#classic-doom-maps-mods
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Its works
but does not works with multiple monsters that spawned in the same time
nvm
its works now
you need to use ACS_NamedExecuteAlways instead of ACS_NamedExecute
I see your problem
you're looping the spawn, which means it's constantly assigning itself a new tid
right
Wouldn't it still run again on a loop if the monster's target is killed and it returns to the Spawn state?
it defaults to the active player assuming it's a monster that targets the player
as long as there's an active target it can A_Chase, it will never go back to spawn
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
so I don't see why it wouldn't assign the TID
TNT1 A 0 A_GiveInventory ("timeskip", 1)
TNT1 A 0 ACS_NamedExecuteAlways("GIVETID")```
I do this to skip the script
couldn't you just separate the part of the Spawn code that you want to loop from the inital bit?
well yes
hmm but still the script will run again if the monster able to get into idle state
oh wait, I think I know what might be an issue
since the first line isn't actually used when the monster is initalized,
it calls the ACS script before 1 tic has passed
this might cause issues with assigning a TID as the monster might not be fully initialized yet?
my script already works
oh okay
and yes it true the script never run at first frame
so you need to give it some room
my issue already resolve
its because of ACS_execute vs ACS_executealways
ACS_execute cannot run the same script at the same time
We need to make a Doom mod that releases old Punt.
@trim falcon just give the number after ZombieMan
Oh
someone have the same problem like me
what a coincedence
and btw
his DECORATE might not work
RAND A 0 ACS_Execute(9001) // this will never run because its at the first frame
Goto Death```
That is ironic
anyone that have zdoom forum account should give him an advice
oh nvm
he already answered it
i think that if he goes on like this
he'll become a great mapper lol
yeah
i thought the same
he's already progressed
i'm so fucking proud lol
I love the attention to detail
Yeah
He's doing better than me
I like it
My biggest trouble is to think what I can add
https://cdn.discordapp.com/attachments/307809876036419594/309257070480195586/unknown.png
Look, he's making this a teleport
Basically 2 of those sticksto imply there is one
U his fan now?
Yeah lol
Lol
Even tho i made him start
O shet
???
idk who the person was who said the building looks with one texture generic, is that any better? http://i.imgur.com/1AekhBl.png
hmmmm, I mean to me it looks fine, the one before looked much worse haha
i mean, on the building it just looks like you spammed alot of fire, but eh
I can try to fix that
the sprite to me looks not very...DOOMy....
the fire sprite
makes me think it's from like Duke Nukem 3D or Rise of the Triad, basically a 3D Realms game.
It's a edited fire from duke3D
Moonbase.wad
I will have to change my mods name too, hell upon earth sounds too much like hell on earth starter pack
When you release the map let me know, I wanna play it
Rename it to "heck earf"
"To the heck with earth levelpack"
@umbral sail Name it baking earth.
name it "fricking on earthf"
"Boiled earth"
"Cooked Earth"
"Hard Boiled earth"
Lol
"Deep Fried Earth"
Let's keep the racial slurs out, even if they're ironic. Thank you.
@everyone CLUB PENGUIN TC FOR DOOM
not really
would just be quite hard to do
impossible with ACS and DECORATE? yeah, i'll give you that
ZScript is still developing though IIRC?
how come Slade 3 doesn't have the ZScript langauge though?
Unless it's just me not bothering to update it
you can make menus with it, make status bars with it, make actors, so much stuff is already possible
menus?
Slade doesn't have highlighting because they haven't put it in
yeah, menus
like, way more advanced menus than MENUDEF on its own could ever hope to do
You can set the language to "ZDoom Decorate" in SLADE and it'll highlight ZScript well enough for most purposes.
The next version should have proper highlighting, I think
Slade? Whenver it's done.
that's what I meant.
I have an Idea for a wad. But I need a little help
what do you want 2 achieve.
I want to create a warhammer 40k wad. But I only know map design
something along the lines of space hulk
FPS or RTS style?
I think I saw that a long time ago, I didnt think anything of it
Download Link (v1.1): https://www.mediafire.com/?28166cir081tp7s This ambitious project attempts to take everything that makes real-time strategy games so ca...
iirc.
