#classic-doom-maps-mods

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light prism
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on the structure and the format

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if its in a wad and outside of markers, or if its in a pk3 just under sounds, then yes

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don't work so good if you have it in sounds\imp\sexyimpvariant\

livid hearth
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It works just as well with subfolders

light prism
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doesn't for me

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actually i have only tested in zandro, maybe gzdoom fixes this?

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regardless his first sndinfo was literally just lumpname nicename and it still didnt work

trim falcon
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sexyimpvariant

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I'm curious

light prism
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impthighslap.wav

elfin ruin
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Impse?

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Sounds like impse.

light prism
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no, its just an imp wearing lipstick

elfin ruin
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Huh-uh.

haughty flower
haughty flower
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๐Ÿค”

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can anyone here help me a bit? i think it's related to GLDEFS.

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Good Luck Doom Es Fucking aweSome?

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???

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oh

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nevermind, i think i found it out

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how does RGB work with GLDEFS?

light prism
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hi

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it's a fixed point value

haughty flower
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yes i calculated and 165 is ~0.64

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??

light prism
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you what

haughty flower
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i did 165/255

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if that's the right calculation

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eh i'll see if it's orange

light prism
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((100/255)*165)/100

haughty flower
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what the actual fuck

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yeah it's 0.64

light prism
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100/255 gives you quantized range of 0-100 in 255 pieces

haughty flower
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as i calculated

light prism
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*165 gives you 165 pieces of that 255

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then you divide that by 100 to get a value between 0 and 1

haughty flower
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my way worked too, cat

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it had the same outcome

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i'm trying to make lights and stuff have dynamic lights due to the sneaky doom mod thingy, combined with darkdoom

light prism
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no, but its not how fire flickers either

haughty flower
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shit

light prism
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usually for fire i do one very faint pulse that is largest, then a couple of random flicker lights that are smaller inside

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the large pulse is red, the inner flickers are orange and yellow

haughty flower
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wait that works too ๐Ÿค”

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thanks, cat :p

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so i make the flicker lights inside orange, and the large pulse red?

light prism
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yeah

haughty flower
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also, "faint pulse"?

light prism
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you kinda wanna stagger it so its yellow-orange-red

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yes, the reds hould be dull

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like 0.3 0.0 0.0

haughty flower
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uhh

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which option

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wait

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did you mean color?

light prism
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color 0.3 0.0 0.0

haughty flower
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ohhh

light prism
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size is up to you but for a single flame i do like 192

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as the outer size

haughty flower
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and interval?

light prism
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ehhhh

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up to you

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usually i make it slower by a fair amount than the flickers

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like red slow, orange med, yellow fast

haughty flower
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outer size is secondary right

light prism
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yes, although i dont think it matters

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you can put either in either

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hmm not a great example actually, i think the yellow in those flames is broken

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but you can see the outer red is a flicker here instead of a pulse

haughty flower
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Wow.

umbral sail
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looks amazing

wary zealot
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Hey, could someone help me debug the reason why a sound in my mod isn't being registered by soundinfo?

light prism
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do you have other sounds in the sndinfo that DO work?

wary zealot
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I managed to figure it out, sorry for the trouble

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Turns out I'm more of a fucking moron than I thought.

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I was loading an outdated version of the .zip

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Sorry for bugging you guys!

light prism
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god damnit i asked you that yesterday

wary zealot
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I'm really sorry.

twin storm
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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

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just walking through walls and solids

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sort of a rubberband effect

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could it be this?

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using original scripting, not any special gzdoom stuff

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gzdoom builder 2.3 R2787

royal wave
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ouch that does seem like a really bad problem

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can you show a screenshot of your map where it's happening?

twin storm
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yeah i've pretty much had to scrap a lot of ideas and stop working on it for now

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um well

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its not really happening anywhere right now

royal wave
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it's a secret?

