#classic-doom-maps-mods
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i already got it, erron
thing is
actually i don't get it lmao
i currently have this
but how do i disable holding down buttons
@trim falcon
thanks
yw
get actor x axis
oh right
fuck i'm dumb
what if i want to get specifically the player's X or Y without having to assign a TID
make player trigger the script
int actorx
actorx = getactorx(0)
I just smash my keyboard to do this
but I think you get the idea
you should sych your mod with dropbox
I'm using the Cryo Bow from the Realm 667 Repository, and so far it is making for an awful reference
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
reeee
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
Got him his new hidey hole :3
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
it did not do this prior to version 3.0.1(?)
I about to answer use 3.01
oops its 3.0
something
i dont know if its mod related since it wasnt doing this prior to this version
it doesnt trigger when i suicide though
actually it might just be memory related since it only does it when i play after a quick bit
if thats the case...why is 3.0 using more memory on my pc ๐ฆ
actualyl i cant trigger it again it just happens
guess I'll drop this here to give myself incentive to pick this project back up
what is the mod about ?
Orbital Station 66. 8 maps, 6 on the station, 2 in hell. Early on it'll put heavy emphasis on atmosphere
wait i didn't realize some of these screenshots weren't of the mod
sorry
it's just the first 4
Would love some feedback on my MAP01. It needs cc4-tex.wad to run.
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?
I dunno
what do you want with your mod
some mix of Doom and Prey?
Prey guns in Doom?
Prey experience in Doom?
what?
Prey guns in Doom, yes
so then probably yes.
@dusk terrace
Alright we have two solutions for ya
you need to either rename the image in your mod to the same name as the medkit sprite
it is
or make a new medkit actor that repalces the medkit
Where is the sprite located?
Show me a screencap of your files in slade
try making a new folder named SPRITES and placing it in there
yeah, graphics is for stuff like menu items
PK3 format expects any sort of graphical replacements or additions to be in their appropriate fodler
medkits are now invisible for some reason
Cool you did nothing wrong
now go to the file in slade and look at the preview window
ok
On the bottom of the screen, you should see something like this
Change AUTO to SPRITE
Then align your sprite like so
The crosshair is the (0, 0) point of the sprite
the reason you can't see it is because the engine is drawing it below the geometry
works now
yeah, in software renderer you'd see it, but the perspective would be fucked up and it would be in the floor
so yeah you have to add offsets to account for that
This has to be done for every custom sprite you add to the game
ok
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
why so pedantic
pedantic means being needlessly "Um actually"
like if you're gonna correct someone, don't do it voer tomato tomahto things
Um, actually it's spelled 'over"
I am not afraid to slap the shit out of you
๐
If I want multiple weapons, do I need to put all the weapon scripts in the same DECORATE file?
you can but that would be messy
you will get problem to decypher your own code later
yeah, generally if you are implementing a lot of weapons, you want to spread it out using #includes
You can even do subfolders, if you're using a PK3. #include "weapons/pistol.txt", etc
I tested out using the // thing for comments and that seems to work fine, GZDoom doesn't freak out :v
h-hi
pat gardevoir
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
versions 2.3.2 and probably below the inventory works as intended
but i cant figure out why ๐ฆ
well... code please?
what happen when you write printinv ?
https://pastebin.com/u6d9Q0Ax the issue is moneybundle does not give you the moneycounter after 2.4
its just simply not in the inventory
idk why 2.3.2 and below works
even after you write printinv in the console ?
what steps can i take to reproduce?
hm?
