#classic-doom-maps-mods

1 messages Β· Page 63 of 1

light prism
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apparently discords cock blocker is blocking my sculpt screenshot

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i guess it is vaguely penis like?

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ill make it blue, maybe

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the skin tone must have been making it assume it was nudes or cock

dusk flare
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πŸ…±enis arm?

light prism
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i was thinking more the head dome

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probs thought it was a glans

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esp. cos i had flesh tone clay preview

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and i had it turned more to the side

dusk flare
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It looks kinda like that

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And the neckless torso doesn't help much

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lmao

light prism
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the neck is under all the collar piping and shit

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like, all you would see of the person inside is the top of their head, eyes and top of nose

dusk flare
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True, always wear protection

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I'm sorry

livid hearth
light prism
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sure i guess

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imo its not particularly doomy

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more like jrpg battle or something

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it has that chugga chugga progression going

haughty flower
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yeah it sounds like Lufia

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or mystic quest. good soundtracks imo

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i'm sysadmin for a site called vgmusic so sometimes I just sit around listening to game music all day

light prism
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oh?

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:3

livid hearth
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Yeah my stuff is inspired by jrpgs and metal

light prism
red peak
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You could make cool sprites out of that model.

livid hearth
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This looks cool

light prism
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i like the smoothness and shading, reload feels a bit stiff though

uneven quiver
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is this the place to post games we developed? Or just mods and maps?

lavish hollow
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I think it's just mods and maps, but if you need help with coding, you can still ask here

light prism
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its a magical place

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why is scp176 wallhumping in the corner kev

uneven quiver
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I'm making my own FPS, just wanted some feedback

light prism
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oh, youre the FISH guy, right

uneven quiver
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yes πŸ˜ƒ

light prism
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I've got bigger FISH to fry

uneven quiver
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how do you hold a frying pan with paws MisterCat?

light prism
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the same way i type with boxing gloves

lavish hollow
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Very carefully?

light prism
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with boxing gloves

uneven quiver
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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

lavish hollow
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It looks decent to me

light prism
uneven quiver
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I guess that's something...

light prism
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it looks mspainty

uneven quiver
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it does indeed

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art is not my strength

light prism
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thats about all i remember

uneven quiver
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that was helpful already, thanks

wary zealot
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Hey, I need help with something that isn't working for seemingly no reason.

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But I probably fucked up, somehow.

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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
}
}

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This is what a spawner thing I have looks like, in terms of code.

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However, despite being told to spawn two items, it only spawns one, the one that comes last.

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So if I put the 40mm buck at the beginning with the magazine at the end, it spawns the magazine but not the buck.

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It's supposed to spawn the magazine with a chance of spawning the buck.

light prism
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uh

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40mmbuck is missing quotes, dunno if thats necessary

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possibly

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also try adding an extra empty frame before Stop

wary zealot
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No, it already spawns the buckshot so it isn't a problem.

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Okay.

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No luck.

light prism
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im going to lunch

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oh

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oh uhhhh

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add an extra frame at the START of Spawn:

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actors can't run functions on their first frame of existence

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unless you either add an empty frame or if you add the NoDelay keyword to the first frame

wary zealot
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Aaah, okay.

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THANK YOU.

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That fixed it.

royal wave
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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

uneven quiver
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ok

light prism
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dont worry tuba

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its really hard to get criticism out of anyone

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also im at work so i cant look into it further

royal wave
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Dude that's pretty legit that's you

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Hang on let me give you something

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@Tuba#4201 do you plan on hanging out here for awhile?

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@Tuba#4201

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Damn it discord

uneven quiver
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yes I play to stay here

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ops, plan to

lavish hollow
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@royal wave

wary zealot
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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.

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As a joke.

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Or placeholder.

livid hearth
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~~try stealing from Brutal Doom ~~

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Also hi @uneven quiver

uneven quiver
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hi

livid hearth
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Your game looks interesting

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but I think it could be improved if the textures have a bit of a gritty noise to them

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just so they don't look so flat

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Oh yeah, viewport effects for gun recoil and hookshots would add to the satisfaction

uneven quiver
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changing the fov?

livid hearth
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yeah

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like a quick zoom out/zoom in thing would help for a punchy feel

uneven quiver
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I think there's some but not much

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gonna make some tests with more EXTREME changes

shadow bone
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Modder role given, Tuba πŸ‘

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Sorry, gamedev, I misread

uneven quiver
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hey, thanks

livid hearth
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sweet

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Hey

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Can someone do me a favour?

