#classic-doom-maps-mods
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uh no because that implies that a >3200 roll is just as likely as a <=3200 roll
No it doesn;t
yes it does, and this chart should show why (xdy follows this pattern) -
as you can see it peaks heavily in the middle
making middle rolls way more likely than off-center rolls
meaning you're way more likely to get something under 3200 than something over 3200
but we're talking anything above 3200
and you have to take that into account when doing the calculations
that means there's combined chances
say we have 2d6 -
as you can see, there are only 6 combinations that make a number >= 10
but 30 that make a number <10
as you increase the amount of dice, that just gets more extreme
so it's not 10/12, it's 6/36, for the 10 example
for >3200 in a 600d8 it'd be x/(8^600), but i'm not going to any lengths to find that value out myself ๐
what value is X?
no idea, that's what i'm not going to be bothered to find out
something really small though
it'd require writing some code, and i don't know of a language that can handle numbers that small well anyway
Wish this site would show decimals further down
it doesn't show 0.00 chance until 2919
it can sort the probabilities by at least and at most
it's probably storing it as a double, which has a minimum positive value of 2^-1074
8^-600 is (2^3)^-600 so 2^-1800
but if it's only just barely hitting the third decimal by 2919, then I can't fathom it's as small as we're making it out to be
i.e. it'd probably need 128-bit floating point
and it would be really small, because you have to consider that the values under 3200 would be adding up all of those 0.7xs, 0.6xs, etc
It's more of a once in a blue moon rarity
yeah there's a definite error in calculations here
it's listing 3131 -0.00
ooh actually
click "export" mode
it shows the values in standard form if they get small enough
3200 is 2.47638627405e-18 of all rolls
hang on
it'd be (4800 - 3200)/4800 of the rolls, correct?
that's still a 0.333333333 chance we get the roll we want
i don't think so but i reckon that i can actually approximate this pretty well now with the "export" mode
it's been way too long since I've had to do math like this
I think I'll stick to geometry
right i wrote a small python script to do it, and by adding up all the calculated probabilities from 3200-4800, i got 1.626619966292913e-17%
if i can trust wolfram, that's 1/6147717479941011390
(roughly)
according to the doom wiki, you can fire a bfg shot 52.5 times in one minute
Speedrunners seem to try and hope for a two shot BFG kill
it's possible to "dance" in a way all tracers hit the Cyber
so that works out to 222791819959 years in a worst case scenario
for 3200 tracer dmg
that's hoping the BFG ball does 800 damage
yeah, when taking the ball into account you multiply it by 8
so 1782334559672 years
(1.8 trillion)
you need to get a 4100 if the BFG ball does it's least possible damage
you mean 3900?
idk I'm tired already
and yeah, i considered that, but the maths actually works out the same as multiplying by 8
since you have P(tracer 3200-3299) * P(ball 800) + P(tracer 3300-3399) * P(ball 700) + ...
the probability of the ball is always 1/8 so you can turn it into one fraction
this needs to be made into a video
This conversation has been going on for at least an hour and a half, damn son
you haven't been here long enough to know this is normal for us
I've been here for like 6 months m80
Well obviously that ain't long enough
And can this be condensed into a 5 minute PowerPoint for my school project pls
yes
"El Jefe is an ass"
"also BFG shot can kill a cybie once in a blue moon"
"A powerpoint by kevansevans"
"Also std:shared"
btw, i mentioned that those year counts were the worst case scenario, i'm not 100% sure on how to calculate the best case scenario but 1/2 of the worst-case can't be too bad a guess ๐
best case scenario it just happens
again, for all we know it could have happened already
yeah, that's just 1/52.5 minutes
but that's a 1/49181739839528091120 chance so yeah lol
Make my mod have alternative fire modes for everything
BFG alternates between it's classic fire mode, and the 10K mode
and I have a pretty original idea for what the chainsaw would do
Who said anything about it being completely original
I mean, your mod should have something that actually sticks out from the rest
I have plans
Not just be the stock standard "cool guy" mod
anyone know a texture for a glass door like for a shop? contemporary style. I dont want to build one from sectors
why dont you make one
I could. But I would rather find something stock and set down custom textures for the "I'm still not happy with how this looks with stock textures" pass when I assemble a unified texture wad
just curious if anyone has seen one after going through many different texture wads
i think i might have, but years ago in some ancient wad
lemme know if your memory every jogs, thanks
might be this
This DOOM II deathmatch wad with a mall theme. It should be used with deathmatch 2.0 Includes around 80 new textures (And a movie) 6 new sounds, new music, all weapons but the BFG. Very open level, main mall hall with around 8 stores to fight in. You thought playing hide and seek in a mall was fun! Wait until you try deathmatch in one! Stores include Music store Sporting goods store TV store Computer store Book store Arcade Closed pet store Movie theater Food court
as far as i remember the 'new music' is YMCA
hey @light prism remember when i was like "i'll get back to you about that dodge after classes" and then totally just didn't
yeah
i'm at work right now
but if you have any reasonably simple questions that i can just answer here
then go for it
it's not simple but i can wait
in the long term, dodging is pretty simple
how did you want to activate, a defined key, or double-tapping?
