#classic-doom-maps-mods

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trim falcon
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I believe there is a way to check player holding the button

haughty flower
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i already got it, erron

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thing is

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actually i don't get it lmao

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but how do i disable holding down buttons

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@trim falcon

trim falcon
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according to this thread

haughty flower
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thanks

trim falcon
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yw

haughty flower
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what is f:GetActorX

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i'm talking about the F

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is that the player object or what

trim falcon
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get actor x axis

haughty flower
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talking about the F

trim falcon
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its a number

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focal

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I forgot

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but its use to view the number

haughty flower
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oh right

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fuck i'm dumb

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what if i want to get specifically the player's X or Y without having to assign a TID

trim falcon
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make player trigger the script

haughty flower
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but

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what

trim falcon
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int actorx
actorx = getactorx(0)
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I just smash my keyboard to do this

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but I think you get the idea

haughty flower
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i quit without saving

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shit

trim falcon
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you should sych your mod with dropbox

warped rampart
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I'm using the Cryo Bow from the Realm 667 Repository, and so far it is making for an awful reference

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The Cryo Bow is a good example of what I want the GLOO Cannon to do, but the projectile kind of explodes and freezes nearby enemies, which isn't what I want

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reeee

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I've copied the thing as a test WAD to mess with different things, but if I remove a line that has "explode" in it it ends up not freezing any enemies

royal wave
foggy escarp
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idk if this is a gzdoom thing or just my bad pc, but everytime i die, respawn, and load a map, gzdoom just dies with an access violation now on my doom mod

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it did not do this prior to version 3.0.1(?)

trim falcon
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I about to answer use 3.01

foggy escarp
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oops its 3.0

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something

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i dont know if its mod related since it wasnt doing this prior to this version

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it doesnt trigger when i suicide though

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actually it might just be memory related since it only does it when i play after a quick bit

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if thats the case...why is 3.0 using more memory on my pc ๐Ÿ˜ฆ

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actualyl i cant trigger it again it just happens

pseudo jay
trim falcon
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what is the mod about ?

pseudo jay
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Orbital Station 66. 8 maps, 6 on the station, 2 in hell. Early on it'll put heavy emphasis on atmosphere

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wait i didn't realize some of these screenshots weren't of the mod

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sorry

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it's just the first 4

ashen saddle
warped rampart
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I was thinking about adding more weapons from Prey to my mod. I was trying to think of how I could incorporate the Margrave, and then I realized: it's just a more powerful shotgun. So do you think it would make sense to replace the SSG with the Margrave?

vocal crypt
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I dunno

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what do you want with your mod

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some mix of Doom and Prey?

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Prey guns in Doom?

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Prey experience in Doom?

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what?

warped rampart
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Prey guns in Doom, yes

vocal crypt
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so then probably yes.

royal wave
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@dusk terrace

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Alright we have two solutions for ya

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you need to either rename the image in your mod to the same name as the medkit sprite

dusk terrace
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it is

royal wave
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or make a new medkit actor that repalces the medkit

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Where is the sprite located?

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Show me a screencap of your files in slade

dusk terrace
royal wave
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try making a new folder named SPRITES and placing it in there

unreal oyster
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yeah, graphics is for stuff like menu items

dusk terrace
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in graphics i have only title

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screen

unreal oyster
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oh, sorry

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my fault

royal wave
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PK3 format expects any sort of graphical replacements or additions to be in their appropriate fodler

dusk terrace
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medkits are now invisible for some reason

royal wave
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Cool you did nothing wrong

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now go to the file in slade and look at the preview window

dusk terrace
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ok

royal wave
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Change AUTO to SPRITE

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The crosshair is the (0, 0) point of the sprite

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the reason you can't see it is because the engine is drawing it below the geometry

dusk terrace
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works now

unreal oyster
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yeah, in software renderer you'd see it, but the perspective would be fucked up and it would be in the floor

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so yeah you have to add offsets to account for that

royal wave
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This has to be done for every custom sprite you add to the game

dusk terrace
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ok

royal wave
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Also you sure Joel wants a Joel themed doom mod? Because last i checked Joel and Vinny getting a bit tired of the lackluster vinesauce games

vocal crypt
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it's not a vinesauce game though

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it's a vinesauce mod

royal wave
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why so pedantic

vocal crypt
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I thought that was just perfectionism

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or the name

royal wave
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pedantic means being needlessly "Um actually"

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like if you're gonna correct someone, don't do it voer tomato tomahto things

shadow bone
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Um, actually it's spelled 'over"

royal wave
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I am not afraid to slap the shit out of you

shadow bone
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๐Ÿ˜›

warped rampart
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If I want multiple weapons, do I need to put all the weapon scripts in the same DECORATE file?

trim falcon
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you can but that would be messy

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you will get problem to decypher your own code later

unreal oyster
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yeah, generally if you are implementing a lot of weapons, you want to spread it out using #includes

shadow bone
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You can even do subfolders, if you're using a PK3. #include "weapons/pistol.txt", etc

warped rampart
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I tested out using the // thing for comments and that seems to work fine, GZDoom doesn't freak out :v

unreal oyster
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yeah, // is the comment syntax

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along with /* ... */ for multiline

foggy escarp
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h-hi

trim falcon
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pat gardevoir

foggy escarp
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i got a bit of a problem where an item wont go into the players inventory, but only on gzdoom versions 2.4 and above

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versions 2.3.2 and probably below the inventory works as intended

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but i cant figure out why ๐Ÿ˜ฆ

unreal oyster
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well... code please?

trim falcon
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what happen when you write printinv ?

foggy escarp
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its just simply not in the inventory

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idk why 2.3.2 and below works

trim falcon
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even after you write printinv in the console ?

unreal oyster
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what steps can i take to reproduce?

foggy escarp
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hm?

unreal oyster
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like, what should i spawn to test this

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actually no

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that's not gonna work because it refers to actors that aren't in that code snippet

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woops

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lol

foggy escarp
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i-i sent an entire wad to kevans but he cant figure it out either

unreal oyster
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i think you might need to add the NoDelay keyword onto the first frame of each item

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DECORATE doesn't execute functions on the first state if NoDelay isn't present

trim falcon
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      MONY A 0
      stop``` what this ?
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its look like you not even giving it chance to exist

unreal oyster
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looks like an intentional destroy-on-spawn state to me

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that item is probably not meant to be spawned

foggy escarp
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it shouldnt exist as a pickup at all