Im looking for a single player space hulk type game. It be close enough to doom, Just need help
I can build maps no problem
IDK what space hulk is
Mostly hallways and few open spaces
Its a giant warhammer shiplike thing
anyone help me with a MD3 model
mostly it can't find teh skin
to be specific
skin 88mmflak.png not found in 88mmflak
I also put some hanging coprses above some of the torches
Does it do anything besides be a loud noise?
shoots alot of rockets and its a chainsaw
any reason why AIRGA0 and AIRGB0 are exactly the same?
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
its for the animtion
and any reason why it's not an actual air horn sound?
i couldnt add one in cause the chainsaw sound replaces wasnt working..
hold on im gonna trie to fix it
Yeah, white looks better than blue for the waterfall
I should make the mist a bit thicker though
THERE WE GO THAT LOOKS BETTER
You know it's bad when you have to try hard enough NOT to accidentally create a penis shaped cave
Is there a way to make the "Floor raise to nearest/highest floor" completely quiet?
Could you make a box around the floor/elevator and "block sound" ? Or is that very inefficient
there might be a script for that to call upon
I'll have a look around

I added a cave area for the first key or whatever
I have a really good feeling about this map though
This is the first one I've made progress on without needing to add extra content
Okay, is there a way to make a two way platform?
Like on one side of the platform the floor and ceiling are lowered
And the other side is a bit higher up
What I wanna do is make it where when used by one side, it won't only go all the way down.
As in go to the intended floor depending on what side it is activated from
Okay I figured out a way
I used Lower wait raise with a lip of 64
Works flawlessly too
If you can guess what area is new I'll give you nothing but the pleasure of getting a question right
someone pls
i wonder where
the blue area where you would be implementing a waterfall?
Yeah, the new tunnel area
looks interesting
I mean like the huge blue looking area
๐
Good job
good shit
good stuff b
So since I'm done building the cave area
I think it's about time I share screenshots of it
Hold on
Whoever can guess what's inside of that red/blue rall thing at the back
I accidentally figure out how to make a switch https://twitter.com/PyrolexSarvagon/status/861759085670215680
gets free air
neiether would I
looks like you forgot to enter the cd-key for your os
I'm using the free version for now
rip
wait how does it look
looks preety cool
I'm also working on the lighting part
In fact I'm about finished up with some of the lighting
God bless 3D mode
Experimenting https://www.youtube.com/watch?v=clKdiI4FxCY
so, i have a sprite set
i coded the sprite set
the offsets are fine
but they don't appear in game when i summon the monster?
they're invisible lol
404 monster sprite not found
Are you sure you set the offsets correctly?
Go in slade and show me your whole screen when you select a sprite
sorry lol
it's a small side project i'm working on, i already gave up because i'll get sidetracked
oh
I see you only have 1 and 5 sprite angle images, will it still work properly if it's missing the others?
oh i don't know
hey guys!
My first doom mod!
it adds 2 weapons
the super duper shotgun
and the 3 round burst pistol
you have to do IDKFA To get both though
the 3 Round Burst pistol can be summoned in with "3RoundPistol"
ummmmm
you really need to adjust the offsets on this gun
this gun has pretty big sprite issues + it jerks around due to bad offsets
i did, thats not an update version
also, i completely forgot the alternate hud when i made it
lol
i play with the classic hud
@unreal oyster
what's the bottom gun?
I know it's the barrels of the SSG
but I don't think Salty wants it to be a SSG.
It's the SSG Quake edition.
he told you, or is you just guessing?
oh
@safe timber did you upload the update version, or is that link the same one Gut said had probs?
off set wise.
Oh
i havn't fixed the super duper shotguns placement yet
the 3 round burst pistol is fixed
but i havn't uploaded it
@vocal crypt
also im gonna try and make my own sprite
for the super duper shotgun
its gonna be completely impractical
but heres what im thinking
so you know that extremely sawed off shotgun from killing them softly?
that, slightly longer, and 2 more barrels
yes
also keep in mind
theres only gonna be like an inch of barrel
the rest is chamber
thats how sawed off its gonna be
with a name like super duper shotgun
i think it has to be absurd
nah
i was planning on having a rocket launcher chaingun
uhh
im having trouble finding a sprite sheet for the original super shotty
any help?
googles doom super shotgun sprite sheet
lol
this is actualy what came up
a pump action double barrel..
really?
russian overkill has already done the quad barrel ๐
in fact it's done the quad quad barrel too ๐
hell of a quick though
it would rip your arms off from the recoil
*kick
ghod damn
But has it done a revolver shotty?
that's for Too Many Shotguns
is it that ghetto eh?
i told you
its based on the one from killing them softly
even though ive never seen that movie
ive seen a scene
and its freaking hilarious
yes
trying to find the clip..