ideally holding a direction and pressing whatever is bound to run
for this mod i've basically forced the player into a constant run
oh okay
welp, you know how to assign an alias in KEYCONF?
you basically want a bind that is going to puke a script
then that script utilizes two things
basically if(input == left arrow) { thrust left }, and vice versa
i assume that i'd be checking for input==+left&&+run (or whatever the syntax/names are)
uh
the proper syntax is
if(GetPlayerInput(-1, INPUT_BUTTONS) & BT_MOVELEFT))
& being bitwise 'includes'
cos of course if you did == it would only work if you were ONLY pressing left
also you wont need to check for run since run is required to execute the script via the bind regardless
so the check would be 'was the key that was just pressed pressed?' which is a little defeatist
so the way you're describing would i need to write a seperate script for each direction, and would it handle diagonals?
uhhhh no just one script
you could make it have an angle parameter that would be set depending on which keys are pressed down, then thrust the player by that angle
ill be at home in a few hours, i can write up an example then
that would likely be best; thank you for a starting point, though!
This one took a bit longer to put together but I have another building exterior knocked out
Looks good!
I'm getting a very silent-hillish vibe.
I'm going as 1:1 with the block bar neely is on as I can given the limitations of he engines
have SH2 open in another window for reference
so far the proportions are pretty close
But I will run into issues where I need to get creative on the back side of the block as there is an apparent apartment building whose placement was apparently not well thought out on the other side, as well as a parking lot which should exist behind that shop and its not clear how they were actually supposed to fit. But when its crunch time to finish that exterior I'll figure it out
aditionally, if you note the corner cut of those glass windows: This will likely result in a potential problem as it will result in a portal that looks through 1 or 2 other portals and it is unknown if this will result in a graphical defect that will force me to fully obscure one of those windows
aditionally I'm probably going to need to modify doomguy's POV a bit higher as hes currently child-size. Or maybe i planned it that way i dunno but probably not
I'm liking your screenshots so far.
Its befinitely a big project though. I'll keep posting pics here as I progress
nah doomguys regular size, its just his eyes are where his nipples should be, and the gun sprouts out of his navel
Damn, wonder what I'm doing wrong...?
Could someone tell me what I'm doing wrong here? The sprite doesn't show up.
In case you must know, I'm using SLADE.
acc is yelling at me that the input_buttons identifier has not been declared when i'm 90% sure that's not something i need to do since i'm using it as a parameter for getplayerinput
i mean the script doesn't work anyway but i'd like to know i'm capable of compiling it
if(GetPlayerInput(-1, INPUT_BUTTONS) & BT_MOVELEFT)
it looks like this?
you remembered to #include zcommon.acs, right?
@velvet cave - either misreferenced or misnamed sprite
The DECORATE script, as of now:
{
health 15
inventory.maxamount 25
inventory.icon "RPOTA"
inventory.pickupmessage "You pocketed a red potion."
+COUNTITEM
+FLOATBOB
states
{
Spawn:
RPOT A -1
stop
}
}```
Oh, so it requires the number too?
it might
Gonna check.
Nope, doesn't show.
what's the discord markdown for code so i can shove acs in your faces
either side or just at the beginning?
both
Should I go ahead and upload it so you people can see what I did wrong?
ah
and maybe fix my goof since I am out of practice?