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its a thing thats given from another pickup that "counts" your cash

unreal oyster
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apart from the NoDelay thing i got nothing though

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and i'm not even sure that's correct

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gimme the full wad and i can probably help more

foggy escarp
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its a bit heavy but ok

unreal oyster
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that's fine

foggy escarp
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also yeah either i did it wrong or nodelay didnt fix it

unreal oyster
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nah, that probably just means that wasn't the problem

foggy escarp
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you can test the wad on 2.3.2 and it does work though

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this makes me very upset

trim falcon
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report to graf

foggy escarp
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basically, its an item that well, looks like a bundle of money

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picking that up should give you 1000 of those money counter things and display in the inventory

unreal oyster
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i'm not getting anything on the HUD at all

foggy escarp
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yeah thats the problem

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it doesnt go in the inventory, but on gzdoom 2.3.2, it does

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but thats an old version

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i dont want that ๐Ÿ˜ฆ

unreal oyster
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i got nothin' :/

foggy escarp
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welp, zdoom forums it is i guess

unreal oyster
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i'd say your best bet would to be go and ask the ZDoom Forums

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yeah lol

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someone over there is bound to notice something silly that i didn't

foggy escarp
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bug reporting forums i suppose, im not entirely sure if it is a bug

unreal oyster
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just saying, you're going to get much further with a bug report if you produce a small wad for graf to test with

foggy escarp
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i'll see if i can strip down the wad

unreal oyster
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yeah, just strip it down to exactly the stuff that's causing issues

foggy escarp
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want to keep it as original code wise just in the off chance it is a screw up on my end

warped rampart
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I have a confession that is very scary for me to make:
I'm using code from the Cryobow on the Realm667 repository, and modified it some. Is it still considered stealing if I put the creators of that mod and a download link in the credits files of my mod? I don't wanna turn out like another SgtMarkIV

shadow bone
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Look in the info files for the code/graphics

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Make sure to follow any usage guidelines there

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Generally providing credit is enough

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don't just put "realm667"

unreal oyster
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realm667 provides detailed credits for all resources

shadow bone
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That stuff is generally on there to be used anyway, modified or not ๐Ÿ˜›

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So yeah, just credit properly

warped rampart
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Okay, thanks

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That takes a bunch of worry off me, actually

shadow bone
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One problem with what SgtMk4 is generally that he lifted code and graphics without properly crediting, if at all.

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So it's basically implying he made it himself.

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It's not that he copied, it's that he copied and took the credit.

trim falcon
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Its funny when some website crediting how smart he is make a fake headshot hitbox

shadow bone
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Or the gore system he "invented" (heavily-modified Nashgore)

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Or the visual effects he "invented" (heavily modified Beautiful Doom)

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Now he's used Necronix's Doom4 sprites (not sure if credited or not) and people again assume he made them himself and D4D stole them from Brutal Doom.

unreal oyster
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the hitbox system he "invented" especially annoys me

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that was known to the zdoom community for a while

shadow bone
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Hell, I did my own version back in 2005

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...

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Wait

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Was I the first to attempt that?

warped rampart
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I was especially panicked because I automatically assumed that people would see similarities between my code and the original cryobow code and automatically label me as "Teenage Sgt. Mark" :v

unreal oyster
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Realm667 actors have been used by so many mods over the years, you wouldn't be the only one using code similar to the original actor

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not by a long shot

warped rampart
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Ah, okay

shadow bone
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Holy hell, I think I was. At least going off the post history of the ZDoom forums.

unreal oyster
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i don't suppose you have a working link to that anymore, right? lol

shadow bone
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It's in my "random dump"

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Some interesting stuff in there

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mostly old shit

haughty flower
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11/7/08:will the word regurgitate do?it means vomit.anyway,i agree.it sux!

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nice additude

unreal oyster
shadow bone
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I feel like the fancy exploding barrels are also one of the first of their kind

warped rampart
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Yep

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Good ol' Doom

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Just how I remember it

unreal oyster
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but, it definitely works

warped rampart
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I could probably use the exact same code between the Shotgun and Margrave; they're basically the exact same thing, except the Margrave looks prettier and is more powerful than the shotgun :v

foggy escarp
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๐Ÿ˜ญ the problem was actually something really stupid and

warped rampart
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except I can't find a Prey screenshot with the shotgun selected instead of the Margrave aaaaa

foggy escarp
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i feel bad for reporting it as a bug]

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because it isnt ๐Ÿ˜ฆ

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turns out

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okay

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thanks bot

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Inventory.MaxAmount 999etc is bad

warped rampart
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God you got it worked out ๐Ÿ‘

foggy escarp
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they changed it because 99999-etc works on windows

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but not on linux or something

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so he told me to use a function i didnt know existed ๐Ÿ˜Š

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MAXINT

vocal crypt
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apparently just using some monsters of Realm667 is looked down upon

foggy escarp
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or well

vocal crypt
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at least change something about such monster

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oh and, credits credits due and stuff.

shadow bone
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Yeah, the other problem with Realm667 is a lot of the beastiary is waaay overused.

vocal crypt
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don't you also mean weapons?

warped rampart
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How would I go about making a weapon replace another weapon at a random point in time, without replacing the weapon itself?

shadow bone
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You mean like if you pick up a certain weapon the player can no longer use the old one?

warped rampart
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No

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Lemme find a good way to explain this

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You know how in some mods, you get one variation of a weapon and then get another variation of the same thing, but they're both accessible in the player's inventory?

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(i hope that makes sense :v)

unreal oyster
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i believe you are looking for the Weapon.SisterWeapon property

warped rampart
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So, where here would I place that property? I assume above the Weapon.AmmoType property?

unreal oyster
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anywhere

warped rampart
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Huh. I put it below Weapon.SlotNumber and

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oh

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I assume the sisterweapon and my custom weapon need to have the same slot number?

vivid forum
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Vomiting is the forceful ejection of the stomach contents up the esophagus and through the mouth. Regurgitation is the backflow of undigested food (which has never reached the stomach) up the esophagus and through the mouth.

warped rampart
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If I set a weapon actor to replace another weapon, will the Weapon.SisterWeapon property take the properties of the replaced weapon?

warped rampart
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Yes, this was intentional

warped rampart
haughty flower
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@haughty flower well look, a server is different then an offline game

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when you get home or something, try moving your wads out of the skins folder

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because i think it can't read the wads to connect

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ill try man, thank you very much

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something like that

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you dont mind if i have problems that i open a private msg later?