like, what should i spawn to test this
actually no
that's not gonna work because it refers to actors that aren't in that code snippet
woops
lol
i-i sent an entire wad to kevans but he cant figure it out either
i think you might need to add the NoDelay keyword onto the first frame of each item
DECORATE doesn't execute functions on the first state if NoDelay isn't present
looks like an intentional destroy-on-spawn state to me
that item is probably not meant to be spawned
it shouldnt exist as a pickup at all
its a thing thats given from another pickup that "counts" your cash
apart from the NoDelay thing i got nothing though
and i'm not even sure that's correct
gimme the full wad and i can probably help more
its a bit heavy but ok
that's fine
also yeah either i did it wrong or nodelay didnt fix it
nah, that probably just means that wasn't the problem
report to graf
basically, its an item that well, looks like a bundle of money
picking that up should give you 1000 of those money counter things and display in the inventory
i'm not getting anything on the HUD at all
yeah thats the problem
it doesnt go in the inventory, but on gzdoom 2.3.2, it does
but thats an old version
i dont want that ๐ฆ
i got nothin' :/
welp, zdoom forums it is i guess
i'd say your best bet would to be go and ask the ZDoom Forums
yeah lol
someone over there is bound to notice something silly that i didn't
bug reporting forums i suppose, im not entirely sure if it is a bug
just saying, you're going to get much further with a bug report if you produce a small wad for graf to test with
i'll see if i can strip down the wad
yeah, just strip it down to exactly the stuff that's causing issues
want to keep it as original code wise just in the off chance it is a screw up on my end
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
Look in the info files for the code/graphics
Make sure to follow any usage guidelines there
Generally providing credit is enough
don't just put "realm667"
realm667 provides detailed credits for all resources
That stuff is generally on there to be used anyway, modified or not ๐
So yeah, just credit properly
One problem with what SgtMk4 is generally that he lifted code and graphics without properly crediting, if at all.
So it's basically implying he made it himself.
It's not that he copied, it's that he copied and took the credit.
Its funny when some website crediting how smart he is make a fake headshot hitbox
Or the gore system he "invented" (heavily-modified Nashgore)
Or the visual effects he "invented" (heavily modified Beautiful Doom)
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.
the hitbox system he "invented" especially annoys me
that was known to the zdoom community for a while
Hell, I did my own version back in 2005
...
Wait
Was I the first to attempt that?
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
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
not by a long shot
Ah, okay
Holy hell, I think I was. At least going off the post history of the ZDoom forums.
i don't suppose you have a working link to that anymore, right? lol
11/7/08:will the word regurgitate do?it means vomit.anyway,i agree.it sux!
nice additude
http://i.imgur.com/BojyL5U.png i think something may have changed in these 12 years, heh
I feel like the fancy exploding barrels are also one of the first of their kind
but, it definitely works
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
๐ญ the problem was actually something really stupid and
except I can't find a Prey screenshot with the shotgun selected instead of the Margrave aaaaa
i feel bad for reporting it as a bug]
because it isnt ๐ฆ
turns out
okay
thanks bot
Inventory.MaxAmount 999etc is bad
God you got it worked out ๐
they changed it because 99999-etc works on windows
but not on linux or something
so he told me to use a function i didnt know existed ๐
MAXINT
apparently just using some monsters of Realm667 is looked down upon
or well
Yeah, the other problem with Realm667 is a lot of the beastiary is waaay overused.
don't you also mean weapons?
How would I go about making a weapon replace another weapon at a random point in time, without replacing the weapon itself?
You mean like if you pick up a certain weapon the player can no longer use the old one?
No
Lemme find a good way to explain this
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?
(i hope that makes sense :v)
i believe you are looking for the Weapon.SisterWeapon property
So, where here would I place that property? I assume above the Weapon.AmmoType property?
anywhere
Huh. I put it below Weapon.SlotNumber and
oh
I assume the sisterweapon and my custom weapon need to have the same slot number?
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.
If I set a weapon actor to replace another weapon, will the Weapon.SisterWeapon property take the properties of the replaced weapon?
PROGRESS IN BEING ACHIEVED... even if it's in a weird way https://twitter.com/PyrolexSarvagon/status/867536125740666881
Yes, this was intentional
The mod's now on ModDB http://www.moddb.com/mods/doom-the-talos-i-incident
@haughty flower well look, a server is different then an offline game
when you get home or something, try moving your wads out of the skins folder
because i think it can't read the wads to connect
ill try man, thank you very much
something like that
you dont mind if i have problems that i open a private msg later?
go ahead
i might ask who you are though ๐
alright, im new here. was wondering, is there an open source doom engine? like, something someone could develop a new game in?
yes, gzdoom
doom itself is open source but GZDoom specifically is under the GPL license
so you could use it to make a game
@languid crypt
cool thanks
i havent looked much into GZDoom, does it have multiplayer capabilities?