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right now?

twin storm
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its just when i ADD to the current map i have

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sometimes the walls will just be passable

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as if the wall isnt there

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its not a secret, i think the map is just too huge

royal wave
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what engine are you putting it through?

twin storm
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gzdoom

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i was able to co-op through it with 2 of my friends last night

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none of the walls had problems

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i haven't gone to edit it since a couple days ago

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but i have a feeling if i were to add to rooms it would start doing it again

royal wave
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and adding a new room just breaks it in arbitrary locations?

twin storm
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not even adding a new room

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adding a new vert, linedef, sector

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or just ADJUSTING a wall

royal wave
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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

twin storm
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its made me nervous to touch anything since it might break it

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yeah, i was afraid of that

royal wave
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Let me grab you a program that could fix this

twin storm
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i know the limit is 32k

royal wave
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make a backup for me first

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@unreal oyster before I run off looking for this, think switching to UDMF will fix this?

twin storm
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i just honestly dont want to switch to UDMF because i'll have to spend hours switching tags

royal wave
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nah I got a thing for you

twin storm
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lol

royal wave
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are you serious discord

twin storm
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pm me i guess? IDK

twin storm
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or that

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This file is no longer available. For additional information contact Dropbox Support.

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kek

royal wave
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I swear to god

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damn it

twin storm
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use justbeamit?

twin storm
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nice

royal wave
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Afaik this will convert your map into UDMF without having to fix tags or actions

twin storm
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i really hope so, i tried doing that a while back and loaded it up not knowing tags had changed

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the map was a lot different

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lots of stuff broke

royal wave
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If you go through Doom Builders conversion, it doesn't bother to fix anything

twin storm
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yeah

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well, i guess let me try this

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what are the real differences? other than being able to manipulate more

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i guess i could just google it

royal wave
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well the big plus side to it is it's future proof

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maps made in UDMF will work on every single future version of Doom that supports it

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while older map types, there's no gurantee your map will behave correctly across different source ports

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also it doesn't suffer from as many limits, which opens up to a lot more that just being able to manipulate more

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those together means that when making a UDMF map, whenever a new feature comes out, your map can already add it in

twin storm
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so it sounds like i should be using it

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lol

royal wave
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you should definitely be using it

twin storm
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mistakes have been made

royal wave
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it happens

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but I wouldn't tell someone to avoid the older formats if they're a beginner

twin storm
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only real reason i did it was cause i assumed it would be more compatible

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then when i wanted to switch i didnt want to manually retag everything so i just kept on going

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i'll try this tool, thanks a lot

royal wave
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yeah no problem

twin storm
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hopefully i can actually open this up more

royal wave
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also what builder are you using?

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just Doom Builder? or GZDoom Builder?

twin storm
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gzdoombuilder 2.3 r2787

royal wave
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Hang on, let me get you an updated version

twin storm
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yeah, thats the last version before the guy stopped updating it

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and the fork got abandoned

royal wave
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the guy working on that one flew the coop, so the branch you want is called "bugfix"

twin storm
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yep

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i just havent gotten it yet

royal wave
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ah, well I assume you can find that yourself then

twin storm
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i wouldnt mind a URL if you have one though

royal wave
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ah no problem hang on

twin storm
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ty ๐Ÿ˜ƒ

royal wave
twin storm
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thanks a lot

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does this one have an autoupdater as well?

royal wave
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yes it does

twin storm
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sweet

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oh, i did encounter ONE strange bug but i'm assuming its related to brutal doom

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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

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eventually it stopped

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and the game resumed

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so that sort of sucks

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the only thing i could think is to get a newer version of it

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i just dont like some of the changes in the newer builds

royal wave
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it probably got hung on trying to load in assets that hadn't been called yet

twin storm
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yeah, lots of blood

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it had to be that

royal wave
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but it doesn't surprise me, BD is a total mess internally

twin storm
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it really is

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i remember trying to add dogs to the map and it would just pretty much come to a halt and crash

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that was a long time ago though

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that was about 2 years ago around when i started the map

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that was the size of it

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thats what it looks like today

royal wave
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I've seen way bigger maps than that with far more everything

twin storm
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right?

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its gotta be breaking cause i'm not using udmf

royal wave
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probably

twin storm
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well thanks for the help, i'll come back if stuff starts breaking

royal wave
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yeah no problem

twin storm
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well

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im back

royal wave
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oh dear

twin storm
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oh yes

royal wave
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say it aint so

twin storm
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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

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it crashed the conversion program

royal wave
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...

twin storm
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lol

royal wave
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send me the wad

twin storm
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let me know when you got it

royal wave
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it's not crashing for me, but it's refusing to convert it ;-;

twin storm
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so it looks like i'm DOOMED to retagging everything huh

royal wave
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give me a second, there's other tools

twin storm
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okay, im going to go cook dinner i've been putting it off for hours now and its past midnight lol

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wont be long

royal wave
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got it

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@twin storm

twin storm
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wow, how'd you do it?

