#classic-doom-maps-mods
1 messages ยท Page 62 of 1
if its in a wad and outside of markers, or if its in a pk3 just under sounds, then yes
don't work so good if you have it in sounds\imp\sexyimpvariant\
It works just as well with subfolders
doesn't for me
actually i have only tested in zandro, maybe gzdoom fixes this?
regardless his first sndinfo was literally just lumpname nicename and it still didnt work
impthighslap.wav
no, its just an imp wearing lipstick
Huh-uh.

๐ค
can anyone here help me a bit? i think it's related to GLDEFS.
Good Luck Doom Es Fucking aweSome?
???
oh
nevermind, i think i found it out
how does RGB work with GLDEFS?
trying to get this but it ranges to 0 to 1 so uhhhh
you what
((100/255)*165)/100
100/255 gives you quantized range of 0-100 in 255 pieces
as i calculated
*165 gives you 165 pieces of that 255
then you divide that by 100 to get a value between 0 and 1
my way worked too, cat
it had the same outcome
i'm trying to make lights and stuff have dynamic lights due to the sneaky doom mod thingy, combined with darkdoom
is this too fast?
no, but its not how fire flickers either
shit
usually for fire i do one very faint pulse that is largest, then a couple of random flicker lights that are smaller inside
the large pulse is red, the inner flickers are orange and yellow
wait that works too ๐ค
thanks, cat :p
so i make the flicker lights inside orange, and the large pulse red?
yeah
also, "faint pulse"?
you kinda wanna stagger it so its yellow-orange-red
yes, the reds hould be dull
like 0.3 0.0 0.0
color 0.3 0.0 0.0
and interval?
ehhhh
up to you
usually i make it slower by a fair amount than the flickers
like red slow, orange med, yellow fast
outer size is secondary right
yes, although i dont think it matters
you can put either in either
hmm not a great example actually, i think the yellow in those flames is broken
but you can see the outer red is a flicker here instead of a pulse
Wow.
looks amazing
Hey, could someone help me debug the reason why a sound in my mod isn't being registered by soundinfo?
do you have other sounds in the sndinfo that DO work?
I managed to figure it out, sorry for the trouble
Turns out I'm more of a fucking moron than I thought.
I was loading an outdated version of the .zip
Sorry for bugging you guys!
god damnit i asked you that yesterday
I'm really sorry.
so, what would cause doom builder to start causing sectors and linedefs to ignore the impassable tag? i've been working on a map for over 2 years now and its started to show problems every time i create new sectors. i have a build that has nothing wrong with it as far as i know... i guess i could look for an updated doom builder
just walking through walls and solids
sort of a rubberband effect
could it be this?
using original scripting, not any special gzdoom stuff
gzdoom builder 2.3 R2787
ouch that does seem like a really bad problem
can you show a screenshot of your map where it's happening?
yeah i've pretty much had to scrap a lot of ideas and stop working on it for now
um well
its not really happening anywhere right now
its just when i ADD to the current map i have
sometimes the walls will just be passable
as if the wall isnt there
its not a secret, i think the map is just too huge
what engine are you putting it through?
gzdoom
i was able to co-op through it with 2 of my friends last night
none of the walls had problems
i haven't gone to edit it since a couple days ago
but i have a feeling if i were to add to rooms it would start doing it again
and adding a new room just breaks it in arbitrary locations?
not even adding a new room
adding a new vert, linedef, sector
or just ADJUSTING a wall
Hmmm okay so it might be that it is too big, but I think that's a limit of the map format you're using
its made me nervous to touch anything since it might break it
yeah, i was afraid of that
Let me grab you a program that could fix this
i know the limit is 32k
make a backup for me first
@unreal oyster before I run off looking for this, think switching to UDMF will fix this?
i just honestly dont want to switch to UDMF because i'll have to spend hours switching tags
nah I got a thing for you
Hm, it looks like that file might've been a virus. Instead of cooking up trouble, try cooking up a Hawaiian Banana Nut Bread: http://www.food.com/recipe/hawaiian-banana-nut-bread-113608
lol
are you serious discord
pm me i guess? IDK
or that
This file is no longer available. For additional information contact Dropbox Support.
kek
use justbeamit?