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Can someone run this on GZDoom and Zandronum, and try to break it as much as possible and report any bugs found?

light prism
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ew mega 😦

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im at work

lavish hollow
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What mod is it? I'll be glad to check it as long as I know what I'm getting into

livid hearth
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My continuation of the Quake Stuff Ultra mod by Horror Movie Guy, done with his blessing

lavish hollow
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Gotchu. Want me to use cheats and stuff to test everything?

livid hearth
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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

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Cheats work, but I'd also like so hear some balance feedback, like for progression and acquisition of weapons

lavish hollow
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I'll try both

livid hearth
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I've made some experimental changes like moving the Mine Launcher drop to the Super Shotgun replacement random spawner along with the SSG itself

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so the SSG may spawn the quake SSG or the Mine launcher

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Taking advantage of how the Ogres replace the heavy gunners, and drop rockets instead of chainguns/bullet ammo

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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

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So you may find miniboss variants of the scrag, the vore and the guardians

wary zealot
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heh, vore.

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Sorry, nobody's going to get that.

livid hearth
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I did

lavish hollow
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I did

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Their other name is Shalrath or something

light prism
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vertain vores

wary zealot
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Hey, is it possible to make it so a_custombulletattack fires its bullets in a 360 degree radius, not just in front of itself?

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I want to simulate grenade shrapnel.

lavish hollow
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That'd be better to do with a FastProjectile, I would think

wary zealot
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Dang.

livid hearth
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I think you can use User_Vars on the projectile actor to optimize the decorate code for the shrapnel effect

wary zealot
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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.

livid hearth
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Hmm actually

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A_Explode has nail damage and nail number params

wary zealot
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Oh shit, thanks!

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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?

livid hearth
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Use a Pipe

wary zealot
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Pipe?

livid hearth
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so XF_HurtSource|XF_ExplicitDamageType

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or something like that

wary zealot
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Says it's an unexpected token.

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I mean that I want no flags in that spot, not more than one.

livid hearth
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Ahh

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just put a 0

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the flags are just a series of bitmasks, so 0 is just assumed as "set no flags"

wary zealot
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I see.

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Dangit, the nails work, but they all fire horizontally with no variation on the Z axis.

livid hearth
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you probably will wanna put in a 1, just in case

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because normally you'd want an explosive to hurt the shooter

wary zealot
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Eh, it'll have to do.

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Thank you, anyways.

livid hearth
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yw

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yeah if you want a z axis variation, you'd have to do a lot more

wary zealot
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Ah.

livid hearth
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That param assumes vanilla doom behaviour where it vertically autoaims to hit a target if the angle matches closely enough

wary zealot
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Okay, I managed to do something super hacky and janky but it works.

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An experienced coder is going to look at my mod and vomit

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It's going to make wildweasel cry

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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)

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Basically, it does a custom bullet attack, rotates 90 degrees, then does that again 3 more times, then stops.

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technically, it does what I wanted to do.

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just in a super roundabout, weird way.

livid hearth
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Is this supposed to be a grenade launcher ?

wary zealot
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No, it's the fragments from the grenade itself.

livid hearth
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I mean what are you trying to make?

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What gun is gonna fire this?

wary zealot
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It's going to be a throwable grenade.

light prism
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it's from the death state of a projectile

wary zealot
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Well, "throwable".

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Yeah.

livid hearth
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Ahh

light prism
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you might want to use A_SpawnItemEx or A_SpawnProjectile rather than A_CustomBulletAttack for shards/nails

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or there is a custom 'nail' mode for A_Explode

wary zealot
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There is a custom nail mode for A_explode, but it doesn't do what I want.

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It spawns the nails in a ring, instead of randomly, like shrapnel.

light prism
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ok, use A_SpawnItemEx then

wary zealot
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Okay, I will. My hacky method doesn't work as intended, dang.

livid hearth
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Try A_CustomBulletAttack(Random(-180,180),Random(-90,90),20,10,"9MMPuff",0,CBAF_AimFacing|CBAF_ExplicitAngle)

wary zealot
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Nah, I think I'm better off using FastProjectiles.

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Thanks though.

livid hearth
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or it might be A_CustomBulletAttack(Random(-180.0,180.0),Random(-90.0,90.0),20,10,"9MMPuff",0,CBAF_AimFacing|CBAF_ExplicitAngle)

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That can work too

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that gives you more options

wary zealot
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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?

livid hearth
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Use a loop with user variables

wary zealot
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I don't know what that means, other than the loop bit. Would you mind explaining?

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Sorry.

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I'm very new to decorate, or any kind of programming.

livid hearth
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There is an example here of its useage

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which also shows the initialization of user vars

light prism
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or

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oh, it counts as spam

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you can stack frames

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like POOP AAAA 0 A_SpawnItemEx("This"...)