royal wave
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found another conversion tool

twin storm
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slade?

royal wave
twin storm
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gotcha

royal wave
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you'll need to open a terminal to use it

twin storm
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well time to load this up and see if its still tagged

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yeah, i assumed it was command based

royal wave
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run the command ./wad2udmf.exe -input wadname.wad -output outputname.wad

twin storm
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the one i found earlier was

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i see sectors flagged as "Actors drop with instantly moving floors" that should be teleports

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a door was set to Platform Lower by Value * 8

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i think i have to retag everything lol

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a hidden wall is Platform Stop

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yeah everything is wrong

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too bad

royal wave
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darn

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well i tried, sorry about that

twin storm
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yeah no worries

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i really appreciate the help

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lesson learned lol

royal wave
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yeah

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Happens to a lot of people actually

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but now you know to use UDMF now!

wary zealot
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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.

royal wave
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it draws a separate sprite over your current weapon

wary zealot
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Oh, I see.

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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?

royal wave
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yup!

wary zealot
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Neato!

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I'm guessing it could also be used for stuff like reload animations.

royal wave
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Nah that's a bit unecesary, it's just good for more complicated animations

wary zealot
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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?

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Sorry for the questions.

royal wave
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it could be used for that

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but at the same time they don't need to be a separate sprite

light prism
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is there no overlay equivalent for non-hud sprites

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i mean a_warp yes but it's not the same

royal wave
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No

light prism
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i guess since overlay is effectively some kind of reimagining of a_flash then no

royal wave
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because you can easily just spawn an actor

light prism
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yeah, i imagine it as being more like, it follows the parent states to the frame

royal wave
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but you can't spawn actors through the hud animations, so a_overlay is the answer to that

light prism
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i know you can spawn something with "####" and it will use its masters frame

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on the spawn frame

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which is cool, but only partially effective

royal wave
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Funnily enough, spawning actors is how Doom accomplishes hit boxes

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or well how mods accomplish it

light prism
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well yeah

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i have never really bothered with that until recently

royal wave
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the parent actor is set to not take any damage from normal weapons

light prism
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with this guy

royal wave
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the child actor deals damage through custom pain and damage types, which can be used for custom deaths

wary zealot
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Isn't that how brutal doom does it? Which means it's probably the wrong way to do it.

light prism
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its the cheapest way to do it

wary zealot
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Ah.

light prism
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the other option being comparing the puff position on the actors hitbox

royal wave
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which isn't a practical solution

light prism
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not particularly

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however it does allow you to create different reactions based on shot position without having the originating actor spawn like 8 different hitboxes

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shoot em in the arm, their arm flails back or drops the weapon, etc

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of course since you need to account the vector and the facing angles, it gets a bit silly

wary zealot
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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.

light prism
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and then you need to specifiy say, some user vars to define thiccness

royal wave
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it'd need a bit of an engine rewrite to take in proper hitboxes

wary zealot
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Ah.

royal wave
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you could probably implement it like brightmaps

wary zealot
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What do you mean by that?

royal wave
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So brightmaps are a zdoom feature that instruct textures to have a certain minimum brightness regardless of the sectors brightness

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you do this by making a grayscale copy of the texture and adjusting what you want bright and what you want dark

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this can offer the look of lights on textures to be actually lit up

light prism
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oh that is actually a neat idea

wary zealot
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Ah, I know what brightnaps are, I love them. But I'm wondering what you mean by implementing them like brightmaps.

light prism
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and similar to how commander keen handles sprite collision

royal wave
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Well you can define a hitbox with a brightmap

light prism
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a grayscale image that represents hittable areas of the sprite

royal wave
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you just set the area you want a valid hit to be white

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brb

light prism
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of course, collision would need to be rewired to account for this

wary zealot
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Welp, I guess the brutal doom method is unfortunately the best after all.