nice
Afaik this will convert your map into UDMF without having to fix tags or actions
i really hope so, i tried doing that a while back and loaded it up not knowing tags had changed
the map was a lot different
lots of stuff broke
If you go through Doom Builders conversion, it doesn't bother to fix anything
yeah
well, i guess let me try this
what are the real differences? other than being able to manipulate more
i guess i could just google it
well the big plus side to it is it's future proof
maps made in UDMF will work on every single future version of Doom that supports it
while older map types, there's no gurantee your map will behave correctly across different source ports
also it doesn't suffer from as many limits, which opens up to a lot more that just being able to manipulate more
those together means that when making a UDMF map, whenever a new feature comes out, your map can already add it in
you should definitely be using it
mistakes have been made
it happens
but I wouldn't tell someone to avoid the older formats if they're a beginner
only real reason i did it was cause i assumed it would be more compatible
then when i wanted to switch i didnt want to manually retag everything so i just kept on going
i'll try this tool, thanks a lot
yeah no problem
hopefully i can actually open this up more
gzdoombuilder 2.3 r2787
Hang on, let me get you an updated version
yeah, thats the last version before the guy stopped updating it
and the fork got abandoned
the guy working on that one flew the coop, so the branch you want is called "bugfix"
ah, well I assume you can find that yourself then
i wouldnt mind a URL if you have one though
ah no problem hang on
ty ๐
yes it does
sweet
oh, i did encounter ONE strange bug but i'm assuming its related to brutal doom
when the chainsaw was grabbed for the first time during the co-op run last night the first enemy that got killed froze the game for a good minute
eventually it stopped
and the game resumed
so that sort of sucks
the only thing i could think is to get a newer version of it
i just dont like some of the changes in the newer builds
it probably got hung on trying to load in assets that hadn't been called yet
but it doesn't surprise me, BD is a total mess internally
it really is
i remember trying to add dogs to the map and it would just pretty much come to a halt and crash
that was a long time ago though
that was about 2 years ago around when i started the map
that was the size of it
thats what it looks like today
I've seen way bigger maps than that with far more everything
probably
well thanks for the help, i'll come back if stuff starts breaking
yeah no problem
oh dear
oh yes
say it aint so
Problem signature:
Problem Event Name: APPCRASH
Application Name: zwadconv.exe
Application Version: 0.0.0.0
Application Timestamp: 37d3498b
Fault Module Name: zwadconv.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 37d3498b
Exception Code: c0000005
it crashed the conversion program
...
lol
send me the wad
let me know when you got it
it's not crashing for me, but it's refusing to convert it ;-;
so it looks like i'm DOOMED to retagging everything huh
give me a second, there's other tools
okay, im going to go cook dinner i've been putting it off for hours now and its past midnight lol
wont be long
wow, how'd you do it?
found another conversion tool
slade?
gotcha
you'll need to open a terminal to use it
well time to load this up and see if its still tagged
yeah, i assumed it was command based
run the command ./wad2udmf.exe -input wadname.wad -output outputname.wad
the one i found earlier was
i see sectors flagged as "Actors drop with instantly moving floors" that should be teleports
a door was set to Platform Lower by Value * 8
i think i have to retag everything lol
a hidden wall is Platform Stop
yeah everything is wrong
too bad
So, can someone explain to me what A_Overlay is, and how it'd be used at a basic level? Sorry to ask, the zdoom wiki entry on it is extremely vague and doesnt provide an example.
it draws a separate sprite over your current weapon
Oh, I see.
So, for example, if I had two different fist sprites and wanted them to move independently from one another (in a sort of idle animation) I could do that?
yup!
Nah that's a bit unecesary, it's just good for more complicated animations
Ah, okay. I more meant for a reload where someone is putting a magazine into a gun with their other hand while keeping the gun still, and making it a smooth animation. Would that be more suited to overlays or making multiple sprites for the reload?
Sorry for the questions.
it could be used for that
but at the same time they don't need to be a separate sprite
is there no overlay equivalent for non-hud sprites
i mean a_warp yes but it's not the same
No
i guess since overlay is effectively some kind of reimagining of a_flash then no
because you can easily just spawn an actor
yeah, i imagine it as being more like, it follows the parent states to the frame
but you can't spawn actors through the hud animations, so a_overlay is the answer to that
i know you can spawn something with "####" and it will use its masters frame
on the spawn frame
which is cool, but only partially effective
Funnily enough, spawning actors is how Doom accomplishes hit boxes
or well how mods accomplish it
the parent actor is set to not take any damage from normal weapons
the child actor deals damage through custom pain and damage types, which can be used for custom deaths
Isn't that how brutal doom does it? Which means it's probably the wrong way to do it.