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would spawnitemex 4 "This"es

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so you if you did thirty A's....

livid hearth
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That works too

light prism
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it's a messy method but it doesnt require you to learn how uservars or using inventory items to count works

livid hearth
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^

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"If it works, it's good enough." is usually the mantra when making mods for Doom

wary zealot
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I guess.

light prism
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"if it doesnt break in a future update"

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they really do try hard to preserve backwards compatibility

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but wormsdoom broke like a little bitch when zandro 1.0 released

lavish hollow
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@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

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Idk if this is just me tho

livid hearth
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I'll look into it

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you running this on its own?

lavish hollow
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Yes

livid hearth
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I think i know what is happening

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it inherits the grenade launcher, but I forgot to neuter the alt fire state

lavish hollow
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And idk if "bouncy mines" helps, it's the red one

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And yeah that would make sense

light prism
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home time :3

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:3 :3 :3 ;3 ;3

lavish hollow
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Homo time?

livid hearth
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Thanks, I somehow completely missed that

light prism
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gonna smoke a fuckin fatty

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puff puff pass

lavish hollow
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Also, holding the right click makes the Thunderbolt do part of an animation and then freeze @livid hearth

livid hearth
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gotta investigate that lol

lavish hollow
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Loving this alt fire for the axe btw, not sure if that was already there tho lol

livid hearth
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It was there for the original version, but it was a scripted series of action which felt took control away

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so I retooled it to make it so that you hold to charge and keep it there

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and release to release a powered up slash

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and I found out what was causing the Tbolt to animate wrongly

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I was using the wrong spriteset lmao

lavish hollow
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Speaking of that axe, I kinda feel that the alt fire is a tiny bit too strong, but I'm not sure

livid hearth
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With or without the runeofblack?

lavish hollow
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Without

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I think

livid hearth
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Ahh

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Yeah it does 40-120 damage

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should probably tone that down a little

lavish hollow
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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

livid hearth
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Enforcers

lavish hollow
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Thank you lol

livid hearth
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I set that damage to guarantee gibbing for the zombies most of the time

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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

lavish hollow
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Yeah, that'd be fine I think

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Anywhere between 60-80 or so

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Also it's not a bug, more a slight criticism, but both of the thunderbolt's sounds need some work

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The normal Tbolt sounds like it's farting, while the second bfg-ish Tbolt has almost no firing sound

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No offense, btw

livid hearth
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The regular one is taken from Quake Epsilon, under the suggestion of a friend

lavish hollow
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Not trying to sound mean

livid hearth
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Oh no it's fine

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I don't think all the quake epsilon sounds are that great TBH

lavish hollow
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It's actually more like a mouth fart, to be a little more accurate

livid hearth
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I'll probably revert the tbolt lightning to its default sound

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and find something more powerful for the PBFG

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I never really liked how DoE did those sounds TBH

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This is all good feedback btw

lavish hollow
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I haven't played that one so idk how they sound

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And you're welcome

livid hearth
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Exactly as you heard πŸ˜›

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I ported the sounds directly from Dissolution

lavish hollow
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I didn't know that one replaced sounds.... Kinda wanna play it slightly less now πŸ˜…

livid hearth
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just for the secondary fire mode

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Quake by default doesn't have secondary fire modes

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DoE and SoA added those

lavish hollow
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Ohhh

livid hearth
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DoE via alternate weapons that use different ammo

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and SoA with the Mjolnir that has a thunderblast alt

lavish hollow
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And btw, the weird triple barrel laser minigun or whatever, its sounds are a little too "star wars-y" if you catch my drift

livid hearth
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Haha

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I know

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that was how it sounded in Scourge

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and it sounds so cheesy

lavish hollow
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It really sounds like it was a ripped turret sound from star wars battlefront or something

livid hearth
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Yeah

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I guess I can't be lazy and just say that's how it is in the expansion and game

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because I already took liberties and fucked with the nailgun sounds

lavish hollow
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Btw, I do like those sounds, good job on those

livid hearth
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ty

lavish hollow
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It's a little weird to me that the flame alt fires don't have a more fire-y sound

livid hearth
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in my first test, i used the epsilon sounds straight from the mod pack, but i realized that it sounded too weak

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So i mixed back the old sounds, added some reverb effects

lavish hollow
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Hm, that's cool

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Also not really sure if you can fix this but several models are kinda fucked if you okay with a high FOV

livid hearth
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The lava nailgun ammo is supposed to have a more faked flamelike sound with the after-fire hiss

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but I guess it's not really conveyed

lavish hollow
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The hiss works but it kinda doesn't fit the sound before it, if that makes sense

livid hearth
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I might as well mix the hissy tail directly into the lava nailgun firing sounds

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and find a way to make it fit

lavish hollow
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Same with the super?

livid hearth
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yes

lavish hollow
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Cuz that sounds like a pretty good solution imo

livid hearth
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I'll take in the sound changes suggestions for the 1.3 release, and fix the bugs for the 1.2 final release