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Though I doubt it did it in a doom mod first.

light prism
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the first sentiment negates the second

royal wave
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it would. it'd need to take into account the angle of the source damage

light prism
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it woudl need to ignore the hitbox entirely

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or layer underneath it

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the vector shit would be no problem, all that code exists already

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i say 'no problem' like im gonna delve into the source myself

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ha haaaaaaaaa

wary zealot
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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.

light prism
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no

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that's half the fun of zdoom

wary zealot
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But I love doom so much, especially doom modding. And other coding languages seem so daunting to me.

light prism
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working around the limitations

wary zealot
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Coding languages and especially game engines in general.

light prism
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imo its less about the language and more about the structure of game logic

wary zealot
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I'm just too much of a moron to try and make something from scratch.

light prism
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making it tight, quick, effective

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like a hot gymnast

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@wary zealot ^^

wary zealot
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What's that?

light prism
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its a god damn pk3 file

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why is everybody so suspicious

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"What's that" "Why should I click that" "Why are you in my room at 3am standing over me as i sleep"

wary zealot
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I'm on my phone, I can't open it. I'm just asking what it is. Is it a mod?

light prism
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oh right

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yeah its a mod

royal wave
livid hearth
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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

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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

light prism
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flag SXF_SETMASTER i believe

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or you could switch the projectiles pointers

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since it holds its shooter as target

livid hearth
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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

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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

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The script works when I used the same ACS call on the lightning gun for the rail damage

light prism
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sorry misunderstood question

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hold up

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pointer values, priorty 2

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SetActivator(0, AAPTR_TARGET)

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should theoretically set the activator to the calling actor (projectile)'s TARGET field, which should be the player

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provided of course the player has a tid

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meaning CheckInventory should check him instead

livid hearth
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So where do i call this Function?

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at the spawn state of the projectile or in the script itself?

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Hmm

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if i set the SetMaster flag then i should use AAPTR_MASTER instead right?

light prism
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in the script

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before you call CheckInventory

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yeah although the TARGET field should still be the player too

livid hearth
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That works

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but now that messes up damage bonuses from direct weapon attacks

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So imma have to split the script

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Hmm actually

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add one more param

light prism
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yeah you just need to grab what you want to use from the projectile first

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just think about where the change in activator happens and redress accordingly

livid hearth
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mhmm

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I think i need to use master anyways

light prism
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whatever makes you happy

livid hearth
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Hmm

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what do i do now about a projectile that spawns a projectile which then fires a shot that needs player inventory for damage calc?

light prism
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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.

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in the A_SpawnItemEx of the projectile

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then you should be able to access the player pointer the same way as the original projectile

haughty flower
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@light prism mind helping me out for a bit

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i have this small bit of code

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however, whenever it spawns the custom missile on death, the missile, uh, launches towards the player

light prism
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well

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probs because the target is the player who hurt him

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what is the intended result

haughty flower
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this is a fired projectile that spawns another projectile

light prism
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oh i see

haughty flower
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basically, a rocket that goes slow at first, then spawns a fast as fuck missile

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this was my only way of doing it anyway

light prism
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switch to A_SpawnItemEx and use the same method as above, SXF_TRANSFERPOINTERS

haughty flower
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ah

livid hearth
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SXF_SetMaster in A_SpawnItemEx

light prism
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A_CustomMissile is a lot more hardcoded

livid hearth
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Actually

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SXF_Transferpointers somehow sets me as the target

light prism
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because you ARE the target

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that's how projectiles work

haughty flower
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x is forward right

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or is that sideways

livid hearth
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Despite the spawning projectile setting me as the master

haughty flower
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is X or Y forward >.<

light prism
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because your original projectile has you as the target

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it is transferred to them as well

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lazor - i forget, probs y

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however those are absolute values

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you will need to have an expression to calculate the correct angle

haughty flower
light prism
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wait

haughty flower
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no it is not 1moment

light prism
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use A_SpawnProjectile instead

haughty flower
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sigh

light prism
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you wont need an expression

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and you can set the target to AAPTR_NULL

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and hopefully that wil result in the firing just happening at the vector of the projectile

haughty flower
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spawnitemex works, dw

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alright so now that i've done this, i need to uh, make a monster that spawns this stuff woo

light prism
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here, free sprites

livid hearth
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Alright here is the decorate for my Thunderbolt

haughty flower
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basically it's missiles that take some time to arm i guess?

livid hearth
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I can't quite get the player's cell ammo to factor in the damage calculation for the zappers

light prism
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heh

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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

haughty flower
light prism
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however if they get hit they explode into a cluster of cacodemon shots

haughty flower
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good idea, thanks

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xd

livid hearth
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that sounds like a trap

light prism
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ah, here it is

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along with some other changes heh

haughty flower
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is painchance 0 a thing?

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does it work?

light prism
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yes

haughty flower
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so like, no pain state ever?

light prism
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yes

haughty flower
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good :D

light prism
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although you can specify damage type of course

haughty flower
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and angle is 1-255 or 1-360?

