platform only lowers the floor surrounding it?

#

@shadow bone ?

shadow bone
#

Make sure your tags are correct, and if it's a trigger line flip it to point to the correct sector.

vocal crypt
#

the lines are inward of such circle

#

also, there's tags involved with platforms?

#

*square

#

wtf

#

where did circle come from

#

er...

#

it's pointing inwards

#

damn it

#

my brain is farting.

shadow bone
#

I dunno dude, it all depends on how you've set the map up. There's literally dozens of ways to lower a platform. CAREFULLY read the documentation for the action you're using, make sure all lines are pointing the right way, make sure you've set the options correctly, and set the correct tags if necessary.

#

If it's lowering the floor around then I can only imagine either A) your lines are facing the wrong way or B) you need to set an option on the platform action to use the front or back of the line.

vocal crypt
#

it is lowering the floor around the square

shadow bone
#

sigh What action special are you using?

#

How are you lowering the floor?

vocal crypt
#

using action 20

shadow bone
#

tag: Tag of affected sectors, or 0 to use the line's back sector.

vocal crypt
#

so I need to use 2 then.

shadow bone
#

I DON'T KNOW. Is your platform sector tagged 2?

vocal crypt
#

jesus christ. Sorry for stressin you this much

shadow bone
#

Well how am I supposed to know if "2" is right? What is your sector tagged as? Is this a walk over line or a switch line?

#

I'm not a mind-reader

vocal crypt
#

I guess that line was just me thinking outloud

#

sorry for stressin ya.

formal breach
#

Still better than most of my work

umbral sail
#

I would say its a good thing that the layout is already not linear

umbral sail
haughty flower
#

that looks awesome

#

link?

umbral sail
#

Map is not finished yet but thanks

#

I only have released an very outdated alpha 1 that has the first map, if you want to play that @haughty flower

haughty flower
#

no i rather wait till the final release or release canidate

umbral sail
#

Alpha 2 is gonna be worth playing but I wouldn't play alpha 1 either

unreal oyster
#

looks nice, but the textures on the building need to be a bit more varied imo

#

the texture you have used doesn't look great when repeated so much

umbral sail
#

I see what you mean

#

I will change it when I think of it

vocal crypt
#

here you are with that map

#

no I'm not insulting you

#

no, I'm not using Vista, that's just Classic Shell.

#

meanwhile I'm listening to ASMR while trying to make this map.

#

well fuck

#

Mapper's Block

#

I'm reallly feeling it now Mr Krabs

vivid forum
#

what are the best options for SLADE setup using ZDBSP?

umbral sail
#

ZDBSP?

weak lodge
vocal crypt
#

better than mine

vocal crypt
#

now I really want to make a doom invasion map that looks close to D-Day Normandy landings for some reason.

lavish hollow
sterile wasp
#

ill look at em

#

maybe change how the yellow piece looks, atm it looks like u just took a picture of an old chainsaw top or something, like maybe redraw that part by hand?

#

other then that they dont look badf

#

good job btw, better then what i could do

lavish hollow
#

Uh, I didn't draw those sprites, they're from brutal doom XD

#

They're a handless version of the chainsaw from brutal v20

vocal crypt
#

is there anyway to make a skybox look less... boxy?

shadow bone
#

Screenshot? A properly-textured skybox shouldn't look boxy.

unreal oyster
#

yeah, skyboxes will only look boxy if they aren't aligned right

#

or there is some lighting revealing the edges

#

it's still a cube but you can't see the edges

shadow bone
#

The lighting shouldn't be an issue if you use the "real" GLDefs skybox method. If you're building your own skybox and putting a camera in it, you need to make sure to turn off fake contrast for those walls and such.

vocal crypt
#

yeah, camera in a sector with only skybox textures

#

how do you turn off teh fake contrast.

shadow bone
#

It should be an option on the linedefs

#

I'd recommend looking at the GLDefs method though

vocal crypt
#

where is the option on the linedefs

unreal oyster
#

i assume it's this one

shadow bone
#

Yep

#

"even lighting"

vocal crypt
#

still looks boxy.

unreal oyster
#

do you have lighting on the walls?

#

would really appreciate some screenshots

vocal crypt
#

sorry, pain in the ass to get to Roaming.

