#classic-doom-maps-mods
1 messages Β· Page 65 of 1
For some odd reason my shotgun is consuming two ammo despite the Weapon.AmmoUse property being set to "1"
Two ammo per shot, I mean.

....and if I set the ammo.use to 0 it consumes no ammo, meaning that there isn't a faulty "Takeinventory" somewhere.
What the fuck...?
I mean, I could just set the ammo use to zero and put a "Takeinventory" in the fire state that takes a loaded shell, but that doesn't change that something fucky is happening.
Here's the entirety of the shotgun's code...
It's terribly messy, I know.
what skill level are you testing on
Ultra-Violence?
hmm
im too tired for this right now, sorry
just remember that on skill 1 and 5, ammo is doubled
there is a flag to disable this on ammo items
yup.
Try changing Weapon.AmmoType and Weapon.AmmoUse to Weapon.AmmoType1 and Weapon.AmmoUse1 and see what happens
It didn't work, and I checked the rifle, it's also consuming two ammo per shot, what the fuck.
I have, but I just figured out the problem and I feel like even more of a moron than usual.
a_Spawnitem uses ammo by default.
for some reason
and I use A_Spawnitem to spawn the muzzleflash's dynamic lights.
would a spy in this Mann vs Demonn thing be possible?
Probably, if you coded it.
you can remake it by creating a voxel, or making a low def model
the latter being something like Blender
because i'm not a modeler
eh I'm conflicted
or, IDK how 2 create a voxel
MagicaVoxel is the best voxel editing tool you can get
It's actually pretty intuitive
lol shitty model.
fixed it up a beet
I'm thinking it lacks colors NOSHIT
shit
how do you apply textures to a model
I feel the model is naked without the UAC texture thing
Isn't the entire point of voxels that there is no texture on them?
Like, you could recreate the UAC logo using differently colored blocks.
never thought bout that until now, the no texture part
and I was thinking of the UAC color block thing when I was takin a piss
though it might be too small
should I move the green part over the yellowish cubes?
I added wires and thought of it as the UAC having a stand for whatever you place on top of it
UGH
god fuckin damned it
my Sentry Gun LVL 2 thing I accidentally saved in place of Sentry Gun Lvl 1
Oh...
yeah it feckin sucks
cause the designs might be a lil inconsistent
here is the second crack at a lvl 1 sentry
or third crack
this is the attempt at a lvl 2 sentry
might need to rework the Lvl 3
uhm
how do I get voxes in doom
do I convert them to md2 or md3?
I don't wanna be "that guy", but the wiki tells you.
ze ZDoom viki?
I can tell you, actually, since I've done it before
oh nice Jefe
You'll need another program tho, sadly
eh if it's free it won't matter
Probably, idek
anyway, Slab6 downloaded
Load the slab voxel in slab6 and then export it as a .kvx file
yeah that's what I meant
1
I think it says 5 is for blood or something lol
build engine
Now you need to put the kvx file in your wad, with slade3 (obviously)
or in this case PK3
I don't even know why I said wad lmao
Now I believe you name it the same thing as the sprite you want it to replace
This isn't for a weapon, right? Like, one on the hud?
Yeah then that'll work
Also you can make a file called voxeldef.txt to add version things like rotates and glows I think, but I don't really mess with those so idk
It can be
so in this case, name it BlurSphere?
It needs to be the same name as the sprite
So for example, ASDF.png
I can make a actor with the stuff, right
an actor for the sentry guns?
or something?
Yes
Sadly that's where I can't really help lol, but yeah I'm pretty sure you can do that, I've seen mods with turrets before
so just name the voxel the frame word?