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go ahead

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i might ask who you are though ๐Ÿ˜›

languid crypt
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alright, im new here. was wondering, is there an open source doom engine? like, something someone could develop a new game in?

unreal oyster
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yes, gzdoom

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doom itself is open source but GZDoom specifically is under the GPL license

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so you could use it to make a game

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@languid crypt

languid crypt
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cool thanks

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i havent looked much into GZDoom, does it have multiplayer capabilities?

shadow bone
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Arguably.

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It uses a peer-to-peer model that's prone to desyncs and other issues.

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Probably not the best for that unless you plan on re-working the netcode yourself.

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It's great for single-player though

ashen saddle
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Zandronum is typically what people use for netplay these days

languid crypt
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nice

unreal oyster
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yeah, but that isn't GPL

languid crypt
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hm, might need to look into something else

unreal oyster
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(zandronum, not the screenshot lol)

shadow bone
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I was gonna say ๐Ÿ˜›

unreal oyster
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if you want to make a multiplayer game, there isn't a doom engine that can do it right now without modification

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my advice: just go with Unity

languid crypt
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i really like the graphics style of the classic doom games, wanna make something like that.

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yeah i was looking into unity

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i wanna make something co-op focused, but easy to run. start off with PC stuff and perhaps eventually puts stuff on a portable device,

shadow bone
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Yeah, Unity is better for that

languid crypt
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not really sure how to achieve the look of classic doom games in unity tbh

shadow bone
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Don't try.

unreal oyster
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^

shadow bone
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Find a retro style of your own that calls back to Doom, et al.

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Trying to copy Doom's visual style generally ends in frustrastion and failure.

languid crypt
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yeah

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reason i was looking specifically into doom was because the way it was originally designed, as in not really 3D. woulve been easier to run on portable devices

haughty flower
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after the failure of strafe, nobody would be insterested with that

languid crypt
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dont really care, pet project

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strafe was only single player wasnt it?

haughty flower
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yup

languid crypt
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i dont wanna mispeak, but ive always enjoyed the roleplaying experiences of bethesda softworks games. id like to have that sort of experience, but with 2 players.

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smaller scale too, obviously.

remote fjord
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for whatever reason when you start it will say "secret is revealed."

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which I thought I removed.

vocal crypt
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you likely have the sector/linedef set as a secret.

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still

remote fjord
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I've looked at the different linedefs that give you the message and none have secret marked.

warped rampart
shadow bone
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@haughty flower If you want to learn how to mod, the best place to start is getting SLADE and popping open your favorite (simple!) mod to see how it does things. Have the ZDoom wiki open as well to answer your questions.

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Start very simple with your mods, like adding a new difficulty level, or a single map, or a basic variant of a monster.

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build from there

warped rampart
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I ended up starting from weapons but eh :v

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Don't be me and start complicated unless you're confident (which is 25% of the time for me)

vocal crypt
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Heh I started complicated I think

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That Doom strike mod

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Which I canned

warped rampart
prisma saddle
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@warped rampart any plans of making this more than just a weapon pack?

warped rampart
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@prisma saddle Right now, I want to try and make a HUD addon with this that changes Doomguy's face to Morgan's, from Prey.

prisma saddle
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Ah okay.

vocal crypt
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anone know how to make classes properly

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I think I fucked up mine

prisma saddle
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Both Morgans or just one?

vocal crypt
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@shadow bone sorry to ping yas, but do you know how classes work.

shadow bone
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Somewhat. What's the question?

vocal crypt
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How do you get it to actually show up

warped rampart
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@prisma saddle At the moment, just the male's.

shadow bone
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What do you mean? Like, show sprites in-game? Show in the GZDB things list?

vocal crypt
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Show when you press new game with the pk3

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like the selection of classes

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Unless I have to make multiple classes for it to show up

shadow bone
vocal crypt
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yes

#
{
    PlayerClasses = "Heavy"
}```
shadow bone
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Looks like you need two then

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If there are at least two classes, the player will have a class selection screen when starting a new game.

vocal crypt
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oh

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well then

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gotta add a default mareine thingy then

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for now

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well they're both named marine

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for somereason

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oh

shadow bone
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Player.DisplayName "Marine"

vocal crypt
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player yeah

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why does having the class start with ammo things make em only have one bullet/shell for a gun?

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er

#
  Player.StartItem "Shell"```
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This is suppose to give em the ammo type when spawned, right?

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oh

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wait

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nvm

warped rampart
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Interestingly, you only get this error when you run it with The Ultimate Doom

trim falcon
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I think doom don't have double barrel

warped rampart
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So should I have a version that doesn't include the Margrave?

trim falcon
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maybe you should not replace the shotgun2

shadow bone
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You could use lump filtering (check the wiki) to only include super-shotgun stuff if it's doom2

warped rampart
shadow bone
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You'd make a subfolder, actually

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So yourmod.pk3/filter/doom.doom2/decoratestuff.txt would only load if you're playing Doom2

warped rampart
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The thing is, this isn't a PK3; it's a WAD

shadow bone
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Oh. Well, can't do it then

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You'd have to do something like build it for Doom1 with a separate Doom2 patch file, or vice-versa

warped rampart
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That's what I was thinking

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One version made for use with Ultimate Doom (removes Margrave/SSG sprites and coding), one for Doom II (includes both sprites & code)

shadow bone
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Alternatively, a patch that only includes the SSG stuff, which can then be loaded alongside the main mod. That way you don't have to maintain two separate, nearly-identical mods.

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Or better yet, you could switch to .pk3

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Any ZDoom-based sourceport (since you're using DECORATE) can handle those now.

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And it's sooooo much easier to work with.

unreal oyster
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@warped rampart what are the SHT2 sprites called in the wad?

warped rampart
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The bottom 2 are the firing sprites

unreal oyster
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change all the numbers at the end to 0 instead of 1

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0 means "this sprite doesn't need rotations"

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1 means "this sprite also has rotations, numbered 1-8"

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@warped rampart

warped rampart
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I saw

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That actually helped ๐Ÿ‘

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Thanks

unreal oyster
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np

warped rampart
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OH ALSO

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@unreal oyster I need help with the sisterweapon attribute; specifically, it doesn't give you the chainsaw and the GLOO Cannon when you pick up the chainsaw; just the chainsaw

unreal oyster
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you probably need to put it in quotes

warped rampart
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That doesn't work for some reason

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I'm gonna try putting it in the same weapon slot

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no luck [screaming internally]

vocal crypt
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Welcome to the world of Modding

warped rampart
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IIRC, the firing sprite for the shotgun is SHTF0, correct?