#

@unreal oyster ?

tardy hawk
#

Why not make a skybubble

unreal oyster
#

can you give the wad?

#

i got nothing based off that

vocal crypt
#

also, a skybubble?

unreal oyster
#

spherical skybox

vocal crypt
#

also, I'd have to also give you some other wads

unreal oyster
#

it'd be a pain in the ass to build one in gzdb

#

but it's doable

vocal crypt
#

because the skybox texture is from another pk3 or wad I forgot the format.

unreal oyster
#

that's fine

vocal crypt
#

wait

#

Discord has a MB limit.

unreal oyster
#

don't upload it through discord then

vocal crypt
#

Upload it to where then

unreal oyster
#

omg i dunno jesus

#

dropbox, mega, idk

#

just upload it somewhere

vocal crypt
#

screw it, I'll solve it later.

shadow bone
#

You're welcome

#

All your boxy problems solved

unreal oyster
#

i still use the in map solution myself

#

it's more powerful i feel and you can put dynamic lighting in it

#

which i like

#

but for a basic skybox yeah you might wanna use GLDEFS

vocal crypt
#

is GLDEFS some seperate text thing like MAPINFO?

royal wave
#

Yes

vocal crypt
#

Alright

vocal crypt
#

is there anyway to have textures on walls not have any or something?

#

er.

#

I want my walls to be transparent, but just clearing the texture gives it HOM effect.

vocal crypt
#

lol

unreal oyster
#

that's not entirely true

#

On a Rail has some segments where you can see the skybox edges

#

specifically the bits where you launch the rocket

cinder moon
vivid forum
royal wave
royal wave
#

Managed to make the warehouse boss more difficult to deal with >:3

vocal crypt
#

Script error, "skulltag_content-3.0-beta01.pk3:actors/skulltagspawners.txt" line 263: Unexpected 'BFG9000' in definition of 'BFG9000Spot'

royal wave
prisma saddle
#

So, glitchy Skellingtons?

royal wave
#

yus

trim falcon
#

spoopy

trim falcon
#

this video

#

make me wonder if you can make a flying object in doom engine

haughty flower
#

@royal wave you should make it so it's a revenant worm kek

royal wave
#

What

haughty flower
#

the boss

#

nevermind

cinder moon
#

Terrywadding

haughty flower
#

i should be very afraid of your choice on content

vocal crypt
#

wasn't there some sort of easy way to do slopes unlike the old fashioned way?

unreal oyster
#

terrywads are dead

#

they died out when idgames seperated them out from other wads

vocal crypt
#

they get weeded out easily

#

^

unreal oyster
#

on top of that, they aren't funny and you should stop 😛

cinder moon
#

i could say that its more a jokewad than a terrywad

#

because im so bad at scriptting, its just textures and some sound changes..

#

+music

royal wave
#

Just because you think it's funny, that doesn't mean everyone else will

#

Good joke wads have class, and just by judging your screencap

#

I would have assumed it as a terry like everyone else here did

cinder moon
#

yeah...

royal wave
#

We don't mean to discourage you from making maps. We're trying to discourage you from making a bad map

cinder moon
#

yeah i understand...

vocal crypt
#

what about my question about slopes?

cinder moon
#

im gonna still work on it, but dont put a link for it...

haughty flower
#

well you got to start from somewhere right?

unreal oyster
#

for slopes - you can slope any sector that consists of 3 vertices

royal wave
#

Yeah, you set a linedef on where you want the slope @vocal crypt

unreal oyster
#

they'll appear as upside down tetrahedrons in 3d view

vocal crypt
#

with the plain align action @royal wave ?

unreal oyster
#

and you can adjust all the vertices

#

ONLY WITH TRIANGLES

royal wave
#

Yeah plane align

#

you can set it to affect the front or back of line, ceiling or floor

unreal oyster
#

this is the quickest way to slope a floor but the plane align method does work too

royal wave
#

that's assuming those anchors show up

#

I only seem to see them when i define a 3D floor

#

how do you get those?

unreal oyster
#

remember, only on triangular sectors

royal wave
#

Gut there are better ways to screencap the button other than showing the entire god damn toolbar

unreal oyster
#

i know, i was lazy lol

vocal crypt
#

donchu mean "Remember, No Russian?"

