#classic-doom-maps-mods
1 messages ยท Page 66 of 1
i've recounted it, got 55 again
what are you considering as the reload part?
i'm considering all lines except the one with the gun flash
AABCDEFGH frames
pedants!
Hey, Madame, what's up?
Ah, cool!
Against my own better judgement I think I'm going to do voice-acting for my brawler mod (for the protagonist), but I'm not sure what to say for lines. I was unsure about this, but now that I have a new microphone I feel like doing voicework and I could just remove it later if I wanted. Someone on a doom general thread on /vr/ said that my voice wasn't cringy or anything, just nothing special, so I'll give it a shot.
Do give it a shot
just remember to mentally give yourself a testosterone injection to the balls
Sounds good.
Could try different voices you can make
It's hard to hear you from the monsters
Ah, thanks for the offer, but I want to do the voice-acting myself, at least for one character. that's awesome, though! I just love doing voicework even though I'm horrible at it.
I'd like to be a Voice Actor. But I'm shit at it and it's gambly sort of job
I guess I should clarify seeing as how this has been uploaded for like a year now. This is the Lurg race from the Project 6014 release. You can download the ...
some of my work from ages ago
Is that a old game
are YOU AN OLD GAME
I make it my business to know. Knowledge is power, that is all you need to know.
I never said anything about business tho
hm, weird idea for my mod.
I'm thinking of adding a taunt button, both as a joke and to serve a gameplay purpose.
I'm thinking maybe if you taunt an enemy (any enemy), they enter a sort of "pissed off" state where they deal much more damage and move faster, BUT you get more combo points for attacking them.
Or it could just be a worthless taunt.
I dunno.
Zandro specific.
Um, give it a zipper noise.
I won't, Mister, don't worry.
Mister*
Question, how do I use ACS to jump to a weapon state?
im not sure that you can directly do that
you can SetWeapon though
and then jump states based on inventory
or uservars
Ah.
if you want to jump to a taunt or something, ensure you've recorded the previous weapon
of course if you're just jumping to a taunt weapon, you don't really need to set its state
you can just have it raise, do its animation, then finish
finish by activating a script to SetWeapon to the recorded previous
I'm very new to ACS, but thank you so much!
@wary zealot Some dumb taunt ideas would be something like say, the player unzipping their fly to show say, another hand or something silly like that.
Pffff
No, I won't do that
But that's hilarious
That's be a bit of a funny bait and switch.
If I was developing this for multiplayer and I actually did that, I'd make it so in first person you just hear an unzipping noise and it's ambigious to what is actually happening, but if you do it in front of a mirror (or another player watches) it turns out you're just revealing a hand jutting out of your crotch performing rude gestures.
You open your fly and the giant hedgehog from monty pythons flying circus pops out and goes 'Dinsdaaaaale?'
Anyways, I'm just wondering how I'm going to make it so enemies actually get pissed off when you taunt them.
Also, hahahahahah.
I guess I could use Changeflag, but how would I determine which actor to piss off?
Also, add a fish as a weapon.
Make it so it does alot of damage but breaks after two hits.
I've decided to take melee weapons out of the mod, sadly.
Ranged weapons and throwing weapons are still a possibility, but melee combat is going to be fists only.
"####" "#" 0 A_Pain
"####" "#" 0 A_SetSpeed(speed+4)
goto See```
with no upper limit!!!!
Just do an A_RadiusGive and give a pissedoff checker to all enemies in radius
ugh
worst thing about importing crap in SLADE3
no multi-importing
only one thing to import at a time
you could even just give a CustomInventory which changes their stats or whatever
Ah, alright. That'll definetely work, thanks!
...is there an ACS version of radiusgive?
no, do A_RadiusGive from your weapon or whatever
Gotcha.
https://docs.google.com/spreadsheets/d/1pECJVcIbfgkX0-kI_qKawYIrz-bu0SPGfAVQAefBEDw/edit?usp=sharing Planning a mod for Heretic
Sheet1
Slot, Old Name, New Name, Element, Melee Attack( Q), Primary Attack( Mouse 1), Spell Attacks( Mouse 2), Tome Power
Lv 0, Lv 1, Lv 2, Lv 3
1, Staff, Earthen Glaive, Earth, Shimmering Gemstone, Petrifying Bolts, Toss Stone, Stone Skin, Rock Missile, Earth Ripper, Triplet
Wand, Slows dow...