its the cheapest way to do it
Ah.
the other option being comparing the puff position on the actors hitbox
which isn't a practical solution
not particularly
however it does allow you to create different reactions based on shot position without having the originating actor spawn like 8 different hitboxes
shoot em in the arm, their arm flails back or drops the weapon, etc
of course since you need to account the vector and the facing angles, it gets a bit silly
Maybe gzdoom will properly support hitboxes with multiple damage zones some day, but probably not. The developers wouldn't really have any reason to do that.
and then you need to specifiy say, some user vars to define thiccness
it'd need a bit of an engine rewrite to take in proper hitboxes
Ah.
you could probably implement it like brightmaps
What do you mean by that?
So brightmaps are a zdoom feature that instruct textures to have a certain minimum brightness regardless of the sectors brightness
you do this by making a grayscale copy of the texture and adjusting what you want bright and what you want dark
this can offer the look of lights on textures to be actually lit up
oh that is actually a neat idea
Ah, I know what brightnaps are, I love them. But I'm wondering what you mean by implementing them like brightmaps.
and similar to how commander keen handles sprite collision
Well you can define a hitbox with a brightmap
a grayscale image that represents hittable areas of the sprite
of course, collision would need to be rewired to account for this
Welp, I guess the brutal doom method is unfortunately the best after all.
Though I doubt it did it in a doom mod first.
the first sentiment negates the second
it would. it'd need to take into account the angle of the source damage
it woudl need to ignore the hitbox entirely
or layer underneath it
the vector shit would be no problem, all that code exists already
i say 'no problem' like im gonna delve into the source myself
ha haaaaaaaaa
Maybe when I'm asking for things like hitboxes and complex reload animations, that might be a sign I should learn to code on another engine.
But I love doom so much, especially doom modding. And other coding languages seem so daunting to me.
working around the limitations
Coding languages and especially game engines in general.
imo its less about the language and more about the structure of game logic
I'm just too much of a moron to try and make something from scratch.
making it tight, quick, effective
like a hot gymnast
@wary zealot -
@wary zealot ^^
What's that?
its a god damn pk3 file
why is everybody so suspicious
"What's that" "Why should I click that" "Why are you in my room at 3am standing over me as i sleep"
I'm on my phone, I can't open it. I'm just asking what it is. Is it a mod?
So I have a small issue, I noticed that Checking Inventory from the ACS called by a spawned projectile will return a value of 0 always
Do you have any idea how to make it so that it will return the value of whatever was in the calling actor's inventory?
the projectile is spawned using a_spawnitemex
flag SXF_SETMASTER i believe
or you could switch the projectiles pointers
since it holds its shooter as target
PUNG D 0 A_SpawnItemEx("MjolnirThumperSmall",40,0,0,0,0,0,0,SXF_SetMaster|SXF_NoCheckPosition,0)
.
.
.
TNT1 A 4 A_Explode(CallACS("CalcCellDmg",8,5,60),40,0,1,20)
I believe I did SetMaster
Script "CalcCellDmg" (int dmg_base, int dmg_multi, int dmg_ramp) {
int dmg_rnd = random(dmg_base,2*dmg_base)*dmg_multi;
int dmg_bonus = (FixedSqrt((CheckInventory("cellammo")<<16)/180)*dmg_ramp)>>16;
int dmg_total = dmg_rnd+dmg_bonus;
SetResultValue(dmg_total);
}
Script to use
The script works when I used the same ACS call on the lightning gun for the rail damage
sorry misunderstood question
hold up
pointer values, priorty 2
SetActivator(0, AAPTR_TARGET)
should theoretically set the activator to the calling actor (projectile)'s TARGET field, which should be the player
provided of course the player has a tid
meaning CheckInventory should check him instead
So where do i call this Function?
at the spawn state of the projectile or in the script itself?
Hmm
if i set the SetMaster flag then i should use AAPTR_MASTER instead right?
in the script
before you call CheckInventory
yeah although the TARGET field should still be the player too
That works
but now that messes up damage bonuses from direct weapon attacks
So imma have to split the script
Hmm actually
add one more param
yeah you just need to grab what you want to use from the projectile first
just think about where the change in activator happens and redress accordingly
whatever makes you happy
Hmm
what do i do now about a projectile that spawns a projectile which then fires a shot that needs player inventory for damage calc?
