#classic-doom-maps-mods

1 messages ยท Page 51 of 1

royal wave
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probably because you can't just make an actor like that]

#
{
  inventory.pickupmessage "_"
  inventory.icon "TNT1A0"
  inventory.amount 1
  inventory.maxamount 1
  -INVENTORY.INVBAR
  States
  {
  Spawn:
       TNT1 A 6
       loop
  }
}```
vocal crypt
#

oh

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well the rev thing works

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except on like the last frame before going to the fire state, it goes down like it's deselected

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same with the revving down part

royal wave
#

did you put the jump or goto like we told you?

vocal crypt
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Goto Ready.RevUp+7

royal wave
#

you're telling it to jump over that state entirely

#

did you count the states, not frames, states

vocal crypt
#

oh it's counting in states then

royal wave
#

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
#

so +3 then

haughty flower
#

so, how can I get started with modding?

vocal crypt
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Delete system32

haughty flower
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ok

royal wave
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@haughty flower Find a tutorial on something simple to do and work yuor way up

haughty flower
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Where can I find tutorials

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they seem scarce

royal wave
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google

haughty flower
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zdoom wiki

haughty flower
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What did I do?

haughty flower
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Which do I push?

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:?

#

uhh

warped rampart
#

You choose one of the formats, but you'll need to import from a base archive resource iirc

haughty flower
#

@warped rampart which format?

warped rampart
#

@haughty flower Are you using Doom textures or Strife textures?

haughty flower
#

Doom

warped rampart
#

Then leave it selected as "Doom (TEXTURE1 + PNAMES)"

haughty flower
#

Should I use zdoom or doom though

warped rampart
#

I think they both have the same textures

haughty flower
#

what's the difference between though

weak lodge
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strain's MAP18 music has good fucking music

haughty flower
#

it says PNames and then it just says textures

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@warped rampart so how do I import custom textures now?

warped rampart
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You save the WAD

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All you need to do is import your custom textures

haughty flower
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WAD?

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its a pk3

warped rampart
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Then save it

haughty flower
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and it will just work?

warped rampart
#

As far as I know, yes

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Don't take my word on anything

haughty flower
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It's not being used

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and uhh that's weird

cinder moon
vocal crypt
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@royal wave sorry to ping you, but the revving thing does work, however it appears to display the rev up frames when not pressing the mouse button to well, fire.

royal wave
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let me see your decorate

trim falcon
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what is revving ?

royal wave
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spinup

vocal crypt
#
{
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_JumpIfInventory("MiniGunDummy",1,"Ready.RevUp")
Ready.RevUp:
MNGG A 1 A_WeaponReady
MNGG B 17
MNGG A 14
MNGG B 11
MNGG A 8
MNGG B 5
MNGG A 2
Goto Ready.RevUp+8
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
goto Ready
Flash:
MNGF A 3 BRIGHT A_Light1
MNGF B 3 BRIGHT A_Light0
Stop
}
}```
royal wave
#

ah you have a fallthrough

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okay at your ready state

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there's nothing at the end of it telling it where to go if the jump isn't true

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you need to put a loop or goto at the end of it

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if there's nothing to instruct it where to go, it just keeps going, which is known as fallthrough

vocal crypt
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so I'll need to make a new state where there is no rev or somethin?

royal wave
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no

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change this: Ready: MNGG A 1 A_JumpIfInventory("MiniGunDummy",1,"Ready.RevUp") to Ready: MNGG A 1 A_JumpIfInventory("MiniGunDummy",1,"Ready.RevUp") loop

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and you might want to make it an anonymous function so when pressing fire it'll spin up

vocal crypt
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an anonymous function..?

royal wave
#
MNGG A 1 {
   A_JumpIfInventory("MiniGunDummy",1,"Ready.RevUp");
   A_WeaponReady;
}
loop```
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an anonymous function in decorate means multiple functions in one state

vocal crypt
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Oh

royal wave
#

so instead of twelve billion TNT1 A 0's all over the place, it's a lot cleaner

vocal crypt
#
Invalid state parameter {```
#
MNGG A 1 { 
A_JumpIfInventory("MiniGunDummy",1,"Ready.RevUp")
A_WeaponReady;
}
loop```
#

oh

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wait

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I forgot a ;

royal wave
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yup, lol

vocal crypt
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...still making the error.

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even with the added ;

royal wave
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what version of GZDoom are you using?

vocal crypt
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not using GZdoom

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Zandronum 3.0

royal wave
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That's your problem then, I don't think it supports anonymous functions

vocal crypt
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well fuk

royal wave
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you can easily swap it out with a TNT1 A 0, no big deal

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but you want that loop part at the end of it, and you sure as hell want a A_WeaponReady

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Why Zand if I may ask?

vocal crypt
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Look at the name of the pk3.

royal wave
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Oh

vocal crypt
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Script error, "DoomFortress2016.pk3:actors/weapons.txt" line 87:
Sprite names must be exactly 4 characters
#
MNGG A 1 A_JumpIfInventory ("MiniGunDummy",1,"Ready.RevUp");
TNT1 A 0 A_WeaponReady;
Loop```
royal wave
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remove the semi-colons

vocal crypt
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oh

royal wave
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yeah if it's not an anon function, the semi-colons will break it

vocal crypt
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oh

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should I add a giveinventory code in the fire state?