"planning"
in a spreadsheet?
Yes
That would have been a sweet easter egg
yeah
but what, you can only level em up specifically with levelup points or something?
because clearly you will get all the weapons
There will be, but I have yet to write down my ideas on leveling up
imo let players choose the spell associated with a weapon, then level that one spell up
otherwise by the time you have 4-5 weapons you will be OP as fuck
and that allows you to choose a character path too
There is that
and adds replayability factor
I am thinking of adding a stat upgrade system that buffs certain aspects of weapons
like the path of melee
https://docs.google.com/spreadsheets/d/1pECJVcIbfgkX0-kI_qKawYIrz-bu0SPGfAVQAefBEDw/edit?usp=sharing Okay added a stats sheet
Weapons
Slot, Old Name, New Name, Element, Melee Attack( Q), Primary Attack( Mouse 1), Spell Attacks( Mouse 2), Tome Power
Lv 0, Lv 1, Lv 2, Lv 3
1, Staff, Earthen Glaive, Earth, Shimmering Gemstone, Petrifying Bolts, Toss Stone, Stone Skin, Rock Missile, Earth Ripper, Triplet
Wand, Slows do...
What's Heretic :^)
Doom: Fantasy Edition
I remember when my dumb ass spent days trying to figure out how to put Heretic monsters in a Doom map
Actual copy/paste from that: ACTOR FireGargoyle : HereticImpLeader 14997
{
}
@livid hearth this actually sounds pretty awesome, heretic needs more mods
Ugh
what
This'll be a pain in the ass to import the edited sprites in SLADE3
Gotta do em all by one
why
because SLADE 3 apparently doesn't allow multi-importing
just drag and drop them all from explorer into slade
doesn't allow it apparently
works for me
not permission doesn't allow it
Do you have the latest version
no, apparently I'm still using a beta version. hang on\
ugh
all of these fucking error 740ws
*740s
security is tighter then a nun's asshole
enope
stable version doesn't allow Drag & Drop either
@lavish hollow go to Beta 5?
srsly tho
I guess
ugh
still no
the symbol is a circle with a line through it at an angle
if that helps
@unreal oyster what version are you using
well I found the import file(s) button
but uh
I'd like to still do drag&drop
ugh
wit
wait
something something offsets
the sprites
they fell through ze floor
but whatever
ugh
I'm not gonna have to set offsets for all of the images do I
well
manually
you shouldnt?
unless the images have irregular transparent space around them
select the range and hit the modify graphic offsets button
too late. Manually offsetted them all....
eh, at least it works now
and it's working as a skin for Heavy.
I think I need "flashier" bullet puffs
not BD levels of flashy
but
not default ones
you know
feels like the minigun doesn't exactly have that "umph" to it
might be the casings not spawning in front of the minigun or somethin
@vocal crypt
do any other mods make those or is that just somethin you found?
*use
lol
not make
use
Something I got from a sprite artist I know
There's probably a few
Mods that use these, I mean
those are for when the bullet hits whatever and bullet puff right
it looks more like firing muzzles
Oh yeah I read your message wrong lmao, no those are muzzle flashes
You could probably use some of the smaller ones tho
yeah some of those don't have a particular angle so
some of em might work
ugh
any sprite program with sprite sheets
or can recognize em or somethin
eh fuck it
feel lazy to use PS for cutting three out
but
Just crop out the one you want
projectile-style offsets
I think I fucked up somewhere
should I have a new actor that inherits from Bulletpuff except the states
with the new puffs having a new name
remember how puffs work too
I'm looking at that rn tyvm
read 'usage and behaviour'
I'm a dumbass so I don't get what it means with the usage and behaviour
my headache prob doesn't help
and these headphones that squeeze apparently
sorry, its all pretty self-explanatory
@vocal crypt take a break from the music and lay down for a while. Also drink water to calm the headache. Happens to me too that when i listen to music long enough my head feels like bad
it's more of a caffeine withdrawl headache though
Maybe painkillers if it's too intense.
smoke a fuckin' joint
Or that
It's your choice boio
You're a good man of God.
You should believe in yourself too ๐
I like how this turned into a motivation thread all of a sudden.
anyway
back on track
uhm
bullet puffs.....
yeah.