Arguably.
It uses a peer-to-peer model that's prone to desyncs and other issues.
Probably not the best for that unless you plan on re-working the netcode yourself.
It's great for single-player though
And if you're willing to put in the work it can look pretty damn good.
Zandronum is typically what people use for netplay these days
nice
yeah, but that isn't GPL
hm, might need to look into something else
(zandronum, not the screenshot lol)
I was gonna say ๐
if you want to make a multiplayer game, there isn't a doom engine that can do it right now without modification
my advice: just go with Unity
i really like the graphics style of the classic doom games, wanna make something like that.
yeah i was looking into unity
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,
Yeah, Unity is better for that
not really sure how to achieve the look of classic doom games in unity tbh
Don't try.
^
Find a retro style of your own that calls back to Doom, et al.
Trying to copy Doom's visual style generally ends in frustrastion and failure.
yeah
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
after the failure of strafe, nobody would be insterested with that
yup
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.
smaller scale too, obviously.
Consumed by Hell | Finished For Now 
for whatever reason when you start it will say "secret is revealed."
which I thought I removed.
I've looked at the different linedefs that give you the message and none have secret marked.
Small update regarding the mod and future updates of it after v0.1 releases http://www.moddb.com/news/end-of-school-v01-beta-future-updates
@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.
Start very simple with your mods, like adding a new difficulty level, or a single map, or a basic variant of a monster.
build from there
I ended up starting from weapons but eh :v
Don't be me and start complicated unless you're confident (which is 25% of the time for me)
Updated the code for the weapons; now there's the GLOO Cannon, pistol, shotgun, and Margrave https://pastebin.com/Dwz7MznY
@warped rampart any plans of making this more than just a weapon pack?
@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.
Ah okay.
Both Morgans or just one?
@shadow bone sorry to ping yas, but do you know how classes work.
Somewhat. What's the question?
How do you get it to actually show up
@prisma saddle At the moment, just the male's.
What do you mean? Like, show sprites in-game? Show in the GZDB things list?
Show when you press new game with the pk3
like the selection of classes
Unless I have to make multiple classes for it to show up
You've defined it in MAPINFO, right? https://zdoom.org/wiki/Creating_new_player_classes
Looks like you need two then
If there are at least two classes, the player will have a class selection screen when starting a new game.
oh
well then
gotta add a default mareine thingy then
for now
well they're both named marine
for somereason
oh
Player.DisplayName "Marine"
player yeah
why does having the class start with ammo things make em only have one bullet/shell for a gun?
er
Player.StartItem "Shell"```
This is suppose to give em the ammo type when spawned, right?
oh
wait
nvm
I swear I didn't get this error at all when I tested it yesterday
Interestingly, you only get this error when you run it with The Ultimate Doom
I think doom don't have double barrel
So should I have a version that doesn't include the Margrave?
maybe you should not replace the shotgun2
You could use lump filtering (check the wiki) to only include super-shotgun stuff if it's doom2
Where would I put the doom.doom2?
You'd make a subfolder, actually
So yourmod.pk3/filter/doom.doom2/decoratestuff.txt would only load if you're playing Doom2
The thing is, this isn't a PK3; it's a WAD
Oh. Well, can't do it then
You'd have to do something like build it for Doom1 with a separate Doom2 patch file, or vice-versa
That's what I was thinking
One version made for use with Ultimate Doom (removes Margrave/SSG sprites and coding), one for Doom II (includes both sprites & code)
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.
Or better yet, you could switch to .pk3
Any ZDoom-based sourceport (since you're using DECORATE) can handle those now.
And it's sooooo much easier to work with.
@warped rampart what are the SHT2 sprites called in the wad?
change all the numbers at the end to 0 instead of 1
0 means "this sprite doesn't need rotations"
1 means "this sprite also has rotations, numbered 1-8"
@warped rampart
np
OH ALSO
@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
you probably need to put it in quotes
That doesn't work for some reason
I'm gonna try putting it in the same weapon slot
no luck [screaming internally]
Welcome to the world of Modding
I know
Also, I figured out the sisterweapon issue
I changed it to the shotgun
And if you type give gloocannon in the console, you get the shotgun as well
I fixed it
do you think that it's possible to have something like Saltybet in doom ?