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because it fires with no revving up

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or the ready state now I think about it

royal wave
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you can easily copy the frames to the fire state

vocal crypt
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see, I think I tried that

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but it only shot two bullets

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and then going through the revving frames

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over

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and over

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because well

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there's two a_firebullets

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Monsieur Kevan?

royal wave
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I'm thinking

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There's a way to make it rev up and only loop the fire animation

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Okay I think I got it

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you're going to need three fire states

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something along these lines:

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hang on give me a sec

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you will need to make a second dummy item, which will check if the player is still holding down the fire button

#
    MNGG A 0 A_JumpIfInventory ("MiniGunDummy",1,"Fire.Shoot")
    MNGG A 0 A_JumpIfInventory ("MiniGunIsShooting",1,"Fire.Shoot") //Intentional Fall Through
Fire.RevUp:
    MNGG A 1
    MNGG B 17
    MNGG A 14
    MNGG B 11
    MNGG A 8
    MNGG B 5
    MNGG A 2 
    MNGG A 0 A_GiveInventory("MiniGunIsShooting", 1) //Intentional Fall Through
Fire.Shoot:
    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 0 A_TakeInventory("MiniGunIsShooting", 1)  
    MNGG B 2
    MNGG A 5
    MNGG B 8
    MNGG A 11
    MNGG B 14
    MNGG A 17
    Goto Ready```
#

@vocal crypt

vocal crypt
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I see.

royal wave
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that should produce what you're looking for

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Oh uh mind the semi-colons, forgot to remove them

vocal crypt
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is there any code to check if the player is holding the fire button or somethin?

royal wave
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okay so see the A_Refire bit?

vocal crypt
#

mmhmm

royal wave
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that's exactly what that does

vocal crypt
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ah

royal wave
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and since you gave the player that second dummy item

vocal crypt
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so use A_ReFire in the MiniGunIsShooting dummy?

royal wave
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no

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What?

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it's a dummy item. it doesn't do anything other than exist

vocal crypt
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nevermind.

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sorry

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think I had a brainfart.

royal wave
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    MNGG A 0 A_JumpIfInventory ("MiniGunIsShooting",1,"Fire.Shoot") ```
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That bit there is what forces a jump when A_ReFire is called

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the only way to get that item is to let the gun rev up, and the only way to lose it is to let go of the fire button

vocal crypt
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ah

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well apparently that stuff makes Zand crash

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I don't mean the fatal error kind of crash

royal wave
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fucking zand

vocal crypt
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so what now?

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well it works on GZDoom

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...and it still only fires two bullets

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you thinking again Kevan?

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@royal wave I hate pinging you maee

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*mate

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wtf

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"maee"

royal wave
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yeah I'm here

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sorry, you can ping me for stuff like this, I tend to forget things

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I'm not sure how to accomplish this in zandronum

vocal crypt
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either way, if it didn't crash in Zand, it still only fire two bullets

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also, tbf Kevan, 3.0 is still either Alpha or Beta

royal wave
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You should seriously avoid developing on an alpha/beta build

vocal crypt
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well the non alpha-beta build doesn't have teh updated code for my achieveings or something.

royal wave
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There's way too many one time features that G/ZDoom implemented that only existed on like 3 Dev build updates before being nixed

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You'll probably find better look on a Zand forum/server. Lot of us here avoid using zand due to it's limitations

unreal oyster
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zandronum 3.0 isn't really like a gzdoom dev build, it's quite stable actually

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it's also stagnating a shitton of course

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i have my doubts that zand 3.0 will even exist at all in finished form

royal wave
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that's still valid reason not to use it until everything is finalized

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Zand devs should really scrap everything and just fucking adopt gzdoom and work in the net code from there

unreal oyster
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i think there have been talks to do something like that, actually

royal wave
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like it doesn't have to be merged in with the main branch, but the otherway around would work

unreal oyster
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there has been some talk of implementing C/S into gzdoom

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so we'll see how that goes

royal wave
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or develop a .pk3 that runs a special .dll or SOMETHING

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I will admit that I am not familiar with GZDoom or Zands source code

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but I have yet to see a valid reason why they can't merge other than "The branches are too different."

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Okay yes, that is a valid reason, but why has no one put in any effort to fix that?

unreal oyster
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because nobody on either side is interested in putting in the work to do so

royal wave
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Let's work on ZGZDoom :^)

vocal crypt
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GZZDoom*

royal wave
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GZandronum

vocal crypt
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no no

unreal oyster
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honestly, the easiest way to get proper MP in GZdoom at this point is just to say "fuck zandronum" and write new C/S code

vocal crypt
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IIRC, GZDoom is just ZDoom with OpenGL(?) capabilities?

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also IIRC, GZDoom does have multiplayer

royal wave
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yup

vocal crypt
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but it isn't the scheme of Zandronum

unreal oyster
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it was that, until ZDoom died

vocal crypt
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and if any custom mods are applied, bye bye syncing

royal wave
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Which is why it won out between ZDoom because you can implement better effects and better efficiency with hardware rendering

unreal oyster
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but now GZdoom is Zdoom with OpenGL + a ton of new features (most notably ZScript)

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but yeah, merging Zandronum and GZdoom would not be as simple as it may sound, especially thanks to ZScript

vocal crypt
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just curious though

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How come Zandronum dropped the "custom" content from Skulltag?

unreal oyster
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ZScript code is actually run using a VM, and that VM would have to be made to work with C/S networking

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probably because of bloat

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i guess it follows gzdoom's example that the base pk3 for the engine should really only contain things necessary to support the base iwads

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(+ some extra things that need support for historical reasons, like the dogs, sparks, particle fountains, etc)

haughty flower
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idk why

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but I cant convert doom gfx to png

warped rampart
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Export it as a PNG

haughty flower
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@warped rampart how

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I tried saving it as .png

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and this happened

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@warped rampart

unreal oyster
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when you do that, you are exporting it as Doom GFX but saving it with png extension

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there is a dedicated export to png button

haughty flower
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Where that be

warped rampart
haughty flower
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Sorry I'm new and I should know about file corruption since I used to program (I'm probably just tired as all hell)

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thanks

#

@warped rampart thanks

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I can deal with That

warped rampart
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You're better off Googling the title screen

haughty flower
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I just needed the resolution @warped rampart

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thanks though

warped rampart
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You can get it off the wiki at its original resolution

unreal oyster
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that patch is always 320x200

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most fullscreen doom graphics are

warped rampart
haughty flower
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thanks!