i start the script off with int buttons = getplayerinput(-1, input_buttons); and then have a terrible disgusting cascade of conditionals checking which other directions are being pressed
i would just have an 'angle' variable that gets adjusted by which button is pressed
via a switch block or somethin'
alternately you could forgo this entirely and instead just thrust by the direction of current movement
though that might feel a bit clumsier
i'll put my code in a pastebin and link it here, and you can read and correct it at your liesure since you're at work and i'm about to leave my comp as well
the force is 30 just so when i get it working i'll know for sure, and keep in mind i've written an actual script only once before a few months ago and i scrapped it https://pastebin.com/Fp4nshBG
ok uh
your if chain starts out wrong
for starters, you dont need to check for bt_speed, since the speed/run button is what youll be using to execute the script to start with
the script cant run without it being pressed, you dont need to check it
also dont use == when checking for buttons, use &
the difference being == 'is equal to' and & 'includes'
i switched between == and & like 5 times before settling on == wow
ALSO
this is acting like a function, you hit a button, it runs, does its shit, and terminates
hence having the 'cooldown' inside of the script doesnt make sense
youll probably need to externalize that using an inventory item or a user variable on the player actor
also, your while loop with the cooldown there means that cooldown will never be less than coolmax
i would remove cooldown stuff entirely until you have the base dash working
actually you could forgo using a variable or anything
have the activation be a seperate script that calls ACS_Execute(your dash script here)
then have the dash script have a Delay(desired cooldown in tics)
at the end
ACS_Execute wont run it if its already running
hence, inherent cooldown
something like this
i probs made mistake somewhere
like i probably need to convert type from GetActorAngle
also the way my ifs are set up, holding left will always override any other direction
this is a simple four-directional method
however given dashing is usually left or right on your current vector
I dont see that being an issue
i'll give this a go when i'm back home
so i'm trying to find a way to have any key bound to run call the script, but every result i find is just explaining how bind a key in keyconfig which isn't what i'm looking for
KEYCONF
okay but what do i put there, all the resources i'm finding explain defaultbind which isn't what i want to use
cause i tried that with my last attempt at this and it did weird things with keybinds when loading other mods so i just want to have it look for essentially bt_speed
ok my words wrong
at the most basic level
i get it
yeah it's not the easiest thing to explain
i'm looking to have the run button that the player already has set run the script, not define a new button to call it
not gonna happen jimmy
unless you revert to your old method
you can have it bound to the same key though, you know
better to have a key on the controls menu that says 'dodge' though to make it perfectly clear ๐
last time i set a defaultbind the game kinda freaked out and not only didn't bind automatically but because i bound it to shift i had to rebind run when loading doom without the mod
so idk how that fuckin worked but
but yea i guess i'll just suck it up and do this
this is frill anyway, as long as the dodge code is in and works, you can activate it however the fudge you want later
i prefer to add a new button for 'move assist', so i can add other shit like ledge grab, walljump, etc
and have it all contextual
addmenukey "Dodge" dodge
alias dodge "puke execute_dash"
defaultbind shift dodge```
is there anything wrong here
pukename
PUKENAME
uhhhh yeah
youll need to put the code into a library
so that it can execute from any map
acc wants a semicolon after the ifs and before the parantheticals in the conditionals and i
which i have partially forgotten how to do
because i use gdcc where everything is basically a library
pastebin current version plox
playsound is missing semicolon
that is probs what acc is complaining about
when a semicolon is missing it errors on the next line (or the next function call if theres no newline)
there is nothing wrong with the if block
from a syntactic viewpoint at least
imma leaving work in like 10 mins
great it compiled and didn't tell me where to
haha
by default it should output an .o with the same filename i guess
are you manually compiling?
i'm using slade to compile
ok
at the top of the script
put uhhh
#library "WHATEVERNAMEHERE"
#library "DODGE" or whatever
compile it, rename the compiled file to the same thing
move that file to pk3\acs\
in the pk3 root, create a file called LOADACS, and the only thing that should contain is the same word again
DODGE or whatever you call it
for reference
dont worry about importing or anything atm, you just want to define it as a library and have LOADACS recognize it
ok hometime :3
okay the script functions but the directions are fucky
i can't really find much rhyme or reason but also if i press the button without holding a direction it just launches me east instead of doing nothing
yeah it just seems to thrust me at random angles
oh hey i managed to fix it myself
you didn't convert the fixed angle that getactorangle returns into the byte angle that thrustthing takes
yeah i figured that would be the case
gdcc does things a bit differently, it has strict cast types, so you wouldnt have that problem there
(youd have other problems instead, but they'd be immediately obvious)
oh in regards to thrusting when not pressing any other buttons, i guess you'll need to do a premature check to see if any movement keys are being pressed and if so, terminate
@unkempt wadi
would i be able to use something like if (buttons != bt_forward || bt_back || bt_moveleft || bt_moveright) { terminate; }
nop
dang
if(!(buttons & BT_FORWARD) && !(buttons & BT_BACK...