I believe so, yes
well I see em spawning
but they're apparently dropping on the floor
or going through it
Ohhhhh I forgot to tell you
hmm
You have to adjust the scale of the voxels in slab6
In slab, you need to adjust these boxes around the voxel that show where it's located, you need to set them on the bottom, top and sides so they don't fall through the floor
And how, I don't know because I haven't touched slab in months
what "boxes" around the voxel
I think there's a thing you have to click in the options at the top right
options menu u mean
Same here lol, on windows 10
8.1 over here
uhm
the size has increased
but
it's still dissapearing
@lavish hollow
after I get outta the console
Oh
ingame it looks bigger
the ingame console
but
it still dissapearing when I get out of the console
the model
you get me
Yeah, they're not disappearing, they're still falling through the floor
Noclip and you can find them rofl
For some reason, the default offsets are way above the voxel, meaning the game thinks they're higher than they are, so the models fall through the floor like it was air
At the top left corner, click "tools" and "adjust pivots"
Put the mouse over one of the boxes and adjust them with the arrow keys
The sides you don't really need to worry about, I don't think, just get the bottom right so they don't fall through the floor
how do I get the bottom "right"
do the flashing things need to be on teh sides of the cube
or square
@lavish hollow
The flashing things are the X, Y and Z axis of the voxel
the flashing line on the left? Mate IDK WTF you talking about
there's many flashing lines
Mate did you read my message earlier, put your mouse over one of the boxes (the boxes have "x" "y" and "z" over them) and use the arrow keys to move it
The boxes on the left corner
Put it at the bottom of the voxel, that way it won't fall through anything lmao
@lavish hollow you say it's fallin through the floor and I can see it by noclipping right?
well
I don't see it evn with noclip
Try using the summon command and spawn it right in front of you
I BEEN DOIN THAT
bitc dont gimme that atitude
Then you didn't put the offset in the right place
I'm working on a dumb melee-based mod inspired by 2d brawlers (think streets of rage, or for a much more modern example, Mother Russia Bleeds).
very early stages, but here's the kick, which does 10 damage but increases its damage depending on your velocity.
It's something so simple as kicking, yet you made it feel so satisfying
That takes talent
Awh, thanks.
What part of it is satisfying, in your opinion?
Is the sound, screen motion, animation?
I want to know so I can get it right again.
It's so hard to say, you could've just had a weak-ass kick, but yeah the motion, the way it felt
it felt strong
Gotcha.
Here's something I'm adding now, basic combos.
The reason it's so hard for me to pull it off in the video is because I keep accidentally starting the 'charge punch' animation, I'm going to need to find a way to fix that.
Weird, also, I'd love to see the day where you can sneak up on small enemies, put them in a chokdhold, and strangle them to death lmao
Motherfucker my internet and mobile data are loading shit slow except 4 discord
Oh sorry
Maybe someday, Yoko, but I'd rather stay away from things that require complex animations.
Besides, this isn't brutal doom, my mod isn't going to have pre-animated takedowns.
But yeah, this mod is going to be very CQC focused.
The modern MGS games made me appreciate CQC
since in the old games you could barely do shit
Inspired heavily by old beat-em-ups/brawlers.
I'm attracted to the idea of stealth mods, since they're so here and there
Should I just give up on the idea of having charge-punching and normal punching be on the same button due to how many problems it causes? I really like simple, context sensitive controls but I don't think it's possible with my limited coding knowledge here.
I don't know if pressure senstivity even exists on PC lol
or how that would even work
It's not pressure sensitive, it's more that if it detects you holding your mouse button while the 'fist lowering' animation is playing, it switches to the charge punch state.
But due how to refire works rapid clicking or even a single click counts as holding.
but that's just bad coding on my part.
Actually, I have a dumb idea for how to handle it.
I was thinking of making it so that with charge-punching being on the same button as normal punching, that R would be the button for uppercuts.
I can't wait until analog WASD keys start becoming a thing.
But instead, now, I could make it so holding R charges, but holding R for twice as long as normal prepares an uppercut.
While holding R for the normal duration prepares a normal charge punch.
That way, the Q key is still free and I have all the actions I want implemented.
The Q key is going to be the dedicated 'drop weapon', button. Because in the mod (if I manage to program it right), like a traditional beat-em-up, you can only carry one weapon at a time, and they often break.
Does that all sound good to you guys?
q is my turn180 key
Fisting a zombie man
Well that was a rollercoaster ride
Doom cannot handle the power of Chuck Norris
or delicious food
that's right, we 2008 now.
stop crashing the game please
And the economy
No I mean, the Chuck Norris joke
I know
I uhh... apologies for derailing this channel
@wary zealot Maybe add an axe or a baseball bat?
No that was me
Also, add teeth that fly everywhere.
holy shit, now you're talking
I derailed it with fisting zombiemen
Make it so punching demons causes them to lose teeth.
