#classic-doom-maps-mods
1 messages Β· Page 63 of 1
i guess it is vaguely penis like?
ill make it blue, maybe
the skin tone must have been making it assume it was nudes or cock
π ±enis arm?
i was thinking more the head dome
probs thought it was a glans
esp. cos i had flesh tone clay preview
and i had it turned more to the side
the neck is under all the collar piping and shit
like, all you would see of the person inside is the top of their head, eyes and top of nose
I am thinking of splitting this into 3 parts as a resource for mappers to use, any thoughts? https://www.dropbox.com/s/yd1crqzotz5k8vp/Indra Tales 6 ~Lost Innocence~.mp3?dl=0
sure i guess
imo its not particularly doomy
more like jrpg battle or something
it has that chugga chugga progression going
yeah it sounds like Lufia
or mystic quest. good soundtracks imo
i'm sysadmin for a site called vgmusic so sometimes I just sit around listening to game music all day
Yeah my stuff is inspired by jrpgs and metal
You could make cool sprites out of that model.
This looks cool
i like the smoothness and shading, reload feels a bit stiff though
is this the place to post games we developed? Or just mods and maps?
I think it's just mods and maps, but if you need help with coding, you can still ask here
I'm making my own FPS, just wanted some feedback
oh, youre the FISH guy, right
yes π
I've got bigger FISH to fry
how do you hold a frying pan with paws MisterCat?
the same way i type with boxing gloves
Very carefully?
with boxing gloves
well, I posted it on showroom but got kinda ignored... really wanted some feedback since classic doom players are who I am aiming it at
It looks decent to me
I guess that's something...
it looks mspainty
thats about all i remember
that was helpful already, thanks
Hey, I need help with something that isn't working for seemingly no reason.
But I probably fucked up, somehow.
ACTOR AssaultAmmoSpawner
{
States
{
Spawn:
TNT1 A 1 A_SpawnitemEX("5.56Magazine",0,0,0,5,0,-3,random(-90,90),SXF_Nocheckposition,200)
TNT1 A 1
TNT1 A 1 A_SpawnItemEX(40MMBuck,0,0,0,5,0,-3,random(-90,90),SXF_Nocheckposition,200)
Stop
}
}
This is what a spawner thing I have looks like, in terms of code.
However, despite being told to spawn two items, it only spawns one, the one that comes last.
So if I put the 40mm buck at the beginning with the magazine at the end, it spawns the magazine but not the buck.
It's supposed to spawn the magazine with a chance of spawning the buck.
uh
40mmbuck is missing quotes, dunno if thats necessary
possibly
also try adding an extra empty frame before Stop
im going to lunch
oh
oh uhhhh
add an extra frame at the START of Spawn:
actors can't run functions on their first frame of existence
unless you either add an empty frame or if you add the NoDelay keyword to the first frame
Just to clarify for everyone here, we do allow any sort of game development here. But we also ask that if it's not doom related, don't spam it all the time here either
ok
so, for everyone that doesn't know, I'm making this: https://8ah.itch.io/fish-demo
I guess it's doom related
dont worry tuba
its really hard to get criticism out of anyone
also im at work so i cant look into it further
Dude that's pretty legit that's you
Hang on let me give you something
@Tuba#4201 do you plan on hanging out here for awhile?
@Tuba#4201
Damn it discord
@royal wave
Because I can't find any good sprites for doomguy's arms throwing something, I'm going to see if I can make the animation look like you're kicking the grenades to propel them.
As a joke.
Or placeholder.
hi
Your game looks interesting
but I think it could be improved if the textures have a bit of a gritty noise to them
just so they don't look so flat
Oh yeah, viewport effects for gun recoil and hookshots would add to the satisfaction
changing the fov?
hey, thanks
sweet
Hey
Can someone do me a favour?
Can someone run this on GZDoom and Zandronum, and try to break it as much as possible and report any bugs found?
What mod is it? I'll be glad to check it as long as I know what I'm getting into
My continuation of the Quake Stuff Ultra mod by Horror Movie Guy, done with his blessing
Gotchu. Want me to use cheats and stuff to test everything?
fixed up the weapons codebase, added some features, namely for the thunderbolt and mjolnir, merged the weapons that have alt ammo types, some bug fixes too
Cheats work, but I'd also like so hear some balance feedback, like for progression and acquisition of weapons
I'll try both
I've made some experimental changes like moving the Mine Launcher drop to the Super Shotgun replacement random spawner along with the SSG itself
so the SSG may spawn the quake SSG or the Mine launcher
Taking advantage of how the Ogres replace the heavy gunners, and drop rockets instead of chainguns/bullet ammo
I also made miniboss variants of vertain monsters, since they ended up being a lot weaker than the doom monster they're supposed to replace
So you may find miniboss variants of the scrag, the vore and the guardians
I did
vertain vores
Hey, is it possible to make it so a_custombulletattack fires its bullets in a 360 degree radius, not just in front of itself?
I want to simulate grenade shrapnel.