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nope, nvm

vocal crypt
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Shit fo

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That's saying it out loud

warped rampart
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I know

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Also, I figured out the sisterweapon issue

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I changed it to the shotgun

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And if you type give gloocannon in the console, you get the shotgun as well

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I fixed it

tardy hawk
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do you think that it's possible to have something like Saltybet in doom ?

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Basicly duels with twitch intergration

unreal oyster
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not as a mod

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you could create a source port that does that though

tardy hawk
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oh i see

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welp shit

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my dreams isn't gonna come true

unreal oyster
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yeah, the problem is gzdoom (or any other sourceport) wouldn't allow you to make an external API call

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which is needed for twitch integration

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it's probably for the best that it doesn't though

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there's potential to be kinda malicious there

tardy hawk
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yeah

frank basin
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the stair builder plugin for gzdb is frustrating as all hell

cinder moon
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try to make a doom scp recreation

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if anyone wants to help make scp 173, 049 or 106, that will be helpful

royal wave
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I already attempted that

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I have a working 173 if you want to borrow that

vocal crypt
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What failed -

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Oh

royal wave
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but the blink mechanic you'll need to figure out on your own. I nixed that code mid development because of how I wanted the game to flow

cinder moon
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yeah i would like to borrow it @royal wave

royal wave
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The decorate code would probably need to be cleaned. I took every precaution to make sure it was absolutely unkillable. Though in hindsight I didn't need all that

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Just put credit where it's due and I'll be cool

cinder moon
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sure i will credit you,

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i made scp 106 by reskining a d3 wraith

cinder moon
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@royal wave would you also wouldnt mind if i you use your scp 106 as well if not, thats ok..

royal wave
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sure

trim falcon
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ActorPlayerY = GetActorY(1)+100;

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why this does not work ?

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let's say GetActorY(1) = 100

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the ActorPlayerY still get 100

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regardless 100+100=200

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other thing i trued

unreal oyster
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@trim falcon you need 100.0 instead of 100

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.0 indicates it's a fixed point number

trim falcon
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oh

unreal oyster
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Because ACS is just fucking awful

trim falcon
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i see

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thx

royal wave
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yeah it hates floats and ints mingling

unreal oyster
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If it had floats, there wouldn't be any problems

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The problem with ACS is that literally everything is an int

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Even the "floats" are ints

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Disguised as having some decimal precision

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In ACS, 1 = 1, and 1.0 = 65536

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Because

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Logic

haughty flower
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so i've asked this before but i'll ask it again

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uh

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how do i make it so the player moves 64 units at once, and holding down the move forward key won't work(so you have to tap)?

#

i was told to use zscript but

#

i think i'll do it in ACS instead

trim falcon
#

check nash dungeon mod

haughty flower
#

can i get some professional help

royal wave
#

Well none of us do this for a living, so no I don't think you can get professional help

haughty flower
#

๐Ÿ˜ญ

cinder moon
#

scp Cb room is random, so im gonna have to make it look different

#

thats why

royal wave
#

Hey just so you know, I am using those wall and ceiling textures for my current project

#

from that last screencap

cinder moon
#

Sorry

#

i did make the wall but it may had mix in with yours because i name my version, as Office3

royal wave
#

Looks like the same noise grain as mine

#

I'm only pointing these things out as it might cause conflict for people identifying who's mod is who's

#

if you want to go ahead with that, I have no qualms

cinder moon
#

oh ok

#

thanks

cinder moon
royal wave
#

I think my only criticism is that it's borrowing from the CB game

#

My goal was to make it original so it differed from that

#

But there's nothing wrong with doing it anyways, plenty of mods have

#

It's looking great so far though

cinder moon
#

thanks

umbral sail
#

looks good

cinder moon
royal wave
#

Looks pretty decent

vocal crypt
#

wtf, why can't SLADE read my txt files as text.

royal wave
#

there's a view as text button

vocal crypt
#

I solved it, also that's what I was trying to do

vocal crypt
#
Script error, "DoomFortress2016.pk3:actors/weapons.txt" line 38:
"actor" is an unknown actor property
#

ACTOR Minigun : Weapon 20039

#

anyone help?

#

the minigun part is line 38 btw

unreal oyster
#

sounds like an unclosed curly brace pair to me

#

though i can't say for sure without the full file

vocal crypt
#

it was a missing }

unreal oyster
#

thought so

vocal crypt
#

also, anyone know how to bring up the image viewer in SLADE on the same tab thingy?

cinder moon
unreal oyster
#

cool ๐Ÿ‘

#

though, the floor could use some decorations

#

also the fences cutting off without any border kinda annoys me but that's a minor thing ๐Ÿ˜„

cinder moon
hazy lodge
#

Is there gonna be a vanilla version?

cinder moon
#

problemly not?

#

im not sure

hazy lodge
#

Can't have buurtil dumb kiddies ruining the fun

#

But I'd really wanna try that map with Hideous Destructor

royal wave
warped rampart
#

I can tell you where it is

#

It's somewhere

#

Over the rainbow

cinder moon
#

noice comeback

royal wave
#

Gonna need to go to the burn ward for that one

cinder moon
#

๐Ÿ‘Œ doomguy_grin โœ

haughty flower
#

^doomguy in school

royal wave
#

What should I put in this room

weak lodge
#

a big ol giraffe

#

hmm

#

crates and maybe some switches?

royal wave
haughty flower
#

"Crates and maybe some switches"

royal wave
#

I already did a whole room of crates

haughty flower
royal wave
#

you might need to #include "zcommon.acs"

haughty flower
#

oh i'm dumb

trim falcon
#

common mistake

haughty flower
#

uhh

#

how to decompile ACS scripts

trim falcon
#

you can't

haughty flower
#

shit

#

oop nevermind

#

this pk3 already has the script in

unreal oyster
#

you can disassemble ACS code, but you can't decompile

haughty flower
#

i'm trying to make something for ZDoomWars

#

so yeah

#

question

#

about modding

#

i have 0 experiencie in modding i dont want to

#

but i want to listen to my own mp3s when playing wads, how hard it is to edit a wad and change the music?