SXF_TRANSFERPOINTERS - transfers the calling actor's master, target, and tracer fields to the spawned actor. Note that SXF_SETMASTER has the last word for the master field.
in the A_SpawnItemEx of the projectile
then you should be able to access the player pointer the same way as the original projectile
@light prism mind helping me out for a bit
i have this small bit of code
however, whenever it spawns the custom missile on death, the missile, uh, launches towards the player
well
probs because the target is the player who hurt him
what is the intended result
this is a fired projectile that spawns another projectile
oh i see
basically, a rocket that goes slow at first, then spawns a fast as fuck missile
this was my only way of doing it anyway
switch to A_SpawnItemEx and use the same method as above, SXF_TRANSFERPOINTERS
ah
SXF_SetMaster in A_SpawnItemEx
A_CustomMissile is a lot more hardcoded
Despite the spawning projectile setting me as the master
is X or Y forward >.<
because your original projectile has you as the target
it is transferred to them as well
lazor - i forget, probs y
however those are absolute values
you will need to have an expression to calculate the correct angle
is this the correct way of doing it lmao?
wait
no it is not 1moment
use A_SpawnProjectile instead
sigh
you wont need an expression
and you can set the target to AAPTR_NULL
and hopefully that wil result in the firing just happening at the vector of the projectile
spawnitemex works, dw
alright so now that i've done this, i need to uh, make a monster that spawns this stuff woo
I can't quite get the player's cell ammo to factor in the damage calculation for the zappers
heh
i made imps that fire impballs that slow down exponentially on how close they are to you. they actually don't hit you, they stop in front of you
very nice i agree
however if they get hit they explode into a cluster of cacodemon shots
that sounds like a trap
yes
so like, no pain state ever?
yes
good :D
although you can specify damage type of course
and angle is 1-255 or 1-360?
i remember someone saying it ranged to 255 but can't remember correctly
it depends on the function calling it
read the wiki
if it says 'byte angle' then its 0-255
otherwise its probably 0-360
float angle
0.0-1.0
oh
really?
nope you're not right
because when i did 0-1 it only angled left and right slightly, but when i put the random to 0-360 it goes everywhere kek
ok then, 0-360
sorry, fixed is 0.0-1.0
and fixed and float are essentially the same thing to doom
it goes offscreen
its just interpreted differently depending on the function its passed to
(this is why you can do stupid shit like print strings as integers)
alright, fatso and imp are done :D
I need to see CalcCellDmg
Script "CalcCellDmg" (int dmg_base, int dmg_multi, int dmg_ramp, int isNotWpnDmg) {
if ( !!isNotWpnDmg ) { SetActivator(0,AAPTR_Master); }
int dmg_rnd = random(dmg_base,2*dmg_base)*dmg_multi;
int dmg_bonus = (FixedSqrt((CheckInventory("cellammo")<<16)/180)*dmg_ramp)>>16;
int dmg_total = dmg_rnd+dmg_bonus;
SetResultValue(dmg_total);
}
here
what is the crazy equation there
add a Print(i:CheckInventory("cellammo")); to see if its picking up the value
if it is, then its something to do with all the shifting and stuff that's going on there
I confirmed, it is
the problem crops up when the script is called from an actor spawned by an actor spawned by the player
so it works for spawn depth of 1
but not beyond that
Actually
....scratch that
I may have managed to fix it without realizing it
So I just got really into doom and everything with it and Iโve built levels before using hammer for tf2 and portal 2 and I want to get into using doom builder and make some classic doom levels. Are there any good video guides or anything that I could use to help me start out?
@unborn mica I wish I could be of more use than this comment but coming from hammer you should find mapping in doom a piece of cake once you get your head around it
Sweet thanks
I can't even remember how I learned it, probably way before there were videos back in the days of deepsea but I see there's some stuff on the doom builder website that might get you going in the right direction - http://doombuilder.com/index.php?p=tutorials
The think to remember with Doom editing, is that everything is either a line (vertical wall) or sector (closed group of lines)
There's really no concept of 3D constructs
So you define a room by 4 lines, a sector floor height and a sector ceiling height
A line has two sidedefs, front and back.