Now what you like to do in your private time is not of our concern young man
I like the baseball bat idea, make it like Worms haha
Hatsu, I'm totally adding extra weapons, and if I can find suitable teeth sprites I just might.
But the problem would be enemies losing teeth no matter where you punch them.
damn, limitations
There were headshot mods, right?
I remember one, but it had malware iirc lmao
who knows? maybe demons have teeth everywhere.
Maybe just, give it like, a one in fifty chance of dropping a tooth or something.
universal headshots mod in zscript
it creates headshot hitboxes based on the actor's size
I find things like that important, for the sake of vehicles, for example, you're fighting a tank, but it has that good of armor, so you need to throw grenades into the gunner seat or whatever it's called
I'll have to bookmark that one
very customizable
I know absolutely nothing about zscript or any kind of programming other than decorate, buut thanks, Someone.
no, it's not so complex. this is more of a plug and play kind of script. inside you just have to write the names of actors that you want to make excemptions for
I need ZScript for my hud mod I'm developing for a bigger mod
The teeth could be like bullet shells,
but other than that it's all automatic
The game does the compiling on it's own I'd take it?
that's good
@wary zealot Would be willing to make a tooth sprite though.
Maybe once things are more developed and I'm working on monsters, sure, but for now don't waste your time on my crap. Thanks, though!
But I want to waste my time on your things though :C
That's been my problem for eons, I've always needed a graphics person
Believe it or not but even I've tried my hand with non Terry-stuff
I had no idea where I was going with it, but I was developing stuff great for Tower Defense and whatnot
I'm trying to do Mann vs Demonn Doom Fortress
hmm
The one thing I would really like, is a good Cypher model or sprite set
It's a shame this is no longer having stuff added to it http://redalertwarehouse.blogspot.com/
ZDoom custom resources.
This is where I got my SOCOM, and my FAMAS
Think Realm667
but not lol
Weapons,
Enemies (not many though), an okay-looking autoturret, a decent amount of decorations
melee working well in doom:? naaaaaah youre fine brooooo
Also, maybe copy and paste the blood code from Downsize into it.
Planning on that.
We probably should've been talking about all of that shit in here
now i want to play ultima underworld again

Damn this hurts so much to look at...
I agree.
I donβt even know much about programming, but I feel like I really need a medikit after looking at that.
heya guys random question, if i am using decorate to randomize keycards. via actor redcard : newRedcard how do i make it pick up in my inventory after picking it up
if your wondering why, i am making a small map where keys get randomized around the location, to open up a small room with some loot inside.
I think you may need to define new lock types in LOCKDEFS and define new key items for them
that is a good point, but one step at a time atm, cause the newredcard isn't being put into my key inventory at all. once i get pass that then i can focus on the coding on the map
or if there someother way to randomize it location.
I think you did it the wrong way around
it's Actor [New Actor] : [Old Actor to Inherit from]
no i got it around the right way in the code. just not in the discord.
Ohh
I'll have to look into itmyself
I never really messed with keys
so my guess is gonna be as good as yours, sorry
i wouldnt trust randomizing key locations if you cant first figure out a way to walk through the map and know where locked doors are
@light prism the map it self is a hold out survival map, (think map30 icon of sin in doom 2) the doors are just ment to be a small minor reward that can sometimes be access.
Dangit, I'm starting to realize my brawler idea isn't really a good one because if I want to have a proper 'knockdown' system for enemies, I need the sprites for it.
Like, sprites for bloodless versions of an enemy's death animation, as well as sprites for them getting back up.
Well, guess I'll scrap this idea for when I can sprite, then.
that and first person perspective really doesnt lend itself well to melee fighting
my Mann vs Demonn idea is terrible as well
I wouldn't say that, Mistercat, Condemned wants a word with you.
since you have no presence of body
which is, yknow ,the thing you are swinging around to hit people with
@wary zealot I know you hate it but BD has these bloodless "knockdown" sprites you're referring to
As well as getting up ones
It does, and I was thinking of using them, but I wouldn't be surprised if Mark wouldn't allow others to use them.
(Ironically, considering he steals sprites like nobody's business)
Mm, no
He's credited the sprites now, and he's fine with people using his stuff as long as he's credited
Ah, good!
I'm a moderator on the BD discord, I talk to him every once in a while, you know
Didn't someone once post NSFL content on the BD discord and get banned for it?