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Balance changes will also be done for the 1.2 release too

lavish hollow
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I gotta go to bed so I can't test until probably later tomorrow

livid hearth
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That's cool

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thanks for the feedback

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before you go

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it's a mix of the laser rifle sounds from Serious Sam Classic TFE and Serious Sam Classic TSE

lavish hollow
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I think it sounds pretty decent, still somewhat star wars-ish but I guess all lazers kinda are lol

livid hearth
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yeah

lavish hollow
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I'd say use that instead unless you can find something better

livid hearth
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I might as well

lavish hollow
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Listening to it again, yeah I'd say that sound would work pretty well

livid hearth
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WRF_NoSecondary works well for neutering the alt fire of the mine launcher

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Imma use that

wary zealot
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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.

livid hearth
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nice

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I like that you started simple, it's a great way to learn

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I tend to get overambitious

light prism
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start simple, just like real life

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agoooooo! dribbles

wary zealot
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Yeah, I started simple because I can't handle anything else.

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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.

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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.

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Look at em'! I really want to use them.

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I wonder if it's even possible to do a powerup like my idea with just decorate, I hope so.

light prism
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i dunno about the way the ammo feed flaps about

prisma saddle
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It certainly makes each shot feel punchy.

wary zealot
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I'm personally okay with it, but maybe I can do some simple edits to remove the belt animation.

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I'm no spriter, or image manipulator, but it should be easy.

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Or maybe I could just use some other sprites for it, I don't know if I'm even going to actually do this.

livid hearth
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@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

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They're pretty good and follow the doom style

light prism
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oppa doom style

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trying to render flames, eck

light prism
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y/n

livid hearth
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y

light prism
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flame stuck at bottom

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of spine

red peak
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Make one with an open mouth and a pain pose, and we could have a lost soul-type enemy.

livid hearth
haughty flower
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resolution issues???

livid hearth
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Sort of

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basically a 320x48 statusbar in a hud that is sized at 640x400

livid hearth
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I figured it out

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it's an engine bug with GZDoom 3.x

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Somehow turning on the automap kills off the CompleteBorder True; option and never brings it back to the desired flag option

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this is a regression from zdoom 2.x

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Oh and I also managed to fix a bug I created with the Gremlin

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I forgot that player projectiles have +ThruSpecies on

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and if the gremlin is throwing the player's own projectiles back at them, well, you know what happens 🀣

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I also messed up the CustomBulletAttack code for the gremlin, which i fixed

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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

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so i ended up with a bullet attack range of 2

lavish hollow
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There's a quake enemy called the gremlin??

livid hearth
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yes, in Scourge of Armagon

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nasty buggers they are

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they are reskins of the fiend, but they have a very different behaviour

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they run up to you and try to steal your weapon to use against you

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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

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In any case @lavish hollow I decided to keep my working copy separate from release-labeled pk3s

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Here's the current build after one day of bug fixing

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I am not sure what to do to make the Gremlin an actual threat, because i always end up killing them by accident

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I pretty much have to spawn a gremlin and do nothing so he can take my guns and shoot me with them

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I am leaning on giving them a lot more health

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like from 100 to 175

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so they can at least survive the attempt at stealing guns

uneven quiver
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never played Scourge of Armagon, worth it?

livid hearth
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Yes

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get both expansions actually

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they both add a lot to the experience

uneven quiver
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I have both, bought the whole quake pack on Steam. Gonna give them a shot

livid hearth
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be sure to hunt down the redbook audio for those expansion packs

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they're worth it

uneven quiver
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will do

steel kelp
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i make a snapmap

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called "Persecusion infernal"

steel kelp
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my steam nick name : stormAster720

light prism
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i dont think you 'make' a snapmap

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you just assemble it

steel kelp
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nope

lavish hollow
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What exactly are you saying "nope" to

steel kelp
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I do not assemble it

lavish hollow
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You do

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That's what snapmap is

royal wave
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Guys be easy on him. English isn't his first language

lavish hollow
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My first language was knΒ₯Σ‡umβˆ‚kΒ₯ so he has no excuses

light prism
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my first language was babytalk

livid hearth
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Really? Nobody thought to make a programming joke in here? :p

lavish hollow
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My first language was c basic

Are you happy

livid hearth
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Yes

light prism
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C Basic

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you mean like... pascal C?

wary zealot
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Hey, is there a way to force a player to switch to a weapon upon picking it up?

lavish hollow
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Isn't that a default option in doom?

wary zealot
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It is.

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But I mean, there's a particular weapon I want the player to switch to upon picking it up regardless of the option.

livid hearth
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there is an ACS function that does that

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but I am not sure how to do it in decorate

wary zealot
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damnit.

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Well, thanks anyways.

livid hearth
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Ohh there it is

wary zealot
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IT WORKS

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HOORAY!