etc
'if none of these are true'
just remember buttons is a bitfield
when you press a key it adds a bit value to the bitfield
since you can press multiple keys at once, its never going to EQUAL the value of a key unless ONLY that key is being pressed
inversely, it's going to not equal that key even if that key is being pressed, but only if another key is also being pressed
thats why bitwise functions exist
you want to ask it 'if this button is included in the currently pressed buttons'
If you make an artificial mouse
is it possible to move the mouse while PROP_TOTALLYFROZEN
yes
that is the smart thing to do if you want to put some kind of ingame hud
er gui
the compromise is to lock the players pitch/angle and still allow movement, depends what you're making
It's the smart thing to do if you can't use ZScript, you mean :P
If you have ZScript as an option it has a built in menu system so you don't need to control the players control manually
You still need to roll your own GUI framework (or at least use ZZYZX' ZGUI thing) but at least you no longer need to handle controls
i got a gzdoombuilder specific question because a particular piece of geometry is driving me nuts
I need to copy and mirror (not rotate) a sector, is there a way to do this?
yeah there's a way https://i.imgur.com/YmrXpke.png
you can press the three arrows in the top-right for more precise transformations
i just have that panel open permanently since it's fairly useful
@fresh arch
Thanks a bunch
Since i wrote that i saw i could drag inverse a selection, but doing precisely is super useful and timesaving
I had wasted an hour trying to figure out how to manually place individual vertixes with math
scale -100 on the relevant axis is what i just did, seemed to work. Good to know this feature exists
yeah
clicking one button is quicker though
should be not far beneath the 'transform' options
oh shit, yeah there is heh
nothing i do is quick ๐ฆ
but to be fair i waste more than 50% of my time finding ideal placeholder textures that i intend to replace anyway
and making them pixel perfect in alignment
yeah but i wanna post screenshots here from time to time updating what im working on, which requires the textures to at least impressionistically represent what I am trying to do later
illegally acquire photoshop, make your own textures
Photoshop CS2 is free from Adobe's website
You can also use GIMP 2
It's not "free"
trial?
They just turned off the activation check servers because it's so old, but they had to keep the software up because lots of business clients still need it supported.
So nothing stops you from just downloading and using it
But they're very clear you're not supposed to
and they could go after you for it if they wanted
(which they probably won't because let's face it, you're just one person and piracy arguably helps them maintain mindshare, but still)
I could have sworn Adobe said it was free to use and they basically don't care.
But it does keep asking you to register when you open it.
It's hard to find on their site now, but they like to re-do their site and move shit around every six months.
Yeah, they've made the link very hard to find, and you have to have an adobe account to download it.
Personally I'd say just use GIMP
It's got 95% of the features
Imo it's a little tough to get used to at the start, but it's a great application
yea
'Tis all about that personal preference... Probably
GIMP works just as well, sure
for someone used to photoshops hotkeys, gimp can be frustrating
those are all fair points, but I waste entire days dragging lines and making textures from scratch would arguably take longer
filter->clouds x5
new layer, filter->clouds x5
adjust blending
add some borders
done
easier to just size my placeholder textures to sorta look how i want them to and then say fuck it i'll do it later
when the line drawing is the most important part anyway
when i do that i either use selection and copy/paste white rectoids and transform them as necessary, then use layer effects to border em
or drag out guide lines
So anyway this is the next building, its smaller than the last few, but the 45 degree angles were a pain so it took a while. I'm just texture hunting now
why were they a pain? you can just draw it on the grid, and do a 45 degree rotate
yeah, that wasnt a problem but i needed to make 45 degree connector blocks between them
which led to a bunch of vertexes being midway even at 0.125 scale so i had to finangle
looks great after i got that sorted tho
nothing in principal once youve done it before, I just had to figure it out experimentally because I didn't know how to do it before i did
This was my solution. Others may have a better or more elegant one but it works for me
oh
you mean you were having trouble making sectors have the right thickness on angles?
the answer is to push one half of your current grid snap inwards on edges
which it appears you have done
I started out with a box i cut one corner off of and then i tried smoothing it out until i got that
drawing line problem that crop up are the fun of doom mapping for me
the fun is trying to fit as many phallic sectors into your map as possible without it being noticeable
middle textures blow up the world of possibilities up
everything you want becomes possible without having to resort to decals
what do you mean by flatsprites?