PUFFD is the remaining mark, right
I just took a bath so i feel very positive and supportive sorry lmao
paste code
it's literally just bulletpuff code with PUFF replaced with the new sprites
this damned headache
sprites are aligned like projectiles i.e. centered horiz/vert?
sprites are between S_ markers?
I'm using a PK3
sprites are in 'sprites' folder?
you have a TEXTURES file with the offsets then?
or they were aligned and saved with the offsets from slade?
actor name is correct in both definition and where called by attack?
uh what
your attacks have the puff associated with them?
or you are just 'replaces BulletPuff' ing
hrmf
try using some other vanilla sprites like POSS A or something just to confirm that the puff is actually being spawned
zombieman
it is
so other stuff in your decorate is spawning fine
yes, even the sentries
(I put the bullet puff thing in the same decorate file as the donothing sentries)
show me the code damnit
{
+NOBLOCKMAP
+NOGRAVITY
+RANDOMIZE
RenderStyle Translucent
Alpha 0.5
VSpeed 1
Mass 5
States
{
Spawn:
POSS A 4 Bright
POSS B 4
//Intentional Fall Through
Melee:
POSS CD 4
Stop
}
}``` it's just a sprite name replacement.
well
I now realize the particle thing was cut out
probably because I read something on the ZDoom wiki about it
shit
I think I misread it or somethin
is it the +ALLOWPARTICLES screwing it up
or needed
there is no fucking replacement going on there asshole
actor NewPuff : Bulletpuff REPLACES Bulletpuff
unless you are calling NewPuff in the attacks its still just going to spawn bulletpuff
add 'replaces bulletpuff'
also, was "asshole" neccessary
Unless it's payback for the sentry comments
which
I'd understand
ASSHOLE
HOLEASS
no its for making me go through all this shit without actually truthfully answering my initial questions
ugh
Script error, "DoomFortressMannvsDemonn.pk3:actors/misc.txt" line 161: Expected '{' but got identifier 'BulletPuff' instead.
Actor NewPuff: Replaces BulletPuff {
Actor NewPuff : BulletPuff replaces BulletPuff
read 'new actor called NewPuff inherits from BulletPuff and replaces BulletPuff'
btw you dont need all of bulletpuffs properties and flags since they are inherited
ok
well at least its working
so now its a sprite issue
make sure its actually invisible and not just really big and under the ground
That's...not what she said
generic female side character #537
ok so make a TEXTURES text file
add the following line
sprite NAMEA0, (original X size), (original Y size) { XScale 8 YScale 8 patch NAMEA0, 0, 0 }
alternately just scale the images down in photoshop or whatever
or scale the actor even
scale 0.05!
scale 0.05 didn't work
in the ACTOR?
yeh
bullshit
Actor NewPuff: BulletPuff Replaces BulletPuff { Scale 0.5 States { Spawn: BPUF A 4 Bright BPUF B 4 //Intentional Fall Through Melee: BPUF CD 4 Stop } } probably is bs
...
do you have any evidence that the sprite is displaying at all
go to map32, fly to the ceiling, and do Spawn NewPuff and Freeze
Still not showinb
honestly I prob should forget about completin this mod
please triple check lump names
check all the basic stuff that you think is fine but havent actually confirmed
can you rescale a sprite in SLADE3
Script error, "DoomFortressMannvsDemonn.pk3:textures" line 1: SC_GetNumber: Bad numeric constant "(".
sprite BPUFA0, (original X size), (original Y size) { XScale 8 YScale 8 patch BPUFA0, 0, 0 }
stop being a brick wall
dont literally type 'original x size'
put the original horizontal size in pixels
explaining that is burning my fingers
IDK what the size in pixels is
the other Xscale/Yscale stuff?
and before you try to run again, dont put parenthesis around the size either
those are inverse scale numbers, it basically means 'one eighth'
ugh
look at examples
fuck it I'll fix the size in PS
I meant throwing up an error like the ones I posted. It didn't give me that.
without an actual error pasted i cant tell wtf you are talking about
for all i know it said 'nah im just not gonna work this time'
i dont see how hard it is to just look at the wiki
you could have followed one of the TEXTURES examples no problem
either way, even after rescaling it in PS
it's still not showing up
that or they're so tiny you can't even see em
idkf
*idfk
lump definitions are not rocket science
well what can i say, you probably didnt follow something correctly
or something glaringly obvious that you havent mentioned is wrong
not like i can really tell without the project
whatever, I'll work on it tomorrow
hi dudes, i have a small problem
in gzbuilder in testplay there are no monsters, but when i test my wad outside of it they are there, any known things i could have done wrong with testplay?