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how do I convert my new title to a doom graphic to use in my wad?

unreal oyster
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depends, if it's for zdoom you don't really need to

haughty flower
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its for zandronum

unreal oyster
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yeah okay there's no need to then

haughty flower
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okay

unreal oyster
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just use it as a png

warped rampart
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I myself prefer to because I like the Doom palette ยฏ_(ใƒ„)_/ยฏ

haughty flower
warped rampart
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Search D_MAP01, I think

unreal oyster
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D_RUNNIN

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is the first one

haughty flower
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thanks

unreal oyster
haughty flower
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oh nice you use .org

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and not shitty wikia bullshit the mirror

torn timber
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I think the problems from earlier stem from not using the Doom Palette when converting

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That dropdown menu on the bottom right is your friend

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The Palette dropdown menu on the top of SLADE's GUI is for viewing all images in the viewer with a certain palette, by the way

warped rampart
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TIL

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I don't think I ever thought to use the lowerright dropdown

torn timber
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it tells it what palette to be converted to

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Existing/Global will just end up being greyscale when you're converting to PNG

haughty flower
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@torn timber it was

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thanks

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btw how do you center your custom head/face

torn timber
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by probably changing the offsets of the image so that it appears where it needs to

haughty flower
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okk

torn timber
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actually

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isn't the offset for the head handled by SBARINFO?

haughty flower
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thanks man it fixed it!

torn timber
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If you look at the head sprites in DOOM.wad, you can see each one has a slight offset

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to center them in I think what is a 35x31 box

haughty flower
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cool

torn timber
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the regular facing forward doomguy head is 24x29

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and has an offset of -5,-2

haughty flower
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yeah

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what sound effect file does doom/zdoom use?

warped rampart
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Just about any apart from m4a

haughty flower
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ok

haughty flower
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I want to have projectiles come out of my gun /shrug

trim falcon
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A_FireCustomMissile

haughty flower
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how do you edit the gun files?

shadow bone
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I'd recommend ZScript but the documentation still leaves a lot to be desired if you're only starting out

warped rampart
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Now that I think about it, I should actually add a drawback to the Margrave

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It's literally a shotgun that pumps out more bullets while using 1 shell

haughty flower
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@shadow bone so, I should delete the default weapons?

shadow bone
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.... from where?

torn timber
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you don't delete anything

haughty flower
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I copied all of the doom files over into a wad......

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is that bad???

shadow bone
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Yes

torn timber
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yes

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very

shadow bone
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All you should be doing is adding what you want to change.

torn timber
#

when you make a new mod, you're adding content to be loaded over top of Doom 2 or whatever IWAD you're using

shadow bone
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For example, if you want to change the Shotgun, create a new actor that inherits from the original shotgun and change what you want.

haughty flower
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so uhh

#

I should copy all my changed stuff into a new wad?

shadow bone
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Yes.

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Your mod should only include what you're changing or overwriting

torn timber
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ACTOR SomeOtherShotgun : Shotgun replaces Shotgun {

haughty flower
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wow thanks

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that's better

shadow bone
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Or something like this: StrongImp : DoomImp replaces DoomImp { Health 100 }
That creates an imp which basically copies and replaces the default DoomImp, but has 100 health.

haughty flower
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oh

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its an nicer workspace now

shadow bone
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It'd be even nicer if you used .pk3 files ๐Ÿ˜‰

vocal crypt
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^

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organizing galore

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ooohhh....

haughty flower
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@shadow bone I tried those

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It didn't work for me

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Textures were garbled

shadow bone
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๐Ÿค” That doesn't make sense... weird

haughty flower
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^

torn timber
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well were you trying to reorganize what was essentially a copy of your Doom IWAD into pk3 format or something?

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or starting fresh?

haughty flower
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@torn timber fresh

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It didn't work for some reason

trim falcon
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is it in DECORATE.txt ?

haughty flower
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:?

warped rampart
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DECORATE.txt is where your programming is

haughty flower
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Oh

torn timber
#

If you want to separate your DECORATE code, you can do so by having a main DECORATE file in your mod that links to the other files by using #include "FilePathInQuotesHere.txt"

#

example:

#

This would be in DECORATE.txt

vocal crypt
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...or just have seperate txt files for your actors

torn timber
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then all of those files would be loaded as DECORATE as well

vocal crypt
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for weapons, classes, monsters

torn timber
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that's exactly what I was explaining

vocal crypt
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all actors in one txt file

#

er

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well that list seems to bbe listing seperate things

torn timber
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They're not individual actors in those files

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when you have about 34 different types of ammo and all of their various pickups to look through, it's a lot faster to separate them

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than have 1300 line file to scroll through

vocal crypt
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why would I be fine with the latter though

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not a question

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or rather

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it's a rhetorical one

torn timber
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Who would be ๐Ÿ˜›

vocal crypt
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no no

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I apparently wouldn't mind that

torn timber
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You want to scroll through thousand line files and/or have to use the text search regularly?

vocal crypt
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I scroll through hundreds with my DoomFortress mod

torn timber
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Doesn't mean it's good practice to not sort stuff

vocal crypt
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I kinda did

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into txt files

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classes and weapons

torn timber
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There's a certain need for breaking down the categories even more when all of my weapon code together would equal to exactly 10,174 lines altogether though

vocal crypt
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mkayuh

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*may

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*MKAY

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jfc

torn timber
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The amount of organization someone sets up is all going to depend on the size of the mod that someone's working with. If they're just going to make a single weapon, then no, there's probably no need to have more than a single DECORATE file

haughty flower
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Back

vocal crypt
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ello mofo

haughty flower
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;-;

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@torn timber so do I put the whereabouts of custom textures in decorate aswell?

torn timber
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textures are not handled by DECORATE

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In WAD format:


Sprites should be located between S_START and S_END markers. SS_START and SS_END are usually used for user WAD files. Similarly flats are F_START and F_END (again FF_START and FF_END in user WAD files).

Patches are not required to have any markers. Some lump management utilities require P_START and P_END, but not ZDoom.