+FLATSPRITE on an actor
create textural variation (faux splatmaps), fog, effects
or use it for your monster that sinks into the ground as a shadow or something, whatever
you can also use pitch and roll parameters to offset em
as well as change those values in its decorate to do some crazy stuff
You know you've made a really good scary mod when you know everything to expect, and it still scares the bejebus out of you
Playsound("PIANOSLAM")
playsound("sonic.exe")
playsound("Claronettesolo")
Whoa, @light prism , that looks cool.
Is that animated gif link from a Doom mod?
yeah
Hot damn, the modding community CONTINUES to impress me.
The Doom modding community continues to impress me.
I'm saying that because I was BORN with Doom.
Like vanillia Doom.
Nice, much better than the isometric Pac-Man I've played in Doom before.
And here we have yet another preview video for my Tales of the Dragonborn Heretic mod! In this video we take a look at a weapon that you may remember being i...
Found this. Hot damn, me likes.
Looks cool.
Someone apparently did some fanart featuring D'sparil on a date. Ooookay.
Welcome to the longest running community, kept alive via mods!
Sounds the same as Half-Life.
Doom preceded Half-Life by a margin.
It's a lovely game, honestly.
You should try it out/play some mods of it. :3
@light prism looks pretty rad.
I think I might make my horror mod a TC and sell it o-o
is it that horrorful
No I mean it's like... I've always wanted to make a game
and the Doom engine I'm super familiar with and really comfortable making tools for
and I have something tangible I've been working on
Is it that voxel one?
I dunno, whatever you've been posting that had voxel-like weapons, I guess
I wasn't following too close
That's not me
Huh, I thought for sure it was
Nevermind then
Be interested to see what you've got going though
Mines the spooky dark place
I must have missed it so far
Yeah, for a couple more hours
Alright, I'll link you the mod so you can check it out
Sweet
That voxel thing is Revulsion by @pallid yoke
@royal wave - sure thing
i want to do the same really
i feel like fps horror is a bit played out now though
so you better bring something fresh to the table
Mmmm I'm kinda tackling it from a different angle
So yeah it might be a bit cliche, but the style, I believe, is a breath of fresh air
I'll link it to you as well
I am working on a game in the Unreal 4 engine that has a voxel aesthetic
And it's a pretty swell game too!
๐
I plan to have a new build up on steam very soon actually.
@royal wave you should do it. Once youve stripped out all doom assets I'm failty certain their is a GPL compliant verstion of gzdoom you could package the pk3 with. Humble bundle that shit to multi thousands of dollars yo
Yeah I think I will
Current release version of GZDoom should be 100% GPL, last I checked
(not a lawyer though)
You just need to delete the "extras" pk3
yup
though I can't seem to get custom IWAD support to work. Will need to figure it out
make sure to not release until youve made a website and launched a kickstarter for your already finished game to pay for "publishing expenses" to ensure your profit beforehand
then delay a few months
why kickstarter
free money beforehand
ew
since youve already developed
think of it as "pre-orders"
the rewards are easy, print some labels and ship it with a a:\ drive floppy disk
if you gibbe 100 bux
if you gibbe 1000 bux i'll send a printed map/walthrough for the game
its collectible
just spitballing ideas
the internet is a money machine you just gotta hype
hype is life
ipo a development studio for further doom mods
make millions from investors
release a new one after that
fail to return money to investors
development studio goes down in flames, you are remote from its bankruptcy having sold all your interest to investors
congratulations you are now id software tier
Fucking play the mod I sent you :P
hang on gotta restart, i think i broke the script by pressing the button in the glass lobby before the voice was done talking
holy shit this is fantastic
if you blinged out the map with unnecessary detail since that demo was created you got a cacoward
<3
what about my ompa lompa
It would be easy, just add three pixels and there you go.
3D floors ain't that complicated once you get it down
wee willy winkus 3d floor?
I'm going to pretend I don't know what you're talking about.
Currently reorganizing my Quake/Doom stuff
3d floors are easy beazey
Gets weird when you start sloping them
only if you dont understand whats actually happening
slopes originate at the control sector
so you have to place it in accordance with that vector
its not weird though
it makes sense
sectors originate from the control, sector slopes originate from the control
What took me longer to figure out line portals
My copy of GZDoom Builder didn't recognize the linedef
Which was more of a roadblock than it should've been.
They're fun.
yes
yes
archvile love to make monster jump
I, personally, haven't seen it.
@inner zealot MATE WHERE HAVE YOU BEEN
and yeah I think I've seen mods with enemies that do that
I disappear for lengthy periods of time, sometime.
Spoooooooky
Zelda Doom isn't dead, by the way.