Killing Them Softly movie clips: http://j.mp/1yOnVq2 BUY THE MOVIE: http://j.mp/WEdJ1m Don't miss the HOTTEST NEW TRAILERS: http://bit.ly/1u2y6pr CLIP DESCRI...
lol
if you shoot someone with this "fricking" thing its gonna kill everybody in the "fricking" room!
Wuss...
you know, the original super shotty was pretty poorly designed
its like they spent all their time on the new enemys and massive levels
and scrambled to add a new weapon
and made it completely overpowered
well, considering not against Cybers and Baron of Hells and Spider Masterminds
where's the shells
almost
maybe because you don't get out more
sawed it off a tad more
gonna do some extra shading to the shells poking out
also some smoothening around around i glued the super shotty to the pistol
welp
@unreal oyster
like it?
lol
art
so how many shots does each shell have in dom?
so i can figure out how dead this thing makes everything
dom?
doom*
tbh i wanna remove the shells at the end
i cant figure out how do them
im not very good at sprite art so
neither am I
welp
there we have it
the super duper shotgun
for when you need to kill things deader
make sure it kicks like a goddamn bitch tho
will do
ugh, but the part where the 2 sprites connect
im gonna work on that some more
is that an eyehole ?
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.
launching them as well
so
put luminati eye into it
@safe timber the shot count isn't consistent in doom, shotty fires 7 pellets whereas SSG fires 20
huh
frick it then
this'll fire 50
im tired of editing it
this is the one im going with
@unreal oyster
fixed weapon position for the 3 round pistol
and the super duper shotguns new quad barreled sprite
aswell as taking 4 shells instead of 2
๐
btw
i was thinking of a new name for the super duper shotgun
THE GIBINATOR 18000
because it gibs enemys
I hope you include hard maps then
i was planning on it
also, its not a replacement for the super shotty
its its own thing from scratch
what is it then
:p
i was planning on around map 15-20 in doom 2
and dis in ultimate doom
just to mess with the player
lol
dis?
the first spider mastermind in ultimate doom
also the last level of episode 3
menaing it dissapears when you start the next level
:3
whats doomone?
which is all levels in technically one run
WHICH IS ALL LEVELS IN TECHNICALLY ONE RUN
wait
how?
uh
ask them
the makers
or something
well assuming the player is doing the standard episodic format
they would lose the weapon
THE GIBINATOR 18000
ALL BUT THE TOUGHEST
Now I thought Doom:One was all levels in an episode in one run, not all levels in one.
Nope. Been slacking on getting classic stuff back together after them hard drives died.
Spending all of my time making animations for stream related things.
@unreal oyster
new duel chaingun
repositioned sprites
and custom (terrible) sprite for the super duper shotgun
Stop pinging me about this please
okay
I check the chat enough to see what you are posting
:p
really proud of the duel chaingun sprite
even though i just snipped up a bunch of other doom sprites to make it
:p
new version of the mod
fixes to the chaingun sprite
aswell as a new sprite for the quad-pistol-shotgun
dual chainguns could use the chaingun sound
also, quad sawed off doesn't kick you back
I saw that coding was often in .txt files (when viewing with Slade); do I just convert the language in Slade?
yeeh
well
if you want to try my insane shotgun
the downloads just a few messages up
:p
also its completely overpowered
2 shots cyberdemons at mid-far range
also it gibs up to shotgun guys
i like how i accidently made your arms shake when you shoot the duel chaingun
its intended to be one weapon
and your holding on to it for dear life while you shoot the thing
lol
Haha, that's a great accident
Like a great painter who had an afro once said
"We don't make mistakes"
"We have happy accidents"
I wanna experiment with the idea of a "pyrokinesis" weapon in Doom
The hardest part I can imagine is trying to get the flames to look good
I know what you need to pick up in order to use it
The WIP name is a "Pyro Crystal"
It's a crystal, as the name implies
im working on item sprites for my weapons
one was a premade asset, so i already had those
the duel chaingun one i just made
and im about to make the quad pistol shotgun
Good luck with that
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.