ZDoom adds TX_START and TX_END for textures, as well as HI_START and HI_END for scaled textures.```

In PK3 format based on usual folder setup:
```New textures go into the textures folder, flats in the flats folder, patches in the patches folder, and high res textures into the hires folder.```
#

You can reference the Doom IWAD to see how wad format markers are done

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here's an example of PK3

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you'll have to generate a TEXTURES file in either format as well I believe

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I believe that's done here if I remember right

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the TEXTURES lump would eventually contain the list of all of your added textures

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// on Thu Mar 20 22:10:07 2014

Texture FCSCRN01, 32, 32
{
    Patch FCSCRN01, 0, 0
}

// End of texture definitions
#

it'll look like this for that one texture in my screenshot above

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if you're just overwriting Doom's textures though, I don't think you'll need that TEXTURES lump, you'd just need to have the sprite match the name of the one in Doom that you're trying to replace

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Note that the textures being referenced here are for the textures used by the map's geometry

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not the sprites for enemies

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or other actors

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in wad format those fall between the S_START and S_END markers or in pk3 format, they just go in the "sprites" folder

royal wave
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How are flats treated differently than textures?

torn timber
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they're treated differently in vanilla, not really important to make the distinction in ZDoom in most cases

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flats would be for floors and ceilings, "textures" for sidedefs

royal wave
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right

torn timber
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also to note, if you end up running more than one mod that has conflicting texture names, the "flat" will have priority over a "texture" with the same name, so the flat will be the one that actually appears

royal wave
#

hmm

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So how does it treat flats differently?

torn timber
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namespace

royal wave
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hmm

haughty flower
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@torn timber thanks for all this info!

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Guess I'm moving to pk3!

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Doom2 mods cant have a episode selection right?

vocal crypt
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uh

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they can IIRC

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but

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idk

royal wave
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They can

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same way you call custom Doom 1 episodes

haughty flower
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Okay

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Thanks

vocal crypt
#
    MNGG A 0 A_JumpIfInventory ("MiniGunDummy",1,"Fire.Shoot")
    MNGG A 0 A_JumpIfInventory ("MiniGunIsShooting",1,"Fire.Shoot") //Intentional Fall Through
Fire.RevUp:
    MNGG A 1
    MNGG B 17
    MNGG A 14
    MNGG B 11
    MNGG A 8
    MNGG B 5
    MNGG A 2 
    MNGG A 0 A_GiveInventory("MiniGunIsShooting", 1) //Intentional Fall Through
Fire.Shoot:
    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 0 A_TakeInventory("MiniGunIsShooting", 1)  
    MNGG B 2
    MNGG A 5
    MNGG B 8
    MNGG A 11
    MNGG B 14
    MNGG A 17
    Goto Ready    
goto Ready``` @shadow bone
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kevin did the fire.revup and that stuff, I'll not take credit for that or somethin...

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kinda sounds like I stole it when you think about it

warped rampart
#

Thief

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Ban

vocal crypt
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lol

warped rampart
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Ban squared

shadow bone
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So A_Refire is probably jumping back to the Fire: state. Look on the wiki for how a Hold:state works

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That's probably what you want

vocal crypt
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so A_ReFire (Fire)?

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or do I need to include the [ ]?

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er..

shadow bone
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Try A_Refire("Fire.Shoot")

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MAybe?

vocal crypt
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tis works

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for GZDoom atleast.

haughty flower
#

@shadow bone any updates on your receiver mod yet? i'd love to see something like picking up magazines so i can finally play it with oblige or something

#

๐Ÿ˜„

shadow bone
#

It's getting there, slowly-but-surely. You can reload existing mags as long as you're picking up "clip" (bullets) ammo, if it helps

#

At most you'll be able to carry six mags, so get used to refilling the ones you have lol

haughty flower
#

YES

#

download? ๐Ÿ˜„

shadow bone
#

Mag reloading is a separate "weapon" on the 2 slot with the pistol

haughty flower
#

you're doing a great job with this though
good luck with newer updates ๐Ÿ˜›

shadow bone
#

Fire/Altfire loads/unloads a round, reload picks a new mag

#

Thanks!

haughty flower
#

Can someone link me to a custom weapon tutorial?

unreal oyster
haughty flower
#

Ty

haughty flower
#

How do you edit the hud?

#

Status bar info

#

Cool

#

Ty

haughty flower
warped rampart
#

Maybe look around at the bar at the top of Slade's UI

haughty flower
#

How do you import maps into a pk3

haughty flower
#

I've got most of it converted

#

@royal wave Using that but maps is stumping me

royal wave
#

Separate each map into its own individual wad. Then place it in the maps folder. Be sure to rename them to the map you want to replace

#

So the first map should be MAP01 for Doom 2, or E1M1 for Doom

haughty flower
#

oh ok

#

๐Ÿ‘ kudos to you man

haughty flower
#

I put it in sounds and added it but I cant add it to the patch table and it didn't show up in game

unreal oyster
#

you need to use the SNDINFO lump

haughty flower
#

how do I make a lump

#

cause its not there

unreal oyster
#

there's a button for it, "Create Entry"

haughty flower
#

I tried it

#

it made a marker

unreal oyster
#

so give it the name SNDINFO, and press "view as text" and type something

#

that will make SLADE recognise it as a text file

haughty flower
#

oh okay

#

thanks

torn timber
#

you don't use patch tables for sounds

haughty flower
#

@torn timber I learned

#

already

#

but thanks for that tidbit anyway

haughty flower
royal wave
#

that probably would have to be edited through a program

#

the only way I know you can change sound volume is through ACS