I haven't been working on it, though
Partially because lazy and partly because it's in pieces and I'm just now getting it all back together
Trying to get it all on one computer
So I don't have to move it all over the place.
Same here with Evil Doom, btw
But that's actually because of school
And also I recently kinda got locked away from my computer, hopefully I can get it back soon
Oh and check your DMs, I sent you a couple things
Oh, does anyone here have any experience using 3D models in GZDoom?
Most I've done is voxels
This is understandable.
Some kind of survival game?
boothoosdoo
I have a leak on your face

spoiders
That muscular demon thing is doing a jig.
he's labouring to breathe in a tomb that hasnt been opened in centuries
(even though the torch flames are doing fine)
Oh.
is there a way for defaultbind to work if the key i want to bind is already bound
man
just do what i did
have a key labelled 'move assist'
its not the end of the world
someone should do a realistic dungeon/tomb rpg thing where you do unearth some ancient tomb and you light a torch and die instantly as the gas pockets explode
i know theres a minecraft mod that makes unlinked caves have no oxygen, and gas pockets and such
Torches are impractical for lighting.
depends what kind of torch brooooo
Not the British kind
@inner zealot did you need some help with getting models to work or something?
Nothing in particular right now
I've failed to figure them out on my own.
I was trying to port over some assets from a Quake mod.
MDLs from a Quake 1 mod that I can convert over to md2
I don't have any of it on this computer (even if I did, it's Linux)
ah yep
I'll get back to when I have all my mod stuff in one place
@light prism the move assist key thing doesnโt even matter at this point itโs that i donโt want to either have to tell people โoh hey you need to bind this critical feature yourself, donโt forget!โ or put it on an obscure key that might be bound already anyway
you wanna try that again or
holy shit
how did that even happen
youll probs want to switch to a different method
Script "DashCheckKey" ENTER { while(1) { Delay(1); if(GetPlayerInput(-1, INPUT_BUTTONS) & BT_SPEED) ACS_NamedExecute("DashScript", 0); } }
this will permabind to run key
they're the one who taught me that
get back to work
shush your mouthlips
can you do c++ things in doomscript
doomscript isn't a thing, mate, i assume you're referring to ZScript?
for some reason it ate (or appeared to from my end) what I said after which was "optional arguments in user functions"
yeah doomscript
ah rip
but yeah it can do a lot of C++ things like optional arguments
that's super neat
is the best documentation still just the zdoom wiki or is there another compilation of that big thread or best bet is just that one big zdoom thread
to be completely honest, the best documentation for people who are already programmers (like i assume you are) is to just read through the zscript folder in gzdoom.pk3
the wiki is heavily WIP for zscript stuff because graf doesn't document it himself :/
so it's kind of been up to the users to do that, and there's not really a single person who knows enough about the language as a whole to feel comfortable doing that task
or who is capable of describing things in a non-convoluted manner
yeah that too
knowing a language is one thing, explaining it in an easy way is another thing
i just got flashbacks of when you were "explaining" that coding to caligari the other day
press f to stuff you yourself
I'm just gonna scrap my "Office Complex" map
dont do it, you have so much to live for, etc
I already have other projects held up and there is a lot of tedious cut/paste since I made an elaborate staircase and elevator to simulate floor over floor
do whatever makes your penis happy
That and the bits of ongoing work on RDND
What happened?
Youtube flagged my video with a copyright claim of a song I didn't use
Weird.
This is why we don't get robots to do anything more than manual labor.
Good the dispute went through and the claim is no longer present
Youtube's bots seem to be built to be god awful.
This is why we don't release broken systems onto people.
@royal wave - i thought I heard some ambient music from another game
i couldnt put my finger on it
Possibly. But it's royalty free sounds I got off of Reddit
But the song it thought it was? Not even close
must be fairly similar if their idenification system picked it up
that's just a small section of the map
stars also have different types but i didnt make new graphics yet
@light prism don't tell me you made tihs in doom engine
ZDoom or GZDoom?
what about odamex
no thanks, i already had breakfast
not omelette
try to draw new sprite for weapon
takes an hour
still have 3 more to do just for that weapon
i might do this another way
Draw faster
eat the pencil and puke gun
strikeout text is for hobos
ur a hobo
#rekt
Is it just me or are polyobjects fucked in GZDoom Builder?
what do you mean
I can't seem to make more than 2
I can't assign poly object numbers
my only choices are 0 and 270
adding a third anchor just automatically ties it to 0 or 270
wait I get the stupid thing now
that's just... wow really dumb
look good for an unfinished first room?
nevermind again moving it
Not mazey enough.