#

lets says i want to change some crappy music for cool music

haughty flower
#

uh

#

well you can do that in 2 ways

#

download and open slade, find the doom 2 music names and put in MP3s and change the MP3 names to the doom song names

#

or you can make a mapinfo lump and put the music in there

#

i'm not in the mood to help you with everything right now

#

thanks for the info

#

if you are not in the mood then avoid the answer xd

haughty flower
#

i just wanted to explain the basics

ashen saddle
#

I like to just turn the music off and use a media player to play soundtracks from other games

haughty flower
#

or that

royal wave
haughty flower
#

holy fuck kevans

#

this looks so damn nice

royal wave
#

too bad it's gonna be dark

#

I'll figure out some ambience

unreal oyster
#

i'm not fond of that SHAWN2 usage tbh

#

it doesn't really work well as a wall texture

haughty flower
#

actually

#

the metal you mean?

#

it really doesn't fit with the steps imo

unreal oyster
#

and the recoloured FLAT20 doesn't really look too great on the floor imo

royal wave
#

too bad it's gonna be dark

unreal oyster
#

but then again, FLAT20 is a shit texture really no matter where it's used

#

because FLAT20 is a door texture, and to look even kinda good it needs to be on a grid

royal wave
#

FLAT20 is a 64x64 texture

#

defs not a door texture

#

but get this

#

are you listening

#

maybe it's a

#

flat

unreal oyster
#

FLAT20 is designed for use on the ceiling of doors

#

regardless, it looks bad as a floor texture, especially when it's not aligned to a grid

torn timber
#

There's always glowing sectors if you need some lighting effects, perhaps switching between the blue and red in intervals

royal wave
#

the issues I've had with glowing sectors is they don't smoothly light a room

haughty flower
#

dynamic lights?

royal wave
#

That's what I've been using already

haughty flower
#

oh

torn timber
#

I love using Dynamic Lighting on decorative actors that follow a path

royal wave
trim falcon
#

noice

haughty flower
#

Holy heck

#

Kevans stop being better than me

trim falcon
#

stop being a jelly

haughty flower
#

๐Ÿ˜ฆ

haughty flower
haughty flower
haughty flower
#

after closer looks it's pretty easy

languid crypt
#

what program are you using in your last screencap @royal wave

#

or the second frtom last screencap

warped rampart
#

@languid crypt The top left of the screenshot says it's GZDoom Builder

languid crypt
#

wow can't believe i missed that

#

thanks

warped rampart
unreal oyster
#

you can do it that way but it's probably not the best way to do it

#

use a folder called like actors/ or something and then use #includes in the base DECORATE file

royal wave
#

THe way PK3's work is they ignore the marker system wads use

#

this allows for the use of folders for better organization

warped rampart
#

So, from my understanding, #include would be like
#include "actors/weapons/shotgun"

unreal oyster
#

you need quotes around the path, but yeah

warped rampart
#

I'm sorry I'm being such a pain in the ass with this xP

royal wave
#

it's fine, you're learning

haughty flower
#

uhh

#

i took this from a zdoom wars thing but look at this for reference maybe?

#

you need 2 folders for ACS, one containing the script source and the other for compiled scripts

#

then there's a sprite folder option

#

i don't know how the resources.wad thing in this works but whatever

#

and then actors/whatever

royal wave
#

you don't actually need the script source

#

that's just common courtesy to include it

haughty flower
#

oh okay

royal wave
#

or people are just lazy to remove it if compiling from slade

warped rampart
#

Fun fact: I first got into modding back around the announcement of Sonic Boom

#

I was gonna do a sprite hack of Sonic 1 that reskinned Sonic to look like his Boom variation

#

I was around 13(?) at the time

#

Needless to say I scrapped the project because of how shitty it was coming along

languid crypt
#

so you're like 14 or 15 now?

#

You're going places kid if you can mod stuff now at a young age

warped rampart
#

16

#

Imagine my shock when I realized I was ready to release the first version of this Doom mod

umbral sail
#

Makes me remember doing a pokemon romhack a few years back ๐Ÿ˜‘

ashen saddle
#

My first rom hack was a sprite edit

#

I put pants on Sonic

umbral sail
#

Huh, why tho?

cinder moon
#

@unreal oyster how can i make a monster randomizer?

cinder moon
#

thanks

warped rampart
#

Aaaaa that would be so helpful with my mod, too

cinder moon
#

and a small preview

vocal crypt
#

Ey Kevans?

#

hm

#

Ey Gut?

haughty flower
#

what do you wont

vocal crypt
#

you know how to restore SLADE's UI to default?

trim falcon
#

dunno

vocal crypt
#

for some reason, the window for text and images is gone on the right side.

#

and I have to double click such files to see em

haughty flower
#

preferences

trim falcon
#

delete cfg or ini

haughty flower
#

interface

vocal crypt
#

mkay

#

Lazor apparently that does nuthin.

haughty flower
#

oh

#

i thought it did

vocal crypt
#

only really seems to change colors

#

@unreal oyster

#

sorry to ping a mod, but

unreal oyster
#

idk

#

sorry

vocal crypt
#

damn it

#

well

#

Guess I'll try Errons suggestion

#

um

#

@trim falcon where would such cfg/ini be?

trim falcon
#

its in roaming folder

#

wait

#

C:\Users\yourmom\AppData\Roaming\SLADE3\slade3.cfg

#

change yourmom into your name

vocal crypt
#

well shit, gonna be hard to get my mom to change to my name.

#

/jk

#

it works Erron

#

ty

trim falcon
#

yw

mint elm
#

if im making a status bar for my WAD, do i need an SBARINFO lump for it to work? All i want it to be is a graphic, no extra features.

cinder moon
vocal crypt
#

remind me, is damage in DOOM a multiplier?

royal wave
#

which doom

vocal crypt
#

the classic one

royal wave
#

yes

#

Damage is a 1D4

vocal crypt
#

?