Basicly duels with twitch intergration
yeah, the problem is gzdoom (or any other sourceport) wouldn't allow you to make an external API call
which is needed for twitch integration
it's probably for the best that it doesn't though
there's potential to be kinda malicious there
yeah
the stair builder plugin for gzdb is frustrating as all hell
try to make a doom scp recreation
if anyone wants to help make scp 173, 049 or 106, that will be helpful
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
yeah i would like to borrow it @royal wave
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
Just put credit where it's due and I'll be cool
@royal wave would you also wouldnt mind if i you use your scp 106 as well if not, thats ok..
sure
ActorPlayerY = GetActorY(1)+100;
why this does not work ?
let's say GetActorY(1) = 100
the ActorPlayerY still get 100
regardless 100+100=200
other thing i trued
oh
Because ACS is just fucking awful
yeah it hates floats and ints mingling
If it had floats, there wouldn't be any problems
The problem with ACS is that literally everything is an int
Even the "floats" are ints
Disguised as having some decimal precision
In ACS, 1 = 1, and 1.0 = 65536
Because
Logic
so i've asked this before but i'll ask it again
uh
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
check nash dungeon mod
can i get some professional help
Well none of us do this for a living, so no I don't think you can get professional help
๐ญ
some teasers for the mods mapping
scp Cb room is random, so im gonna have to make it look different
thats why
Hey just so you know, I am using those wall and ceiling textures for my current project
from that last screencap
Sorry
i did make the wall but it may had mix in with yours because i name my version, as Office3
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
https://streamable.com/22lmv preview of the scp mod
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
thanks
looks good
@royal wave Does This Safe Containment area look fine or sould i flesh it out?
Looks pretty decent
wtf, why can't SLADE read my txt files as text.
there's a view as text button
I solved it, also that's what I was trying to do
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
sounds like an unclosed curly brace pair to me
though i can't say for sure without the full file
it was a missing }
thought so
also, anyone know how to bring up the image viewer in SLADE on the same tab thingy?
i did some tweaking
cool ๐
though, the floor could use some decorations
also the fences cutting off without any border kinda annoys me but that's a minor thing ๐
i can fix that, and im also adding a floor for dangorus scps
Is there gonna be a vanilla version?
Can't have buurtil dumb kiddies ruining the fun
But I'd really wanna try that map with Hideous Destructor
Can't even tell where the third area is :3
Gonna need to go to the burn ward for that one
๐
โ
^doomguy in school
"Crates and maybe some switches"
I already did a whole room of crates
you might need to #include "zcommon.acs"
oh i'm dumb
common mistake
you can't
you can disassemble ACS code, but you can't decompile
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
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
i just wanted to explain the basics
I like to just turn the music off and use a media player to play soundtracks from other games
or that
Pallet swaps because I am original as fuck
i'm not fond of that SHAWN2 usage tbh
it doesn't really work well as a wall texture
and the recoloured FLAT20 doesn't really look too great on the floor imo
too bad it's gonna be dark
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
FLAT20 is a 64x64 texture
defs not a door texture
but get this
are you listening
maybe it's a
flat
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
There's always glowing sectors if you need some lighting effects, perhaps switching between the blue and red in intervals
the issues I've had with glowing sectors is they don't smoothly light a room
dynamic lights?
That's what I've been using already
oh
I love using Dynamic Lighting on decorative actors that follow a path
noice
stop being a jelly
๐ฆ
I look back at this I made long ago and say, "wow, I must have been some sort of narcissist asshole" http://www.wad-archive.com/wad/JtRLimbo-2-The-Ruins-Remaining
mind blown
after closer looks it's pretty easy
what program are you using in your last screencap @royal wave
or the second frtom last screencap
@languid crypt The top left of the screenshot says it's GZDoom Builder
Correct me if I'm wrong, but this is how PK3s work, right?