thats what it is
i felt it was appropriate to do that
considering the actual item when your holding it is just the super shotgun barrels shorted and stacked
onice
and the barrels dont look shortened at first when your holding it
but they are
direct comparison between it and the super shotgun makes it very clear that half the barrels chopped off
aka
spuper shotgun was sawed off
this thing is insanely sawed off
part of the reason you hold it with one hand and its called a "pistol"
its ment to be slightly larger then lets say.. the rage shotgun
well its super shotgun is like, an inch
honestly im suprised the shells werent poking out of the thing it was so short
make that 2 inches
actualy pretty similar in size
welp
i just massively nerf the quad shotgun
its spread is now insane
and each pellet only does 10 damage instead of 30
how do i load custom stuff in the slade mapmaker?
doom builders a 7z
and i refuse to download 7z
What's wrong with 7z
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
Doesn't happen with me
Besides, can't you change the default program for certain formats?
And can't you like
Make it where it doesn't do that before installing it?
i didnt even install it by myself
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
which only work as zips
They're the same file format though
Just a different opened program and icon
Which you can change
yeah well according to minecraft they aint
you cant run a 7z file as a minecraft resource pack
:I
Either way, you can change the default program
Just change the default program for ZIP files to Windows Explorer
also they aren't zips
You can find that in properties
.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
7z is not zip, it's the same idea but done better
I know that
Just great
MY FUCKING MONITOR IS BROKEN
Well guys I'm cancelling the map entirely now
Shouldn't have broken it then
you need to learn to manage your stress first
How about you shut the fuck up
@formal breach You just confirmed what @trim falcon suggested you in a friendly tone...
I could care less what he fucking said
Then do it instead of insulting people ๐
"I could care less what he fucking said" https://www.youtube.com/watch?v=om7O0MFkmpw
David Mitchell addresses the American Nation on the proper use of particular English words and phrases. Subscribe to David Mitchell โบ http://bit.ly/SoapboxSu...
LOL
You aren't funny
you seem a bit salty argent
argent pls
If you use the word "Salty" you deserve to have both of your legs slowly cut off with a rusty kitchen knife
lmao edgy
you seem a bit salty argent
guta stop baiting him lol
Now you're repeating yourself retard
b8 has been taken
if only i could edit his title so that all his posts went off the window... ๐
Argent, maybe just, get off Discord for a bit and calm down.
@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.
Oh...
l m a o
Welp
how did he get a blog on doomworld again ?
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
https://www.reddit.com/r/Doom/comments/6aucty/yet_another_update_for_my_first_doom_mod_info_in/ updated my mod
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
Sure man, gimme a moment i'll be home in like 5 @shadow bone
Sweet. Here's the link, you can run the zip as a pk3: https://github.com/caligari87/tranquility/archive/zscript-refactor.zip
Just looking for general feedback on look/feel and mechanics.
it's too fucking hard, please tone down the fucking difficulty
lol
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
I haven't added mag or ammo pickups, sorry I should have said that
That's on the docket
then i'm fucked
It's still fairly alpha
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
I'd really like to, but inventory doesn't work that way ๐ฆ
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
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
gonna make an id-style map
any tips?
is it me or is SLADE's midi player really finnicky?
it is
@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
aight
Ew, pressing 'return' to start a new line really didn't help to make this readable when sent anyways. :[
Hope it helps anyways
getting maps to "flow" is really hard for me
It would've looked better if I was at my PC and oh?
yeah like, it's kinda troubling for me to not make maps that are linear pieces of shit
any advice?
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
yeah
Try experimenting with shortcuts that would open up the further the player goes in the level too
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
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
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
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?
What does Weapon.SelectionOrder mean?
So, would setting that value to something like 1400 make it the 4th weapon in the list?
Looking good, definitely looks like something from the past so far
So far it looks post E1M4-ish
yeah?
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
ye ye
Some quick points of interests for inspiration
Notice how in this image it appears as if the base has been abandoned and overgrown with vines
A combination of a hell-base infused with a tech-base
All from Doom episode 2 of course
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
Yeah, they're really good textures to use for the theme you're going for!
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?
i think so, yeah
I'm assuming those red boxes are good, because that means my coding is correct... right?
It'll look great when most of the textures have been aligned!
gzdoom builder view, will probably add on to the western part of the map later
@warped rampart Haha, hopefully you have everything sorted out on your end right?
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
@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
Custom damagetypes will be your best friend
so you're making the GLOO cannon from PREY morgan?