Not mazey enough? Use portals
The latest version of GZDoom is just weird
I'm downgrading (again)
seriously?
what is wrong with you
it doesnt contain any new features that conflict with old ones, or which can't simply be turned off
It's not a feature thing, really.
I don't know
OH
I didn't mean GZDoom
Meant GZDoom Builder
Newest version of GZDoom is amazing
Work of art, really
what do you think is weird with new gzdoombuilder?
i know they changed up some of the panels a bit
probably the fact they haven't brought back the old texture browser
I might actually not have the newest version
You know how, in the 3D preview, whatever you look at is highlighted? It doesn't do that for me.
Not really a major issue, just weird
press H you dip.wad
he'll fucking try, give the man a chance
+tries to press H, fails+
we playing dnd or something
Maybe he has a 1 key keyboard
every key is tilde
Various combinations of shift and tilde.
You have to hit the key ten times to get a J
Maybe keyboards are like that in Old Zealand.
H = โโโโโโโโ B A start
Alt+F4
Alt + delet system32
really, all 32 of them?
what terrain generator
blender terrain generator
32k sector
ok thats pretty insane
tried to make a full map
my map is 32k squared at 6000 sectors
why don't you decimate the terrain before importing to gzdb
will try it
That's Doom?
23fps but that is a massive distance youre looking at
it has a trial
but yeah it can only export at 1/4th the scale you'd require in doom, so I've been patching it up with manual photoshop editing
i see
Doesn't the collision for terrain like that suck?
Succ
According to Caligari, bumpy terrain really fucks with the player's speed and acceleration.
Might be an issue with how ZDOOM handles slopes.
And not the speed of a train.
Doomguy the train engine
why does doomguy go at 500mph
Well, Gordon does too in HL1 @haughty flower
nah
not that fast
try pressing shift in Doom
and shift in hl1
hl1 actually coded +speed to make you slow
Reminds me of Wolfenstein 3D
Shift in doom makes me go slower
^
GZDoom (and other source ports) defaults to always run being true, so shift makes you walk instead of run.
Probably from CoD.
clap OH SHIT
Call of Dooty
Fuckin' sick burn, bro

Uh no they don't default to shift = run slower
Always run is a setting you have to toggle on
Source: Have had to run from defaults several billion times and have all the settings I used memorized
i have Always Run off by default @Dangerskew#2019
@El Jefe#7422 if you talk about burning me again, i'll burn you on my stove ๐
lol
I prefer always run on for Quake, but not Doom.
i used to play with autorun off but that's probably not too good for your fingers
having shift pressed all the time can't be a good hand position lol
so i turned autorun on and just got used to it
if you're more of a walking kinda guy then it'd be the other way round of course
I feel i prefer to walk and look around to avoid any ambush
But i still jumped in some levels. Them darn imps poppin from the corners...
it depends on the game really
in doom i see no reason to not NOT be running
walking doenst help you avoid shit easier
Idk at least it helps me to be readier with the weapons or to check the perimeter
@haughty flower learn how to tag
yeah boi lern 2 tag +sprays illegible bullshit on a brick wall+
@El Jefe#7422 dude, you know discord fucks up and doesnt properly tag sometimes
do you want me to do this: @lavish hollow
test
@Crypto#5011 use ```
use the triple tilde technique
@haughty flower only time I've failed to tag someone was when I myself fuck it up, lol
@lavish hollow it bugs for me
see, now it tagged you
when ppl are offline it seems to fail to properly tag
I tag offline people all the time lol
I was awake anyway so no worries :P
But really, I tag people who are offline all the time
Hellbrary 2 isn't dead.
Hellbrary? What pit of hell did that name come out of
Oh i'm sorry, pit of Tartarus
Pit of late fees
lol
Here's the original Hellbrary of mine: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/helllibr
Posting a map comparison between it and V2 in progress
It's just over 50% done here.
can anyone here answer musical mod-dev questions cause i'm having trouble pinning a genre for the title theme for my mod because i actually lack the tools to do what i really want which is basically electronic djent
that's fair
what sort of sound should i go for since i can't make electronic djent?
now that's a question
fuck dude if you're up to it
i was thinking more tonally similar to kitcaliber's "neverland soundgirls" album, but with more actual djenting than they do https://www.youtube.com/watch?v=v_nGQHsBxv4
DOWNLOAD: https://lapfox.bandcamp.com/album/v-rla-d-s-u-dgirl been sitting on this for quite a while. figure i should probably get around to posting it, as i...
i dont really have any examples on hand of djenting
but ill see what i can do when i get home
anddd home
howdy
Anyone able to give me a hand with something?
what's up? @haughty flower
Something weird with Doom seeker/ Zandronum LAN i havent been able to figure out
Both see each over lan, and confirm wads and load up, but the other will just say connecting forever and never connect to host. Tried hosting from both ends. All ports and wads and jazz are fine
I'm fathoming a guess, you don't have the port number at the end of the IP address?