That'd be better to do with a FastProjectile, I would think
Dang.
I think you can use User_Vars on the projectile actor to optimize the decorate code for the shrapnel effect
Maybe I could do it in a really hacky way...? Like, have a custom bullet attack for one side, then have a one tic A_SetAngle(angle+180) to turn it around and then have another custom bullet attack.
Oh shit, thanks!
Question, in an area where I'm supposed to put flags, what can I put to single I want to put no flags and move on to the next integer?
Use a Pipe
Pipe?
Says it's an unexpected token.
I mean that I want no flags in that spot, not more than one.
Ahh
just put a 0
the flags are just a series of bitmasks, so 0 is just assumed as "set no flags"
I see.
Dangit, the nails work, but they all fire horizontally with no variation on the Z axis.
you probably will wanna put in a 1, just in case
because normally you'd want an explosive to hurt the shooter
Ah.
That param assumes vanilla doom behaviour where it vertically autoaims to hit a target if the angle matches closely enough
Okay, I managed to do something super hacky and janky but it works.
An experienced coder is going to look at my mod and vomit
It's going to make wildweasel cry
TNT1 A 0 A_Quake(5,70,0,200,"dsempty")
TNT1 A 0 A_CustomBulletAttack(900,900,5,10,"9MMPuff")
TNT1 A 1 A_SetAngle(angle+90)
TNT1 A 0 A_CustomBulletAttack(900,900,5,10,"9MMPuff")
TNT1 A 1 A_SetAngle(angle+90)
TNT1 A 0 A_CustomBulletAttack(900,900,5,10,"9MMPuff")
TNT1 A 1 A_SetAngle(angle+90)
TNT1 A 0 A_CustomBulletAttack(900,900,5,10,"9MMPuff")
TNT1 A 1 A_SetAngle(angle+90)
MISL BCD 2 A_Explode(100,60)
Basically, it does a custom bullet attack, rotates 90 degrees, then does that again 3 more times, then stops.
technically, it does what I wanted to do.
just in a super roundabout, weird way.
Is this supposed to be a grenade launcher ?
No, it's the fragments from the grenade itself.
It's going to be a throwable grenade.
it's from the death state of a projectile
Ahh
you might want to use A_SpawnItemEx or A_SpawnProjectile rather than A_CustomBulletAttack for shards/nails
or there is a custom 'nail' mode for A_Explode
There is a custom nail mode for A_explode, but it doesn't do what I want.
It spawns the nails in a ring, instead of randomly, like shrapnel.
ok, use A_SpawnItemEx then
Okay, I will. My hacky method doesn't work as intended, dang.
Try A_CustomBulletAttack(Random(-180,180),Random(-90,90),20,10,"9MMPuff",0,CBAF_AimFacing|CBAF_ExplicitAngle)
or it might be A_CustomBulletAttack(Random(-180.0,180.0),Random(-90.0,90.0),20,10,"9MMPuff",0,CBAF_AimFacing|CBAF_ExplicitAngle)
That can work too
that gives you more options
Is there an easy way to spawn 30 of something using one command or am I going to just have to duplicate the same line 30 times?
Use a loop with user variables
I don't know what that means, other than the loop bit. Would you mind explaining?
Sorry.
I'm very new to decorate, or any kind of programming.
There is an example here of its useage
which also shows the initialization of user vars
or
oh, it counts as spam
you can stack frames
like POOP AAAA 0 A_SpawnItemEx("This"...)
would spawnitemex 4 "This"es
so you if you did thirty A's....
That works too
it's a messy method but it doesnt require you to learn how uservars or using inventory items to count works
I guess.
"if it doesnt break in a future update"
they really do try hard to preserve backwards compatibility
but wormsdoom broke like a little bitch when zandro 1.0 released
@livid hearth in gzdoom 3.0 with your mod, the launcher that shoots the bouncy mines has kind of a glitch when you right click, it just disappears
Idk if this is just me tho
Yes
I think i know what is happening
it inherits the grenade launcher, but I forgot to neuter the alt fire state
Homo time?
Thanks, I somehow completely missed that
Also, holding the right click makes the Thunderbolt do part of an animation and then freeze @livid hearth
gotta investigate that lol
Loving this alt fire for the axe btw, not sure if that was already there tho lol
It was there for the original version, but it was a scripted series of action which felt took control away
so I retooled it to make it so that you hold to charge and keep it there
and release to release a powered up slash
and I found out what was causing the Tbolt to animate wrongly
I was using the wrong spriteset lmao
Speaking of that axe, I kinda feel that the alt fire is a tiny bit too strong, but I'm not sure
With or without the runeofblack?