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i remember someone saying it ranged to 255 but can't remember correctly

light prism
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it depends on the function calling it

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read the wiki

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if it says 'byte angle' then its 0-255

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otherwise its probably 0-360

haughty flower
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float angle

light prism
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0.0-1.0

haughty flower
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oh

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really?

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nope you're not right

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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

light prism
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ok then, 0-360

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sorry, fixed is 0.0-1.0

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and fixed and float are essentially the same thing to doom

haughty flower
light prism
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its just interpreted differently depending on the function its passed to

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(this is why you can do stupid shit like print strings as integers)

haughty flower
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alright, fatso and imp are done :D

livid hearth
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Sweet

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So, any ideas @light prism on my issue?

light prism
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you want the ammo to factor into the damage calc

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show me the current version

livid hearth
light prism
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I need to see CalcCellDmg

livid hearth
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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);
}
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here

light prism
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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

livid hearth
#

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

light prism
unborn mica
#

So I just got really into doom and everything with it and Iโ€™ve 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?

rotund panther
#

@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

unborn mica
#

Sweet thanks

rotund panther
#

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

shadow bone
#

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.

rotund panther
#

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)

shadow bone
#

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

unborn mica
#

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

lavish hollow
#

You have GZDoom, right?

unborn mica
#

yes

#

just use that?>

lavish hollow
#

That's what you use to play wads

unborn mica
#

so save and download it and run it?

lavish hollow
#

Yes

unborn mica
#

ok

#

thanks

#

โค

lavish hollow
#

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

unborn mica
#

ok how do I do that? lol

#

sorry

#

I mean replace it

lavish hollow
#

idk, if you don't know how then just load it in the console, I'm not a mapper in the slightest

unborn mica
#

ok cool

shadow bone
#

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)

lavish hollow
#

I think they know

unborn mica
#

I think I get it but how do I make it able to launch the wad from doom builder or am I unable to?

shadow bone
#

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

royal wave
#

Once you have everything configured correctly, it's literally clicking a play button

wary zealot
#

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?

lavish hollow
#

I'd say quick-kick

#

Just my opinion tho

wary zealot
#

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.

lavish hollow
#

That's cool

wary zealot
#

yeah.

#

Thank you!

lavish hollow
#

I like it when a mod has some kind of cool gimmick to it

wary zealot
#

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.

lavish hollow
#

A timer for levels?

wary zealot
#

Yeah.

lavish hollow
#

That's interesting, idk how that would translate to custom maps tho

wary zealot
#

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.

lavish hollow
#

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?

wary zealot
#

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.

lavish hollow
#

I know Russian Overkill had weapons with tertiary and quarternary fires

wary zealot
#

Also, can inventory items be set to have states?

wary zealot
#

well, turns out that making a timer pretty much requires actionscript knowledge.

#

damn.

lavish hollow
#

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

light prism
#

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

wary zealot
#

damn, okay.

#

can the use state be looped?

light prism
#

but they also stop existing when that happens

#

for what effect?

wary zealot
#

To make a timer.

light prism
#

you might be better off using a PowerupGiver

wary zealot
#

Ah, okay.

light prism
#

like, the custominventory gives you the powerupgiver, which gives you the powerup

#

which acts as the timer

livid hearth
#

@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

light prism
#

try this :3

livid hearth
#

owo what's this?

light prism
#

its a wad file called 'piano'

#

what do you want a teaser trailer or something

livid hearth
#

Nah

#

but I am looking at the wad and it looks fun

light prism
wary zealot
#

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.

elfin ruin
#

Pistol sprite depends on source port.

wary zealot
#

Ah.

#

Thanks.

livid hearth
#

yeah it's source port specific

light prism
#

drop fists

lavish hollow
#

summon fistorinos

#

summon meat hooks

prisma saddle
#

Summon Gentlemans gloves.

lavish hollow
#

Summon my good pair of fisticuffs reserved for tussles with ragamuffins and rrrrrruffians

acoustic tusk
#

If anyone's looking for a composer or sound FX engineer, give me a shout

lavish hollow
#

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

acoustic tusk
#

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?