Nope shes there
are you two trying to connect while a game has already started, or just booted up zand?
Nah both are idle nothing going. Straight from Doom seeker, No master server, Brodcast to LAn enabled
player count set correctly?
Max allowed defaualt of 8 set, only attempting to set up 2 for me and a freind for a lan party next week. Hosting in the Past online has worked fine. Just trying to lan it this time
I guess as an alternative, you can use hamachi
Trying to remember different reasons why it'd hang on a connection
The issue is from doom seeker I am having trouble connecting two together for a lan party in house. But if i do it through console i for lan it works fine. Ive checked over and over to make sure doom seeker is correct though. It loads in and then just sits on Connecting forever
@haughty flower Are you both actually on the same LAN network?
yeah its just me in my home office
My home net work both connected to my router through cat6 straight up
Yeah i felt like ive been doing something stupid for the last few hours so i thought id come on and just see if theres a quirk i dont know. Ive hosted online servers from home all the time, but i never thought a private lan at home through doom seeker would kick my ass
Thanks though guys
I think it's doomseeker being dumb
I'm learning doom modding and I'm quite a beginner.
I've been trying to put a sound in sndinfo for an hour now and I can't get it to properly register.
Can anyone help?
lumpname nicename
are you in a pk3 or a wad?
if pk3, under sounds\
if wad, not inside any markers
pk3.
ok, put it under sounds\ folder
Did that already.
just to make sure, make the filename under 8 characters long
I'm trying to reference the sound in the sndinfo and it won't work.
Can it be equal to 8 characters long?
Or does it need to be 7 or below?
well, then I don't know what the hell is happening.
my sndinfo is literally just one line. with one sound.
show me your current line
have you tried 'playsound pistolfi1' in console?
I have, says the sound doesn't exist.
if the sound is within a folder that's within the "sounds" folder, do I need to include the folder in the filename for the sound inside sndinfo?
because I tried that before and it still did nothing.
ahhhhh
yeah put it in sounds\ root
i had issues with that too
i think you need to do like "sounds\folder\whatevs\this\blah"
in quotes
oh.
it.
it has to be in quotes.
why the fuck didn't I think of that.
sorry, I'm just a bit pissed off at both myself and sndinfo.
also make sure the slash is right way
i think its /
one of the slashes is used as a frame reference
and will break everything
Ah.
Question, does the filename/nicename need to be case sensitive?
In either soundinfo or code?
it shouldnt
the line in my sound info looks like this.
"pistol/pistolfi1" "pistolfi1"
is this right.
the sounds aren't in root, they're in the pistol folder within sounds.
"sounds/pistol/pistolfi1.ogg"
or .wav or what have you
nicename doesnt need quotes
only a full path + filename does
It still says it isn't a sound.
This is really pissing me off, I'm sorry for bugging you with it.
screw it then
put it in just the base 'sounds' folder
remove quotes and path, return to your original method
I don't get it.
There's no reason this shouldn't be working.
I put them in the base sounds folder,
The filename and nickname are exact.
Playsound still doesn't say it's a sound.
user error?
triple check the filenames and the labels in sndinfo
ensure you are loading the pk3 and not a previous version
Checked everything.
It's all where it should be.
The sounds all play fine outside of the game.
what do you mean by 'it says its not a sound'
like it literally pops up 'not a sound' in the console?
if you try to playsound?
yep.
you know, I'm a moron, so maybe I should just send what I have to you in a file so you can check to see what I've done wrong.
sorry i'm at owrk
Because I have no idea why this isn't working but it's probably obvious to someone who knows wha-
actually about to go home
ah, okay.
@wary zealot idk if you're learning from this site already but it's worth a shot gunlabs.blogspot.com
I am learning from that site, but thanks.
@wary zealot The file path is just a virtual path
as long as it's in the sounds folder it should be fine
the filename itself, though, needs to have the extension matching the format
so if it's a vorbis audio file
you need to keep the .ogg in the file name
i did mention that already
but in the snd info you just need the virtual path and the filename without extension
that depends
