#classic-doom-maps-mods

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trim falcon
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{
int TID = ActivatorTID();
Thing_ChangeTID(TID, 101);
}```
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Its works

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but does not works with multiple monsters that spawned in the same time

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nvm

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its works now

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you need to use ACS_NamedExecuteAlways instead of ACS_NamedExecute

royal wave
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I see your problem

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you're looping the spawn, which means it's constantly assigning itself a new tid

trim falcon
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ye

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but I already make some jump to avoid the script from running again

royal wave
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right

torn timber
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Wouldn't it still run again on a loop if the monster's target is killed and it returns to the Spawn state?

royal wave
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it defaults to the active player assuming it's a monster that targets the player

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as long as there's an active target it can A_Chase, it will never go back to spawn

torn timber
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I believe that the first line, the POSS A 1 right after Spawn won't actually be used on the first interation of the loop, I don't think it would have an effect on the 2nd line, even if it's a 0 tic line

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so I don't see why it wouldn't assign the TID

trim falcon
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    TNT1 A 0 A_GiveInventory ("timeskip", 1)
    TNT1 A 0 ACS_NamedExecuteAlways("GIVETID")```
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I do this to skip the script

torn timber
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couldn't you just separate the part of the Spawn code that you want to loop from the inital bit?

trim falcon
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well yes

torn timber
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as a separate state that is

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without needing an inventory token in the mix

trim falcon
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hmm but still the script will run again if the monster able to get into idle state

torn timber
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oh wait, I think I know what might be an issue

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since the first line isn't actually used when the monster is initalized,

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it calls the ACS script before 1 tic has passed

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this might cause issues with assigning a TID as the monster might not be fully initialized yet?

trim falcon
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my script already works

torn timber
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oh okay

trim falcon
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and yes it true the script never run at first frame

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so you need to give it some room

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my issue already resolve

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its because of ACS_execute vs ACS_executealways

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ACS_execute cannot run the same script at the same time

storm lava
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We need to make a Doom mod that releases old Punt.

haughty flower
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@trim falcon just give the number after ZombieMan

trim falcon
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already fixed it ๐Ÿ‘Œ

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its acs_executealways

haughty flower
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Oh

trim falcon
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someone have the same problem like me

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what a coincedence

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and btw

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his DECORATE might not work

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      RAND A 0 ACS_Execute(9001)  // this will never run because its at the first frame
      Goto Death```
haughty flower
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That is ironic

trim falcon
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anyone that have zdoom forum account should give him an advice

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oh nvm

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he already answered it

haughty flower
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i think that if he goes on like this
he'll become a great mapper lol

umbral sail
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That looks good

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Good choice of texturing

haughty flower
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yeah
i thought the same

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he's already progressed

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i'm so fucking proud lol

umbral sail
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I love the attention to detail

haughty flower
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Yeah
He's doing better than me
I like it

umbral sail
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My biggest trouble is to think what I can add

haughty flower
umbral sail
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U his fan now?

haughty flower
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Yeah lol

umbral sail
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Lol

haughty flower
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Even tho i made him start

umbral sail
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Be my fan ;)

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Lol jk

trim falcon
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when I was a kid

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I did't know that was someone head

storm lava
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O shet

haughty flower
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???

umbral sail
haughty flower
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the fire looks a bit
out of place somehow

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that's just my feeling tho

umbral sail
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hmmmm, I mean to me it looks fine, the one before looked much worse haha

haughty flower
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i mean, on the building it just looks like you spammed alot of fire, but eh

umbral sail
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I can try to fix that

vocal crypt
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the sprite to me looks not very...DOOMy....

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the fire sprite

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makes me think it's from like Duke Nukem 3D or Rise of the Triad, basically a 3D Realms game.

umbral sail
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It's a edited fire from duke3D

formal breach
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looky looky

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totally not a trap reveal

umbral sail
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Moonbase.wad

formal breach
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Just a codename for now

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Gonna decide whether to change it later or not

umbral sail
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I will have to change my mods name too, hell upon earth sounds too much like hell on earth starter pack

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When you release the map let me know, I wanna play it

formal breach
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Rename it to "heck earf"

umbral sail
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"To the heck with earth levelpack"

prisma saddle
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@umbral sail Name it baking earth.

formal breach
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name it "fricking on earthf"

umbral sail
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Lmao

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"Roasted earth"

prisma saddle
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"Boiled earth"

umbral sail
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"Cooked Earth"

prisma saddle
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"Hard Boiled earth"

umbral sail
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Lol

prisma saddle
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"Deep Fried Earth"

umbral sail
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Lmao

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"Toasted earth"

royal wave
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Let's keep the racial slurs out, even if they're ironic. Thank you.

lavish hollow
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@everyone CLUB PENGUIN TC FOR DOOM

vocal crypt
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no

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open worl

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*world

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which is impossible for even the GZDoom/ZDoom engine.

unreal oyster
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not really

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would just be quite hard to do

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impossible with ACS and DECORATE? yeah, i'll give you that

vocal crypt
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ZScript is still developing though IIRC?

unreal oyster
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yeah, in a few areas

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it's completely stable in most areas though now

vocal crypt
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how come Slade 3 doesn't have the ZScript langauge though?

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Unless it's just me not bothering to update it

unreal oyster
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you can make menus with it, make status bars with it, make actors, so much stuff is already possible

vocal crypt
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menus?

unreal oyster
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Slade doesn't have highlighting because they haven't put it in

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yeah, menus

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like, way more advanced menus than MENUDEF on its own could ever hope to do

shadow bone
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You can set the language to "ZDoom Decorate" in SLADE and it'll highlight ZScript well enough for most purposes.