*Licking
Not Safe For Llamas
Not Safe For Love
And yes, the BD server used to have an NSFW channel that very obviously went downhill, people were banned and the channel was deleted within the week, if I remember correctly @wary zealot
Ah, I see.
And Sarge himself even said βNo, letβs not have another NSFW channel.β
got much funding yet?
nops :/
Looks pretty good so far, keep at it :D
so my frames are dropping like crazy in bd black edition everytime i look more than 10 degrees in any direction. any tips on how to better optimize the game?
This channel is mainly for help making mods btw, I don't know why anyone pointed you here, but try turning stuff down/off in the OpenGL options
delete it from your hard drive
See, this is why you don't talk about BD here lmao
lol
that isn't far off to the truth, honestly, considering BD itself is unoptimized and black edition is just a poor 'addon' that takes content from other mods, most likely without permission, then smushes it all together, replaces some sprites and sounds with doom 3 stuff, and calls it a day.
@wary zealot how's Downsize going?
It's not really fair to just assume they got the assets without permission
I'm waiting until more people give feedback before I develop more, Hatsu.
I haven't gotten much reception yet.
But the mod is practically feature complete!
Two selectable main weapons, both with alt-fires, reloading, and unique mechanics for both.
One secondary weapon, with an upgrade.
One melee weapon, and grenades.
All that's really left is polishing and balancing, and I'm waiting for people to give feedback on what I should do for those.
I've started work on a new mod, which is going to be melee combat focused, but it's very early. Plus I'm about to do a stream of Downsize for funsies.
π
Do you want a link to the stream when I start it, Hatsu? I'll send you a friend request.
ohhhhh burn
Does anyone know a good source for some socket-wrench sound effects?
Like, sounds similar to the Half Life 1: Opposing Force wrench, but higher quality.
I went there first, Mister, all of the sounds are just the sounds of turning the twiddly thing on a socket wrench.
System Shock, maybe?
Perhaps, found some, either way.
From an obscure source.
Wrench sounds from bioshock, except I got them through a mod for TF2 that replaces some of the sounds with bioshock sounds, for whatever reason.
ZScript makes me poo poo in the pants pants :c
me too
how is it hell? this kinda looks like any other programing method.
because it's not really very well documented
OK, that's hell
you have to source dive to figure out most shit
God why have you forsaken us.
Everyone who documents everything is doing everyone a favor
im back
@light prism looks fucking great man
the angles make it almost look like it's 3D aswell since you don't notice angle snaps i guess
I wonder how he made it
probably a 3d modelling program with a particle system
i'd guess blender
then just render from 16 angles
yeah
i then proceeded to name all 200 files in reverse
and instead of fixing it i just gave it a negative horizontal scale in the actor π¦
also 16 angles yes, but only rendered 8 and mirrored
I think I'm only making it worse
Is that an USP Match?
Reminds me of the Hl2 pistol
That's an USP Match as well.
Ah.
Was this the one on the with the SCP statue in the demo?
yeah
ya, the first one looks to have a faster recoil and a slower "re-aim"
is that right?
The pointy muzzleflash does not look that good though.
I'd say, make the muzzle flash the size of the gun.
Or atleast 2/3s the size.
Should look a bit like an explosion, because that's what a muzzle flash is.
@wary zealot You're Brawler mod has been lookin really good so far.
Thanks!
I must say, you really have a good sense of gamefeel.
At the scale it doesn't work that well
when applied as an animation in doom, it looks much better
Being honest, the older animations looked better
I don't think you've met the internet
Things get nit picked to the deepest pits/circles of hell/tartarus/oblivion before they're even created
I mean really dumb nit picks
have you seen the TF2 reload animations?
That's the sort of shit I'm avoiding
TF2's reload animations have been really iffy over the last couple of years.
smooth
the shading reminds me of another world
imo there should be some slight downward motion from the gun hand when inserting the clip
atm its like straight diagonal up from the left hand
Yeah, it does sorta have that Another World/polygon vector generated vibe.
just needs the rotoscoping to go along with it
Only a few bits of Another World were rotoscoped though, atleast acoarding to Eric Chahi's post mortem.
Either that or I misheard it.