That might be a bit of a hurdle to wrap your head around - so unlike in hammer where you define solid brushes you define the space you'd move around in as it were (not always true ofc)
If a sector on the front or back had higher/lower floor or ceiling, make sure to define the upper/lower texture on the appropriate sidedef
oh ok
also I might have ran into a problem
I tried to test my little level and it asked for a program
what do I do
I might have done something extremely dumb and clicked the doom 2 wad and I dont know how to change it and even if I do what should I change it to
You have GZDoom, right?
That's what you use to play wads
so save and download it and run it?
Yes
Drag it over gzdoom and run it with the correct iwad
Make sure that if it's a doom 2 map, it replaces map01 so you can play it right away
idk, if you don't know how then just load it in the console, I'm not a mapper in the slightest
ok cool
When you try to run the test from Doombuilder, it needs to know where GZDoom.exe is
that's probably the message you were getting
doom2.wad is your IWAD
(the core game data)
I think they know
I think I get it but how do I make it able to launch the wad from doom builder or am I unable to?
You should be able to do that
Edit your preferences and configurations in Doombuilder
Here
These are for a much older version, BUT you should be able to figure out the differences
The concepts are solid
Once you have everything configured correctly, it's literally clicking a play button
Hey, this is more of an opinion thing, but In a mod that focuses on the player character having an extremely limited weapon set (2-3 weapons), would you guys prefer there to be a designated melee weapon, with its own slot and everything, or have it be a quick-kick usable with any weapon?
This mod (if I manage to actually make it) is going to be a time-attack type thing where the player shouldn't need to faff about with switching to melee, so I think quick kick might be best, yeah.
That's cool
I like it when a mod has some kind of cool gimmick to it
Yeah. Considering I don't really know how to make any complex things like magic systems or fancy weapon graphics, and I'm not creative, all I can think of is adding a timer.
I'm thinking getting pickups (powerups, health, ammo) will replenish the time a little bit as well as providing whatever the pickup corresponds to.
A timer for levels?
Yeah.
That's interesting, idk how that would translate to custom maps tho
If I knew how to code good (I don't), I'd make it so killing enemies also replenishes time, and killing multiple enemies in quick succession would lead to combos which would get you extra time.
Hell, if I knew how to code well I'd make a mod with a full Devil May Cry style system.
But unfortunately, I'm a moron.
But yeah, coding the timer is probably going to be the hardest thing about the mod.
I imagine it'll just be an inventory variable that has "1" of itself taken every few tics, but then I'll have to figure out how to make it kill the player, and how to represent it on the HUD.
Because I haven't done anything at all with SBARINFO yet.
What do you guys think the max amount of time the player can accumulate should be? I'm terrible at balancing.
From items? I think it should scale depending on the usefulness of the item, so maybe a minute is the highest you can get but it's from soul/megaspheres?
I see, thanks.
Does anyone know how many ammo types a single weapon can have defined?
And how many of those ammo types will show up on the HUD?
I'm thinking that, at least as a placeholder, I could set the timer variable to be counted as a 'ammotype' and have it set as the third ammo type on the weapons the mod uses so it will be shown on screen.
But I don't know if weapons can have more than two ammo types.
I know Russian Overkill had weapons with tertiary and quarternary fires
Also, can inventory items be set to have states?
well, turns out that making a timer pretty much requires actionscript knowledge.
damn.
That's always the biggest hurdle: you want your mod to have a big feature, turns out you can only use code that you have no knowledge in
sup mah smellies
@wary zealot - no, inventory items cease to exist when you use them
custominventory items have a 'use' state
that is run when you use them
To make a timer.
you might be better off using a PowerupGiver
Ah, okay.
like, the custominventory gives you the powerupgiver, which gives you the powerup
which acts as the timer
@wary zealot you can fake it by having the weapon do an A_JumpIfInventory("Ammotype",1,1) Goto WeaponSwitch Cluster in your fire mode and be the "ammotype" be a dummy CustomInventory Item
Just remember to add A_TakeInventory("AmmoType",1) for every time the weapon fire mode fires
That has the issue though that you're gonna have to create a Decorate code chunk that decides what weapon to switch to
or if you have multiple fire types, a code chunk to decide what fire mode to switch to automatically
Which is the one downside of having more than 2 ammo types, code complexity
it gets even more confusing if AltFire is the toggle fire mode/ammo button
owo what's this?
TheMisterCat made an awesome piano for ZDoom and I mixed it with my "Meteor Strike" cannon
Hey, in doom 2's assets, is there a pickup sprite for the pistol?