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The next version should have proper highlighting, I think

vocal crypt
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do they work on the "When it's Done" thing

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or they set deadlines or somethin

shadow bone
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Slade? Whenver it's done.

vocal crypt
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that's what I meant.

neat zenith
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I have an Idea for a wad. But I need a little help

vocal crypt
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what do you want 2 achieve.

neat zenith
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I want to create a warhammer 40k wad. But I only know map design

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something along the lines of space hulk

vocal crypt
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FPS or RTS style?

neat zenith
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fps

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you can do rts in doom?

vocal crypt
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Chubzdoomer did some example IIRC.

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requires some heavy scripting though IIRC.

neat zenith
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I think I saw that a long time ago, I didnt think anything of it

vocal crypt
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iirc.

neat zenith
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Im looking for a single player space hulk type game. It be close enough to doom, Just need help

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I can build maps no problem

vocal crypt
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IDK what space hulk is

neat zenith
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Mostly hallways and few open spaces

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Its a giant warhammer shiplike thing

formal breach
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It's the little additions that make a seemingly bigger difference

vocal crypt
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anyone help me with a MD3 model

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mostly it can't find teh skin

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to be specific

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skin 88mmflak.png not found in 88mmflak

formal breach
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I also put some hanging coprses above some of the torches

royal wave
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Does it do anything besides be a loud noise?

cinder moon
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shoots alot of rockets and its a chainsaw

royal wave
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any reason why AIRGA0 and AIRGB0 are exactly the same?

formal breach
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So I decided since DOOM doesn't have any waterfall textures, I'll subsitute with a bunch of blue particle fountains and a scrolling water texture

cinder moon
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its for the animtion

formal breach
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I think I should use white particles instead

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Blue just seems odd

royal wave
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and any reason why it's not an actual air horn sound?

cinder moon
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i couldnt add one in cause the chainsaw sound replaces wasnt working..

formal breach
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Did you remember to do SNDINFO

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I forgot what it's called but you should do that

cinder moon
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hold on im gonna trie to fix it

formal breach
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Yeah, white looks better than blue for the waterfall

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I should make the mist a bit thicker though

cinder moon
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here we go

formal breach
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THERE WE GO THAT LOOKS BETTER

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You know it's bad when you have to try hard enough NOT to accidentally create a penis shaped cave

cinder moon
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With Better Animation

vast plaza
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Is there a way to make the "Floor raise to nearest/highest floor" completely quiet?

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Could you make a box around the floor/elevator and "block sound" ? Or is that very inefficient

haughty flower
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there might be a script for that to call upon

vast plaza
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I'll have a look around

cinder moon
formal breach
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I added a cave area for the first key or whatever

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I have a really good feeling about this map though

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This is the first one I've made progress on without needing to add extra content

formal breach
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Okay, is there a way to make a two way platform?

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Like on one side of the platform the floor and ceiling are lowered

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And the other side is a bit higher up

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What I wanna do is make it where when used by one side, it won't only go all the way down.

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As in go to the intended floor depending on what side it is activated from

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Okay I figured out a way

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I used Lower wait raise with a lip of 64

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Works flawlessly too

formal breach
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If you can guess what area is new I'll give you nothing but the pleasure of getting a question right

formal breach
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someone pls

sterile wasp
blissful knoll
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the blue area where you would be implementing a waterfall?

formal breach
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Yeah, the new tunnel area

weak lodge
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looks interesting

formal breach
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I mean like the huge blue looking area

haughty flower
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๐Ÿ‘Œ

formal breach
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Good job

weak lodge
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good shit

pearl sundial
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good stuff b

formal breach
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So since I'm done building the cave area

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I think it's about time I share screenshots of it

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Hold on

vocal crypt
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I held on

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where is it

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/sarcasm

formal breach
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Whoever can guess what's inside of that red/blue rall thing at the back

warped rampart
formal breach
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gets free air

haughty flower
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man

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soon @warped rampart will recreate Plutonia at this rate

warped rampart
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Nah

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I could never get down to such detail.

vocal crypt
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neiether would I

formal breach
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Yes?

haughty flower
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looks like you forgot to enter the cd-key for your os

formal breach
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I'm using the free version for now

trim falcon
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rip

formal breach
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wait how does it look

haughty flower
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looks preety cool

formal breach
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I'm also working on the lighting part

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In fact I'm about finished up with some of the lighting

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God bless 3D mode

haughty flower
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the offsets are fine

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but they don't appear in game when i summon the monster?

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they're invisible lol

trim falcon
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404 monster sprite not found

royal wave
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Are you sure you set the offsets correctly?

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Go in slade and show me your whole screen when you select a sprite

haughty flower
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sorry lol

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it's a small side project i'm working on, i already gave up because i'll get sidetracked

royal wave
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oh

torn timber
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I see you only have 1 and 5 sprite angle images, will it still work properly if it's missing the others?

haughty flower
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oh i don't know

safe timber
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hey guys!

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My first doom mod!

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it adds 2 weapons

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the super duper shotgun

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and the 3 round burst pistol

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you have to do IDKFA To get both though

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the 3 Round Burst pistol can be summoned in with "3RoundPistol"

unreal oyster
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you really need to adjust the offsets on this gun

safe timber
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i did, thats not an update version

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also, i completely forgot the alternate hud when i made it

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lol

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i play with the classic hud

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@unreal oyster

vocal crypt
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what's the bottom gun?

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I know it's the barrels of the SSG

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but I don't think Salty wants it to be a SSG.

prisma saddle
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It's the SSG Quake edition.

vocal crypt
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he told you, or is you just guessing?

prisma saddle
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Which roughly means no reload animation.

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He put the WAD up for download.

vocal crypt
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oh

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@safe timber did you upload the update version, or is that link the same one Gut said had probs?