unreal oyster
#

the pistol sprite in zdoom specifically is from some unused asset dump from romero

lavish hollow
#

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

acoustic tusk
lavish hollow
#

Wow, I really like that first one, I'm really into soft, ambient music

acoustic tusk
#

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

lavish hollow
#

Man, that third one (guard_hunted or something) is fantastic

acoustic tusk
#

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

lavish hollow
#

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)

acoustic tusk
#

hm, not totally familiar with entirely orchestral soundtracks

lavish hollow
#

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

acoustic tusk
#

depends on how your mod plays out tbh. How far are you in development?

lavish hollow
#

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

acoustic tusk
#

oh okay sweet, let me know when you get started on work for it

zinc egret
#

I need more motivation to work on Hellbrary 2 again

red peak
#

Listen to music while making it

lavish hollow
#

@zinc egret go work on hellbrary 2

zinc egret
#

I managed to do a bit of work (30 min or so) earlier in the week

lavish hollow
#

im gonna motivate you

#

@zinc egret WORK ON HELBRALY TO

acoustic tusk
#

@red peak thats a bad idea lol

red peak
#

Why

#

It works for me

acoustic tusk
#

is your music good?

lavish hollow
#

I listen to music when I do anything lol

acoustic tusk
#

i listen to my music while i create it

#

so i know what it sounds like

lavish hollow
#

I think he means music he hasn't made

acoustic tusk
#

ye ik and it is not recommended

#

by me

#

and probably a lot of other composers

lavish hollow
#

When making a doom mod?

acoustic tusk
#

When making music

lavish hollow
#

He's talking about glaice's hellbrary 2, which is a map set or something

red peak
#

One map

acoustic tusk
#

oh i misunderstood then

lavish hollow
#

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

acoustic tusk
#

ive worked on a few mods and stuff with my music

wary zealot
#

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.

light prism
#

uh

#

make an item that gives you two powerupgivers, one for each type you want to add

acoustic tusk
#

id love to do a mod some day, but i suck at visual art. All i can do is sound, music, and level design

light prism
#

i writes the musics too

#

:3 :3

acoustic tusk
light prism
#

ambienty

acoustic tusk
light prism
acoustic tusk
#

ay that's pretty good, what'd you do that one for?

light prism
#

i forget which project it was for

acoustic tusk
#

I did tracks for Swat: Elite Force if youve ever heard of that

#

its a mod for swat 4

light prism
#

never heard of it

acoustic tusk
#

the track there was an action variant of a track for a Courthouse mission

light prism
#

i gotta go eat stuff, back later

unborn mica
#

is there a list of amazing wads I should play right away that anyone has?

light prism
#

foooooooooooood

unborn mica
#

whats the action for a door in doom builder 2?

light prism
#

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

wary zealot
#

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?

red peak
#

Multiply 13 by 1/35, round as you see fit.

livid hearth
#

@wary zealot Approximately 3 tics

#

the exact value is 2.692307......

royal wave
#

I tried :D

prisma saddle
#

@royal wave Best advice would be, speed up the recoil on the arm.

royal wave
#

it is already

prisma saddle
#

Hmmm.

lavish hollow
#

Recoil looks fine to me lol

#

The gun is being fired and not just waggled around, right?

light prism
#

remove the gun from that sprite

prisma saddle
#

Yeah,

#

Gonna try and adjust the timings in jt because I'm bored.

#

@royal wave What framerate is it supposed to be running at?

lavish hollow
#

465

royal wave
#

35

prisma saddle
#

Oh.

lavish hollow
#

I was close

royal wave
#

yes on a scale of 1 - 100000 you were very close

prisma saddle
#

The reason why it sorta looks like he's waggling it is the timing,

royal wave
prisma saddle
royal wave
#

that's the frame rate Doom runs at

prisma saddle
#

Oh.

royal wave
#

besides I can tweak it in decorate

prisma saddle
#

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.

royal wave
#

give modpistol

#

@prisma saddle

prisma saddle
#

Hmmm.

#

Looks pretty good now that I've seen it in action.

royal wave
#

<3

light prism
#

is this for youor mod?

royal wave
#

yes

#

also help

light prism
#

smooth

royal wave
#

how to get zscript actor on map

#

in decorate you gave it a number

light prism
#

uh

#

i dont really know zscript

royal wave
#

@unreal oyster

#

halp

unreal oyster
#

@royal wave use the DoomEdNums section in MAPINFO

royal wave
#

Ahk

light prism
#

wow seriously

#

that seems a bit roundabout

unreal oyster
#

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

light prism
#

hmm i guess its ok for replacement stuff

royal wave
#

They don't show up in the Doom Builder actor list :<

light prism
#

when did youo last update db

#

it might not be parsing that information

royal wave
#

I install every auto-update

light prism
#

hrm

#

adding the doomednum'd actor regardless, it works?