#

and you probably don't want to do that

unreal oyster
#

you can't put a sound over 1 volume, you'll need to edit it externally

#

you can make sounds quieter but not louder

#

btw, $alias isn't really how you should be doing that, ideally you'd want something like this:
soundtype/soundname LUMPNAME

#

so if i had a lump PSTLFIRE for my pistol firing, i'd do this:

#

weapons/pistolfire PSTLFIRE

#

and then in any sound-related function i'd use the name weapons/pistolfire

haughty flower
#

so uhh

#

what?

#

(sorry I'm confused)

unreal oyster
#

$alias is for taking a logical name (such as weapon/pistolfire) and giving it another logical name

#

if you want to give a sound a logical name, like weapon/pistolfire you don't use $alias

haughty flower
#

I understood the first better lol

#

(sorry I'm an idiot to this type of modding I'm new)

unreal oyster
#
weapon/pistolfire PSTLFIRE
$alias weapon/pistolfire2 weapon/pistolfire
#

that's what $alias is for

#

if you were to then play weapon/pistolfire2 and weapon/pistolfire, they'd be the same sound

haughty flower
#

oh

#

so I shouldn't use alias

#

?

unreal oyster
#

no, not unless you need it

#

for lump name -> logical name, don't use $alias

haughty flower
#

okay

haughty flower
#

uhh...

vocal crypt
#

I hate that error

#

basically it means two files have teh same name

haughty flower
#

but they dont?!?!?

#

@vocal crypt

warped rampart
#

I think so, yeah

unreal oyster
#

no it's not that

#

you have 2 lumps called M_NMARE in the graphics folder

#

get rid of one of them

haughty flower
#

ohhhh

#

funnily enough

#

I deleted those cause I was messing with difficulties and didn't even know lol

#

@unreal oyster thanks

ashen saddle
#

How would I go about disabling jumping and crouching in my mapset?

warped rampart
#

What are the recommended sizes for custom crosshairs?

#

Obviously, one big, one small, but is there a recommended size for each?

royal wave
#

Whatever conveys what it's pointed at is how the gun is going to hit it

haughty flower
#

@ashen saddle dunno, I'm wondering the same question.

ashen saddle
#

GZDoom's MAPINFO lets you do it apparently

#
defaultmap
{
    par=0
    nojump
    nocrouch
}```
#

This is what I ended up with but I'm not sure it works

#

It doesn't seem to me like it's doing anything

haughty flower
#

strange

ashen saddle
#

The guys in the ZDoom Discord said I was dumb for wanting to do it
"Just let 'em cheat, man"
Jumping isn't cheating, but it's a vanilla-compatible mapset and I don't want to design around jumping
I don't want it on by default

haughty flower
#

@ashen saddle there is a zdoom discord?

ashen saddle
#

Yeah

haughty flower
#

send an invite to me

ashen saddle
#

Sure

haughty flower
#

ok

royal wave
#

Wait which zdoom discord are you inviting him to

#

@ashen saddle

ashen saddle
royal wave
#

okay phew

ashen saddle
#

Were you worried about an unofficial one

vocal crypt
#

thought it was some Illuminati shit for Doom Kevans

#

?

royal wave
#

Yes there's a second one that's the laughing stock of all doom discords

vocal crypt
#

Z-Discord?

ashen saddle
#

Lol

prisma saddle
#

What's Z-Discord?

vocal crypt
#

ask your mother

haughty flower
#

under hell on earth it shows a blank episode (Mine)

#

(sorry for posting so many questions)

trim falcon
#

weird

ashen saddle
#

Are you loading a wad that replaces your texture or something

#

That incorrect texture looks like it's been modified

haughty flower
#

@ashen saddle its uhh a pk3

#

its in the texture lump

#

in doom builder its fine but

#

ยฏ_(ใƒ„)_/ยฏ

#

not in GZdoom for some reason

#

floor and skybox work

#

@ashen saddle do you got any clue of what is going on?

#

ยฏ_(ใƒ„)_/ยฏ

#

anybody?

royal wave
#

How are you telling the pk3 to load the texture?

haughty flower
#

@royal wave Through the texture lump

#

OH I JUST FIGURED IT OUT

#

OH NO

#

MY LUMP GOT CORRUPTED

ashen saddle
#

:y

royal wave
#

Are you trying to replace the textures or just use custom ones?

#

Because you don't need to replace anything

haughty flower
#

@royal wave customs

#

I didn't replace anything

royal wave
#

Just make sure they have unique names and stick them in the TEXTURES folder

#

Then in doom builder, when you open your map, add the .pk3 as a resource

haughty flower
#

@royal wave Thanks

#

How do I add music to my episode?

royal wave
#

depends

#

per level?

haughty flower
#

@royal wave with MAPINFO

#

@royal wave and yeah

royal wave
#

you'll need a SOUNDS folder

#

and a SNDINFO text lump

haughty flower
#

@royal wave I have that

royal wave
#

okay really simple

haughty flower
#

I have the music I want I just don't know how to play it

royal wave
#

in the SNDINFO lump, for each line, just type the name twice

#

so it should look like song001 song001

haughty flower
#

its a midi

#

in the music folder

#

will that work?

royal wave
#

it should

haughty flower
royal wave
#

then when you have that saved, in the MAPINFO lump, go to your specific map where it;s defined

#

Yes that will work

#

in the block, put this tag music = ""

#

in the quotes will be the name of your song

haughty flower
#

okk

#

so FBGB?

#

@royal wave I only defined episodes

royal wave
#

The music needs to be defined per level

haughty flower
#

@royal wave uhh

royal wave
#

?

haughty flower
#

how do I do that

royal wave
#
{
    levelnum = 1
    next = "MAP02"
    music = ""
}```
haughty flower
#

okay

#

I have question btw

#

how can I remove hell on earth

vocal crypt
#

I don't think you can.

haughty flower
#

?

#

but square does it so uhh

royal wave
#

let me see your episode definition

haughty flower
#

(the key is custom and E1[KEY]1 is the same key)

royal wave
#

try adding name = "" to it

#

instead of using a pic, a simple string can suffice

haughty flower
#

oh

#

okay

#

@royal wave I had a pic I added it later but I just want to remove the doom thing

royal wave
#

the logo?

#

not sure how but I know it can be done

haughty flower
#

no just the doom thing

#

the episode @royal wave

#

I want it out of the menu lol

royal wave
#

Oh uh... hmm

#

got it

#

add clearepisodes before you define any episodes

#

it doesn't have to be in a block or anything, just on it's own @haughty flower

haughty flower
#

okay

#

@royal wave how do you make a custom font

royal wave
#

that I do not know

haughty flower
#

I see allot of wads use a long strip instead of each indivigual letter

#

oh wait

#

its an actual font

#

instead of

#

idk

haughty flower
#

ยฏ_(ใƒ„)_/ยฏ

#

if anyone knows

#

help

#

please

#

how do?

compact island
#

you use F_SKY1

haughty flower
#

oh I need to add a skybox
facepalm

compact island
#

yeah it shows up as a sky in game

haughty flower
#

how big can sky textures be @compact island

compact island
#

depends, is this for zdoom or no?

haughty flower
#

yes

#

@compact island its for zdoom

compact island
#

then any size you want

haughty flower
#

but thanks!

compact island
#

np man

haughty flower
#

(programmer textures amirite)

#

or developer textures

#

terminology

compact island
#

also personally id recommend using GZDoom Builder (Bugfix) rather than regualr old Doom Builder 2

haughty flower
#

ยฏ_(ใƒ„)_/ยฏ

#

@compact island what is GZdoom builder

#

send link

compact island
#

its just an enhanced DB2

haughty flower
#

Ok

#

Is it mandatory? @compact island

#

and like heavily used

compact island
#

not really, but yeah its more used and just better in pretty much everyway imo

haughty flower
#

So yes ok

haughty flower
#

Can you make a lives counter with acs?