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off set wise.

safe timber
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Oh

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i havn't fixed the super duper shotguns placement yet

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the 3 round burst pistol is fixed

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but i havn't uploaded it

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@vocal crypt

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also im gonna try and make my own sprite

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for the super duper shotgun

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its gonna be completely impractical

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but heres what im thinking

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so you know that extremely sawed off shotgun from killing them softly?

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that, slightly longer, and 2 more barrels

vocal crypt
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so a quad barrel shotgun

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gonna have quite a fuckign kick

safe timber
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yes

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also keep in mind

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theres only gonna be like an inch of barrel

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the rest is chamber

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thats how sawed off its gonna be

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with a name like super duper shotgun

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i think it has to be absurd

vocal crypt
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make it shoot rockets then

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weak ass spread rockets

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but rockets

safe timber
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nah

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i was planning on having a rocket launcher chaingun

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uhh

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im having trouble finding a sprite sheet for the original super shotty

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any help?

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googles doom super shotgun sprite sheet

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lol

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this is actualy what came up

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a pump action double barrel..

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really?

unreal oyster
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russian overkill has already done the quad barrel ๐Ÿ˜›

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in fact it's done the quad quad barrel too ๐Ÿ˜›

vocal crypt
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hell of a quick though

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it would rip your arms off from the recoil

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*kick

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ghod damn

prisma saddle
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But has it done a revolver shotty?

vocal crypt
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that's for Too Many Shotguns

safe timber
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yes guta

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but my quad barrel has the shells poking out

vocal crypt
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is it that ghetto eh?

safe timber
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i told you

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its based on the one from killing them softly

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even though ive never seen that movie

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ive seen a scene

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and its freaking hilarious

vocal crypt
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that's a movie?

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Killing Them Softly?

safe timber
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yes

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trying to find the clip..

vocal crypt
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oh

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it'd be a nice reference I guess.

safe timber
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lol

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if you shoot someone with this "fricking" thing its gonna kill everybody in the "fricking" room!

vocal crypt
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what

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is that teh censored tv version

safe timber
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no

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i just dont swear

vocal crypt
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Wuss...

safe timber
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you know, the original super shotty was pretty poorly designed

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its like they spent all their time on the new enemys and massive levels

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and scrambled to add a new weapon

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and made it completely overpowered

vocal crypt
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really?

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seemed like a good boomstick-

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oh

safe timber
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its real fun to use though

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just incredibly unbalanced

vocal crypt
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well, considering not against Cybers and Baron of Hells and Spider Masterminds

safe timber
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@vocal crypt

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the super duper shotguns sprite is almost done

vocal crypt
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where's the shells

safe timber
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almost

warped rampart
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Never in my life

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Have I witnessed

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Such

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beauty

vocal crypt
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maybe because you don't get out more

safe timber
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sawed it off a tad more

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gonna do some extra shading to the shells poking out

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also some smoothening around around i glued the super shotty to the pistol

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welp

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@unreal oyster

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like it?

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lol

haughty flower
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art

safe timber
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so how many shots does each shell have in dom?

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so i can figure out how dead this thing makes everything

vocal crypt
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dom?

safe timber
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doom*

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tbh i wanna remove the shells at the end

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i cant figure out how do them

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im not very good at sprite art so

vocal crypt
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neither am I

safe timber
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welp

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there we have it

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the super duper shotgun

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for when you need to kill things deader

vocal crypt
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make sure it kicks like a goddamn bitch tho

safe timber
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will do

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ugh, but the part where the 2 sprites connect

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im gonna work on that some more

trim falcon
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is that an eyehole ?

vocal crypt
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If my thinking of physics works, a ignited shotgun shell, four of them, with short barrels, will give you a hell of a kick and recoil.

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launching them as well

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so

trim falcon
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put luminati eye into it

unreal oyster
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@safe timber the shot count isn't consistent in doom, shotty fires 7 pellets whereas SSG fires 20

safe timber
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huh

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frick it then

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this'll fire 50

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im tired of editing it

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this is the one im going with

safe timber
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@unreal oyster

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fixed weapon position for the 3 round pistol

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and the super duper shotguns new quad barreled sprite

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aswell as taking 4 shells instead of 2

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๐Ÿ˜ƒ

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btw

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i was thinking of a new name for the super duper shotgun

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THE GIBINATOR 18000

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because it gibs enemys

vocal crypt
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Medium Ass Gun 3K

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MAG vs BFG

safe timber
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and allot of them

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yeah, each shot does 30 damage

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so it gibs a ton

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lol

vocal crypt
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I hope you include hard maps then

safe timber
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i was planning on it

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also, its not a replacement for the super shotty

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its its own thing from scratch

vocal crypt
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what is it then

safe timber
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:p

vocal crypt
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so uh

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a level 5 then?

safe timber
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i was planning on around map 15-20 in doom 2

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and dis in ultimate doom

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just to mess with the player

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lol

vocal crypt
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dis?

safe timber
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the first spider mastermind in ultimate doom

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also the last level of episode 3

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menaing it dissapears when you start the next level

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:3

vocal crypt
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unless it's Doomone

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which is all levels in technically one run

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so

safe timber
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whats doomone?

vocal crypt
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which is all levels in technically one run

safe timber
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ik

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but like

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what is it?

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how do you do that?

vocal crypt
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WHICH IS ALL LEVELS IN TECHNICALLY ONE RUN

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wait

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how?

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uh

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ask them

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the makers

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or something

safe timber
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well assuming the player is doing the standard episodic format

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they would lose the weapon

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THE GIBINATOR 18000

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ALL BUT THE TOUGHEST

plush sapphire
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Now I thought Doom:One was all levels in an episode in one run, not all levels in one.

safe timber
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oh hey kamm

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did you try my mod?

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lol

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@plush sapphire

plush sapphire
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Nope. Been slacking on getting classic stuff back together after them hard drives died.