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THANK YOU SO MUCH.

livid hearth
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yw

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I thought it only worked on weapons, but apparently it also works on inventory items

vocal crypt
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I just came up with some unoriginal idea that's totally not Mann vs Machine from TF2 But with Doom Fortress

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either way it's just Doom Fortress but invasion gamemode with demons

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I'm an ambigious thinker I think

inner zealot
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So

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Stronghold but coop

vocal crypt
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I've not seen Stronghold

summer elm
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hello

wary zealot
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How can I detect when the player kills a monster in decorate?

#

Not a specific monster, just any monster.

light prism
#

not super easy

#

what is the intended result

#

@wary zealot

wary zealot
#

ah.

#

well, uh. The intended result is incrementing an inventory item every time the player kills an enemy.

light prism
#

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

wary zealot
#

dang.

#

Well, I know nothing about ACS.

#

So the ACS one is off the table for now, at least.

light prism
#

hold on

#

let me read the fuckin' wiki

#

ok so

#

hold up

#

is there some way to use super inheritance stuff to do this

wary zealot
#

Uh... probably?

#

I don't know what super is.

light prism
#

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
    }
}```
light prism
#

@wary zealot

wary zealot
#

Oh, thanks!

#

I abandoned the idea I was going to use that for, but thanks all the same.

light prism
#

sheesh...

wary zealot
#

That's looking really good.

light prism
#

fanks

prisma saddle
#

@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.

wary zealot
#

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.

light prism
#

@prisma saddle yeah i was considering it

#

the mandibles already sorta sway with the bobbing

#

@wary zealot - That sounds like an oonst bass kick

prisma saddle
#

Sorta sounds a bit bit crushed.

#

I like it.

wary zealot
#

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?

light prism
#

blur sphere if you want to keep existing powerups

#

since its more of a curse than a buff

wary zealot
#

The blursphere is already replaced with a minigun, unfortunately.

light prism
#

well

#

rather than replacing an existing power up

#

you could make a specific monster have a small chance of dropping it

prisma saddle
#

Or maybe add it to enhance Beserk.

wary zealot
#

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.

light prism
#

considering that it would be combined with berserk, you would have no reason to punch things

#

(unless you had no ammo)

livid hearth
#

@wary zealot Looks like TMC beat me to it

#

Actually

#

why not use the aggression idea to trigger the doubled firing speed?

light prism
#

egh

#

internet running like poo

prisma saddle
#

Rip.

wary zealot
#

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.

light prism
#

the acs would be relatively simple

livid hearth
#

@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

wary zealot
#

Ah, alright.

wary zealot
#

More dumb stuff involving the powerup.

wary zealot
#

(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?"

light prism
#

TL;DR

#

not sure how this counts as a bfg replacement

wary zealot
#

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.

light prism
#

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

wary zealot
#

That's a good point.

light prism
#

example: i made a 'goo gun' that fired a bouncing projectile with very short range (about 6 player lengths in front of you)

wary zealot
#

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.

light prism
#

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

wary zealot
#

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!

uneven quiver
#

Never liked melee weapons in the doom engine :/

#

Like in Hexen

royal wave
#

only game that made me enjoy melee was L4D2

uneven quiver
#

only exception is the chainsaw, that's great

royal wave
#

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

uneven quiver
#

yep, melee in Shadow Warrior is great, I remember the light saber being good in Dark Forces II

wary zealot
#

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.

royal wave
#

Instead of it being a singular hit

#

make it perform a series of hits across it's animation

wary zealot
#

That too.

#

Probably a much better idea than invisible explosions.

#

The biggest problem so far is finding sprites.

livid hearth
#

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

wary zealot
#

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.

livid hearth
#

I try to help

uneven quiver
#

that sounds cool

wary zealot
#

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.

livid hearth
#

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

wary zealot
#

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.

livid hearth
#

You can actually use a state as a parameter

#

A_Refire("StateLabel")

wary zealot
#

I can, but that doesn't work for what I want.

#

It's hard to explain but I've managed to figure it out.

livid hearth
#

Ohh right

wary zealot
#

Sorry.

livid hearth
#

you're using another weapon state

wary zealot
#

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.

livid hearth
#

Nah

wary zealot
#

"why have you used my tutorials to do THIS"

livid hearth
#

it's probably what he'd do

wary zealot
#

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.

livid hearth
#

The Axe is the BFG replacement right?

wary zealot
#

Yep.

#

I'm thinking it'll be 'haunted', kind of like TF2's Eyelander.

#

I need some excuse for it to be absurdly powerful.

livid hearth
#

Ahh

light prism
#

sorry had to go help in the factory

wary zealot
#

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.,

prisma saddle
#

That feels really good.

wary zealot
#

Are you being sarcastic?