Correct
The GLOO Cannon is a weapon that can freeze enemies and create platforms for the player to use
theoretically how is that possible in gzdoom ?
it's glues enemies down duh
Custom damagetypes, evidently
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
I'm gonna omit the platform thing so it doesn't break the game
To see it in action... Everyone has probably heard of Brutal Doom right? The fire deaths use damagetypes
Simple, have a +NOGRAVITY flag on the projectile's death
Except I need the projectile to not "die"
Then make it do everything you want in its death state before calling the inevitable 'Stop'
If you look at Prey, the GLOO Cannon encases enemies
I can't just remove the death state?
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
I highly doubt it's gonna be as easy as keepinplace
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
@haughty flower what mod have you done so far ?
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
i see
So, would I need to make new scripts for each enemy that's frozen?
Hmm what do you mean?
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
I was looking at this https://zdoom.org/wiki/Custom_damage_types
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
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 a quick, flawed example of something that can be done to simulate how GLOO works: https://youtu.be/RHj0A1JS3X0
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
}
}
Judging from the video, there's no avoiding the whole "platform" thing (which was one of the GLOO's functions in Prey)
I thought that was how it worked in PREY :P
better use voxel or 3d model
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!
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)
Seriously, don't worry about if you're being a pain in the ass haha
And are you referring to the damagetype?
If I use that script you just posted, I guarantee you'll get credit
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
Right there, under the A_SpawnItemEx, right?
Nope, above the 'States' keyword actually, since it's a property, not a keyword
Should I put a space or is that good?
That's good!
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?
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
I've tested the code and GZDoom says that it couldn't find my sprites
OH
Duh, I meant the projectile part xP
I'm afraid I don't understand :O
Hold on, lemme go make a PasteBin
It looks like you're doing it correctly in the picture you've provided
The ROCKETGLOO script starts on line 84 https://pastebin.com/GitYeknZ
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
Right under Projectile, correct?
Anywhere, as long as it's before 'States'
Would it be safe to remove the Rocket replaces rocket part?
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)
Ah
So by removing Rocket replaces rocket, it's basically binding that damagetype to the projectile, correct?
I updated the PasteBin btw
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
Like this?
Ah, good. It's more efficent and reliable that way that way.
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 
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?
No
As far as I can tell, GZDoom is telling me it needs the sprites to properly load the WAD
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
Hey, no problem! Glad to help out someone today. Have a good night man
gonna continue with the map making
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
darn
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
are you making a dungeon game ?
sort of ish
crypt of the necrodancer in doom was basically what i wanted lol
don't ask
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
no that's a shit way to do that lol
but like
i can still read
i'm also planning to take oblige's source code for like
level generation
what you want is to create a player, completely freeze their movement and then rewrite their movement code
ah
to move entirely in jumps of x units
jitterskull
you could do this in ACS, but it's probably better to do it in ZScript
so, how much units is a
since ZScript player's have a virtual function for movement
8
64 units
okay
?????
erron, what the fuck are you even saying
didn't do much
none of this has any relevance
^
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
actually, necrodancer does have diagonal movement lol, but i don't need it yet
oh wait it does? huh
yeah, diamond is a new dlc character i think that features diagonal movement
still, doesn't change what i'm saying
btw
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
yes, you'd just add to its angle?
slade doesn't have syntax highlighting for ZScript, but you can create the lump yeah
you mean like this ?
what's a zscript lump called @unreal oyster
or do i just add a name and include it in decorate
nevermind the lumps
how do i start using zscript, is it like ACS or do i create an actor?
nop
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
I think I saw someone make a circular moving projectile before
what do you mean circular moving projectile
it clearly says he's streaming "DOOM Nightmare-Challenge!"
a fireball that moving in circle
@haughty flower the best way to learn ZScript is to start converting actors from DECORATE
There's a page on the wiki about thiat.
@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?
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
This is for my Wip Doom Mod, But i leaving it here for people to critize
@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.
Ooh :o
So is this where you post Doom WADs?
usually showcase
@severe summit DOOM 2016 has smoother ledge grabbing than most games I've seen.
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. 
Alright, i've got a question. Using Slade, how does one resize a monster? Sprites, i mean. I know how to change the hitbox.
@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
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
and i dont know what caused it since its been awhile since ive tinkered with this
@unreal oyster gonna ask from last session, how would i use this in a player actor?
so how would i use those functions in a player actor
and I do not know how to use it.
i didn't ask you in particular
You wouldn't use those to change the players movement
You'd probably want to override the MovePlayer function on the playerpawn actor to write your own movement code