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Spending all of my time making animations for stream related things.

safe timber
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oh

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:/

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well try it out when you can

safe timber
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@unreal oyster

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new duel chaingun

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repositioned sprites

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and custom (terrible) sprite for the super duper shotgun

unreal oyster
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Stop pinging me about this please

safe timber
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okay

unreal oyster
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I check the chat enough to see what you are posting

safe timber
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:p

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really proud of the duel chaingun sprite

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even though i just snipped up a bunch of other doom sprites to make it

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:p

safe timber
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new version of the mod

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fixes to the chaingun sprite

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aswell as a new sprite for the quad-pistol-shotgun

vocal crypt
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dual chainguns could use the chaingun sound

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also, quad sawed off doesn't kick you back

safe timber
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i like the shotgun sound better

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also, i cant figure out how to add kick back

warped rampart
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I saw that coding was often in .txt files (when viewing with Slade); do I just convert the language in Slade?

safe timber
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yeeh

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well

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if you want to try my insane shotgun

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the downloads just a few messages up

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:p

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also its completely overpowered

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2 shots cyberdemons at mid-far range

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also it gibs up to shotgun guys

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i like how i accidently made your arms shake when you shoot the duel chaingun

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its intended to be one weapon

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and your holding on to it for dear life while you shoot the thing

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lol

warped rampart
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Haha, that's a great accident

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Like a great painter who had an afro once said

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"We don't make mistakes"

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"We have happy accidents"

safe timber
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lol

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the handles shake to

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which just plain makes since

warped rampart
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I wanna experiment with the idea of a "pyrokinesis" weapon in Doom

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The hardest part I can imagine is trying to get the flames to look good

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I know what you need to pick up in order to use it

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The WIP name is a "Pyro Crystal"
It's a crystal, as the name implies

safe timber
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im working on item sprites for my weapons

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one was a premade asset, so i already had those

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the duel chaingun one i just made

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and im about to make the quad pistol shotgun

warped rampart
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Good luck with that

safe timber
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@warped rampart

plush sapphire
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I know you didn't mention me in this, but I don't really like it. Feels like the regular shotgun item sprite enlarged in front of the grip.

safe timber
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thats what it is

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i felt it was appropriate to do that

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considering the actual item when your holding it is just the super shotgun barrels shorted and stacked

warped rampart
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onice

safe timber
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and the barrels dont look shortened at first when your holding it

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but they are

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direct comparison between it and the super shotgun makes it very clear that half the barrels chopped off

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aka

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spuper shotgun was sawed off

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this thing is insanely sawed off

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part of the reason you hold it with one hand and its called a "pistol"

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its ment to be slightly larger then lets say.. the rage shotgun

plush sapphire
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Not familiar with Rage tbh.

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I played a demo once upon a time.

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That was that.

safe timber
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well its super shotgun is like, an inch

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honestly im suprised the shells werent poking out of the thing it was so short

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make that 2 inches

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actualy pretty similar in size

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welp

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i just massively nerf the quad shotgun

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its spread is now insane

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and each pellet only does 10 damage instead of 30

safe timber
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how do i load custom stuff in the slade mapmaker?

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doom builders a 7z

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and i refuse to download 7z

formal breach
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What's wrong with 7z

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Are you actually fucking retarded enough to deny one of the greatest mapping tools for DOOM just because it's in a file format you dislike

safe timber
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no

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i just dont like 7zip

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last time i got it all my zips turned into 7z's

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:I

formal breach
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Doesn't happen with me

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Besides, can't you change the default program for certain formats?

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And can't you like

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Make it where it doesn't do that before installing it?

safe timber
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i didnt even install it by myself

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it just showed up on my computer one day and royally fricked up all my zips, and i used to be big into minecraft texture pack making and getting new packs

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which only work as zips

formal breach
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They're the same file format though

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Just a different opened program and icon

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Which you can change

safe timber
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yeah well according to minecraft they aint

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you cant run a 7z file as a minecraft resource pack

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:I

formal breach
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It's not a 7z file though

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It's a ZIP with a different icon

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:/

safe timber
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im not denying that

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but minecraft does

formal breach
#

Either way, you can change the default program

#

Just change the default program for ZIP files to Windows Explorer

safe timber
#

also they aren't zips

formal breach
#

You can find that in properties

safe timber
#

.pk3's are zips

#

you can change them into zips

#

without some random program..

#

you know whats not a zip? a 7z

#

if you change it into a zip the normal windows way

#

it gets corrupted

#

ded

unreal oyster
#

7z is not zip, it's the same idea but done better

formal breach
#

I know that

formal breach
#

Just great

#

MY FUCKING MONITOR IS BROKEN

#

Well guys I'm cancelling the map entirely now

unreal oyster
#

Shouldn't have broken it then

trim falcon
#

you need to learn to manage your stress first

formal breach
#

How about you shut the fuck up

hazy lantern
#

@formal breach You just confirmed what @trim falcon suggested you in a friendly tone...

formal breach
#

I could care less what he fucking said

hazy lantern
#

Then do it instead of insulting people ๐Ÿ™ƒ

unreal oyster
hazy lantern
#

LOL

formal breach
#

You aren't funny

unreal oyster
#

you seem a bit salty argent

haughty flower
#

argent pls

unreal oyster
#

but then again i'm not surprised

#

ยฏ_(ใƒ„)_/ยฏ

formal breach
#

If you use the word "Salty" you deserve to have both of your legs slowly cut off with a rusty kitchen knife

haughty flower
#

lmao edgy

trim falcon
#

I want to join this conversation but I can't

#

cause I will obviously trolling you

unreal oyster
#

you seem a bit salty argent

haughty flower
#

guta stop baiting him lol

formal breach
#

Now you're repeating yourself retard

haughty flower
#

b8 has been taken

unreal oyster
#

if only i could edit his title so that all his posts went off the window... ๐Ÿ˜‰

haughty flower
#

?