It might be an ok balance cuz you need to get real close to the enemy to hit them, but omg it one shots the imp replacement guys (can't remember their names) and instantly gibs grunts and dogs
Enforcers
Thank you lol
I set that damage to guarantee gibbing for the zombies most of the time
But I think it might be better to just set the average damage to 64 instead and give the zombie a weakness to the axe alt attack
Yeah, that'd be fine I think
Anywhere between 60-80 or so
Also it's not a bug, more a slight criticism, but both of the thunderbolt's sounds need some work
The normal Tbolt sounds like it's farting, while the second bfg-ish Tbolt has almost no firing sound
No offense, btw
The regular one is taken from Quake Epsilon, under the suggestion of a friend
Not trying to sound mean
It's actually more like a mouth fart, to be a little more accurate
I'll probably revert the tbolt lightning to its default sound
and find something more powerful for the PBFG
I never really liked how DoE did those sounds TBH
This is all good feedback btw
I didn't know that one replaced sounds.... Kinda wanna play it slightly less now π
just for the secondary fire mode
Quake by default doesn't have secondary fire modes
DoE and SoA added those
Ohhh
DoE via alternate weapons that use different ammo
and SoA with the Mjolnir that has a thunderblast alt
And btw, the weird triple barrel laser minigun or whatever, its sounds are a little too "star wars-y" if you catch my drift
It really sounds like it was a ripped turret sound from star wars battlefront or something
Yeah
I guess I can't be lazy and just say that's how it is in the expansion and game
because I already took liberties and fucked with the nailgun sounds
Btw, I do like those sounds, good job on those
ty
It's a little weird to me that the flame alt fires don't have a more fire-y sound
in my first test, i used the epsilon sounds straight from the mod pack, but i realized that it sounded too weak
So i mixed back the old sounds, added some reverb effects
Hm, that's cool
Also not really sure if you can fix this but several models are kinda fucked if you okay with a high FOV
The lava nailgun ammo is supposed to have a more faked flamelike sound with the after-fire hiss
but I guess it's not really conveyed
The hiss works but it kinda doesn't fit the sound before it, if that makes sense
I might as well mix the hissy tail directly into the lava nailgun firing sounds
and find a way to make it fit
Same with the super?
yes
Cuz that sounds like a pretty good solution imo
I'll take in the sound changes suggestions for the 1.3 release, and fix the bugs for the 1.2 final release
Balance changes will also be done for the 1.2 release too
I gotta go to bed so I can't test until probably later tomorrow
That's cool
thanks for the feedback
before you go
How do you feel about this sound?
it's a mix of the laser rifle sounds from Serious Sam Classic TFE and Serious Sam Classic TSE
I think it sounds pretty decent, still somewhat star wars-ish but I guess all lazers kinda are lol
yeah
I'd say use that instead unless you can find something better
I might as well
Listening to it again, yeah I'd say that sound would work pretty well
WRF_NoSecondary works well for neutering the alt fire of the mine launcher
Imma use that
Alright, my mod's new version is released. Probably a bad idea to jump from version .11 to .15, but there's a good amount of new content.
nice
I like that you started simple, it's a great way to learn
I tend to get overambitious
Yeah, I started simple because I can't handle anything else.
I'm in bed right now so I can't code, but I'm thinking up an idea for a custom powerup in my mod. Mainly just a test powerup to help me learn how to morph actors.
I'm thinking the powerup would change the player to a class with a much slower speed, but extremely high health. And it would come with one weapon you could only use for its duration, a Vulcan mini/gatling gun. Honestly, I just want an excuse to use captain J's edited Vulcan sprites because they look so nice.
Look at em'! I really want to use them.
I wonder if it's even possible to do a powerup like my idea with just decorate, I hope so.
i dunno about the way the ammo feed flaps about
It certainly makes each shot feel punchy.
I'm personally okay with it, but maybe I can do some simple edits to remove the belt animation.
I'm no spriter, or image manipulator, but it should be easy.
Or maybe I could just use some other sprites for it, I don't know if I'm even going to actually do this.
@wary zealot You should poke Eriance, or whatever name they go by these days if you could use sprites they've done for Eriguns or Stronghold
They're pretty good and follow the doom style
y
Make one with an open mouth and a pain pose, and we could have a lost soul-type enemy.
Does anyone know why the status bar does this when I go into the automap and stays this way?
resolution issues???
I figured it out
it's an engine bug with GZDoom 3.x
Somehow turning on the automap kills off the CompleteBorder True; option and never brings it back to the desired flag option
this is a regression from zdoom 2.x
Oh and I also managed to fix a bug I created with the Gremlin
I forgot that player projectiles have +ThruSpecies on
and if the gremlin is throwing the player's own projectiles back at them, well, you know what happens π€£
I also messed up the CustomBulletAttack code for the gremlin, which i fixed
somehow the engine interprets flags as bitmasks, which gets converted to integer values without first checking if the value is attempted to be passed as a flag
so i ended up with a bullet attack range of 2
There's a quake enemy called the gremlin??
yes, in Scourge of Armagon
nasty buggers they are
they are reskins of the fiend, but they have a very different behaviour
they run up to you and try to steal your weapon to use against you
the reason i never noticed this bug before is because...they usually don't live long enough to steal your weapon and use it against you
In any case @lavish hollow I decided to keep my working copy separate from release-labeled pk3s
Here's the current build after one day of bug fixing
I am not sure what to do to make the Gremlin an actual threat, because i always end up killing them by accident
I pretty much have to spawn a gremlin and do nothing so he can take my guns and shoot me with them
I am leaning on giving them a lot more health
like from 100 to 175
so they can at least survive the attempt at stealing guns
never played Scourge of Armagon, worth it?