#

Or a life system in general?

royal wave
#

you can but I don't know how you would enforce that

#

afaik there's no way to delete saves

#

or force a save to adopt a variable

compact island
#

yeah im not super good with acs as i usually just make boom maps

haughty flower
#

@compact island boom?

#

@royal wave oh rip

#

I guess my wad wont have lives then lol

compact island
#

boom is an old source port that most modern ports are based off of

#

so basically vanilla with a little more features

haughty flower
#

Ohok

dusk terrace
#

im a total doom modding noob

#

can textures be bigger or smaller than original

warped rampart
#

They can be either, but they won't look pretty

dusk terrace
#

ok

haughty flower
#

@dusk terrace they can be but you need a pk3 with a hires folder

#

Golden souls and another mod abused that shit

haughty flower
#

My main menu images fit fine in gzdoom but they're fucked in zandronum, help.

haughty flower
#

Is there a zand discord?

haughty flower
#

How would I make it so the pistol and hands are replaced with a custom weapon

haughty flower
#

Nvm someone on zdoom helped

#

With acs is it possible to make a name appear when you hover your crosshair over an actor you made

#

Actor/npc

shadow bone
#

It is, and there's an example somewhere on the forums. Try searching stuff like "acs actor info overlay" and such

haughty flower
#

Ok

#

Cant find it but thanks for the info

shadow bone
#

Basically the idea is, you compare the player's position with the actor's position (GetActorX/Y/Z + some math), make sure the actor is in the player's FOV (GetActorAngle + some math), do some more math (likely trigonometry with the players FOV and screen resolution) to project the proper screen position, and put the desired info on the screen (HudMessage).

#

That's the generalized version.

unreal oyster
#

or you could do it in ZScript and not have to fuck around with all that ๐Ÿ˜›

vocal crypt
#

or only a minority uses ZScript apparently

shadow bone
#

True, but he said ACS

haughty flower
#

I didn't know if zscript is usable in zandronum

#

ยฏ_(ใƒ„)_/ยฏ

unreal oyster
#

it isn't

haughty flower
#

So I didn't ask about it

#

I thought so

shadow bone
#

I'd love to recommend ZScript to every freshfaced modder, but the documentation isn't there yet, nor the Zand support (which a lot of people still need/want)

vocal crypt
#

that and the fact I don't see it in Slade

shadow bone
#

Eh, that's not important

haughty flower
#

I cant use it rip

shadow bone
#

That's just the highlighting, and for now DECORATE is close enough

haughty flower
#

Idek if zandronum can be used with gzdoom builder I just realized...

shadow bone
#

It can.

haughty flower
#

@shadow bone how well does it work?

unreal oyster
#

SLADE does have ZScript support

#

check the newest beta

shadow bone
#

GZDoomBuilder just makes levels, and levels are mostly cross-compatible

unreal oyster
vocal crypt
#

wait wait waht

#

oh

#

it's beta though.

shadow bone
#

Just wait a bit longer

#

I think he's planning on a release soon

unreal oyster
#

you are probably using the slade beta anyway tbh lol

haughty flower
#

@shadow bone okay

#

So it will work, that's good.

unreal oyster
#

it's the first download at the slade page, stable is underneath

shadow bone
#

Yeah, if GZDB doesn't already have a setting for Zandronum, just use the ZDoom/GZDoom profile

haughty flower
#

Ok

#

Got it

unreal oyster
#

it does have a setting for zand

shadow bone
#

Under the hood they're mostly the same, Zand is just a few several versions behind GZDoom

haughty flower
#

Someone send me bugfix btw

#

In a dm or something

unreal oyster
vocal crypt
#

aren't they trying to catch up to GZDoom a bit with 3.0?

unreal oyster
#

a bit, sure

vocal crypt
#

which I think will be DNF and be in development hell

unreal oyster
#

they are still FARRRR behind

#

and yeah i doubt Zand 3.0 will ever release, how long's it been a thing for now?

vocal crypt
#

which means unfortunately I think I'm gonna have to can my Doom Fortress Remake

haughty flower
vocal crypt
#

wasn't even "original"

haughty flower
#

@vocal crypt what is your doom fortress remake?

vocal crypt
#

it was a remake of some Skulltag Doom Fortress thing

#

hence "Remake"

haughty flower
#

Oh

vocal crypt
#

anyway, the minigun for teh Heavy crashes on Zand

haughty flower
#

What is doom fortress

vocal crypt
#

but not GZDoom-

#

it's Team Fortress Doom Style

haughty flower
#

Is it like TF

#

From quake?

#

QWTF but in doom?

vocal crypt
#

er

#

more like Team Fortress with a Doom theme

haughty flower
#

Which team fortress

vocal crypt
#

I never really thought of a particular Team Fortress

#

but no grenades, so maybe TF2?

#

either way it's probably gonna have to be scrapped.

haughty flower
#

Oh...why?

vocal crypt
#

well for one thing, the minigun part of teh Heavy crashes, and the fact most of it was done in DECORATE

#

not ZScript

#

second is the fact it'll probably use old code style

#

like ACS

#

for the more complicated classes like Engie Spy and Medic

haughty flower
#

ยฏ_(ใƒ„)_/ยฏ

vocal crypt
#

plus it seems ambiguous

haughty flower
#

Sounds like it

vocal crypt
#

not impossible

#

see the predecessor to this aformentioned remake

haughty flower
#

I mean for my first mod I'm remaking something easy to remake.

#

Ik this isn't your first mod proll

#

y

#

But its a bit ambitious for TF in a doom mod

#

Its possible

#

But idk

compact island
#

the first level editor i used was DeePsea which is a peice of shit
i wish i started when GZDB existed

haughty flower
#

@compact island what is deepsea

compact island
#

an old level editor

haughty flower
#

Is it like

shadow bone
#

Really old

#

It's also one of the few that cost money ๐Ÿ˜„

#

lol

compact island
#

yep

#

i found Doom Builder (1) a couple weeks after

shadow bone
#

My first editor was DoomCAD.

vocal crypt
#

wait wait what

#

DeepSea cost money?

compact island
#

yep

shadow bone
#

I think

vocal crypt
#

wonder how the lawsuits went

shadow bone
#

Yeah

#

None ever came, to my knowledge

compact island
#

there was a free version too, but it had restrictions

#

also it never built the nodes right

haughty flower
#

Internet is back

compact island
#

dude, do you have over 100 notifications?

shadow bone
#

The level editor isn't the game, so it doesn't violate copyright. A legal defense would be that it's a 2D line-drawing program with the ability to generate BSP nodes.

haughty flower
#

?

#

@compact island ? What

compact island
shadow bone
#

Doombuilder uses the Doom name, so that would be harder to defend in court

haughty flower
#

@compact island yeah

compact island
#

mute some servers lol

haughty flower
#

I'm in over 97 discords and about to hit the limit soon

#

They're all muted @compact island

compact island
#

oh

vocal crypt
#

either way that TF remake seems redundant

shadow bone
#

... I have 10, four of which are muted and only three I regularly visit.

vocal crypt
#

considering the mod that was being remade works on Zan 3.0

compact island
#

but now to a different subject, ive been making WADs since like 2009 but only released like 3

#

ive been a heavy lurker in the community

haughty flower
#

This is my first was

#

Wad*

shadow bone
#

I only released a proper map a couple months ago, and I've been modding since 2002

#

Joined ZDF in 2004

vocal crypt
#

While I may be a good modder

#

I'm not a good mapper

haughty flower
#

And I hope its gonna be good cause I'm pouring like allot of myself into it

compact island
#

im good at making maps look nice, but thats it, they're usually very linear and not fun