@royal wave This is a good video about the subject of animation and such https://www.youtube.com/watch?v=jn5OB12u8Pw
Cento Lodigiani illustrates the 12 principles of animation, originally developed by Frank Thomas and Ollie Jonhston in "The Illusion of Life." SUBSCRIBE to g...
About the 12 basic principles that some people from Disney wrote down.
@royal wave looking pretty good
So, I can't show footage right now because I'm doing RL stuff, but the way the combo system works in my brawler mod is this. Doing "special" punches gets you combo points. Special punches include the charge punch, the dodge punch, the one-two combo, and kick combinations. These points are reset when you stop chaining attacks together, or in other words, when your fists enter their "ready" state.
Pressing your zoom key (I have it bound to q) will perform a special attack, which varies depending on your amount of combo points.
Currently there's one special attack, its a bit of a joke move. You trigger it with just one combo point. Its basically the "Yes Man Kablaam" from God hand. Basically, its an extremely low damage punch with a massive windup. Plus, for the entire duration you're unable to move. But, if you hit an enemy with it, you get a big boost to your combo points.
Like I said, its a joke move, but if you're ballsy it can be worth the massive risk.
Does that all sound good?
Weapons probably won't.
Anyways, does anyone have any ideas for special attacks for the fists?
tickles
Fist Of The North Star punches
punches.
From episode 1 of Hokuto no Ken, otherwise known as Fist of the North Star. Details what exactly Hokuto Hyakuretsu Ken is and has the first use of Kenshiro's...
thank you captain explain the reference
I'll explain the reference if you say "cheerio" again
cheerio
Not u
Pip pip cheerio.
I didn't ask for a pip pip, kiwi
Thanks for the suggestions, people, but I'm starting to have second thoughts about the mod and it's worrying me.
I love melee mods but I don't know if there's much I can do with it to make it interesting.
@wary zealot make it weird and absurd.
Like God Hand?
I was thinking of that, but I'm lacking the needed sprites and I don't think I could edit them properly myself.
Maybe make it look like the Game another world, that could be fun aswell.
True.
I guess I could TRY to edit together gore sprites myself, but they'd be pretty terribl.e
Another dumb idea could be the ability to throw Corpses at other enemies.
Eh, throws could be fun but super hard to implement, sorry.
Maybe glass bottles and knives that you can throw then?
Action Doom 2 intensifies
Sorry about dumping all of these ideas on you.
@lavish hollow isn't that done already tho
granted it was different from Action Doom 1
but
ugh
now I got 3 mod ideas
Doom Fortress Mann vs Demonn
Medal of Honor esque mod
and a survival horror esque mod
Stop making esque mods
well I'm not a good mod maker
Make a walking simulator.
and plus while GZDoom unlocked some restraints on the vanilla engine, you can't exactly make GTA in the DOOM engine
Don't have to be good to not make things that are esque
And why would you want GTA in Doom
With GZDoom that'd probably run worse than GTA 4
eh, I'm focusing on fixing up the sentry models anyway
Game limits aren't hindering the ideas you listed lmao
I don't understand why "make X existing game in doom" is so popular of an idea.
"Medal of honor esque" WolfenDoom is basically that, and that isn't exactly limited, "survival horror esque" that's so vague I could list like 10 mods that do that lmao
Someone port Half Life 2 to Doom
I don't mean mods that are 'like' pre-existing games.
@wary zealot I was saying that to Nick
I mean, quite literally, taking a game, and porting it to the zdoom engine and recreating it as closely as possible.
Ah, alright.
Um, unloved, defragmentation, Total Chaos mordeth award edition.
In some cases, I could understand doing that
Like, even though I hate it and its creator with a passion, at least Brutal Doom is unique.
@prisma saddle solace dreams, too
Love it or hate it, you canβt deny BD really shook up the Doom modding community.
It did, but not really in a good way.
It's still one of the most popular doom mods ever, even several years later
It's a good starter mod.
Kevan actually once said he wanted to make a mod that would be a competitor to BD
And I laughed so hard
It's what got me into Doom modding due to how easy it is to setup.
The issue with it, in my opinion, is the creator and the community treats it like it's the best way to play classic doom.
Same, hatsu
Honestly, a mod "Like" Brutal Doom, but without the feature bloat and unoptimization and fatalities and all that crap, could be a lot of fun.