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
THe way PK3's work is they ignore the marker system wads use
this allows for the use of folders for better organization
So, from my understanding, #include would be like
#include "actors/weapons/shotgun"
you need quotes around the path, but yeah
I'm sorry I'm being such a pain in the ass with this xP
it's fine, you're learning
uhh
i took this from a zdoom wars thing but look at this for reference maybe?
something like that
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
oh okay
or people are just lazy to remove it if compiling from slade
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
so you're like 14 or 15 now?
You're going places kid if you can mod stuff now at a young age
16
Imagine my shock when I realized I was ready to release the first version of this Doom mod
Makes me remember doing a pokemon romhack a few years back ๐
Huh, why tho?
@unreal oyster how can i make a monster randomizer?
thanks
Aaaaa that would be so helpful with my mod, too
what do you wont
you know how to restore SLADE's UI to default?
dunno
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
preferences
delete cfg or ini
interface
damn it
well
Guess I'll try Errons suggestion
um
@trim falcon where would such cfg/ini be?
its in roaming folder
wait
C:\Users\yourmom\AppData\Roaming\SLADE3\slade3.cfg
change yourmom into your name
well shit, gonna be hard to get my mom to change to my name.
/jk
it works Erron
ty
yw
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.
New Doom II is Mod That Doesn't just Change Weapons But it Changes The Music as well,
remind me, is damage in DOOM a multiplier?
which doom
the classic one
multiplied by 1D4 I mean
meaning it picks a random number between 1 and 4 once and uses that as the multiplier
So if a rocket does "20 damage", that's actually 20*random(1-4)
oh
Sorry, D&D term for dice roll :P
I think it's also on some kind of probability curve? At least in the original engine
let's make a doom mod that does 1D20 damage :P
small correction, it's 1d3
1D3?
wasn't there some code that makes a weapon do the amount of damage specifically, no multiplier IIRC?
Yes
definitely 1d3, you can check gzdoom.pk3 if you want proof
You can set static damage or custom damage "functions" in DECORATE or ZScript
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)
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);
float randoms for damage?
but health is in integers
It'll just round the fraction when it applies, I think.
this is why TF2 is super buggy because they made that mistake
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
According to Xaser's damnums, My "9mm" bullet does between 20 and 75 damage I think.
btw - where does 450435 come from?
using a real-world calculation for bullet impact energy
ohh, is 450435 some imperial conversion bullshit?
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
ugh
but if it works it's not stupid!
i'm sorry but doing physics in imperial kinda makes me cringe ๐
god damn it, images being broken on ZDoom Forums
more of a PITA trying to find resources
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
what do you count as 1 foot in mu?
i didn't realise there was a generally accepted ratio, lol
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
is there any info on how the heights in doom relate to real world height? like how "tall" would a wall with a sector height of 128 be? I wanted to make a per...
doom.wikia AHHHHH
the peasants wiki
Damn me, I linked to the cursed site!
I must commit minor seppuku for this
The wikia is trash and loaded with malicious ads. Doomwiki.org is preferred
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.
wikia is just trash in general
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
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
bloody nice, made a psuedo reload system.
psuedo because it's just D3D style of reloading
why would you need to have that include there to begin with?
sprites are automatically loaded
^
I asked about #include a while ago, and assumed I should put it in the code since it was loading sprites weirdly
if your sprites appear stange, check the frame names and their offsets
Like, it won't show the "idle" sprite (the one when you're holding it) and shows the firing frames, but that's it
Yeah, it's set to 0
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?
Yes
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```
if you want the state to loop
But I do have this right, correct? That was pasted directly from my weapon's code
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?
I, myself, and fine with the "bright" being there :P
it's just not a usual thing to see
in a pitch black room, you'd still see your weapon at full brightness
Ah, that makes sense
So uhh
Remember how I apologized for being such a pain in the ass about this
I now am able to back that up
I was gonna say you're gonna retract that apology and be a dick to us
@warped rampart
Sorry, shitty craptop
*cracktop
"Oh, it can't be an issue with the sprites, I know I imported them all" -Pyrolex 2017
Eeyup
Ok
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.