haughty flower
#

even though its a remake

#

The game I'm remaking is unkown

shadow bone
#

Level flow is the worst for me

haughty flower
#

Known*

#

And obscure

#

I want to introduce some people to it

vocal crypt
#

but yeah

compact island
vocal crypt
#

my TF Remake shall be scrapped.

haughty flower
#

Ripperoni

#

I wish I knew how to make a good custom hud

compact island
#

i have a shit ton of old screenshots from forgotten maps

vocal crypt
#

idfk how to make a custom huid

#

*hud

haughty flower
#

Same

#

I want a custom hud

#

That only displays important stuff

vocal crypt
#

now IDK what mod to do

compact island
#

yeah same because i dont mess with g/zdoom stuff ever, i usually just make vanilla stuff

haughty flower
#

My player doesn't have a hand to start with

#

Cool

#

WHO NEEDS A HAND

vocal crypt
#

I kept having ideas of a Wolfenstein adventure wad

compact island
#

remake Wolfenstein RPG

haughty flower
#

Ooo interesting

vocal crypt
#

how do you remake the turn base though

#

unless you mean remake it Doom stlye

#

or in this case

compact island
#

im sure its possible

vocal crypt
#

Wolfenstein styl

#

e

#

also

#

IDK how Wolfenstein RPG went

#

so uh

#

probably a gun toting BJ

compact island
#

yeah i never played it, but i played both Doom RPG games

haughty flower
#

So I'm making a full blown remake of faceball and I still don't know how to make the graphics...

#

Is this cartoony or realish?

vocal crypt
#

what are you going for

haughty flower
#

Cartoonyish

vocal crypt
#

it does look cartoony

haughty flower
#

Okay

#

Good

#

I still don't know what color it should be

#

I cant decide between grey, purple or blue

#

Rip me

vocal crypt
#

why

#

I can't

#

Doomslayer on the other hand

haughty flower
#

What @vocal crypt

vocal crypt
#

you said rip you

haughty flower
#

0_0

#

I meant like rest in piece but ok

#

Peace*

vocal crypt
#

Either way, I'll release what I've gotten so far. Note the minigun Heavy has will crash when shooting on Zandronum. Also the majority of the guns are from Realm667 and belong to their respectful owners.

#

the Doom Fortress thing

#

anyonew

#

*anyone

#

but who knows

#

maybe I'll just make some MVM shit.

#

doom style of course.

#

either way, dunno what mod to do next

#

some invasion?

#

WW2 style invasion?

#

ooh, maybe Doom Zombies or something

inner sleet
#

Just for future reference, is this a good place to post if I'm looking to test a SnapMap? The looking-to-play channel seems relatively dead.

compact island
#

hey me and my friend are making a stupid graphics mod that lets you play as Punchy from Animal Crossing

so far all there is the hud face and the fists

vocal crypt
#

I don't know about mod ideas anyway

#

but

#

maybe

#

Wolf 3D style co-op fighting doom demons?

#

hell, maybe the boss is a resurrected Hitler Mecha

haughty flower
#

@compact island amazing

compact island
#

thanks, my friend is the one doing the actually art, im just the one actually making it work in game

vocal crypt
#
"Episode 2: Schicksal der Dรคmonen"
"Episode 3: Essen Fรผhrer und sterben, mein Fรผhrer!"```
#

heh heh

trim falcon
#

what this

vocal crypt
#

episode names, though not really episodes

#

more like one level standoffs

#

some weird idea

haughty flower
#

ยฏ_(ใƒ„)_/ยฏ

vocal crypt
#

I keep thinkin some Wolfenstein theme soldiers cooperating to fight off Doom monsters

#

ala invasion gameplay

#

and the final boss in episode 3 is none other than the resurrrected mecha Hitler

#

probably not serious

#

like the tone of Saints Row 3?

trim falcon
#

how you going to do that

#

without making it look too goofy

vocal crypt
#

who sid we was gonna make it goofy

#

besides

#

it's not making a existing property denser and wackier now, is it

#

but really

#

@trim falcon

#

elaboratae on the goofy part

#

because I think I don't get it.

trim falcon
#

are you going to make a funny death scene

#

or a serious death scene

vocal crypt
#

well if it was Saints Row 2 toned, I'd probably go for serious

#

but since it's SR3 toned, it's probably a funny death scene

trim falcon
#

early wolfenstein have deathcam

vocal crypt
#

kinda hard to do that with co-op multiplayer invasion style

trim falcon
#

just make it for final boss

#

after it die

#

make a ridiculous cutscene

vocal crypt
#

uh, seems possible for singleplayer but not multi...

trim falcon
#

r u sure about that ?

vocal crypt
#

not sure

#

unless a modder is willing to confirm

trim falcon
#

you can trigger camera to all player

#

should not be a problem

haughty flower
#

Ditching SnapMap because it's utter shit and am officially starting to mod with Doom 2

#

SnapMap's logic is confusing as shit and it's like snapping lego together

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boring and unimaginative

royal wave
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Welcome to the cool side of custom doom content. A lot of us here are well versed in classic modding

shadow bone
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For what it's worth, SnapMap is the best you're going to do without 4-6 years training in 3D asset creation and a multi-server renderfarm

haughty flower
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What?

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I'm just using GZDoom

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looks much better

shadow bone
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I mean for Doom2016. A lot of people bash on SnapMap but it really is the best option for that engine.

haughty flower
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I guess

ashen saddle
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This uses the warp function, but I think it would be better to just animate the textures instead

royal wave
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you'll learn :P

ashen saddle
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If I knew how to write any kind of code, I would write something that could basically apply the warp effect to the textures at 35fps and extract the warped textures that way

shadow bone
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The warp effect already applies at your current framerate, why would you do that?

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It'd just make your mod huge and wouldn't look any better. Might actually look worse

vocal crypt
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huge filesize?

shadow bone
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Yeah

ashen saddle
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This is just a tweak I'm not planning to release

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File size is not an issue here

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And it would look better to me, so I want to do it

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Or at least explore the possibility

shadow bone
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How would it look better?

vocal crypt
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so that's why the warp thing wasn't used much in the doom wads

shadow bone
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....

ashen saddle
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It would mean I could make the textures above totally seamless

shadow bone
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Warp wasn't available in 1994

vocal crypt
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oh

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oh