@wary zealot the Creator? Are you sure? I've seen him play other mods before without complaint lol
On skulltag
No, in DOSBox
I'm tempted to retool alot of the game to make it feel better.
DB or bust
386 or bust.
Unoptimization? , maybe from the V19 and before. Since the v20B you can play Slaughter maps with BD on a not very good Pc
Yeah, the latest version is optimized several times better
Yeah,
I should know, I've played it on several craptops
Even if SGT Mark 4 pressed some other key instead of I or 1
Rofl
TWO YEARS AND IT ISN'T FIXED.
I know V21 has it fixed, but he couldn't have bothered to just... release a hotfix?
Cuz he was busy making other mods
"Oh god, I'm so busy with the worst possible way to play DOOM64 I can't change a single 0.L to a 0.1..."
Worst out of like 3 ways
Iβm thinking I should start over on a new mod, because Iβm not even getting the motivation to continue developing Pyroβs Insanity.
what was Pyro's Insanity?
His mod
What's pyro's insanity? I'm curious.
Weapons mod
Good things requires time. Also, in years I never heard anyone claiming that BD is in any way like playing classic Doom. In any case say all the contrary, that is a different experience, and that's why is refreshing. But no one stops playing classic Doom for it
flame theme?
Nah, I just shat out the name when I couldnβt think of something lmfao
Featuring Pyro from TF2?
@warped rampart make a walking simulator.
@haughty flower he said people say it's the best way
@prisma saddle NO WOKING SIMOLATERS
There was supposed to be a double-barrel autoshotty and a triple-barrel shotgun
make a simulation simulator
A double-barrel autoshotgun? Sounds fun!
@lavish hollow he said "best way to play classic Doom" , BD is precisely trying to change the "classic" formula
No one on their right mind would call BD "Classic"
I mean that Mark is saying it's the best way to play a version of doom that isn't doom 3 or doom 2016.
By classic I mean "it was released in nineteen ninety goddamn three"
I still don't know when he's ever said this
The first one, at least.
I swear I remember seeing the moddb page describing it as the definitive way to play doom, but I think the page got changed or I'm misrembering something.
I know he doesn't like those, but I've never seen him say "BD is the best lul"
A lot of people have told me to make a Nerf mod for doom, and I do see how that could work, but I donβt think I could ever have the motivation to do that.
Maybe it was simply a Slogan to hype the presentation, I never saw him talk down Vanilla Doom or any other good mods
The way I see it, if I donβt have fun developing it and I donβt have motivation to develop it, it probably wouldnβt be fun for people to play.
FOUND IT.
"Prepare to see the most disturbing, sadistic and morbid manifestation of violence that you ever seen in your life. This is the definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Warning: After you see it, it cannot be unseen!"
There's already a Nerf Quake, so that'd be funny
"This is the definitive gameplay enhancement mod for the GZDoom and Zandronum engines."
And I'm having a PITA time trying to get the legs connected to one thing
As I said, just a slogan to hype the presentation, maybe you are taking promotions too serious
@vocal crypt the leg bone is connected to the hip bone
"It's a way to play doom that isn't doom"
Maybe one important factor that made BD famous is that he knows how to promote his stuff
also, line tool is shit for connecting two things together @lavish hollow
wtf line tool
MagicaVoxel
wtf voxels
Cubes
I've had some that were like Dragon Ball Saiyan transformation but that's besides the point
Or 3D pixels if you like @light prism
it's for my Doom Fortress mod
Basically little cubes that you can make shit out of, like regular models but way easier
the sentries specifically
I'm redoing them so they look better
I'm going by the leg/quadpod thing
Ze problem is zis crap
connecting the pods to one thing
Golly those are some... Unique legs
Nah, voxels are cool
apparently youre pretty shit at voxels too
unless @prisma saddle wants to take a crack at it and make the mod not a one man stand thing
@vocal crypt Ever tried splitting the sentry turret into 2 actors?
one stationary and one rotating
not yet
I think it would help with the look of the turret
I'm wondering if weapon durability should be shown to the player or not. Like, if I should have a counter displaying how many more hits until the weapon breaks.
I know I keep saying it, but Action Doom 2 did that, maybe try looking into that mod for inspiration?
Is there any reason why Action Doom 2 is a whole lot different than Action Doom 1?