#

aaaa bait

prisma saddle
#

Argent, maybe just, get off Discord for a bit and calm down.

hazy lantern
#

@formal breach Okay now listen: Calm down and don't take anything to serious on the Internet. And as always: NEVER ENGAGE ON TROLLS!

#

If you think someone tries to troll you or whatever: Ignore it. Best advice I can give you.

unreal oyster
#

heh

prisma saddle
#

Oh...

haughty flower
#

l m a o

warped rampart
#

Welp

trim falcon
#

how did he get a blog on doomworld again ?

hazy lantern
#

sigh...

#

At least I tried.

sturdy imp
#

can you guys recommend any WADs or PK3s (for ZDoom) with weapons from newer Wolfenstein games? (Return to Castle Wolfenstein, Wolfenstein 2009, Wolfenstein: New Order). I think I saw some Doom mod with Paratroop Rifle (FG42) from Return to Castle Wolfenstein
Unfortunately I can't find it anymore and I don't remember where I've seen it

cinder moon
#

im think of a idea for Mod for Doom , That Involves This Character (my Oc) But i would like some Help For it, being that its the first Real Mod ive Wanting to make... Blazely/Daniel (Only one in color)

#

But using this Design

shadow bone
#

Anyone want to test something out for me?

#

Weapon mod like Receiver

haughty flower
#

Sure man, gimme a moment i'll be home in like 5 @shadow bone

shadow bone
#

Just looking for general feedback on look/feel and mechanics.

haughty flower
#

it's too fucking hard, please tone down the fucking difficulty

shadow bone
#

lol

haughty flower
#

uhhhhh

#

i'm trying to run it but it just launches normal doom, nothing else happens

#

maybe my gzdoom is outdated holdup

#

works now

#

uhh @shadow bone i picked up zombie's clips and nothing happened..? i like, have just 4 mags even though i picked up more

#

or 3

shadow bone
#

I haven't added mag or ammo pickups, sorry I should have said that

#

That's on the docket

haughty flower
#

then i'm fucked

shadow bone
#

It's still fairly alpha

haughty flower
#

it works fine

#

just get the mag pickups working and all

#

and you're set lmao

#

i suggest you make every mag an inventory item etc

shadow bone
#

I'd really like to, but inventory doesn't work that way ๐Ÿ˜ฆ

#

It's only "you have X of this item" and there's no way to keep track of how many bullets are in a mag

#

Can't have separate instances

haughty flower
#

oh

#

too bad you can't make inventory items in inventory items then. shrug

shadow bone
#

That would be optimal, but it's not happened yet.

#

Dunno if it will

#

Currently mags are tracked as an array on the weapon. I'm thinking that magazine pickups will drop an empty mag for a randomly-filled one.

#

Eventually reloading mags will be a thing, as will loose bullet pickups

weak lodge
#

gonna make an id-style map

#

any tips?

#

is it me or is SLADE's midi player really finnicky?

haughty flower
#

it is

haughty flower
#

@weak lodge I remember reading some "rules" off the internet and combined them with what I've noticed while playing:

Change floor height if you want to change the texture.

Don't make gigantic maps (because of engine limitations) and minecraft-sized open areas.

If there is an enemy placed somewhere that drops an item, then that location must be accessible to the player to pick up (lifts, rising staircases etc)

All textures don't have to be aligned perfectly. Yes, John Romero said he tries his absolute best, but you can clearly see multiple subversions throughout his levels.

To actually limit yourself, use BSP-W32 instead of ZenNodes

The level itself must flow organically and have multiple points of interests for easy navigation.

All levels must be played pistol start.

The first level in the set can be made last after you finish the rest

weak lodge
#

aight

haughty flower
#

Ew, pressing 'return' to start a new line really didn't help to make this readable when sent anyways. :[

#

Hope it helps anyways

weak lodge
#

getting maps to "flow" is really hard for me

haughty flower
#

It would've looked better if I was at my PC and oh?

weak lodge
#

yeah like, it's kinda troubling for me to not make maps that are linear pieces of shit

#

any advice?

haughty flower
#

Forgot another one and maybe this could help solve with the linearity problem you're concerned about: If there's a window that shows outside, then the player must be able to access outside-- if there's no outside area, make one.

#

Don't stress too much on detailing since it can get your burned out all on one room. Light levels are a fast and easy way to make an area look nice.

#

To be honest, linearity isn't always bad either for some people

weak lodge
#

yeah

haughty flower
#

Try experimenting with shortcuts that would open up the further the player goes in the level too

weak lodge
#

aight

#

the only "huge" open rooms in doom 1 i can name off of the top of my head are: the boss room in E1M8, i'm not sure if the main cratemaze room in E2M2 counts but it's still a huge room--and E2M9

haughty flower
#

Yeah, I mean stuff like a ridiculous amount of units wide-- the kinda stuff that would make Vanilla Doom start weeping about

#

Right off the bat something like the size of MAP30 Sunlust

weak lodge
#

yeah yeah

#

also the starport level in sunlust (i think it's MAP18?)

haughty flower
#

Well I'm gonna get off for the night. If you have anything else you're concerned about just ask away here or @ me! Good luck with your map man

weak lodge
#

aight, have a good one

#

so alright, WIP shot of the map, the foor you see at the front of the map will be the red key door, i think it'd be cool like "the end is at the beginning" or something like that, the separated starts are inspired by E2M2 and E2M3

#

imo episode 2 is my favorite episode of doom, the atmosphere is good

#

any thoughts?

weak lodge
#

slow progress is good progress

weak lodge
warped rampart
#

What does Weapon.SelectionOrder mean?

weak lodge
#

iirc it's like

#

what order the weapon is equipped in

warped rampart
#

So, would setting that value to something like 1400 make it the 4th weapon in the list?

weak lodge
#

i want to say yes?