#

No offense, I'm just wondering.

prisma saddle
#

No, really,

wary zealot
#

Because I'm not really sure what does or doesn't feel good to other players.

prisma saddle
#

It feels pretty damn good.

wary zealot
#

Oh, wow.

#

Thank you!

prisma saddle
#

Would add a smear to the axe swing though.

wary zealot
#

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.

prisma saddle
#

To make it feel like motion blur and such.

wary zealot
#

Ah, yeah, I'd do that if I could sprite.

prisma saddle
#

@wary zealot All you really need to do is warp it really.

wary zealot
#

Warp?

prisma saddle
wary zealot
#

Oh, yeah!

#

Good ol' smearing.

prisma saddle
#

Smears are wondeful things.

#

A good smear can make something feel really fast.

#

Right now it sorta looks a bit stuttery.

wary zealot
#

Mhm.

light prism
#

wheeee homeitme in a mo

#

btw hatsu that is the weirdest example i have ever seen

prisma saddle
#

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.

uneven quiver
#

yep, that axe is looking good

wary zealot
#

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.

prisma saddle
#

πŸ‘

wary zealot
#

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.

light prism
red peak
#

Maybe you can make it shoot a projectile from the middle horn

light prism
#

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

red peak
#

Cool

#

All we need is a programmer to turn it into a working enemy

light prism
#

uhhh i can do that

royal wave
#

he said a programmer

red peak
#

It can inherit behavior from the Cacodemon, with some extra code for the sting attack

#

Unless behavior inheritance is for weapons only

royal wave
#

inheritance works across all classes

red peak
#

Good

#

We just need a sprite sheet

livid hearth
#

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

light prism
#

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

unreal oyster
#

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

haughty flower
#

Are Lost Souls the future to solving humanity's space travel problems?

royal wave
#

We must harvest this power

#

And we shall call it

#

Argent Energy

red peak
#

One unit of Argent Energy is the equivalent of the energy of a hundred thousand angry South Americans

haughty flower
#

Angry American : The Game

light prism
#

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 😦

#

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

uneven quiver
wary zealot
#

Is adding custom blood effects to my mod a bad idea?

#

Considering it isn't meant to be used with monster packs.

light prism
#

well usually custom mobs will have their own bloods, yeah

wary zealot
#

Ah.

#

Question, how can I detect when an actor is checking a wall?

#

Is touching*

livid hearth
#

I am not sure if that is possible

light prism
#

there are ways but they are hacky

#

you can fire a 'test' hitscan with a limited distance

wary zealot
#

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.

lavish hollow
#

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

livid hearth
#

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

prisma saddle
#

Say what you want about him as a person, but SGT Mark 4 does know game feel.

livid hearth
#

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

prisma saddle
#

Yeah, the hole "Got I" think is a great example of SGT marks programming stuff.

warped rampart
#

I try to use my own code, and I try to give credit if I end up using another person's code.

lavish hollow
#

You see, this is a valid criticism, the coding being shite.

livid hearth
#

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

lavish hollow
#

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

uneven quiver
#

what's the consensus here o brutal doom?

#

*on

warped rampart
#

It's okay, but I'd prefer other mods or vanilla Doom at the end of the day.

livid hearth
#

It was good for its time, but it's already superceded by PB

lavish hollow
#

@uneven quiver there's like a handful of people who actually like it

livid hearth
#

and other branches of Brutal Doom

lavish hollow
#

PB is really the only one that's "better" tho

uneven quiver
#

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?

livid hearth
#

Project Brutality

lavish hollow
#

v21 is better to me since PB is a bit too complex for my tastes

livid hearth
#

I actually like PB for how OTT complex it is

lavish hollow
#

Project Brutality is BD with more guns, monsters, and features

livid hearth
#

It's Brutal Doom turned up to 111

lavish hollow
#

Like, several times more

uneven quiver
#

interesting

livid hearth
#

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

lavish hollow
#

Exactly

uneven quiver
#

watching a video.

#

yep, that's not for me, I'm too much of a purist

lavish hollow
#

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

livid hearth
#

If you want something that is more Purist, IMO Weapons of Saturn works better

uneven quiver
#

no iron sights in my doom

lavish hollow
#

Yeah that's a problem with both mods lmao

uneven quiver
#

I admire all the work these guys have done though

#

all the new animations and effects

lavish hollow
#

Yeah, a lot of the effects are just fantastic

#

Probably the biggest problem with PB: they're really bad with credits

uneven quiver
#

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

livid hearth
#

Alien vendetta

lavish hollow
#

Maps or mods?

livid hearth
#

Unloved

wary zealot
#

Scythe 2 is a nice mapset.

uneven quiver
#

maps I guess

#

Unloved was remade into a full game wasn't it?

wary zealot
#

Yeah, and unfortunately the full game sucked.