Just different ideas and stuff, AD was inspired by Metal Slug-type games, while AD 2 was inspired by beat-em ups
Maybe if there was an Action Doom 3, it could be a lightgun shooter or something lmao
entirely different resources
@lavish hollow isn't Scuba not in Doom modding anymore
wasn't it a 2004 release?
Around there, yeah
I swear, Action Doom 2 may not be amazing, but it has the best cameo of a developer I have ever seen in a game
I just swear.
Fuck! Shit!
Aaaaaaasssssss!
What were they theeeenkeeeeeeng!
@wary zealot - Instead of displaying durability as a number or bar, have it change the nametag of the weapon actor
"Bent pipe" "Cracked pool cue"
damaged anus
Wiiiiide anus
Action Doom 1 was released in 2003?
i dont know why dont you ask google
Well, because I know already.
Beats me.
beats
I didn't know Doom existed back in 2003.
Yes, but not when I was younger.
?
I knew Doom since 2007.
"I didn't know Doom existed back in 2003."
still, you should know the release date
ah, okay
you have any idea on how to help me out with this doom2 problem?
i can try and uninstall
lazor: bring a joystick with you for your own sake π
the doom on steam?
honestly i'm not really sure :/
it's never been a problem for me
maybe just use the command line to select the iwad manually
like
gzdoom.exe -iwad myGame.ipk3
what more should I add into the ipk3?
oh god no thanks
screw joysticks
i'm gonna play it in the worst way possible
if i can
?????
okay that's really weird
qzdoom will probably have the same issue, they're mostly in sync code-wise right now
actually maybe try gzdoom.exe -iwad xplodr, you might not need the extension
kinda grasping at straws here, but it's worth a try
i'll try qzdoom too
oh btw just saying, don't expect this to turn into anything π
How about a guitar?
wHaT NO
the doom map format is fairly shit for descent style maps
Damn
That track and field floor mat thing.
i'm mostly doing this to test my Quaternion class
an atari joystick isn't the type i was talking about, i'd say it's fair game as a joke input method π
i was talking about an actual flight sim joystick
That shouldn't be necessary, but I'm not sure why it seems to be hardcoded outside the INI to look in the steam folder
the type that makes descent bearable
has he tried holding shift when opening gzdoom
what about using one of those things you put on your brain and it reads your inputs
translate them into WASD and mouse movements
π€
oh yeah try holding shift while opening it, that forces the iwad selection screen or something
i don't think qzdoom's been updated to have the ipk3 system
not on the stable builds anyway
yeah the last qzdoom stable build is months old
so try it with gzdoom
gzdoom
Cat, He's trying to make a standalone .ipk3 and a fresh GZDoom apparently keeps autoloading the steam version instead.
yeah i have been reading
nvm
also i deleted steam vrsion and it doest looad it anymore
OWO
oh yeah, i don't have any textures or anything
just PLAYPAL and IWADINFO
eyeball error
M_LOADG, M_SAVEG, etc., all those textures
confirmed: console works
confirmed: doesn't understand dog
is there a way to add console commands
captain, we are reaching one screenshot per post
actually adding new console commands, you'd need to edit the gzdoom source code
for just making shortcuts to other commands, you can use the alias command
alias dog "summonfriend mbfhelperdog"
alias dog "summonfriend mbfhelperdog; echo Woof!"
is that how multiple commands work
in HL1 it works like that
blah; wait 5; blah2
works like that in gzdoom too
just type it into the console
it'll remember it in the gzdoom-user.ini file
so if you need it on all copies, just stick it in there
i guess
oh wait no
autoexec.cfg should work actually
does autoexec.cfg use //
so i can do
alias dog "summonfriend mbfhelperdog; echo Woof!" // Summon dog, joke command
sure
i assume you understand that you'll need to replace it eventually though, heh
i'll use the doom shareware wad because i just uninstalled doom2 off steam
yeah
also
the options are hardcoded?
you mean the option menu? kiiiiinda
doom
1993
can edit menu in the GZDoom sourceport
half life
1998
can't edit menu in the Xash3D sourceport without rebuilding whole engine
beautiful
the options menu is kinda hardcoded, there was a big stink about it where people were replacing the option menu outright in older mods, which caused issues where newer options were completely absent if you played with some mods
so now you can only add stuff to the options menu
you can't replace it outright
which is probably ok
most of the stuff in the options menu is reasonable, like video settings
i shoved all of the M_ graphics into the .ipk3
but when loading it, they still dont load
you need to put them in a folder called graphics
script error, blahblah unknown texture
oh
can i get a list of the folders pk3 uses
yea
Tile Doom is best Doom
that's the only reason why you buy those in the first place
no, it's because TI is an asshole with education
@wary zealot I see you ported the axe from Downsize over two your brawler.