#

also

unreal oyster
royal wave
#

the lazier way would have been the right way

unreal oyster
#

which is utterly impossible with plane align

vocal crypt
#

there's a HOM effect at the end of this slope.

#

and I apparently gotta jump on such slope.

unreal oyster
#

not with sharex, it takes less effort to just click the toolbar and press enter than to draw a square then press enter 😛

vocal crypt
#

to get up

unreal oyster
#

that aint normal

vocal crypt
#

now it's on the sides.

#

I'd texture such side....

#

eh whatever.

vocal crypt
#

ok now my GZDoom Builder isn't showing slopes

royal wave
#

press tab

vocal crypt
#

oh

#

ty

royal wave
#

ye

#

Usefull when the 3D effects get in the way and vice versa

#

I have a habbit of making my dummy sectors super small

#

hard to adjust heights when those anchors get in the way

vocal crypt
#

I'm just having problems with one vertice being higher than another on slopes

#

or if my wording is ass

cinder moon
royal wave
#

Heh

trim falcon
#

some OS that olivia would use

novel isle
#

😛

royal wave
#

Quality programming

trim falcon
#

my god

#

that look painful

haughty flower
#

how do i teleport a player through ACS?

#

didn't work

#

i did it

trim falcon
#

good

vagrant pebble
#

So, i've lost some of my sanity while doing this, but it was kinda worth it.
At least now i can play this d-touch port on my cellphone without crashing it everytime i play it for longer than 3 maps XD

https://www.youtube.com/watch?v=FuzCiZnwWws

drowsy forum
#

I've already suggested it and unfortunately, you'll have to do it manually.

unreal oyster
#

Ah, woops

#

Oh well then

#

I'll test your function when i get home, thanks for that :)

umbral sail
teal pivot
#

Nice hud.

#

Where's it from? Or is it part of your wad?

haughty flower
#

it looks a lot like ultimate doomvisor

teal pivot
#

Yeah it does, but the bars instead of the numbers tell me otherwise

haughty flower
#

its low res which i do quite like

umbral sail
#

its called doom visor

#

very old mod

#

maybe the orginal version of the doom visor, idk.

haughty flower
warped rampart
#

Is that, like, based off DOOM2016 or something

#

Me want

umbral sail
#

there

#

very old mod, but my favorite hud so far

#

apparently its the orginal

vocal crypt
#

"very old mod"

#

"Tuesday, Feb 19, 2013"

#

nice try

#

but

umbral sail
#

old enough for me 😄

vocal crypt
#

no

#

try 195

#

*1995

#

or even 2000

haughty flower
#

that is quite recent

vocal crypt
#

what I said or the mod Nex mentioned?

haughty flower
#

the one that looks like ultimate doomvisor

umbral sail
#

I use that hud because the low res stuff fits more into the game

royal wave
cinder moon
#

Grand Doom

#

WIP

haughty flower
#

really?

#

a gilvasunner inspired mod?

cinder moon
#

yep

haughty flower
#

you might be asked to relocate that video

#

@cinder moon i'm done

#

also you play like trash, you can't dodge a fireball

cinder moon
#

i just rush n shit, thats why i can douge a fireball

latent phoenix
#

anyone know how to get the models out of the jdoom model pack?

#

I wanna try porting some of the weapons to gmod for person use

haughty flower
#

wait what

haughty flower
#

@unreal oyster i'm guessing the ammo reel will switch around depending on what ammo kind you use?

unreal oyster
#

yep

haughty flower
#

nice

storm lava
#

My buddy got a WIP HUD and the squirt gun in a better state with new hands.

#

The gun currently looks nothing like the original squirt guns so that will need an edit but the arms are final as far as I know.

unreal oyster
#

cool stuff 👍

#

the watch on the arm looks weird though

#

it should be tilted along with the arm, but instead it's flat and facing the screen

royal wave
#

haha that looks legit

storm lava
#

Thanks, he's pretty good at what he does.

#

And the watch is still on the arm just before the wrist so it would face the player.

#

He also got the third level started and the Monster Transformation at an early stage.

#

The pickup is only temporary until we get the inventory system sorted out and everything else is highly WIP.

#

I'm still trying to sort out the original sound files since they are very distorted once extracted from the SNES ROM file.

royal wave
#

I'm sure someone has dumped them already

storm lava
#

I've checked a ton of places for the non-distorted files, the only thing I could find was a Youtube video with the sounds but they're still distorted.