Because when I type "Summon pistol" in vanilla, the pistol has a sprite.
But I can't seem to find it in doom 2's graphics.
Pistol sprite depends on source port.
yeah it's source port specific
drop fists
Summon Gentlemans gloves.
Summon my good pair of fisticuffs reserved for tussles with ragamuffins and rrrrrruffians
If anyone's looking for a composer or sound FX engineer, give me a shout
I'd actually really like to request some stuff but I have a feeling I'd either be too unspecific or too much work :p lol
Well, I'm incredibly passionate about Doom and the stuff that I do, so I'd likely be happy to help out. What are you making that you'd need stuff for?
the pistol sprite in zdoom specifically is from some unused asset dump from romero
First, a trailer for a doom mod I'm making, the mod is semi run and gun/survival horror so I want something similar to the Quake 1 theme, the other thing I want is more orchestral dark souls-ish music for a quake mod
That second thing I'm not even sure is possible lol
Dark souls has a lot of chorus and stuff iirc
Hmm, interesting. This is the sort of style that I'm generally known for, if you'd like to get a taste:
https://drive.google.com/open?id=0B8S7hvvQOuSKY3hNR0lrelZtM00
https://drive.google.com/open?id=0B8S7hvvQOuSKYzdEWHUwU0xoUVE
https://drive.google.com/open?id=0B8S7hvvQOuSKWUh3Vkg5VEp0UlE
Wow, I really like that first one, I'm really into soft, ambient music
I generally come up with an entirely new style for projects tho, when I work on them. A mash of genres and production techniques
Yeah ive done plenty of cool soft ambient-based projects
Man, that third one (guard_hunted or something) is fantastic
Haha, thank you, did that one for a SOMA mod that is in the works
But yeah, if you'd want me to do some work on your mod, PM me with some details about it and such, as well as maybe some links to previous work if you have done stuff before, just so I can get a glimpse of the kind of stuff youre good at and the tone your project(s) have/has
Well I the main one I'm thinking of is like I said, dark souls-ish because I've been thinking about making a Dark Souls Quake mod (quake souls, ay)
hm, not totally familiar with entirely orchestral soundtracks
Honestly I'd actually prefer going with something ambient, like the quake soundtrack
But I just haven't found a lot of good stuff for either orchestral or ambient
depends on how your mod plays out tbh. How far are you in development?
Still in the planning stage, most of my work is on my doom mod, which I don't really need music for since it's just a weapons mod
oh okay sweet, let me know when you get started on work for it
I need more motivation to work on Hellbrary 2 again
Listen to music while making it
@zinc egret go work on hellbrary 2
I managed to do a bit of work (30 min or so) earlier in the week
@red peak thats a bad idea lol
is your music good?
I listen to music when I do anything lol
I think he means music he hasn't made
When making a doom mod?
When making music
He's talking about glaice's hellbrary 2, which is a map set or something
One map
Yeah I don't think too many people here make music, sadly
And also, listening to other music while making music is obviously a horrible idea lol
ive worked on a few mods and stuff with my music
Hey, sorry for yet another dumb question, but does anyone here know how to make a custom powerup?
Like, I just want to make a powerup that when grabbed gives the player "PowerDoubleFiringSpeed" and "PowerSpeed" with a multiplier of 2.
id love to do a mod some day, but i suck at visual art. All i can do is sound, music, and level design
ambienty
https://drive.google.com/open?id=0B8S7hvvQOuSKaXZaMkM1UzVCdXc
ye a lot of my stuff is really ambient-based
ay that's pretty good, what'd you do that one for?
i forget which project it was for
Music created by Brandon Alexander AKA Rangar. Track #1: Blood-Stained Suits Track #2: Their Justice Track #3: ???
I did tracks for Swat: Elite Force if youve ever heard of that
its a mod for swat 4
never heard of it
the track there was an action variant of a track for a Courthouse mission
i gotta go eat stuff, back later
is there a list of amazing wads I should play right away that anyone has?
foooooooooooood
whats the action for a door in doom builder 2?
there are a few different ones
you know if you click a linedef and bring up the properties you can drop down the action list or press the button next to it, it will open a list of all actions
which you can filter by typing words
see: cursor position
oops, button next to cursor
Hey, I'm super sorry to ask you guys, but I'm horrible at math.
So I was wondering if someone could help me calculate something.