#

just doesn't show up on your list?

royal wave
#

yup

light prism
#

mmm probably doesnt parse that stuff from mapinfo then

unreal oyster
#

It definitely does, this is some other issue

#

Only gzdbbf can handle ZScript actors but I think you're using that anyway

royal wave
#

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

wary zealot
#

Hey, how would I make one item replace multiple things?

#

Sorry that I ask so many questions here.

#

Again.

royal wave
#

afaik you can't tell one item to replace a bunch of items

wary zealot
#

dang.

royal wave
#

you'll still need to replace each item individually

wary zealot
#

that's going to take up a lot of space in the decorate file. thanks, anyways.

royal wave
#

you can make an item, then have several items in inherant from that, and those replace the items you need

unreal oyster
#

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

haughty flower
#

@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

livid hearth
#

Try using a gradient from White > Yellow > Brown > Black with a long tail and give it a high projectile speed like 90

haughty flower
#

but the problem is

#

it won't show up ingame

#

also are they supposed to be horizontal like that

#

๐Ÿค”

#

yes they are

#

anyway

livid hearth
#

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

haughty flower
livid hearth
#

What are those sprites?

#

Also what did you want to do with the sword?

haughty flower
#

it's like small knives

#

that are being shot

#

those are the knife sprites

#

they're basically bullets

light prism
#

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

haughty flower
livid hearth
#

I made it so that it fires from the pistol and chaingun

haughty flower
#

oh okay

livid hearth
#

Actually hold on

#

missed something

#

but yeah, you can see the sprite names I used and how it's different angles

unborn mica
#

quick question whats the action for a player activated door?

red peak
#

1

unborn mica
#

thanks

red peak
#

DR Door Open Close

unborn mica
#

my door texture is missing in the game when I launch it but its still visible in doom builder

red peak
#

Are you using a flat texture as a door texture?

unborn mica
#

how do I do that? sorry

red peak
#

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

unborn mica
#

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

red peak
#

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

unborn mica
#

it is

#

I dont understand whats wrogn

#

wrong

red peak
#

hm

#

Is it D1?

#

As in it can only be activated once

unborn mica
#

yes

#

so

#

what do I do instead

red peak
#

Make it DR

#

Door Repeatable

#

D1 can only be interacted with once

unborn mica
#

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

red peak
#

Is the door one sector?

unborn mica
#

yes

red peak
#

Maybe there's an adjacent sector that has no height?

unborn mica
#

the two sectors on the side are supposed to be the things on the side showing its a blue keycard door

red peak
#

There's your problem

#

Delete those sectors

unborn mica
#

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

red peak
#

Take one of those dots (forgot name) and place one on each side of the door

unborn mica
#

dots?

#

verticies?

red peak
#

Vertices.

unborn mica
#

ok

#

in the middle?

#

or

#

extra ones on the sides

red peak
#

On the sides

unborn mica
#

got it

red peak
#

Where the sectors were

unborn mica
#

like this?

red peak
#

Yes

unborn mica
#

so that works but the door doesnt show up in game

#

and I still cant open it

royal wave
#

added muzzle flash

light prism
#

you made the skin less jaundiced too

royal wave
#

hacen't touched the sking actually

light prism
#

oh maybe it was contrasting against something weird

#

it looked really yellow last i saw

royal wave
#

Oh that was the test animation

vocal crypt
#

a new game, or a mod?

royal wave
#

I use very contrasting colors when drawing

#

Both

#

Neither

vocal crypt
#

just animation for hell of it?

royal wave
#

No I need a pistol replacement

#

Oh I guess i didn't say it enough

#

I'm turning Defragmentation into it's own game

vocal crypt
#

oh

light prism
#

doesnt that make all your progress so far null and void

royal wave
#

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

lavish hollow
#

Using GZDoom as the engine?

royal wave
#

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

haughty flower
#

@unborn mica sigh

#

are you using GZDoom builder

unborn mica
#

No is that a thing?

haughty flower
#

yes

#

it's much better imo

unborn mica
#

Is it better?