#

but not sure

#

anyway some screenshots

haughty flower
#

Looking good, definitely looks like something from the past so far

weak lodge
haughty flower
#

So far it looks post E1M4-ish

weak lodge
#

yeah?

haughty flower
#

If you want to have it feel more like episode 2, then try designing satanic imagery using only tech textures.

#

As in, Hell has just started to warp the tech base but by not too much

weak lodge
#

ye ye

haughty flower
#

All from Doom episode 2 of course

weak lodge
#

yeah

#

one of my favorite texture series in doom imo is kinda like the corroded gray concrete walls (as seen in the pic of E2M6)

#

also another thing i feel like bringing up

#

the brick textures with the green faces

haughty flower
#

Yeah, they're really good textures to use for the theme you're going for!

weak lodge
#

yeah

#

view from the tunnel

haughty flower
#

Now it's really starting to feel like an episode 2 map!

#

Are you aligning some textures after you have most of the layout done later?

weak lodge
#

i think so, yeah

warped rampart
#

I'm assuming those red boxes are good, because that means my coding is correct... right?

haughty flower
#

It'll look great when most of the textures have been aligned!

weak lodge
haughty flower
#

@warped rampart Haha, hopefully you have everything sorted out on your end right?

weak lodge
#

i have to say, this map really has that "late episode 2" feel for me, when my intended slot for it is E2M2

#

could work out as an E2M3 tho

warped rampart
#

@haughty flower Theoretically, when I test out the mod after adding sprites, it's going to work. Then the harder part will come: trying to get it to freeze enemies

haughty flower
#

Custom damagetypes will be your best friend

weak lodge
#

so you're making the GLOO cannon from PREY morgan?

warped rampart
#

Correct

trim falcon
#

what is GLOO cannon

#

what it do ?

warped rampart
#

The GLOO Cannon is a weapon that can freeze enemies and create platforms for the player to use

trim falcon
#

theoretically how is that possible in gzdoom ?

haughty flower
#

it's glues enemies down duh

warped rampart
#

Custom damagetypes, evidently

haughty flower
#

Damagetypes, he can assign a custom damagetype to enemies with a pain state exclusively for that damagetype to get an effect of being temporarily frozen

warped rampart
#

I'm gonna omit the platform thing so it doesn't break the game

haughty flower
#

To see it in action... Everyone has probably heard of Brutal Doom right? The fire deaths use damagetypes

trim falcon
#

how you going to stick it on the wall

#

the ceiling

haughty flower
#

Simple, have a +NOGRAVITY flag on the projectile's death

trim falcon
#

sprite would look weird

#

but if an enemy die on the air

#

its probably floating

warped rampart
#

Except I need the projectile to not "die"

haughty flower
#

Then make it do everything you want in its death state before calling the inevitable 'Stop'

warped rampart
#

If you look at Prey, the GLOO Cannon encases enemies

#

I can't just remove the death state?

haughty flower
#

The death state is what the projectile refers to when it collides with anything if I remember correctly

#

so no

#

However the last part of the death sequence in say, a rocket launcher has a 'Stop' at the end of its Death state which removes its projectile

#

So you can definitely work around it

warped rampart
#

I highly doubt it's gonna be as easy as keepinplace

haughty flower
#

No, it's still pretty easy hahaha

#

The Death state doesn't always have to actually remove the actor

#

Or you can have it spawn another actor when it reaches the death state with A_SpawnItemEx

#

just remembered

trim falcon
#

@haughty flower what mod have you done so far ?

haughty flower
#

I've done a lot of mapping, I was one of the mappers for 20 Monsters namely. I've done one HUD mod and working on a few bigger mods on my own right now. I'm not very prominent or experienced. :P

trim falcon
#

i see

warped rampart
#

So, would I need to make new scripts for each enemy that's frozen?

trim falcon
#

just do it

#

and debug later

haughty flower
#

Hmm what do you mean?

warped rampart
#

Sorry, I just want to do this in a manner where I don't break everything and come back to ask a hundred more questions

#

The fact that it uses the Zombieman as an example makes me think I either need a new script for each enemy or put those all into one txt

haughty flower
#

Oooh you're just doing the GLOO cannon as a gameplay mod rather than a TC then? I see

#

Yeah unfortunately so-- however it's easy to do but tedious

#

To avoid any confusion, you just have to add a DamageType state for each enemy you want to be affected by the cannon

#

The PainChance property part istelf may perhaps be optional

#

Here's the script that I hacked together for reference: ```
actor ROCKETGLOO : Rocket replaces rocket
{
States
{
Death:
TROO A 0 A_SpawnItemEx("ROCKETGLOO2")
Stop
}
}

actor ROCKETGLOO2
{
Height 16
Radius 24
YScale 0.25
+SOLID
+NOGRAVITY
States
{
Spawn:
TROO A 1
Loop
}
}

warped rampart
#

Judging from the video, there's no avoiding the whole "platform" thing (which was one of the GLOO's functions in Prey)

haughty flower
#

I thought that was how it worked in PREY :P

trim falcon
#

better use voxel or 3d model

haughty flower
#

If you don't want it to happen, remove the 'SOLID' flag from ROCKETGLOO2

#

then it will remain, but not be a platform

#

Ah-- just noticed that there's a modder role on this server. Those guys may be better versed in modding than I am if it distinguishes them from most of the people on the server

#

I'll try to do my best to help you anyway!

warped rampart
#

And assuming I want it to be bound to the weapon I have, I'll need to place it in the same script as the weapon, right?