skill level, -nomonsters on test commandline
probably skill level
check the actor properties and make sure skill levels are ticked
skill levels are ticked
and its monsters only, i put weapons or ammo there, they ar there in test
oh its the command line
thanks @light prism, i never did something with the command lines, so i wonder why its there
no problem, that will be $69.95
look on the bright side, that is cheap for online helpdesk service
dude i phoned my bank, they dont know anybody by the name of TheMisterCat. But they are sending some dude with those $69.95 away to look for you all over the world
i mean you cant just put real life information here, thats too dangerous, so we need to rely on this agent to find you some day and give you your money
The boxes are the most important part.
they send another agent to find the agent who wants to find you and tell him about the boxes, case closed dudes, dont wanna spam here ๐
ugh
vhere vere ve
wait.
I'm now realizing it's the leftover mark of a hitscan gun...
I meant the yellow thing that appears when you shoot a wall with such hitscan gun
you know
no wait
there are sprites for the yellow things...
that's in BulletPuff
maybe it's too big.
thats what she said
@light prism well, making a new puff, the usual PUFFCD appears, but not the new sprites. So something is up with the new sprites. Probably a no shit
no shit
sorry
this crap is knocking my brain
usually when sprites aren't showing you'd think the sprites themselves are missing
theyre either misnamed, too large or to small to be able to see, absent, or referenced incorrectly
they have to have 0s at the end?
the sprites themselves
oh
damn it
I wanted to do the FUUUUU thing
but
Vega
so
FIND ME IN THE GODDAMN ALPS
and... they look ugly.
@light prism very sorry for wasting your time
do sprites have to be named correctly, yes they fucking do
gj
the only time it doesnt need a digit at the end is if it's a voxel
is there a way to randomize sprites for bulletpuff
A_Jump to different states yes
I can make a state to jump to two new states on some sort of 50/50 chance, yeah?
A_Jump(256, "State1", "State2")
100% chance of jump to either state
hard to judge the actual weighting on which it chooses, its PRNG
shit, what state would be good to have the a_jump thing to
or would it be Spawn state
TNT1 A 0 A_Jump (256,"Spawn1","Spawn2")
Spawn1:
BPUF A 4 Bright
BPUF B 4
Spawn2:
BPUF B 4 Bright
BPUF A 4``` would this work?
is there a way to make Spawn 1 not play Spawn 2
or am I just asking a "modify the source entirely" question
ugh
please tell me I'm not being a newb, but apparently a shotgun with the new puffs has the leftover marks, yeah?
While the minigun doesn't
did you actually modify the weapons to use the new puffs
and those are called 'decals'
oh
I must be missing the decals
and yes, it has the "NewPuff" being used, both weapons
it was the decals
nailed it like the fucking romans (no malice or insult intended)
racist af
hmm
I might need to modify the actual sprites though
they look a bit muted
and they have clipping issues with walls
try giving them +BRIGHT or Renderstyle Add
or both
if theyre clipping walls then theyre too big
probably
if you look close enough
they are pretty small though
generally an actors hitbox should extend out enough that its sprites cant possibly clip
however bulletpuffs have no collision
ugh... this minigun still seems to lack the "umph" I want. maybe it's hte lack of sounds for the puff or something.
make it fire potatoes
but that's firing projectiles
eh
maybe I can have bullet projectiles
instead of hitscan
It might be the hitscan thing
I might be looking for the projectile "umph" or something
the quake I have
aiming recoil I don't
sparks uh..... yeah.... I'm gonna have to look up how to do those.
watch some action movies
would having it spawn along the bulletpuffs wor-
now, where is the spark sprites.....
up your butt
USE DOUCHE
douche?
the insult or something literally named that
eh
I might "lease" some from BD
if I can find it in the hellhole.
eh prob not
you what
douches are devices to clean your colon
did you honestly think douche was just an insult
do they use water?
yes
I think they're called bidets here in the US
no
bidets are bidets
bidets are like little water fountains for your crotch
douches are more like.. you know those squeeze tubes pastry chefs use to decorate cakees
its like you fill one of those with water and jam it up your ass
the word 'douche' is literally french for 'clean'
well theya re the bag of a douche
I'm afraid that I've lost interest in my brawler mod because I really don't feel like working on it, but I want to work on other doom mod ideas.