#

1D4?

royal wave
#

multiplied by 1D4 I mean

#

meaning it picks a random number between 1 and 4 once and uses that as the multiplier

shadow bone
#

So if a rocket does "20 damage", that's actually 20*random(1-4)

vocal crypt
#

oh

royal wave
#

Sorry, D&D term for dice roll :P

vocal crypt
#

oh

#

again

shadow bone
#

I think it's also on some kind of probability curve? At least in the original engine

royal wave
#

let's make a doom mod that does 1D20 damage :P

unreal oyster
#

small correction, it's 1d3

royal wave
#

1D3?

vocal crypt
#

wasn't there some code that makes a weapon do the amount of damage specifically, no multiplier IIRC?

shadow bone
#

Yes

unreal oyster
#

definitely 1d3, you can check gzdoom.pk3 if you want proof

shadow bone
#

You can set static damage or custom damage "functions" in DECORATE or ZScript

unreal oyster
#
    protected action void GunShot(bool accurate, Class<Actor> pufftype, double pitch)
    {
        int damage = 5 * random[GunShot](1, 3);
        double ang = angle;

        if (!accurate)
        {
            ang += Random2[GunShot]() * (5.625 / 256);
        }

        LineAttack(ang, PLAYERMISSILERANGE, pitch, damage, 'Hitscan', pufftype);
    }
#

random[GunShot](1, 3)

shadow bone
#

This is my damage function for Tranquility's bullets:

DamageFunction (mass * (vel.length() * vel.length()) / 450435) * ((frandom(0,1) + frandom(0,1) + frandom(0,1)) / 3);
royal wave
#

float randoms for damage?

shadow bone
#

Yup

#

I think it rounds off in the end, but I like floats

royal wave
#

but health is in integers

shadow bone
#

It'll just round the fraction when it applies, I think.

royal wave
#

this is why TF2 is super buggy because they made that mistake

unreal oyster
#

the floats are being used as a multiplier, it's probably fine

#

the overall value will just be truncated

#

which results in a very minor lack of precision

shadow bone
#

According to Xaser's damnums, My "9mm" bullet does between 20 and 75 damage I think.

unreal oyster
#

btw - where does 450435 come from?

shadow bone
#

using a real-world calculation for bullet impact energy

vocal crypt
#

Ironic Kevan, I'm doing that Doom Fortress 2016 remake thingy.

#

you get it.

unreal oyster
#

ohh, is 450435 some imperial conversion bullshit?

shadow bone
#
Speed 342; //Conversion: (ft/s) * (10mu/ft) / (35tics/s)

Mass 115; //This doesn't matter for normal physics, so it'll be in grains
// E = (M x Vยฒ) รท K, basically lifted directly from Wikipedia;
#

Yeah

unreal oyster
#

ugh

shadow bone
#

Muzzle energy is the kinetic energy of a bullet as it is expelled from the muzzle of a firearm. It is often used as a rough indication of the destructive potential of a given firearm or load. The heavier the bullet and especially the faster it mov...

#

but if it works it's not stupid!

unreal oyster
#

i'm sorry but doing physics in imperial kinda makes me cringe ๐Ÿ˜›

vocal crypt
#

god damn it, images being broken on ZDoom Forums

#

more of a PITA trying to find resources

shadow bone
#

All I have to do is convert "feet per second" to "mapunits per tic" and set the mass of the bullet to the real-world weight in grains.

#

voila, realistic bullets which account for speed and mass

#

And they mesh nicely with Doom's default monster healths too

unreal oyster
#

what do you count as 1 foot in mu?

shadow bone
#

10 units / foot

#

I think that's the generally accepted ratio

unreal oyster
#

i didn't realise there was a generally accepted ratio, lol

shadow bone
#

It's not very rigorous, but that's the best guess based on what "feels right"

#

There's been a few analysis projects on it

#

i was asking the same back in 2004

unreal oyster
#

doom.wikia AHHHHH

vocal crypt
#

the peasants wiki

shadow bone
#

Damn me, I linked to the cursed site!

vocal crypt
#

wait

#

why is doom.wikia a cursed sight

shadow bone
#

I must commit minor seppuku for this

#

The wikia is trash and loaded with malicious ads. Doomwiki.org is preferred

vocal crypt
#

ohg

#

I thought it was peasant wiki

#

seriously, I cannot look at that without wanting to go to ZDoom wiki

#

Well, I managed to mod the 40mm grenade launcher from Realm667 to shoot timed shots only.

haughty flower
#

wikia is just trash in general

unreal oyster
#

yeah

#

the half-life community has this problem too

#

where Combine Overwiki is the good wiki, but wikia appears everywhere because their SEO is insane

vocal crypt
#

is there a way to make the timed shots also hit on impact?

#

or explode in this case.

#

like explode when hitting a enemy impact

#

not hitting the ground impact.

#

er

vocal crypt
#

bloody nice, made a psuedo reload system.

#

psuedo because it's just D3D style of reloading

warped rampart
#

(Other than where I put it :v )

torn timber
#

why would you need to have that include there to begin with?

#

sprites are automatically loaded

vocal crypt
#

^

warped rampart
#

I asked about #include a while ago, and assumed I should put it in the code since it was loading sprites weirdly

torn timber
#

if your sprites appear stange, check the frame names and their offsets

warped rampart
#

Like, it won't show the "idle" sprite (the one when you're holding it) and shows the firing frames, but that's it

torn timber
#

does your "idle" frame have any kind of tic duration?

#

or is it set to 0?

warped rampart
#

Yeah, it's set to 0

torn timber
#

that's why

#

0 tics means it displays for 0 tics

#

it doesn't appear at all

#

that line is loaded in the same tic as the next

#

also by "idle", you're talking about the line for the weapon with A_WeaponReady, probably in the "Ready" state, right?

warped rampart
#

Yes

torn timber
warped rampart
#

I'm supposed to have that "Loop" at the bottom, right? That's what I have in the code

#

This:

        BOWG A 1 Bright A_WeaponReady
        Loop```
torn timber
#

if you want the state to loop

warped rampart
#

But I do have this right, correct? That was pasted directly from my weapon's code

torn timber
#

Should be fine

#

I can't really tell if a weapon will work correctly from looking at a single state though

#

but does that fix your display problem?

#

Also are you sure you want the Bright keyword on there?

#

is the weapon constantly illuminated?

warped rampart
#

I, myself, and fine with the "bright" being there :P

torn timber
#

it's just not a usual thing to see

#

in a pitch black room, you'd still see your weapon at full brightness

warped rampart
#

Ah, that makes sense

royal wave
#

there's a setting to disable that iirc

#

also setting a rooms color overrides that

warped rampart
#

So uhh

#

Remember how I apologized for being such a pain in the ass about this

#

I now am able to back that up

vocal crypt
#

I was gonna say you're gonna retract that apology and be a dick to us

#

@warped rampart

warped rampart
#

Sorry, shitty craptop

vocal crypt
#

*cracktop

warped rampart
#

"Oh, it can't be an issue with the sprites, I know I imported them all" -Pyrolex 2017

vocal crypt
#

I don't get it.