#

So I have to go in and manually fix them in Audacity and some are more messed up than others.

haughty flower
#

dumped?

#

i believe that we used a emulator and got the data off of it

#

one request i want to make is a seperate wad file that would replace almost all of the snes audio with genesis/mega drive ones

royal wave
#

is the transformation supposed to last for the level?

storm lava
#

Nah, it goes away eventually just like in the game.

umbral sail
#

Cool stuff @storm lava

royal wave
#

ahk

storm lava
#

But I don't think he has that worked out yet.

umbral sail
#

Looks fun

haughty flower
#

i say almost all because the flame thrower didnt exist in the genesis port

storm lava
#

Thanks, Nex!

haughty flower
#

what the fuck am i doing

umbral sail
#

Inform me whenever there is a release haha

storm lava
#

The goal is to base this on on the SNES version with a few nods to the genesis version, however, if we can get the sounds then we might do a Genesis sound pack. @haughty flower

haughty flower
storm lava
#

But that won't come until later on, we're still​ in the early alpha stage.

haughty flower
#

if not ill deal with what you have

#

i dont care either way

storm lava
#

Alright.

#

I need to work on the first level some more, too bad I have to work most of this week.

#

With Dude attending a university and me with my job it makes working on this stuff really difficult.

umbral sail
#

Is it weird for me to start a levelpack I will probably never finish?

storm lava
#

Sure, go for it.

#

I usually never finish what I start with the exception of this project.

umbral sail
#

If I would count every project I ever had I would get banned for spam lmao

#

However this is my first doom mod

#

Im very optimistic by atleast finishing the maps I start

warped rampart
vocal crypt
#

CatGun

#

%o was annihilated by %k's heavy assault rifle

#

pick one @warped rampart

#

nvm

warped rampart
#

The mod's gonna be called Catalyst, so it made sense to me to call it "CatGun". But I do wanna make a mod that has guns that just shoots cats

vocal crypt
#

oh

haughty flower
#

i mean gta 5 has one

#

why not?

vocal crypt
#

wait wait what

haughty flower
#

who wants to eat some cat?

vocal crypt
#

you don't mean SRTT?

trim falcon
#

saint row the third ?

trim falcon
#

anyone know how to give monster a TID ?

royal wave
#

same way you tag anything else

trim falcon
#

how ?

royal wave
#

open up the monster properties and look for the tab that lets you assign a tag

trim falcon
#

I mean DECORATE or ACS

royal wave
#

you'll still need to do it in through the map

trim falcon
#

hmm

#

I did tried using acs

#

the problem is the script is not executing

royal wave
#

No like

trim falcon
#

1 monsters works

#

but when multiple monsters

royal wave
#

it needs to have an id set in the map first

trim falcon
#

is just broken

royal wave
#

Okay explain what you're trying to do

trim falcon
#

this mod supposely to compatible with any map

#

when a monster spawned

#

its will always have a TID

#

example

#

zombieman is 101

#

I try to give it a tid via DECORATE + ACS

#

ACS_NamedExecute("GIVETID")

#

ACS

#
Thing_ChangeTID(TID, 101);```
#

the problem is

#

the script cannot be executed in the same time

royal wave
#

let me see your decorate

trim falcon
#
{
  Health 20
  Radius 20
  Height 56
  Speed 8
  PainChance 200
  Monster
  +FLOORCLIP
  SeeSound "grunt/sight"
  AttackSound "grunt/attack"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "$OB_ZOMBIE" // "%o was killed by a zombieman."
  DropItem "Clip"
  States
  {
  Spawn:
    POSS A 1
    TNT1 A 0 ACS_NamedExecute("GIVETID")
    POSS AB 10 A_Look    
    Loop
  See:
    POSS AABBCCDD 4 A_Chase
    Loop
  Missile:
    POSS E 10 A_FaceTarget
    POSS F 8 A_PosAttack
    POSS E 8
    Goto See
  Pain:
    POSS G 3
    POSS G 3 A_Pain
    Goto See
  Death:
    POSS H 5
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
    POSS L -1
    Stop
  XDeath:
    POSS M 5
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U -1
    Stop
  Raise:
    POSS K 5
    POSS JIH 5
    Goto See
  }
}```