But I've made a post on the zdoom forums about the brawler mod and some people like it so I'm worried I'd be letting them down.
tell them to get rekt
nooo.
@wary zealot tell them they can suck your kok
Or you can have the mod go open source on github or something lol
is it time for Shitty Map Contest 5
Map/Mod Contest 5
well historically just maps
Until now...
Dress it up like Mr Hanky and I'm in
I'm thinking of making a mod with a skeleton protagonist, but like, taking it 100% seriously.
I don't know why.
I mean, a skeleton protagonist could work with a serious tone.
Skelerous
Skeletons don't just have to be meme characters.
@prisma saddle
skeletal enough
dude has a magic sword for an arm that is literally his own soul from the future
doesnt get much more serious than that
you're making this worse
How the fuck can you kill yourself to benidit yourself? Thats like haning yourself to make you taller
Hanging yourself makes you taller?
Sweet. I'll go correct the "How to talk to short people" meme right away.
I want that meme to return
Aside from it being held by a skeleton, does this look like an acceptable way to hold a colt?
no
the thumb should be on the left side of the colt
(if youre looking at it from the back like in that picture)
Have the chainsaw replacement be a... Wait for it
Bonesaw
And call it the
Boner
Ah, thanks squih. I know jack shit about guns so I had no idea where to put the thumb.
There we go, that looks much less awkward (in my eyes, at least)
Nah, I get what you mean.
I've just played a couple shite HL mods
It's the full-bright material, maybe.
Maybe
@wary zealot Give the skellington gloves,
Well,
A glove on one hand.
Asymmetry is cooler than Symmetry
my ocd friend would disagree
did you really just do that
Do what.
@muted wing - I think he sacrifices his soul to become the sword in the future to get sent back to the past to save the world
like you have this sword the whole of the first game and you dont know this, then in the second game you actually have to do the mission to become the sword
become the weapon
That seems like a writer wanting to make the edgiest OC in existance.
Yes they are
even sonic was once an OC
Okay, I had to do something super hacky for this but yay I finally got a clean rip
Basically, I can't get steam's uncompressed screenshot feature working. so I disabled anti-aliasing, ran the game in a window, and instead of taking a screenshot used the printscreen to take a picture of it.
But hey, it works!
Christ not this again
If you can point me in the direction of some doom-style skeleton hands, I'll gladly stop ripping.
Because this is tedius and all hell and poorly recieved.
go to a freeware model site
tedious*
Kinsie uses ripping, and he's fucking kinsie.
are you really telling him to make more rips, cat
argumentum ad verecundiam
what the fuck are you smoking
Um, make a vector skellington hand.
I'm just doing rips because finding proper sprites for this kind of thing is impossible and I'm not a spriter.
Whamo, full creative freedom.
using materials from a freeware site dedicated to the hosting of materials that people WANT you to use
is not ripping
...ok so you have literally no idea what ripping is
Ripping has nothing to do with being freeware, nor hosting materials, nor anyone wanting or not wanting you to do anything
ripping is where you take graphics or other materials from a commercially produced game (that is still actively being sold) and utilize it to your own ends
Ripping means you screenshot something, then crop it out and use it as a sprite
At least in doom mod terms
taking screenshots of a model is still ripping, even if you modify those screenshots, even if you trace over those screenshots
Jesus, I didn't realize that using models on the gmod workshop to make dumb sprites for a skeleton mod would cause such a shitstorm.
"ripping is where you take graphics or other materials from a commercially produced game (that is still actively being sold) and utilize it to your own ends" no, what?? You have to be joking
Juvenile Power Fantasy uses ripping. Metadoom uses some ripping.
Ripping has nothing to do with commercial products
Ripping means you ripped something from something
That's it
taking resources from a game that came out in the past year and releasing them in your own package?
That's not the definition of ripping, no
you realise that even game reviewers have to get the rights to use screenshots or game footage right
you're pretty dumb, you know. i'm not arguing about this anymore
I just wanted to make a mod where you get to shoot people as a skeleton...
boom
I know nothing about blender.
Step 1 to knowing things about Blender.
You put things in it and turn it on
Watch some Youtube tutorials.
Then vola. A smoothie
Like how to make a carrot.
I will in the future, but for now I'll just stick with my dumb method.