#

(I'm sorry if I'm being such a pain in the ass)

haughty flower
#

Seriously, don't worry about if you're being a pain in the ass haha

#

And are you referring to the damagetype?

warped rampart
#

If I use that script you just posted, I guarantee you'll get credit

haughty flower
#

You put the damage type property inside of the actor that will be doing the damage

#

However, for hitscan weapons, you put the damagetype inside the weapon itself

#

For my script however, the source of the damage is coming from ROCKETGLOO, so the property DamageType GLOO will be added

warped rampart
haughty flower
#

Nope, above the 'States' keyword actually, since it's a property, not a keyword

warped rampart
haughty flower
#

That's good!

warped rampart
#

Wait a minute

#

I have the code for the ammo in the same script as the weapon itself; would I put this there, maybe under the ammo?

haughty flower
#

Putting the DamageType under the ammo? That wouldn't work. The ammo that the player picks up (not the actual projectile that's being fired) will never do damage in its lifetime unless it's some weird wacky mod haha

warped rampart
#

I've tested the code and GZDoom says that it couldn't find my sprites

#

OH

#

Duh, I meant the projectile part xP

haughty flower
#

I'm afraid I don't understand :O

warped rampart
#

Hold on, lemme go make a PasteBin

haughty flower
#

It looks like you're doing it correctly in the picture you've provided

warped rampart
haughty flower
#

Ok, looking at it now! Say again?

#

DamageType looks properly placed

#

AH, figured it out now. Are you talking about GLShot?

#

Yes, you would put the DamageType property there

warped rampart
#

Right under Projectile, correct?

haughty flower
#

Anywhere, as long as it's before 'States'

warped rampart
#

Would it be safe to remove the Rocket replaces rocket part?

haughty flower
#

Is GLShot is its own projectile right? If it is, it's not needed. That part was only there to make it quickly work with the vanilla rocket launcher (however, it can work for the cyberdemon too)

warped rampart
#

Ah

#

So by removing Rocket replaces rocket, it's basically binding that damagetype to the projectile, correct?

#

I updated the PasteBin btw

haughty flower
#

No, ROCKETGLOO is pretty much a child actor from the original 'Rocket' actor. -> Rocket <- replaces rocket this word in between the arrows sets the child's parent to borrow the properties and states from the already-existing actor. Rocket replaces -> rocket <- that part signifies to the source-port on what actor to automatically replace with

#

Hopefully that makes sense :P

#

To have a clearer exampleactor DoomThingy : DoomImp replaces BaronOfHell { } would result in an actor (being named DoomThingy) that exhibits a lot of the already existing Doom Imps behaviors and properties and replace all Barons of Hells

#

Suggestion, try anonymous functions-- can you see if this runs and doesn't spit an error out? Spawn: GLJP A 0 NODELAY { A_SpawnItemEx("Blank", 0, 0, 0, 1, 0, 0, 180, 128); A_PlaySound ("Weapons/GlooFly"); } Loop Try replacing the 'Spawn' state of GLShot with that

#

Your original way of doing it can be unreliable. Some parts can even be skipped (specifically the first part, since the sourceport has a very strange way of handling how everything reacts when it spawns ingame). What the new part does is combine everything in exactly one tic.

#

Ah whoops, change GLJP A 0 NODELAY to GLJP A 1 just saw what you're trying to do there

warped rampart
haughty flower
#

Yeah

#

Does it still behave as intended?

warped rampart
#

It looks like it

haughty flower
#

Ah, good. It's more efficent and reliable that way that way.

warped rampart
#

I'm not confused by those errors; from what I understand, it needs sprites to load

#

I have a feeling it's a different case with line 26, though

#

I think it is

#

Indeed it was

#

Line 26 is no longer an issue blobokhand

haughty flower
#

Ah, yeah just about to say it looked like there is no actor named 'Gloo' :P

#

Now, Line 40 seems to be weird. You already have the image inside the wad right?

warped rampart
#

No

#

As far as I can tell, GZDoom is telling me it needs the sprites to properly load the WAD

haughty flower
#

For now, you can always use a placeholder if you don't have an image right now

#

Unfortunately it's pretty weird on what GZDoom warns you on and straight up refuses to run on

warped rampart
#

Well, I gotta get to bed, I'll work on it more tomorrow

#

Thanks for your help o/

haughty flower
#

Hey, no problem! Glad to help out someone today. Have a good night man

weak lodge
#

gonna continue with the map making

haughty flower
#

so uh, i have a question
how do i make the player go to the nearest sector on button press?

#

like, teleport to the nearest sector on the left when said player presses A

trim falcon
#

first of all

#

how the game engine know which sector is the nearest ?

haughty flower
#

darn

trim falcon
#

what you can do is let that sector know which sector is the nearest

#

in other words

#

you need to make it 1 by 1

haughty flower
#

i wanted to do it like this

trim falcon
#

are you making a dungeon game ?

haughty flower
#

sort of ish

#

crypt of the necrodancer in doom was basically what i wanted lol

#

don't ask

trim falcon
#

someone might have do something similar

#

nash

#

and I don't remember which mod

#

even you able to do it

#

its sound very hellish

#

you need to tag every sector with unique sector number

haughty flower
#

aaaaa

#

you know what i'll do this when i'm home

unreal oyster
#

no that's a shit way to do that lol

haughty flower
#

but like

#

i can still read

#

i'm also planning to take oblige's source code for like

#

level generation

unreal oyster
#

what you want is to create a player, completely freeze their movement and then rewrite their movement code

haughty flower
#

ah

unreal oyster
#

to move entirely in jumps of x units

trim falcon
#

jitterskull

unreal oyster
#

you could do this in ACS, but it's probably better to do it in ZScript

haughty flower
#

so, how much units is a

unreal oyster
#

since ZScript player's have a virtual function for movement

trim falcon
#

8

haughty flower
#

64x64 square

#

do i just

unreal oyster
#

64 units

haughty flower
#

okay

trim falcon
#

I just wondering about your math

#

how far did you already learn

haughty flower
#

?????