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I was thinking of those scrolling textures

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from elft to right

shadow bone
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The warping would still look exactly the same. It's already seamless

ashen saddle
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No it isn't, don't you see those bits of tan and red in places they're clearly not supposed to be

shadow bone
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And you'll get the exact same thing if you apply the warp to the texture outside of the game

ashen saddle
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Yes but outside of the game I can edit and fix it

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It would be tedious, sure, and it wouldn't animate at 60fps, sure, but it would look fixed

shadow bone
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Found a solution for you

ashen saddle
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Okay but I want to apply this to existing maps, like original Doom for example, not remake the maps with the new texture

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If this was just for a map I was making that would be fine but unfortunately it's not that simple
Like, I want to be able to apply this to any mapset without manually tweaking every wad

shadow bone
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Then you're out of luck. The way the effect applies wraps the textures around at their edges. The only way to solve that is apply the warp to one big texture.

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Whether you do that in TEXTURES or a graphics program, it has to be that way.

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There's no way to edit the original textures, in their original size, in a way that will tile as intended AND warp correctly.

vocal crypt
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@unreal oyster can you do most DECORATE functions in ZScript?

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making actors and all of that?

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also, apparently I can't pickup my gun

shadow bone
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Yes, ZScript can use pretty much all of the built-in DECORATE functionality I think.

vocal crypt
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Ok

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makes using it bit easier for me now I think

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but as for the gun problem

shadow bone
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Also, since ZScript is parsed first. if you define an actor and functions in ZScript it can be referenced in DECORATE. It doesn't work backwards though, you can't reference new DECORATE code in ZScript.

vocal crypt
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so you think that's the reason Cali?

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Or is that just for the DECORATE-ZScript thing

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@shadow bone

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sorry to ping ya

shadow bone
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I was just talking about the ZScript-DECORATE thing. Not sure about the gun pickup unless you post some code.

vocal crypt
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hang on

shadow bone
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But I'm also at work so I can't help much.

vocal crypt
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{
Weapon.AmmoUse 1
Weapon.AmmoGive 30
Weapon.AmmoType "Clip"
Weapon.SlotNumber 2
Inventory.PickUpMessage "$GOTMP40" // "You got the MP40! BEKOMMEN! BEKOMMEN!"    
Obituary "$OB_MPMP40" // "%o was shot up by %k's MP40."
Tag "$TAG_MP40"
States
{
Ready:
MP40 A 1 A_WeaponReady
Loop
DeSelect:
MP40 A 1 A_Lower
Loop
Select:
MP40 A 1 A_Raise
loop
Fire:
MP40 A 1
MP40 B 1 A_FireBullets(1.5,0,1,3,"Bulletpuff")
MP40 B 0 A_Refire
goto Ready
Spawn:
MGUN A -1
Stop
}
}```
vocal crypt
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ey Kevans, can you help with the gun pickup thing?

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@royal wave Sorry to do the ping you.

royal wave
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what's going on

vocal crypt
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I can spawn the actor and everything, but I can't pick it up

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and yes I know the spawn frame is the chaingun's spawn frame

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I needed a placeholder

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so

royal wave
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I'm not sure tbh

vocal crypt
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ah creip.

royal wave
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it might be getting it's pickup position from the sprite, I suggest assigning it a proper one

vocal crypt
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fine, guess I'll borrow the spawn sprtie from the MP40 on Realm667 then

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Seems your theory is correct Kevans

haughty flower
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Is zandronum dying?

vocal crypt
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They're apparently trying to merge with GZDoom

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so

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it depends on youe meaning

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if you mean they're shutting down ala Skulltag then no

haughty flower
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Or like beginning to not

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MERGE?!?

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SHIT MAN I BETTER MOVE TO GZDOOM

vocal crypt
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I know

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maybe my Doom Fortress Remake isn't trashed after all

haughty flower
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COOL

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zscript is useful

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And uhh

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GZDOOM IS MY crack LIFE

vocal crypt
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Hopefully they get proper MP

haughty flower
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^

vocal crypt
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because rn, GZDoom's netcode is rubbish

haughty flower
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I wanted FB4000 on gzdoom

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This is awesome dude

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@vocal crypt IKR

vocal crypt
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incase you had some thought in the back of your head I was full of rubbish

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also, fuck you, I'll still use british slang even though I'm american.

haughty flower
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Why fuck me

vocal crypt
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who said you were the target

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I meant you in general

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not just you specifically

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also, goddamn it, zeh sprites aren't showing