Blender does seem very useful.
s / does seem / is
I just don't understand why you guys are so hostile towards me using models like this.
It is, though i cant figure out the way to import other models into blender
@wary zealot probably just worried about legality and the stigma that model rips are "low effort"
@wary zealot probably just worried about legality and the stigma that model rips are "low effort"
Both of those are fair.
In terms of legality, that's a fair thing to worry about, but this is a mod, and what makes using pictures of models any more illegal than using, say, gun sounds from Killing Floor?
Low effort is fair, and right, but at the same time why do the same statements about a mod being 'lazy' or 'low effort' not come around when a mod uses zero developer-made sprites, and instead uses sprites from the zdoom forums resources section?
Because I made none of the sprites for downsize. I used publically avalible and credited sprites, or just standard doom sprites. No one batted an eye.
start taking pictures of models, that's when your mod is low effort and lazy.
And besides, this is such a niche mod idea (Skeleton with a GUN) that it'd be impossible to find sprites for. It's ripping or no mod in this case.
Because I'm unable to make sprites.
@wary zealot I mean, I don't mind you ripping stuff.
@wary zealot I'm actually the one defending you, rip all you want lol
Ah, alright. Thanks, Jefe!
contradict argument much
what
nothing wrong with using the shared resources of the community samarai
some people think some are overused, but it really comes down to what you do with them
if you just dump all of the r667 monsters in a wad and release that, yeah, thats lazy and nobody wants to download it
Exactly. And using community-made models differs from using community resources how?
and downright fraudulent if you dont give credit
its not, if the skeleton model youre using is under a free license then whatever
Isn't what samurai did with the rips actually way more effort than with Downsize?
and yes, this is a much lesser case than say, using directly ripped SFX from doom4, or screen rips from any recently released
game
That's the point, Jefe.
i would still reaaaaally rather see people step up and learn to make their own shit
like i posted this during the last time this topic came up
Me attempting to battle the evil demonic forces of Ceiling Cat http://www.mediafire.com/?fum5qmnmjli
I didn't make any sprites used in downsize. Even if this doesn't count as making sprites, I'm technically making my own stuff.
this is my early work in the community, the guns look pretty shit but they are 100% original stuff i made
If you edit a sprite to the point where it's different enough from the original that you aren't just using the same one, there's no reason why you can't call that sprite yours
The one you edited, I mean, not the original of course
Basicaly: credit you shit people
That's not the point of this convo at all
And frankenspriting and modelrips are ok
frankenspriting is ok as long as you still credit the originals
Hell, most sprites in the modding community nowadays asides some exeptions are really good frankensprites
editing someone elses work is still editing someone elses work
you just need to say 'used x as a base'
So whats the argument here?
@muted wing mistercat hates all rips because they buttfucked his family or something
Literally all of them, every single one
dont rip from commercial games, dont release resources that you dont have the consent for, ripping is lazy and better to improve your skills
in the long run
(clipping screenshots is not a skill)
Looking back, this wasn't the original argument at all tbh but it's fine
commercial games
That may be a problem. A shit ton of doom mods, even good ones do that
no concent
No argument gere
ripping is lazy
Id append that with direct. Project MSX is a good example
I know a lot of mods do that, that doesn't mean I agree with it
He edited the models then ripped them
you mean he ripped them and then edited them and then rendered them
would be pretty hard to edit models without ripping them first
No i mean he edited the models with new arms and then screenshoted them
Wait. I read wrong
In general though, 100% original content us really hard in modding
So ripping may be more out of necessity than laziness
you dont know how to do shit until you learn
and its a big enough community that if you cant be fucked doing that, you can always ask someone who does know
Pretty sure everyone knows how, they just aren't good enough to do it
so you do what you do with any other skill, you utilize it until you improve, its called practise
a lot of people do though
I'm guessing you seem to think I just hate effort or something
Mistercat, it really feels like you're just intentionally trying to start shit. You've acted like this before.
excuse me???
Seriously, man. Just calm down.
no, im being honest
I have played the flute for like... 13 years now
I started because I met a friend of a friend who was reaaaaally good
I asked him if he could teach me the basics and he flat out ignored me
so I bought one and just started practising on my own
Honestly man, you get ultra triggered about rips, it's annoying. The whole D4T thing was bad enough, but now this...
@unreal oyster please monitor, may get out of hand now
Double send
wtf.