@shadow bone how's that receiver mod going
Going well. Did you see the latest update?
nope
Here's what I was working on last night: https://cdn.discordapp.com/attachments/272003643471953939/320051424568541196/unknown.png
Working ammo stack inside the mag
oh ๐
what is your mod
what is Receiver
Cock that bitch! Like and Favorite. Facebook: http://www.facebook.com/Robbazking Twitter: http://twitter.com/#!/RobbazTube Buy: http://www.wolfire.com/receiver
You should include a mechanic where you have to hold down mouse1 and scroll down to pull the trigger /s
lol
You joke... but...
but hwat
There's a game called D.U.S.T. that makes you do exactly that
I did not intend on having it spelt like that I swears.
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
*GZDoom
really it depends
multiplayer style mod
go Zandronum
singleplayer style mod
go GZDoom
Yeah
might need to make seperate versions den
3.0
looks good.
i'd say it's better to only have folders you actually use
?
like, only have folders in your pk3 that actually contain stuff
otherwise it gets bloaty
wait
you mean you don't need all those folders
you just need a few?
(I'm new to this btw)
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
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.
Okay
It really depends on exactly what your mod needs, which none of us know ๐
lol
so tell us what your mod needs, or we'll blow you off
style.
@vocal crypt my mod needs not too much
just some textures
sprites
sounds
music
no mind blowing stuff
is it stable?
And now I finally have the 4 on the shotgun sprites completely removed ๐
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
what does zandronum do now in 3.0 that it didn't before?
From what I could tell it made it a little closer to GZDoom
yeah, pretty much tbh
oh
What's the name of the actor class for the player?
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
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
So in slade with the texture dialogue (cant show pic on phone) what texture type is zandronum?
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
It showed a dialogue that said (DOOM, HEXEN, ZDOOM.) in selectable boxes @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
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.
i get the feeling that what you want is possible, but i'm not entirely sure what you want to do, heh
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
changing states is done with Goto
oh
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
oh jeez, decorate hacks, how i haven't missed you
uh
using inventory as variables is probably the best thing ZScript got rid of, lol
Do I just need to specify the frame or something Kevan?
like TNT1 A 0
or some shit like that?
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
not what I meant
I meant do I need to put anything for the dummy item
sans the frames of course?
it doesn't need any
so I can just put Actor MiniGunDummy then
mhm
see how I named my ready states
Yes
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
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
?
Use A_WeaponReady as you would normally in the ready state
then in the fire state have it skip the rev up
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)
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
if you just loop, it will go to the start of the animation. I assume the rev up gains speed?
should do that.
but for now
focusing on the reving up part.
but uh
put a goto where?
after the rev up frames?
instead of loop in Ready.RevUp, use goto Ready.RevUp+# and replace # with the number of lines it needs to jump
oh
or you can copy and paste the jump check so it can work like a toggle
so with the number of lines, it'd be going to the fire state?
No
so 15 lines then?
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
with Kevans thing, wouldn't it jump 15 lines from the ready.revup state to whatever?
why are you jumping 15 lines
to the firing +st
Sorry, my kitten got on the keyboard. Anyway, to jump 15 lines to the fire state?
no I was fixing your loop problem
The number at which the spinning animation is at full speed
so like 7 lines?
something like that
Script error, "DoomFortress2016.pk3:actors/weapons.txt" line 87:
Unterminated string constant
something is wrong at line 87
MNGG A 1 A_JumpIfInventory("MiniGunDummy",1,"Ready.RevUp)```
you have a quote mark that doesn't have a paired quote mark
you forgot to close your string
oh
do you have syntax highlighting on?
do you mean wheer it goes greenish with closed quotes or something?
yeah
yeah
yeah okay so ideally it should stop being coloured by the end of the line
Script error, "DoomFortress2016.pk3:actors/weapons.txt" line 421:
Missing string (unexpected end of file).
Actor MiniGunDummy
probably didn't close your classes correctly
cept that's literally all I got at line 421.
it means it's expecting closer
you didn't close your classes correctly
there's a } you're missing somewhere
it's not at line 421