I have both, bought the whole quake pack on Steam. Gonna give them a shot
will do
my steam nick name : stormAster720
nope
What exactly are you saying "nope" to
I do not assemble it
Guys be easy on him. English isn't his first language
My first language was knΒ₯ΣumβkΒ₯ so he has no excuses
my first language was babytalk
Really? Nobody thought to make a programming joke in here? :p
My first language was c basic
Are you happy
Yes
Hey, is there a way to force a player to switch to a weapon upon picking it up?
Isn't that a default option in doom?
It is.
But I mean, there's a particular weapon I want the player to switch to upon picking it up regardless of the option.
yw
I thought it only worked on weapons, but apparently it also works on inventory items
I just came up with some unoriginal idea that's totally not Mann vs Machine from TF2 But with Doom Fortress
either way it's just Doom Fortress but invasion gamemode with demons
I'm an ambigious thinker I think
I've not seen Stronghold
hello
How can I detect when the player kills a monster in decorate?
Not a specific monster, just any monster.
ah.
well, uh. The intended result is incrementing an inventory item every time the player kills an enemy.
well the one method i know is to have the dying monster, in its death state, give its target (the player probably) the counter item
this does mean replacing every montsers death state though and is not ideal
you can also assign a special to each spawned monster
so if you just assigned them all an acs_execute(mycounterscript, 0, target id) kinda deal
not sure if there is a generic way to do that though
to be fair though, you could also just GetLevelInfo(LEVELINFO_KILLED_MONSTERS)
however this would become complicated in multiplayer
dang.
Well, I know nothing about ACS.
So the ACS one is off the table for now, at least.
hold on
let me read the fuckin' wiki
ok so
hold up
is there some way to use super inheritance stuff to do this
so when you inherit, the states of the parent are available to the inheritor
actor MyImp : DoomImp (doomimp is parent)
actor DoomImp : SuperDoomImp
superdoomimp can be accessed by MyImp
so all of its states and shit are already implemented
however you can override them
by defining a new one
so if you can set up a super base that has a state that does the required stuff for the death state (send a counter increase to the player)
you can have the inheritors use that without having to redefine their own death states
i think?
uhh
would this work
{
states
{
Death:
TNT1 A 0 A_GiveToTarget("KillCounter", 1)
goto Super::Death
}
}```
@wary zealot
Oh, thanks!
I abandoned the idea I was going to use that for, but thanks all the same.
That's looking really good.
fanks
@light prism what if you added a bone for the tail, and made it sway side to side in the idle.
To sorta balance it out.
I don't know if I should keep this or not.
The way the powerup changes gun sounds, I mean.
Because nobody's going to get the reference.
@prisma saddle yeah i was considering it
the mandibles already sorta sway with the bobbing
@wary zealot - That sounds like an oonst bass kick
It's a bass kick from a dumb song I like.
I've decided I guess I'll keep the effect in, but I don't know what powerup to replace with this one.
What would be a good powerup to be replaced with doubled firing speed?
Lightamp goggles, maybe? Or maybe it could be a knock-on effect of the megasphere?
blur sphere if you want to keep existing powerups
since its more of a curse than a buff
The blursphere is already replaced with a minigun, unfortunately.
well
rather than replacing an existing power up
you could make a specific monster have a small chance of dropping it
Or maybe add it to enhance Beserk.
That's a good idea, Hatsu.
Berserk is currently kind of underpowered since your only melee ability is a quick punch the pistol has, and it's super slow.
considering that it would be combined with berserk, you would have no reason to punch things
(unless you had no ammo)
@wary zealot Looks like TMC beat me to it
Actually
why not use the aggression idea to trigger the doubled firing speed?
Rip.
You know what, Madame, that's a good idea.
Killing a bunch of enemies in quick succession giving you bonuses would be awesome.
I just don't know if that's possible using ONLY decorate.
the acs would be relatively simple
@wary zealot A_GiveToTarget in the monster's deth state
and then write an ACS script that runs on players as soon as they enter that slowly decays the amount you have
Ah, alright.