Fuck my internet
Delet
I'm not even mad
There
You guys are weird.
Not to mention I am literally making resources for Gutawer, which is pretty ironic
No, we do biscuit sipping and tea dipping
Nothing's getting out of hand, as far as I can tell
"@Insightguy mistercat hates all rips because they buttfucked his family or something" is the most on-the-edge thing that anyone's said and it wasn't said by TMC lol
have you?
That's not an invitation for you to double down
if you can't see any sense in the stuff I've been saying, the imperfection is yours
I don't think you understand my position at all
I agree with at least some of what you say
It's just
creativity is more important and useful than taking someone elses work for your own ends
I agree with TMC, anyway, hence why I asked him to make me a turret model rather than ripping the turret straight from TF2 or whatever
how the heck do i boil it down further than that
@light prism at what point did I ever disagree with that
Well, okay he was already making me a turret model and I asked to use it but same idea lol
scroll up
What I have a problem with is 1: the only thing you do related to rips is complain, and 2: this
if you want to be a pedant over wording, the imperfection is yours
if you dont get the 'the imperfection is yours' reference, the imperfection is yours
You gave what you thought was an exact definition of rip, it seems
Guys, I'm sorry for starting this argument but we need to break it up.
That's not being pedant over wording
I'm sorry that I'm ripping for my mod but due to the lack of public resource sprites and my inability to sprite, its the most feasible solution right now.
Lack of public resource sprites to fit my needs, I mean.
I'm sorry for starting such a debate
@wary zealot pro tip: do what you want for your mod provided it's in good intentions, not illegal, and not assholey, but if you're going to do rips, do not do them here as there will be fire in the SKY
That is all
Goodnight, gentleman
Look, in the end, can we agree to judge a mod by gameplay first then rail on the resources?
@wary zealot its not your fault
Ok it's not like I mind that much but rips are absolutely illegal lol
It's just not like anybody's gonna care
If you use them for a commercial project right?
reproducing and transferring resources from a commercially viable game is illegal
selling them is just.. more illegal
Selling them is likely to get people to care, basically
yeah, its not like you can use 'but im not expecting any money in return' as an excuse to copy and distribute
Then again, hammering on free mods is a pr nightmare
@light prism what law exactly if i may ask?
Rips*
are you a lawyer?
Sorry, anyways. Would using something like gun sounds from a liscened title in a mod be just as illegal as using rips from it?
because I'll look it up if you like but is it really worth it?
Or are you just trying to stymie me because I can't instantly slap out an index number
how about: google it
@light prism. The pointis, asides from quality or stigma, is there any other reason not to rip?
Unless you want to say JPF is a bad mod for using rips
It's lazy, it has negative connotations associated with the legality issues, and often outright contains direct content
look at it this way: if I took doom2016, removed the executable, and transmitted the remaining files, is that not illegal?
public domain exists for a reason
It is illegal. But is using screenshots of assets from the game in a free, non-profit non-copyrighted modification as illegal as that? I'm sorry but it's a case by case basis.
By your logic all mods are illegal because they use assets from a liscened game. The game they're modding.
Phone dying will continue later
I'm going to end this here even if I'm wrong because there's no point to continuing the argument, we just need to let it go.
that is not true, sam
Using screenshots of a game is still illegal because designs are copyrighted
It doesn't need to be the exact model or texture
you arent required to transmit the resources of doom/2.wad in order for other people to play mods
if i say, did a mod that simply replaced the baron of hell with an actor inherited from baron, with a translation applied to make him blue
my code is original, i am free to do whatever i like with that
without the baron sprites you can't play it, yes
but those are part of the core game and i am not sending the core game with my mod
just some code that says 'make the baron blue'
Let it go, Cat. I understand, you're right and I'm wrong. I'm still going to use rips in my mod.
learn to draw, learn blender, learn some other software
or just say 'i dont know how'
your choice
Remember, it's never too late to learn ๐
I don't know how. I know how to pose models in Garry mod or use public domain sprites. So I'll stick to what I know.
End of discussion, please? I really want to get back to working on my dumb skeleton thing.
do it then
Hm, I wonder if I should just do extra frames for the slide going back and do recoil entirely with offsets, or if I should do a proper recoil animation where the gun tilts upwards.