Well, in terms of animation.
you cant aaaahahahahaaaaaa
tell people to play in gl
have you ever seen extreme y shearing?
its not pretty
I'm thinking of making a thread for the in development brawling mod I'm making on the zdoom forums. Are you allowed to make a thread if you're still developing the mod and haven't released it? Just so I have a place to post information.
yes, there is a thread for in progress work
if you want to create your own thread, just check the rules on there
Thanks.
a few questions
what's this mean?
this is how it appears in the map
and, how do i make a proper hud?
and another question, how come this dog's sprite exists
oh fuck
guys...
@haughty flower that dog sprite is from the gzdoom.pk3 file, Nash on the zdoom forums made it to replace the old dog sprite (which was the wolfenstein 3d dog)
and the reason that you get the exclamation mark is because the shotgun guy's sprites are missing
those are from DOOM(2).WAD
oh right
are they in the sprites folder?
graphics/
does it need to be sprites/
also, what's the difference between gzdoom dog and wolfenstein dog
by the way, how would i make a hud
oh
i fixed the shotgun thing
but what's the sprite for the smoke/decal it makes on the wall when shooting
so i can make one
PUFF A, B, C and D
doesn't gzdoom use a custom decal too
for bullet holes
also, @unreal oyster (sorry for the mention), but how would I make a HUD? or, at least a proper one, since my current HUD is this:
also, why does my main menu music keep playing after i've entered a new map?
and what's the file that causes "D_RUNNING" to play on map01
you use SBARINFO (or ZScript, but that's harder) to make a HUD
MAPINFO controls the music which plays on maps
kk thanks
but wait
why does my main menu music keep playing instead of pausing when i enter map01
also sbarinfo is fucking hard, there's not even an example
thanks
Well now I know how to make skill levels
make sure to call the clearskills command beforehand
doesn't need to be in a block or anything, just has to come before you define new skills
So you know in doom builder how you can set which skills enemies appear in?
spawnfilter instructs doom that any enemy higher than what's defined will not appear
But since there's no difficulty beyond nightmare it's every difficulty?
UDMF offers up to 16 difficulties
Hey, guys, I need help on making a tough decision about my brawler mod.
Anyone there?
what's up
Ah, hey.
Sorry, so.
I'm thinking of removing melee weapons and just having the close-up combat be entirely fist-based.
Other weapons WILL exist, because ranged weapons are required in some areas of doom, but they'll be limited.
okay
I wouldn't know, I'm not familiar with your mod and how it plays
Kinda new to modding doom, does anyone know if compiling using the latest ACC will work with GZDoom?
it should
can someone tell me how long does it take for the super shotgun to reload? Like, the reload animation time
it's basically 1.5 seconds
Fire:
SHT2 A 3;
SHT2 A 7 A_FireShotgun2;
SHT2 B 7;
SHT2 C 7 A_CheckReload;
SHT2 D 7 A_OpenShotgun2;
SHT2 E 7;
SHT2 F 7 A_LoadShotgun2;
SHT2 G 6;
SHT2 H 6 A_CloseShotgun2;
SHT2 A 5 A_ReFire;
Goto Ready;
that's the zdoom definition
that's a lot, thanks
so 52 ticks, depending on what you consider the reloading part
and in doom a tick is 1/35th of a second
hence 52/35 seconds
if you're talking about a total loop from gun flash to next gun flash, though, it's kinda 55/35
or 1.57
shouldn't make a massive amount of difference though
for reference, SHT2 A 7 A_FireShotgun2; is the line where the fire effect is shown
0.05 is noticeable but still ok
if the player holds down click at SHT2 A 5 A_ReFire; it loops back to the start of the sequence
in which case there's a 3 tick delay before it fires again
that's a lot of info, really appreciate it π
Actually it's 57 tics