(copy-pasted from the zdoom thread for my mod, because I want to get as much feedback on this idea as possible)
"I've had an idea for a new BFG replacement but I'm not sure how well it would work in practice, and I'm not sure where to find the right sprites for it. In essence, it would be a single shot, one-barreled absurdly large shotgun. It wouldn't be directly selectable as a weapon, like the grenades. Instead, pressing the specialized keybind for it (User state 2) will cause your current weapon to go off to the side whilst you whip out the shotgun, then fire it. It'd be comparable in power to the super shotgun, if not more powerful, as its shells would ONLY spawn from Large Cell packs, with a low chance of spawning from regular energy cells. The weapon wouldn't be automatically reloaded after being fired, however. Pressing the button again will cause you to unequip your current weapon (because you need two hands to reload it), reload the shotgun, then put it away and requip your weapon. If this were added, the shotgun attachment for the rifle would be nerfed to more closely resemble the normal Doom shotgun, as to not make this new weapon useless. What are you guys' thoughts?"
currently the BFG replacement in the mod is an upgrade for the rifle that allows you to fire 30 bullets in one shot at the cost of a magazine, and since it's literally A_Firebullets with the same damage as the normal firing mode, just set to fire 30 bullets with virtually no spread, hitting an enemy to it is like firing an entire magazine of rifle ammo into an enemy and not missing one shot.
I'm personally not a fan of this upgrade, weirdly. So that's why I'm thinking of replacing it with the above idea.
The supershotgun in the mod is just replaced with ammo, so that's why I want the super-shotgun esqe upgrade to replace the BFG, as it'll be comparable to the BFG in terms of damage.
Sorry, does that make any more sense?
Replacing the BFG with what is effectively a big-ass shotgun isn't actually that much of a change of functionality from the vanilla BFG, due to the weird way the BFG behaves.
why not have some wildly different weapon for the bfg replacement
i mean thats what the bfg is, it has a completely unique mechanic compared to all the other guns
replacing it with 'like the other guns but more powerful' seems defeatist
That's a good point.
example: i made a 'goo gun' that fired a bouncing projectile with very short range (about 6 player lengths in front of you)
Thank you, I'm just having trouble thinking of what could be a good replacement for the BFG that could act like a quick-use weapon/upgrade.
it ripped through enemies for low damage, but its main damage happened when it finished bouncing
so there was only one specific spot that would actually cause full damage
however the full damage was essentially the full blast of a bfg + tracers
so the tradeoff is you needed to be extremely accurate with it, however a properly landed shot could kill a baron in one hit
this is back in the skulltag days, it could even take out the super baron, whatever they were called
Hm...
So what do you think would be a good, totally unique upgrade or quick-use item?
Wait, I think I have an idea.
The one thing my mod doesn't have is a melee weapon.
The one thing I can think of, I mean, my mod is missing many things.
Like polish and any kind of quality.
Anyways, maybe I should make the BFG replacement some crazy sword.
Swords are fun.
Thanks for the inspiration, Cat!
Again!
only game that made me enjoy melee was L4D2
only exception is the chainsaw, that's great
Oh and shadow warrior
but that's only because those games actually made melee items function as melee instead of a singluar frame where a hit action is called
yep, melee in Shadow Warrior is great, I remember the light saber being good in Dark Forces II
Hm.
I wonder how I could make melee feel good in my mod, then.
Perhaps I could make it attack in an arc using a hacky method?
Like... maybe I could summon three tiny explosions in front of the player that appear for only 1 tic, and they're in a line to simulate an arc.
Instead of it being a singular hit
make it perform a series of hits across it's animation
That too.
Probably a much better idea than invisible explosions.
The biggest problem so far is finding sprites.
Add a combo system
the more hits in a combo, the more damage you deal
and then at some point you'd be able to fire plasma blades from your sword as you swing
but only as long as you have plasma ammo
make it so that ammo is optional, and when it runs out, it deals half damage
and doesn't benefit from combos
That's exactly what I was thinking.
Well, aside from ammo.
I was just thinking that the more times you hit something the more damage you do.
But the ammo is also a good idea, thanks!
You guys are really awesome.
I try to help
that sounds cool
I really like melee in games, when it's done right.
Doing it right in doom may be difficult, but I'll figure something out.
Something I learned from experience
Spawning invisible explosions work better in most cases, especially if you want to give your weapons a sweeping attack range that is not just straight in front of you
using the native custom punch functions works better for thrusting attacks, like thrust kicks (Duke's might boot attack) punches and stabs
Hm.
I'm trying to use A_Refire to allow the attack to be combo'd, but I guess since it isn't actually in a Zoom, Fire, or Altfire state it won't work.
I can, but that doesn't work for what I want.
It's hard to explain but I've managed to figure it out.
Ohh right
Sorry.
you're using another weapon state
I've managed to figure out a super hacky workaround that basically uses a_weaponready with a bunch of flags to simulate A_Refire
good god, my code would make wildweasel cry.
Nah
"why have you used my tutorials to do THIS"
it's probably what he'd do
I'm thinking maybe instead of using ammo, the axe will fire out zelda-esqe beams when you're at 100 health.
Or maybe I could make the axe COST health?
That could be interesting.
The Axe is the BFG replacement right?
Yep.
I'm thinking it'll be 'haunted', kind of like TF2's Eyelander.
I need some excuse for it to be absurdly powerful.
Ahh
sorry had to go help in the factory
It looks terrible right now, but it's a proof of concept.
Yes, I know the handle gets cut off on the windup frames.
and there's way too much screen movement, and too little range and damage.