#

Is there some sprites yous missin or sumthing

warped rampart
#

Eeyup

vocal crypt
#

Ok

warped rampart
#

And I've finally gotten PK3s figured out. Now all I need to do is fix the sprites for the shotgun and Margrave and then I can move on to porting the Huntress Boltcaster and working on the HUD.

haughty flower
#

@shadow bone how's that receiver mod going

shadow bone
#

Going well. Did you see the latest update?

haughty flower
#

nope

shadow bone
#

Working ammo stack inside the mag

haughty flower
#

oh ๐Ÿ˜„

vocal crypt
#

what is your mod

shadow bone
#

It's basically "Receiver" in Doom.

#

You can do every possible action on the gun

vocal crypt
#

what is Receiver

warped rampart
#

You should include a mechanic where you have to hold down mouse1 and scroll down to pull the trigger /s

vocal crypt
#

lol

shadow bone
#

You joke... but...

vocal crypt
#

but hwat

shadow bone
#

There's a game called D.U.S.T. that makes you do exactly that

vocal crypt
#

I did not intend on having it spelt like that I swears.

shadow bone
#

It was inspired by Receiver but hasn't gone anywhere yet

#

Anyway, that aside, I am planning on having an "aimed shot" mode.

#

Normally you pull the trigger and it shoots.

#

in aimed shot mode, it tightens down the mouse sensitivity, tightens the sights so they're less floaty, and you have to hold the trigger for a second to fire.

#

Basically a "heavy" trigger

haughty flower
#

Hi I'm new to modding

#

Cool

#

Zandronum or Zdoom

#

that is the question

vocal crypt
#

*GZDoom

#

really it depends

#

multiplayer style mod

#

go Zandronum

#

singleplayer style mod

#

go GZDoom

haughty flower
#

its both

#

lol

vocal crypt
#

so a singleplayer mod

#

er

#

wait

#

you saying your mod is both multi and single?

haughty flower
#

Yeah

vocal crypt
#

might need to make seperate versions den

haughty flower
#

lol

#

I'll just go zandronum

vocal crypt
#

3.0

haughty flower
#

yes

vocal crypt
#

looks good.

unreal oyster
#

i'd say it's better to only have folders you actually use

haughty flower
#

?

unreal oyster
#

like, only have folders in your pk3 that actually contain stuff

#

otherwise it gets bloaty

haughty flower
#

wait

#

you mean you don't need all those folders

#

you just need a few?

#

(I'm new to this btw)

unreal oyster
#

yeah, you only need the ones that you're gonna put stuff in

#

no point having a voxels folder if you aren't making a mod with voxels

haughty flower
#

okay

#

@unreal oyster what should I get rid of

#

@vocal crypt is 3.0 stable?

shadow bone
#

Get rid of folders you're not going to use. Or to put it another way, start empty and only add folders if you need them.

haughty flower
#

Okay

shadow bone
#

It really depends on exactly what your mod needs, which none of us know ๐Ÿ˜‰

haughty flower
#

lol

vocal crypt
#

so tell us what your mod needs, or we'll blow you off doomguy_grin style.

haughty flower
#

@vocal crypt my mod needs not too much

#

just some textures

#

sprites

#

sounds

#

music

#

no mind blowing stuff

vocal crypt
#

mkay

#

make sure you use 3.0 though for Zandy

haughty flower
#

is it stable?

vocal crypt
#

Yeah

#

from what I've used anyway

warped rampart
#

And now I finally have the 4 on the shotgun sprites completely removed ๐Ÿ‘Œ

unreal oyster
#

3.0 is not stable, strictly speaking

#

it's still like beta or alpha

#

practically? yeah, it's probably stable

#

but don't assume it is

haughty flower
#

what does zandronum do now in 3.0 that it didn't before?

warped rampart
#

From what I could tell it made it a little closer to GZDoom

unreal oyster
#

yeah, pretty much tbh

haughty flower
#

oh

warped rampart
#

What's the name of the actor class for the player?

unreal oyster
#

for doom, it's DoomPlayer

#

but all player's inherit from the PlayerPawn class

#

so if you want to create an entirely new player, not based on Doomguy, it's best to use PlayerPawn

shadow bone
#

Man, I gotta say I hate starting a new actor class.

#

Especially when I've got the end goal in mind and I know how much work it's going to be and I can only copy-paste so much

haughty flower
#

So in slade with the texture dialogue (cant show pic on phone) what texture type is zandronum?

shadow bone
#

You don't set the engine as a texture type. Things defined in TEXTURES can be general graphics, wall textures, flats, sprites

#

It depends on what you're going to be using the graphic as

haughty flower
#

It showed a dialogue that said (DOOM, HEXEN, ZDOOM.) in selectable boxes @shadow bone

shadow bone
#

I'm not sure where you're seeing that, then

#

But generally pick ZDoom

#

Unless you know you're making a mod for vanilla Doom or Hexen

haughty flower
#

Okay

#

Got it

vocal crypt
#

is there a way to have this minigun rev up and continue to fire without going to the reving up "frames" again or something

#
{
Weapon.AmmoType "Clip"
Weapon.AmmoGive 20
Weapon.AmmoUse 1
Inventory.PickupSound "misc/w_pkup"
Inventory.PickupMessage "Picked up a minigun!"
Obituary "%o was shredded by %k's minigun."
AttackSound "weapons/minigunfire"
States
{
Spawn:
MNGN A -1
Loop
Ready:
MNGG A 1 A_WeaponReady
Loop
Deselect:
MNGG A 1 A_Lower
Loop
Select:
MNGG A 1 A_Raise
Loop
Fire:
MNGG B 1
MNGG A 1
MNGG B 0
MNGG A 0
MNGG B 0
MNGG A 0
MNGG A 0 A_GunFlash
MNGG A 1 A_FireBullets(5, 1, 1, 5)
MNGG B 1 A_FireBullets(5, 1, 1, 5)
MNGG B 0 A_ReFire
MNGG B 2
MNGG A 5
MNGG B 8
MNGG A 11
MNGG B 14
MNGG A 17
goto Ready
Flash:
MNGF A 3 BRIGHT A_Light1
MNGF B 3 BRIGHT A_Light0
Stop
}
}```
#

the code in point.

unreal oyster
#

i get the feeling that what you want is possible, but i'm not entirely sure what you want to do, heh

vocal crypt
#

I dunno, I was wanting it to change to a different state, then go back to the fire state?