#

From what I've heard, at least.

lavish hollow
#

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

livid hearth
#

Unloved is a GZDoom mod

lavish hollow
#

Yeah but there was a remake

uneven quiver
#

yeah, it's on Steam. It was remade in Unreal Engine 4

livid hearth
#

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

lavish hollow
#

It's its own full game now, tho you can of course still get the map pack

uneven quiver
#

gonna check those, thanks

wary zealot
#

Question.

#

My blood effects in my mod currently spawn about three actors upon you shooting something.

prisma saddle
#

I'd probably make the blood fadeout time alot longer.

wary zealot
#

They disappear quickly for performance's sake.

prisma saddle
#

But that's just me.

#

Maybe make a Cvar or something that you can control?

wary zealot
#

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.

prisma saddle
#

It'd probably be a smarter idea to have fewer but larger decals.

wary zealot
#

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.

lavish hollow
#

Maybe you should try working with something weaker, like testing your mod on D Touch or something

wary zealot
#

That's a good idea. Is d-touch built off of GZDOOM? My mod uses rollsprite excessively.

lavish hollow
#

It is, but it's gzdoom 1.8.10

wary zealot
#

Oooo.

prisma saddle
#

Best advice would be, use larger decals and fewer actors.

wary zealot
#

Then it might not work.

lavish hollow
#

Well, try it with an old build of gzdoom, or zandronum

prisma saddle
#

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.

wary zealot
#

Is that possible with decorate?

light prism
#

uh

#

the game can handle thousands of actors

#

provided they arent doing anythiing too intensive

wary zealot
#

Really?

#

Okay then.

prisma saddle
#

I'd say make the fadeout time about 30 seconds.

light prism
#

or aren't all high-polycount models

wary zealot
#

I knew Gzdoom was powerful, but I didn't realize it could handle thousands of actors.

light prism
#

there are maps with thousands of monster actors at a time

prisma saddle
#

A decal clumping system would be pretty cool though.

wary zealot
#

It would.

light prism
#

there is also wormsdoom

wary zealot
#

WormsDoom? Holy shit, I've never heard of that, that's cool!

#

Wait a minute. Are each of those voxels an actor?

light prism
#

yes, landscape is all actors

wary zealot
#

Well, looks like you've proven your point.

light prism
#

though they are models, not voxels

#

if they were voxels engine would probs be shitting itself

prisma saddle
#

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.

light prism
#

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

prisma saddle
#

I do admit I pushed for blood decals pretty hard for TC.

wary zealot
#

You guys weren't kidding, jesus christ

#

Each of those blood decals is it's own actor and I'm still at 60fps

light prism
#

yeah, obviously you still want to manage that stuff

wary zealot
#

Man zdoom is well optimized

light prism
#

with fades and whatnot

wary zealot
#

Yeah, "In case of slaughterwad"

prisma saddle
#

I'd say still fade them out though.

#

Either use a decal limit or fade them out based on time.

light prism
#

in case of 'i cant find the key under all this blood'

wary zealot
#

Oh god

#

Mistercat, that sounds hilarious.

#

"Where the hell is the red keycard?"

lavish hollow
#

The blood sprites are a little too redundant

prisma saddle
#

Maybe add a few more sprite variants.

light prism
#

make scaling randomization

prisma saddle
#

It sorta just looks like a poppy field.

#

Now.

wary zealot
#

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.

prisma saddle
#

@wary zealot

#

I can try and make some.

wary zealot
#

Oh man, you'd really do that?

#

Thank you so much.

prisma saddle
#

Yeah, totes.

wary zealot
#

What's a good way to select random sprites, by the way?

prisma saddle
#

Not sure what res I should use though.

wary zealot
#

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.

light prism
#
POOP B -1
POOP C -1
POOP D -1
etc```
wary zealot
#

Ah, okay. Thanks!

light prism
#

if state number jumps work that way

wary zealot
#

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.

prisma saddle
#

Sure.

wary zealot
#

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.

light prism
#

grouse

prisma saddle
wary zealot
#

That looks awesome!

#

Thank you!

#

Is that the finished sprite, and can I use it now, or should I wait?

prisma saddle
#

Had to upscale it for the Discord post.

vocal crypt
#

is this man making his own blood sprites?

wary zealot
#

He is, for me, and he's amazing.

light prism
#

those sure are some red pixels!!!!

prisma saddle
#

Yup.

vocal crypt
#

that idea is still floating in my head btw

#

what I said days ago

wary zealot
#

What idea, Nick?

vocal crypt
#

the Doom Fortress totally unoriginal Mann vs Machine but it's demons thing

#

it's Doom Fortress co-op basically

#

so

#

Slaughtersomething

wary zealot
#

That's a neat idea.

vocal crypt
#

Stronghold

#

as Zavus said

wary zealot
#

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.

vocal crypt
#

it's just a way to bring back the classic invasion mode anyway

prisma saddle
vocal crypt
#

ooh nce

#

*nice

#

you made a Nintendo version

#

for blood

prisma saddle
#

Danganronpa DooM.

wary zealot
#

And/or A "The Quick Brown fox" version.