The screen movement serves a purpose though, to simulate an arc.,
That feels really good.
No, really,
Because I'm not really sure what does or doesn't feel good to other players.
It feels pretty damn good.
Would add a smear to the axe swing though.
I'm going to give it some more range and damage, and give the puff for it +Ripper so it's able to damage multiple enemies.
To make it feel like motion blur and such.
Ah, yeah, I'd do that if I could sprite.
@wary zealot All you really need to do is warp it really.
Warp?
As in, make one of the frames of animation look like one of these.
Smears are wondeful things.
A good smear can make something feel really fast.
Right now it sorta looks a bit stuttery.
Mhm.
The Dover boys is the smear incarnate.
Watch it.
Wondeful short film by Chuck Jones.
Add a smear and it'll make any animation feel snappier and faster.
yep, that axe is looking good
Thanks!
I implemented your smear idea, Hatsu, but in a super basic way.
It helps it look less jaggy, though.
This is what the "smears" look like.
π
I'm going to add some screenshake to it, though, because I love me some screenshake.
And I'm going to of course add extra damage while zerk'd.
Oh god, I just remembered that I have a powerup that doubles weapon speed in the mod. What does that do to the axe?
Also, copying all of these states over to the M16 is gonna be a fucking nightmare.
It'll be worth it, though, I'm pretty happy with the reception to the axe.
Maybe you can make it shoot a projectile from the middle horn
yeah i was thinkin it would charge up a big shot from between its horns
it has kind of a 'claw' shape from the side
im just doing a 45 degree render atm
its almost like quake symbol
i also gave him a 'chomp' animation, a 'sting' with the spinal cord, and a few pain anims
so far
uhhh i can do that
he said a programmer
It can inherit behavior from the Cacodemon, with some extra code for the sting attack
Unless behavior inheritance is for weapons only
inheritance works across all classes
Yeah TMC is a modder
AFAIK he was part of the Whodunnit dev team
I also remembered him working on some mod that abused user vars to some interesting effects
i wouldnt inherit for this
i wrote some custom lost soul code that abused thrustthing/z ages ago
probs do something liket hat again
it makes them approach but then skirt around you at a given distance
Did you know
Lost souls can move at faster than the speed of light
Given an extreme height difference
Because the XY and Z movement is handled separately
So if the distance on the XY plane is low but the distance on Z is super high, it gains insane vertical velocity
One unit of Argent Energy is the equivalent of the energy of a hundred thousand angry South Americans
Angry American : The Game
yeah @unreal oyster , i noticed that when i made a map that instantly drops a huge amount
(the floor)
the doppler effect on their scream is pretty amusing
cant use batch sprite render for this sadly π¦
it rotates the mesh in front of the camera rather than rotating the camera around the mesh
which screws with the particle system for the fire
trying to add more punch to the weapons and the hook https://www.youtube.com/watch?v=CklTjGXyvMs
Is adding custom blood effects to my mod a bad idea?
Considering it isn't meant to be used with monster packs.
well usually custom mobs will have their own bloods, yeah
I am not sure if that is possible
there are ways but they are hacky
you can fire a 'test' hitscan with a limited distance
Ah/.
I was honestly asking because I wanted to see if I could make blood droplets that would slide down walls (unfortunately inspired by BD, but more optimized and less over the top), but honestly I think having blood that sticks to floors and ceilings is good enough.
I doubt I'll even keep it in the mod, it's mainly just a test.
There's nothing wrong with being inspired by BD, just because no one here likes it doesn't mean you can't use ideas from it
mhmm
my issue with BD is not the mod itself, to me it's just mediocre and superceded by project brutality, my issue with BD is with the coding practices that it promotes
Say what you want about him as a person, but SGT Mark 4 does know game feel.
Half of people's first modding projects I look at these days has entire chunks of code copied wholesale from brutal Doom's code
and Brutal Doom's code is a dysfunctional mess
Yeah, the hole "Got I" think is a great example of SGT marks programming stuff.
I try to use my own code, and I try to give credit if I end up using another person's code.
You see, this is a valid criticism, the coding being shite.
For me, I figure it out on my own, if I can't I just don't do it
Sure I look at other mods for ideas
but ultimately I devise my own systems
One of the "selling points" for my mod is that it's just weapons, so you can load it with Ketchup or any other monster mods
Only other connection to BD is I use an old version of the chainsaw, but it's heavily edited so yeah
It's okay, but I'd prefer other mods or vanilla Doom at the end of the day.
It was good for its time, but it's already superceded by PB
@uneven quiver there's like a handful of people who actually like it
and other branches of Brutal Doom
PB is really the only one that's "better" tho
I personally don't like it, it's fun for a while, I understand the appeal but it kinda breaks the game too much for me
DOOM is already perfect
what's PB?