#

buut

#

IDK the exact "command" or code for that

unreal oyster
#

changing states is done with Goto

vocal crypt
#

oh

royal wave
#

You'll want to add a second ready state

#

make a dummy inventory item

#

give it to the player

#

in the ready state have it check for the item

#

go to the rev state

unreal oyster
#

oh jeez, decorate hacks, how i haven't missed you

vocal crypt
#

uh

unreal oyster
#

using inventory as variables is probably the best thing ZScript got rid of, lol

vocal crypt
#

Do I just need to specify the frame or something Kevan?

#

like TNT1 A 0

#

or some shit like that?

royal wave
#

Kinda hang on

#
        PISG A 0 A_JumpIfInventory("SwitchOn", 1, "Ready.hasLight")
    Ready.noLight:
        PISG A 1 A_WeaponReady
        Loop
    Ready.hasLight:
        PISG A 1 {
            A_WeaponReady;
            A_FireBullets( 0, 0, 1, 0, "FlashLBeam", FBF_NOFLASH | FBF_NORANDOMPUFFZ, 1500);
        }
        Loop```
#

That's kinda how you want to structure it

vocal crypt
#

not what I meant

#

I meant do I need to put anything for the dummy item

#

sans the frames of course?

royal wave
#

it doesn't need any

vocal crypt
#

so I can just put Actor MiniGunDummy then

royal wave
#

mhm

vocal crypt
#

also, second ready state?

#

like Ready2?

#

or somethin?

royal wave
#

see how I named my ready states

vocal crypt
#

yes

#

so in this case, it'd be Ready.RevUp or somethin?

royal wave
#

Yes

vocal crypt
#

hmmm

#

do I need three ready states or somethin

#

going from your example thing.

royal wave
#

I did to make the looping easier

#

where if in any situation it'd go back to the regular ready, it'd skip to the appropriate one

vocal crypt
#

Sorry, this is kinda confusing for me

#

Would I have the rev up frames in the revup ready state

#

then it jumps to the firing state

#

?

royal wave
#

Use A_WeaponReady as you would normally in the ready state

#

then in the fire state have it skip the rev up

vocal crypt
#
MNGG A 1 A_JumpIfInventory("MiniGunDummy",1,"Ready.RevUp)
Ready.RevUp:
A_WeaponReady
MNGG B 2
MNGG A 5
MNGG B 8
MNGG A 11
MNGG B 14
MNGG A 17
Loop
Deselect:
MNGG A 1 A_Lower
Loop
Select:
MNGG A 1 A_Raise
Loop
Fire:
MNGG A 0 A_GunFlash
MNGG A 1 A_FireBullets(5, 1, 1, 5)
MNGG B 1 A_FireBullets(5, 1, 1, 5)
MNGG B 0 A_ReFire
MNGG B 2
MNGG A 5
MNGG B 8
MNGG A 11
MNGG B 14
MNGG A 17```
#

something like this?

#

(yes I lazily copied the reving from the frames after A_Refire)

royal wave
#

yeah that will work

#

though for the rev up, put a goto so it doesn't look like it's losing it's revs as it loops

vocal crypt
#

goto firing I presume?

#

also, after the rev up frames?

#

er

royal wave
#

if you just loop, it will go to the start of the animation. I assume the rev up gains speed?

vocal crypt
#

should do that.

#

but for now

#

focusing on the reving up part.

#

but uh

#

put a goto where?

#

after the rev up frames?

royal wave
#

instead of loop in Ready.RevUp, use goto Ready.RevUp+# and replace # with the number of lines it needs to jump

vocal crypt
#

oh

royal wave
#

or you can copy and paste the jump check so it can work like a toggle

vocal crypt
#

so with the number of lines, it'd be going to the fire state?

royal wave
#

No

vocal crypt
#

then what?

#

er

royal wave
#

goto Ready.RevUp+#

#

go to

#

the ready.revup state

#

and jump # lines from there

vocal crypt
#

so 15 lines then?

royal wave
#

no

#

of lines, not line number

vocal crypt
#

that isn't hte line number though

#

that's the lines I counted...

#

I mean

unreal oyster
#

it's not # of lines, it's number of states

#

you don't always have 1 state per line

#

think about ABCD EF 1

#

that's 2 states in one line

vocal crypt
#

with Kevans thing, wouldn't it jump 15 lines from the ready.revup state to whatever?

royal wave
#

why are you jumping 15 lines

vocal crypt
#

to the firing +st

#

Sorry, my kitten got on the keyboard. Anyway, to jump 15 lines to the fire state?

royal wave
#

no I was fixing your loop problem

vocal crypt
#

Then what number do I need to jump specifically.

#

0?

royal wave
#

The number at which the spinning animation is at full speed

vocal crypt
#

so like 7 lines?

royal wave
#

something like that

vocal crypt
#
Script error, "DoomFortress2016.pk3:actors/weapons.txt" line 87:
Unterminated string constant
royal wave
#

something is wrong at line 87

vocal crypt
#
MNGG A 1 A_JumpIfInventory("MiniGunDummy",1,"Ready.RevUp)```
unreal oyster
#

you have a quote mark that doesn't have a paired quote mark

royal wave
#

you forgot to close your string

vocal crypt
#

oh

unreal oyster
#

do you have syntax highlighting on?

vocal crypt
#

do you mean wheer it goes greenish with closed quotes or something?

unreal oyster
#

yeah

vocal crypt
#

yeah

unreal oyster
#

yeah okay so ideally it should stop being coloured by the end of the line

vocal crypt
#
Script error, "DoomFortress2016.pk3:actors/weapons.txt" line 421:
Missing string (unexpected end of file).
#

Actor MiniGunDummy

royal wave
#

probably didn't close your classes correctly

vocal crypt
#

cept that's literally all I got at line 421.

royal wave
#

it means it's expecting closer

#

you didn't close your classes correctly

#

there's a } you're missing somewhere

vocal crypt
#

why at line 421 tho

#
{
Inventory.MaxAmount 6 
+IGNORESKILL
}

Actor MiniGunDummy```
royal wave
#

it's not at line 421

vocal crypt
#

ok....

#

dunno why it'd report it at that line