trim falcon
#

theorem pythagoras

#

graph

#

advance math

haughty flower
#

ยฏ_(ใƒ„)_/ยฏ

#

i'm 14

unreal oyster
#

erron, what the fuck are you even saying

haughty flower
#

didn't do much

unreal oyster
#

none of this has any relevance

haughty flower
#

^

trim falcon
#

I do meth

#

he going to do some grid movement

#

I think he should know some formula

unreal oyster
#

he's basing this on crypt of the necrodancer

#

it doesn't have diagonal movement

#

pythagoras' theorem is for length of the hypotenuse on a right angled triangle

haughty flower
#

actually, necrodancer does have diagonal movement lol, but i don't need it yet

unreal oyster
#

oh wait it does? huh

haughty flower
#

yeah, diamond is a new dlc character i think that features diagonal movement

unreal oyster
#

still, doesn't change what i'm saying

haughty flower
#

yep

#

k so

trim falcon
#

btw

haughty flower
#

zscript

#

where the fuck do i start

trim falcon
#

anyone know how to change projectile trajectory

#

like its head to north

#

and suddenly its goes west

#

a very sharp turn

#

90 degree

#

@unreal oyster

#

welp

unreal oyster
#

yes, you'd just add to its angle?

haughty flower
#

okay so question

#

how the hell do i like, use zscript

#

slade?

trim falcon
#

ok

#

setActorAngle (0, angle + 2);

unreal oyster
#

slade doesn't have syntax highlighting for ZScript, but you can create the lump yeah

trim falcon
#

you mean like this ?

haughty flower
#

what's a zscript lump called @unreal oyster

#

or do i just add a name and include it in decorate

trim falcon
#

zscript.txt

#

don't trust me

haughty flower
#

nevermind the lumps

#

how do i start using zscript, is it like ACS or do i create an actor?

trim falcon
#

kinda but different

#

I don't have knowledge about zscript

haughty flower
#

that doesn't make sense

#

which one

#

ah whatever

trim falcon
#

download d4d

#

and look into the code

haughty flower
#

nop

trim falcon
#

@unreal oyster I tried and its not working

#

its just make the projectile spinning

unreal oyster
#

ZScript is like extended DECORATE basically

#

if it's spinning, you are probably changing the angle in a loop

#

you only wanna change it once

trim falcon
#

I mean its retain the velocity

#

its still moving north

#

but the actor is spinning

unreal oyster
#

idk then

#

you haven't given me enough info to know why that's happening

trim falcon
#

I think I saw someone make a circular moving projectile before

unreal oyster
#

what do you mean circular moving projectile

trim falcon
#

@hazy lantern what r u streaming

#

yep

unreal oyster
#

it clearly says he's streaming "DOOM Nightmare-Challenge!"

trim falcon
#

a fireball that moving in circle

shadow bone
#

@haughty flower the best way to learn ZScript is to start converting actors from DECORATE

#

There's a page on the wiki about thiat.

unreal oyster
#

@severe summit was just wondering, do you know what doom 4 does to handle ledge-grabbing? i'm kinda curious as to how games handle that as a mechanic

#

like, what sort of collision checks happen to know if there's a grabbable ledge?

royal wave
#

I'm guessing a simple angle check

#

because from what I can tell, anything that's a ledge can be climbed

#

even out of bounds edges

cinder moon
severe summit
#

@unreal oyster A system like that is usually just a check for solid climbable surfaces using physics, checks what directions surfaces are facing to determine ledges, distance checks to make sure they can climb them and such.

warped rampart
#

Ooh :o

remote fjord
#

So is this where you post Doom WADs?

trim falcon
#

usually showcase

prisma saddle
#

@severe summit DOOM 2016 has smoother ledge grabbing than most games I've seen.

remote fjord
#

I'm still working on it, despite it being my first WAD for Doom. I'm trying to make it longer, but here it is . | Runs on zDoom and uses Doom II. doomguy_profile_r

vestal basin
#

Alright, i've got a question. Using Slade, how does one resize a monster? Sprites, i mean. I know how to change the hitbox.

shadow bone
#

@vestal basin Two options, I assume you're using ZDoom: You can either set a scale value for the sprites themselves in TEXTURES or you can add a Scale property to your DECORATE actor.

#

Be aware that SLADE does not include a graphics editor, so you can't actually scale the graphic itself; the methods I gave are for setting the in-engine visual scaling.

#

If you want to actually change a raw graphic, use a standalone editor like GIMP or Paint.NET

foggy escarp
#

im having an issue with a certain "powerup" isnt showing up in the inventory anymore

#

specifically, the bottom one

#

picking up the first powerup gives you the bottom one which acts more or less as the amount of cash you have

#

before you were able to check in your inventory and see it, now its not there

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and i dont know what caused it since its been awhile since ive tinkered with this

haughty flower
trim falcon
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what is that ?

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zscript ?

haughty flower
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zscript

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-.-

trim falcon
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This look very interesting

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I can make a dynamic movement with this

haughty flower
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so how would i use those functions in a player actor

trim falcon
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and I do not know how to use it.

haughty flower
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i didn't ask you in particular

unreal oyster
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You wouldn't use those to change the players movement

haughty flower
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oh

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what

unreal oyster
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You'd probably want to override the MovePlayer function on the playerpawn actor to write your own movement code

haughty flower
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uhhhh what?

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oh nvm got it

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guta

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there's no "MovePlayer"

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also, how would i make the movement so you can't hold down the move button?

trim falcon
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getplayerinput

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I do not know about zscript

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so I just teach you DECORATE/ACS