Project Brutality
v21 is better to me since PB is a bit too complex for my tastes
I actually like PB for how OTT complex it is
Project Brutality is BD with more guns, monsters, and features
It's Brutal Doom turned up to 111
Like, several times more
interesting
The only real issue is that it, by its nature and design, turns even slower paced maps up to 11 in terms of intensity
Which can get overstimulating at times
Exactly
There's not even just new weapons, there's weapon attachments
Which isn't a bad thing, it's just a little too much imo
If you want something that is more Purist, IMO Weapons of Saturn works better
no iron sights in my doom
Yeah that's a problem with both mods lmao
I admire all the work these guys have done though
all the new animations and effects
Yeah, a lot of the effects are just fantastic
Probably the biggest problem with PB: they're really bad with credits
on topic, I finished ultimate and doom II a lot of times but never played many mods, is there a list of must play mods or something like that? I'm more interested in cool level design than novelty stuff
Alien vendetta
Maps or mods?
Unloved
Scythe 2 is a nice mapset.
If you like hardcore stuff, Maps of Chaos is a nice pack, as it's more of an enhancement of vanilla doom maps
And yeah samurai is right
Unloved is a GZDoom mod
Yeah but there was a remake
yeah, it's on Steam. It was remade in Unreal Engine 4
Unloved II got abandoned due to BlueEagle being unable to deal with engine limits, and moved on to remaking the concept of Unloved II into its own standalone game
It's its own full game now, tho you can of course still get the map pack
gonna check those, thanks
Question.
My blood effects in my mod currently spawn about three actors upon you shooting something.
I'd probably make the blood fadeout time alot longer.
They disappear quickly for performance's sake.
I want to know, how many actors can Gzdoom handle before it starts to shit itself?
I don't know how to do cvars, currently, but when I figure that out I'll do that.
I'm still super new to doom modding or any sort of programming.
It'd probably be a smarter idea to have fewer but larger decals.
I'll try upping the amount of time before blood fades out and see how much it takes to make the game lag, but I have a pretty beefy computer.
Maybe you should try working with something weaker, like testing your mod on D Touch or something
That's a good idea. Is d-touch built off of GZDOOM? My mod uses rollsprite excessively.
It is, but it's gzdoom 1.8.10
Oooo.
Best advice would be, use larger decals and fewer actors.
Then it might not work.
Well, try it with an old build of gzdoom, or zandronum
There's a reason why most blood decals in early 3D games are pretty large.
Or maybe shamble together a decal clumping system.
Where if a buncha decals are in the same place, it replaces them with a puddle.
Is that possible with decorate?
uh
the game can handle thousands of actors
provided they arent doing anythiing too intensive
I'd say make the fadeout time about 30 seconds.
or aren't all high-polycount models
I knew Gzdoom was powerful, but I didn't realize it could handle thousands of actors.
there are maps with thousands of monster actors at a time
A decal clumping system would be pretty cool though.
It would.
WormsDoom? Holy shit, I've never heard of that, that's cool!
Wait a minute. Are each of those voxels an actor?
yes, landscape is all actors
Well, looks like you've proven your point.
though they are models, not voxels
if they were voxels engine would probs be shitting itself
And then there's mods like TC which push the engine to it's logical limits.
Even if it does use 3D models for decals instead of flatsprites.
TC does drain my fps somewhat
he has worked on improving it for lower-end systems though
and the newer gzd builds help too
i was stuck on a shit pc while helping develop the GUI for TC
so instead of running it inside the project, i devved it in an entirely seperate project
I do admit I pushed for blood decals pretty hard for TC.
You guys weren't kidding, jesus christ
Each of those blood decals is it's own actor and I'm still at 60fps
yeah, obviously you still want to manage that stuff
Man zdoom is well optimized
with fades and whatnot
Yeah, "In case of slaughterwad"
I'd say still fade them out though.
Either use a decal limit or fade them out based on time.
in case of 'i cant find the key under all this blood'
The blood sprites are a little too redundant
Maybe add a few more sprite variants.
make scaling randomization
There already is scaling randomization, but it's super minor.
I'll turn it up and see how it looks.
Sprite variants would be nice, but I can't seem to find blood sprites in doom's style.
Yeah, totes.
What's a good way to select random sprites, by the way?
Not sure what res I should use though.
Eh, just make them smaller than 120x120 and I'll be able to resize them as needed using the 'scale' property.
Thank you so much, again.
POOP B -1
POOP C -1
POOP D -1
etc```
Ah, okay. Thanks!
if state number jumps work that way
They sort of do, yeah.
@prisma saddle If you could do me a huge favor with those blood sprites, could you make versions of the splats that look 'multicolored' and purple? Kind of rainbowy. I'm asking because I'm going to make it so that in the mod, whilst under the effect of the "Wandersphere", the blood looks all bright and multicolored.
Sure.
Thank you so much, again.
A friend just linked me the mortal kombat 3 blood sprites, they look nice but I doubt they'd fit as well as sprites actually drawn to resemble doom's style.
grouse
How does this look?
That looks awesome!
Thank you!
Is that the finished sprite, and can I use it now, or should I wait?
is this man making his own blood sprites?