So, a tic is 1/35th of a second, which is 28 milliseconds. A M16 fires approximately 13 rounds in a full second (I probably really fucked up there), how many tics should there be between shots?
Multiply 13 by 1/35, round as you see fit.
@royal wave Best advice would be, speed up the recoil on the arm.
it is already
Hmmm.
Recoil looks fine to me lol
The gun is being fired and not just waggled around, right?
remove the gun from that sprite
Yeah,
Gonna try and adjust the timings in jt because I'm bored.
@royal wave What framerate is it supposed to be running at?
465
35
Oh.
I was close
yes on a scale of 1 - 100000 you were very close
The reason why it sorta looks like he's waggling it is the timing,
@royal wave 35 FPS is a bit of a weird framerate.
that's the frame rate Doom runs at
Oh.
besides I can tweak it in decorate
Okiedoki.
I did sorta want to make a few adjustments though.
Mostly removing frames that made the recoil feel less punchy.
The thing about animation is the timing can really make or break something.
<3
is this for youor mod?
smooth
@royal wave use the DoomEdNums section in MAPINFO
Ahk
You've been able to do it for decorate actors too before ZScript existed, I guess they just make sure you do it like that now
I prefer it, anyway
Keeps them all in one place
hmm i guess its ok for replacement stuff
They don't show up in the Doom Builder actor list :<
I install every auto-update
hrm
adding the doomednum'd actor regardless, it works?
just doesn't show up on your list?
yup
mmm probably doesnt parse that stuff from mapinfo then
It definitely does, this is some other issue
Only gzdbbf can handle ZScript actors but I think you're using that anyway
yup
but it's not parsing them afaik
Failed to apply MAPINFO DoomEdNum override "1300 = lightsource64": failed to find corresponding actor class...
so it is parsing it, but it can't identify the actor
Hey, how would I make one item replace multiple things?
Sorry that I ask so many questions here.
Again.
afaik you can't tell one item to replace a bunch of items
dang.
you'll still need to replace each item individually
that's going to take up a lot of space in the decorate file. thanks, anyways.
you can make an item, then have several items in inherant from that, and those replace the items you need
You can make an actor replace multiple actors by using MAPINFO DoomEdNums, actually
If you set the normal actor's DoomEdNum to your actor, it'll replace it on the map, and you can do that for as many DoomEdNums as you like
@royal wave how's uhh, your mod thingy going
the trippy one with the military training shit that went corrupt or something
also, question, how would i make a bullet sprite, as in, just a literal yellow line representing a bullet
i've tried a lot but it won't work
Try using a gradient from White > Yellow > Brown > Black with a long tail and give it a high projectile speed like 90
i got for example this sprite
but the problem is
it won't show up ingame
also are they supposed to be horizontal like that
๐ค
yes they are
anyway
???
I tried making an actual bullet graphic, but because of how fast they travel, it doesn't work out even with using bullet tracer
But @haughty flower just gimme a moment, I'll extract my bullet graphics that you're free to use as you wish
@livid hearth am i supposed to do it like this?
it's like small knives
that are being shot
those are the knife sprites
they're basically bullets
well okay i guess
the number afte rthe frame letter is the angle
if you havent got all the angles defined it wont display properly
if you did a0 then it would show that image for all angles
the reason they wont show as bullets if you are firing from your perspective is because you only defined the 1 angle, and are viewing it from the 5 angle
i tried
oh okay
Actually hold on
missed something
Here fixed
but yeah, you can see the sprite names I used and how it's different angles
quick question whats the action for a player activated door?
1
thanks
DR Door Open Close
my door texture is missing in the game when I launch it but its still visible in doom builder
Are you using a flat texture as a door texture?
how do I do that? sorry
If you're using a ground texture on the walls, it causes problems occasionally
IDK why
It's only happened to me with an addon texture
Try using a regular door texture
ok
so this is my first map and first door and im making it a blue keycard door so I used the action that it wont open unless the player has the blue keycard so now the texture shows up and when I try to open it without the keycard it says that I need it like normal but when I get the keycard the door doesnt open
Make sure the linedefs are facing the player
There should be a little mark on the line
It should point towards the area outside the door
ok
but how do I do it with a key card
thats the issue
damn it still doesnt work even with dr
what am I doing wrong damn
the texure keeps on disapearing
Is the door one sector?
yes
Maybe there's an adjacent sector that has no height?
the two sectors on the side are supposed to be the things on the side showing its a blue keycard door
but then how will the player know its a blue door?
also I did it still not working
rip
why are doors so stupidly complex
Take one of those dots (forgot name) and place one on each side of the door
Vertices.