#

If you get the reference, you get a dollar.

vocal crypt
#

not really

#

how about a free SSG instead

wary zealot
#

But yes, the candy splatter looks great, thanks!

#

Let me implement the normal splatter first and see how things look.

prisma saddle
#

DooM guy got high off of Beserk and now sees red as purple.

light prism
#

why dont you just make a grayscale version that can adapt the palette of whatever is being shot

prisma saddle
#

Hmmm.

wary zealot
#

MisterCat, I would, but I don't know how.

prisma saddle
#

Yeah, maybe I'll try that.

light prism
#

quit saying 'i dont know'

#

the wiki exists

wary zealot
#

sorry.

vocal crypt
#

what, "I don't know rn" would work then?

wary zealot
#

Nick, he has a good point.

light prism
#

"I can't be bothered checking the wiki"

prisma saddle
wary zealot
#

Ah, sweet.

#

Cream, thank you so much for the sprites, but they seem a little too shiny and colorful for doom, for some reason.

light prism
#

just dull the light edges

#

remove the faux specularity

prisma saddle
light prism
#

might be too dark now

#

but whatevs

prisma saddle
#

Oh.

light prism
#

just up the overall brightness

wary zealot
#

I'll try the first grayscale one and see how it goes.

prisma saddle
wary zealot
#

That looks good.

vocal crypt
#

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?

wary zealot
#

Do generic enemies like zombiemen, cacos, etcetera have bloodcolors set already?

#

Or will I need to set that myself?

light prism
#

find out

vocal crypt
#

is it possible to make a weapon slow you down?

wary zealot
#

Yep.

#

I've done that in my mod, actually, with the minigun.

vocal crypt
#

making sure I wasn't going insane

#

because I think my googling is ass

wary zealot
#

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.

vocal crypt
#

and I can't find anything on slowing down when using a certain weapon

wary zealot
#

It's pretty simple, Nick.

light prism
#

no

wary zealot
#

Use A_Setspeed in one of the weapon's states.

light prism
#

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

vocal crypt
#

jfc

#

Slade lvoes to ask if it's ok to save

#

not UAC

#

I mean "do you want to save yadda yadda"

light prism
#

im not being hostile, that would be more like 'what a dumb fucking question, stop modding you idiot'

wary zealot
#

Well, alright, sorry then.

light prism
#

if I'm a bit terse it's because I'm at work and I can't sit here and type a massive paragraph

wary zealot
#

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.

vocal crypt
#

what country btw

wary zealot
#

Still, thanks for the help, Cat.

vocal crypt
#

also, actor...

#

do I put DoomPlayer or somethin

#

with A_SetSpeed

wary zealot
#

Nope.

#

You put A_SetSpeed in one of the weapon's states.

vocal crypt
#

It needs a pointer apparently

light prism
#

pointers look like AAPTR_MASTER AAPTR_TARGET etc

#

AAPTR_SELF

wary zealot
#

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.

light prism
#

you could have the flatsprite as a separate actor that gets spawned when the blood hits the floor

wary zealot
#

Ah.

#

I'd rather not do that for the sake of simplicity, but thank you.

light prism
#

ok well

#

note the warning at the top

wary zealot
#

Yeah, saw that.

#

Depreciated, dang.

light prism
#

that doesnt mean you cant use it

#

it just means that it would be easier under zscript

wary zealot
#

Yeah, but I'd rather not for the sake of futureproofing.

light prism
#

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

wary zealot
#

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.

vocal crypt
#

@wary zealot waht chu makin

livid hearth
#

@wary zealot You gonna add burning and peeing mechanics to the mod?

#

πŸ˜›

wary zealot
#

Hah, no.

#

Actually... burning could be fun, but pissing, no.

#

That's nature's call territory.

livid hearth
#

Plasma rifle with secondary plasma flamethrower

wary zealot
#

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.

vocal crypt
#

what is "this one"

#

whats u goal

#

unless it's Postal 2 in Doom

wary zealot
#

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.

vocal crypt
#

what is your inspiration

#

or the "feel"?

wary zealot
#

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.

vocal crypt
#

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

wary zealot
#

Not THAT tactical.

vocal crypt
#

so, Rainbow Six lite DOOM?

wary zealot
#

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.

vocal crypt
#

a powerup is a bigass minigun?

wary zealot
#

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.

vocal crypt
#

does it have a badass song?

#

ooh, make sure it plays E1M1 Metal theme

wary zealot
#

I don't know how to replace with ACS yet, so unfortunately no.

#

replace music*