He is, for me, and he's amazing.
those sure are some red pixels!!!!
Yup.
What idea, Nick?
the Doom Fortress totally unoriginal Mann vs Machine but it's demons thing
it's Doom Fortress co-op basically
so
Slaughtersomething
That's a neat idea.
I think the reason a wave-based mode could be fun in doom's engine is because due to the insane amount of stuff it can handle, you could have persistent blood/corpses/casings/etcetera.
The aftermath of multiple waves would just be hilariously cluttered.
it's just a way to bring back the classic invasion mode anyway
I also did that candy splatter.
Danganronpa DooM.
But yes, the candy splatter looks great, thanks!
Let me implement the normal splatter first and see how things look.
DooM guy got high off of Beserk and now sees red as purple.
why dont you just make a grayscale version that can adapt the palette of whatever is being shot
Hmmm.
MisterCat, I would, but I don't know how.
Yeah, maybe I'll try that.
sorry.
what, "I don't know rn" would work then?
Nick, he has a good point.
"I can't be bothered checking the wiki"
Converted it to grayscale.
Ah, sweet.
Cream, thank you so much for the sprites, but they seem a little too shiny and colorful for doom, for some reason.
Oh.
just up the overall brightness
I'll try the first grayscale one and see how it goes.
That looks good.
I really should get to trying to make some parts of that co-op Doom Fortress thing.
Hmm
Doom Fortress: Mann vs Satan, or Mann vs Demon?
or Demonn?
Do generic enemies like zombiemen, cacos, etcetera have bloodcolors set already?
Or will I need to set that myself?
find out
is it possible to make a weapon slow you down?
MisterCat, question, why are you being so hostile when I ask questions? I understand that the wiki is there, but sometimes it's quicker to ask real people.
and I can't find anything on slowing down when using a certain weapon
It's pretty simple, Nick.
no
Use A_Setspeed in one of the weapon's states.
often a question is more quickly answered by testing in game environment
and better than a text description
especially 'what happens if I change this variable'
so 'find out' is actually the most helpful answer
jfc
Slade lvoes to ask if it's ok to save
not UAC
I mean "do you want to save yadda yadda"
im not being hostile, that would be more like 'what a dumb fucking question, stop modding you idiot'
Well, alright, sorry then.
if I'm a bit terse it's because I'm at work and I can't sit here and type a massive paragraph
Ah, I see, I got blood that adapts to bloodcolor working, but not in how I intended because I'm using a 'bloodspawner' actor instead of just replacing the blood actor with my blood, so I can properly put in the 'candy' blood.
what country btw
Still, thanks for the help, Cat.
It needs a pointer apparently
Is there a way to set a flatsprite to only be a flatsprite in certain states?
I want the blood effects to be 2d when in the air, but be flatsprites when on the ground or ceiling.
you could have the flatsprite as a separate actor that gets spawned when the blood hits the floor
that doesnt mean you cant use it
it just means that it would be easier under zscript
Yeah, but I'd rather not for the sake of futureproofing.
then have it spawn a flatsprite actor
its the simpler option
the chances of devs removing features is next to none btw
in order to preserve backwards compatibility with mods
I'm trying out modified MK sprites for blood.
Probably going to need to edit them more but I'm feeling good about it.
And make some variants, of course.
@wary zealot waht chu makin
Hah, no.
Actually... burning could be fun, but pissing, no.
That's nature's call territory.
Plasma rifle with secondary plasma flamethrower
I actually had an idea for a "Postal DOOM" mod years ago.
Maybe when I finish this one, I might make it.
It'd play kind of like Postal 2, but with a bunch of enhancements (mainly in the gunplay department), because Postal 2's gunplay doesn't feel that good.
I'm not completely sure what my 'end goal' for the mod is, really.
Get it to a state where everything that needs to be replaced, is replaced. Learn and add ACS to do things I want to do but can't. (powerups that play music, for example).
Add plenty more upgrades,
One per weapon is too little.
And just generally follow feedback, really.
My inspiration started out with tactical shooters. And it's still kind of there, with the attachments and slow reloads, but it's kind of being steered into a less serious, more silly direction.
so, I guess it's Rising Storm 2 with DOOM elements?
since I guess you can consider RS2 to be Vietnam ARMA but still a game
Not THAT tactical.
so, Rainbow Six lite DOOM?
That's kind of how it started, but now it's going a much sillier place.
With a powerup inspired by speedcore and a bigass minigun.
a powerup is a bigass minigun?
The minigun behaves sort of like a powerup, yeah.
Upon picking it up (it replaces blurspheres) you're forced to switch to it. It gets 400 bullets of ammo and that's it. Switching away from it will drop it, and running out of ammo causes it to disappear.
Holding it slows you down as well, and spinning it up or firing it slows you even more.
But the sheer amount of firepower the thing has (it does the same damage as the rifle in the mod, implying it uses the same caliber, but fires much faster, doesn't need to reload, and has 400 bullets) makes up for all those downsides.