On the sides
got it
Where the sectors were
Yes
you made the skin less jaundiced too
hacen't touched the sking actually
oh maybe it was contrasting against something weird
it looked really yellow last i saw
Oh that was the test animation
a new game, or a mod?
just animation for hell of it?
No I need a pistol replacement
Oh I guess i didn't say it enough
I'm turning Defragmentation into it's own game
oh
doesnt that make all your progress so far null and void
No
just means I have a bit more work to do
and the old maps were starting to get cluttered
Making it it's own entity removes the restrictions expected of a mod
and it's going to have the same plot and same styled enemies
Using GZDoom as the engine?
yup
There's only like one or two TC mods out there that have the potential to be marketed, but I don't think anyone has finished an id Tech 1 game since maybe hexen
No is that a thing?
and you can automatically make doors
maybe the door didn't show up because you didn't lower the sector's height
and you have to unpeg the side linedefs of the door
i don't care
dunno about the mods tho
people seem to hate the most updated version of GZDoom builder but
dunno
Ok
no fuckin' idea
Ok thnsks
the texture browser seems off, idk
Ok
haven't noticed
maybe because i didn't update in a million decades lol
Iโm going to start over lol
anyway
making a door in GZDoom builder however is really easy
you make a sector you want to be a door, and you go into sector, mode, select the sector, and then
will use that then
you press this button
thanks
eh it seems to be this
https://github.com/m-x-d/GZDoom-Builder or this, maybe it's more updated, i'm gonna check
GZDoom-Builder - Comprehensive map editor for Doom, Heretic, Hexen and Strife based games mainly geared towards GZDoom source port. Based on Doom Builder 2 by CodeImp (http://www.doombuilder.com/).
nah it isn't
so the first one
yep
and i don't know if you have SLADE already
but it's pretty useful for coding stuff
you really want https://devbuilds.drdteam.org/gzdbbf/
thanks
Did someone offend a christian server?
Looking good, Kevan!
Hey, does anyone know if there's an easy way to check if a player has none, or zero of an item?
@haughty flower sure
POOP A 1 A_JumpIfInventory("Thing", 1, "ThisStateIfHasInventory")
POOP A 1 A_DoStuffIfNotInventory
To clarify, you don't check for 0 in A_JumpIfInventory("Thing", 1, "ThisStateIfHasInventory")
setting the ammount to 0 tell zdoom to check if the item is full
learned that today
yeah, the number check is either 0 for full or 1 for 'at least this amount'
to clarify the clarification, you aren't checking if it's empty, you're checking if it's NOT empty
and the fallthrough frames are executed if it DOESNT jump
Ok so for gzdb should I just use doom for the game configuration thing
or gz
or boom
whats boom
yes
bear in mind if youve just installed, youll need to point those game configs to your doom/doom2 wads and game executables
what script type should I use
yknow what im just gonna use a tutorial online sorry will ask any questions I cant find online
thanks I appreciate you
You should ideally take advantage of all 3
ACS, Decorate is good if you want to develop mods for multiplayer
dont overload a newbie on this stuff
ZScript is excellent if you want to make complex as fuck single player experiences
let him make some maps first
In that case, ACS is a good start
Hey, I need help with something dumb.
Is anyone here good with titles?
I'm about to release version 0.1 of my mod and I need a name for the mod so I can actually, well, release it.
It's, in essence, a mod about recoil control, magazine based reloading, and a super limited (but somewhat upgradable) arsenal.
Those are both amazing titles, thank you.
I think I'll call it "Downsize", actually, I was thinking of "Down(Grade) your arsenal" thanks to your suggestion, but maybe a shorter title is better.
Thanks, again!
but... i didnt do anything...
You gave me inspiration for a title.
And you helped me with some coding stuff and gave me encouragement even when I felt like giving up.
All of you helped me a lot just by saying my stuff looked okay and telling me how to fix certain issues, so, thank all of you.
Always glad to help
my GF liked your pistol btw
she giggled at the part where you got the auto fire upgrade
I laughed out loud the first time I fired it with the auto-fire upgrade whilst testing it, so she isn't alone.
If you found that funny, you're going to find the rifle's second attachment hilarious.
hehe