#

Fuck

haughty flower
#

and you can automatically make doors

unborn mica
#

God damn it

#

I hate everything but thank you

#

Didnโ€™t know that was a thing

haughty flower
#

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

unborn mica
#

Iโ€™m just going to start over in GZDoom builder

#

Fuck

haughty flower
#

do that

#

also nice swearing

#

lol

unborn mica
#

Sorry

#

Iโ€™m just a little frustrated

haughty flower
#

i don't care

#

dunno about the mods tho

#

people seem to hate the most updated version of GZDoom builder but

#

dunno

unborn mica
#

Oh rip might get banned here see you guys

#

Wait why

haughty flower
#

no you won't get banned

#

warned at most

unborn mica
#

Ok

haughty flower
#

also something something texture browser

#

(you likely won't get warned tho xd)

unborn mica
#

Whatโ€™s wrong with the newest build

#

Oh the texture browser

haughty flower
#

no fuckin' idea

unborn mica
#

Ok thnsks

haughty flower
#

the texture browser seems off, idk

unborn mica
#

Ok

haughty flower
#

haven't noticed

unborn mica
#

Thatโ€™s fine

#

Idc

haughty flower
#

maybe because i didn't update in a million decades lol

unborn mica
#

Iโ€™m going to start over lol

haughty flower
#

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

unborn mica
#

will use that then

haughty flower
unborn mica
#

thanks

haughty flower
#

tada you got a door

#

jesus my typing lmao

unborn mica
#

nice

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can I get a download link?

haughty flower
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eh it seems to be this

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nah it isn't

unborn mica
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so the first one

haughty flower
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yep

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and i don't know if you have SLADE already

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but it's pretty useful for coding stuff

unreal oyster
unborn mica
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thanks

haughty flower
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yeah or that i guess

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@livid hearth do you want credit for the bullet sprites?

light prism
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lol

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banned for swearing

haughty flower
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Did someone offend a christian server?

light prism
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i serve christians.......

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(FOR DINNER)

royal wave
wary zealot
#

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?

livid hearth
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@haughty flower sure

light prism
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POOP A 1 A_JumpIfInventory("Thing", 1, "ThisStateIfHasInventory")

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POOP A 1 A_DoStuffIfNotInventory

royal wave
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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

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learned that today

light prism
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yeah, the number check is either 0 for full or 1 for 'at least this amount'

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to clarify the clarification, you aren't checking if it's empty, you're checking if it's NOT empty

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and the fallthrough frames are executed if it DOESNT jump

unborn mica
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Ok so for gzdb should I just use doom for the game configuration thing

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or gz

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or boom

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whats boom

light prism
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Doom (UDMF)

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boom is a source port

unborn mica
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ok what if I want doom 2

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just GZDoom: Doom 2(UDMF)

light prism
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yes

unborn mica
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ok

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cool thanks

light prism
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bear in mind if youve just installed, youll need to point those game configs to your doom/doom2 wads and game executables

unborn mica
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what script type should I use

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yknow what im just gonna use a tutorial online sorry will ask any questions I cant find online

light prism
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use zdoom wiki

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it has plenty of tutorials

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and a full reference manual

unborn mica
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thanks I appreciate you

livid hearth
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You should ideally take advantage of all 3

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ACS, Decorate is good if you want to develop mods for multiplayer

light prism
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dont overload a newbie on this stuff

livid hearth
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ZScript is excellent if you want to make complex as fuck single player experiences

light prism
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let him make some maps first

livid hearth
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In that case, ACS is a good start

wary zealot
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Hey, I need help with something dumb.

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Is anyone here good with titles?

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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.

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It's, in essence, a mod about recoil control, magazine based reloading, and a super limited (but somewhat upgradable) arsenal.

light prism
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Up Your Arsenal

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Shootiest Guns

wary zealot
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Those are both amazing titles, thank you.

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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.

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Thanks, again!

light prism
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but... i didnt do anything...

wary zealot
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You gave me inspiration for a title.

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And you helped me with some coding stuff and gave me encouragement even when I felt like giving up.

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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.

livid hearth
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Always glad to help

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my GF liked your pistol btw

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she giggled at the part where you got the auto fire upgrade

wary zealot
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I laughed out loud the first time I fired it with the auto-fire upgrade whilst testing it, so she isn't alone.

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If you found that funny, you're going to find the rifle's second attachment hilarious.

livid hearth
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hehe

light prism
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hi

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just got home :3

light prism
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not sure what to do with hands or feet

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arm cannon maybe

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heh