Proper animation seems better
Less paper cutout feeling
Though offsets work better with animation (or even better, add a slight zoom in for that feel of power)
The sprite not the player vision
๐
๐ค
if i make a model and animations can you zscript it together
i could definitely give it a go, hardest part really is just detecting if it's the right shape
which should be just as simple as checking if the sector has 4 lines, and they're all the right length
then if the ceiling relative to the neighbouring sectors is the right height
won't work if they've made the door out of more than 1 sector for some reason, but what can ya do
@unreal oyster how's the progress on that descent mod thing?
haven't really been working on it, nothing much to add
i hope you're not expecting me to add other ship enemies and all the descent weapons ๐
I'm not
Tbh I only want it for that sweet six degrees of movement
I honestly couldn't care less about the descent stuff, never really got into it
Then again, haven't played descent for more than half an hour lol
ugh
can't find good free minigun sounds
I feel like just using the TF2 minigun sound.
Serious Sam 3 minigun sound.
shit I don't know where to get that
nor how it sounds
well it'll suit I guess
sounds like it needs more bass thoguh
*though
https://freesound.org/people/dwightsabeast/sounds/395572/ Try this @vocal crypt ?
This also sounds powerful
mix those two
https://freesound.org/people/kantouth/sounds/104401/ Here's a gatling gun, but you'll have to cut your own clips
https://freesound.org/search/?q=gun&page=2#sound There's plenty of sounds here you can use
AFPS, question.
Is your minigun going to have the firerate of an actual minigun?
Like, absurdly high?
If so I know a good "Brrrrrrrrrt" minigun sound that could work.
If it's a less-realistic minigun sound, still a high firerate but barely that of an actual minigun, I know some sounds as well.
Gotcha.
I highly recommend you go on freesound (that's where I got all of the custom sounds for downsize) but I'll look for some for you.
I recommend you get this sound, make three versions with different pitch variations, and play it every time the minigun fires a bullet. Should make a nice satisfying chaingun noise.
Maybe pitch variation isn't a good idea, but I love doing it.
pitch variation makes no sense in this case yeah
you might get away with maybe 1 max
https://freesound.org/people/Deganoth/sounds/348666/ this makes for a nice shotgun sound
make an account you nitwit
I don't wanna! /s
Use a ten minute email service or something.
freesound.org is safe
its highly useful to have an account
stop looking at kitten porn
no not like that
Hmmm
with the M16/AK47/Minigun sound combined, I think I need some whir sound
or like the sound of the barrels spinning
I GOTCHU FAM
sorry, I hate that meme.
but seriously I know a good sound.
I have a lot of love for this sound I created a while back. It was one of my very first super complex and difficult sound to design since at the time I was working with such a limited pool of recordings.
The biggest hurdle was the mechanical noises most of which were recorded from household items including pots, pans and vacuums etc. as well as recordings from various machinery, doors and other metal objects (Mostly captured with my HS5). All combined with somewhat glitchy stuttering effects of said sounds to make each element feel like a complex war machine with several moving parts.
Originally I created this for myself to replace the Minigun SFX for Fallout 3 and never released it publicly until now. None of the parts in here contain anything from the game since I had challenged myself to create each element from scratch using foley but still following the same idea from the game.
I hope you all enjoy this one, it's really great to chop up for just the gun fire or to shorten and make some quick bursts etc.
This is an Attribution Non-Commercial Licensed file. Due to the sheer complexity and time put into the sound you may use this file for non-profit work such as modding, but any commercial use is strictly forbidden without my expressed permission.
Enjoy!
-V
This sound is a full minigun sound, like, spinning up, firing, and spinning down, but I took a sample from the spinup part a millisecond before it fires and looped it.
And that's how I got the spinning sound for the minigun in Downsize.
how would you loop it
Just repeat it in audacity or make it look ingame.
Here's the exact sound.
In this file it plays once, but you can repeat it for your own purposes.
ugh
either the volume for that file is too low, or the sound for the shooting is too loud
or something fucked up with sndinfo or somethin
ok something is wrong with sndinfo
UGH
this shit is annoying me
Nah there's nothing wrong with sndinfo
Maybe YOUR volume is too low (or too loud)?
no I removed the firing sound and left the spinning sound
spinning sound don't play
yes I put the firing sound back in, it was to see if the volume theory was correct
heh
AW NO NO NO NO SOAP!
Soap that makes you say yes
Yes
Yes
@past cradle that looks funny, nicely done!
@past cradle that could make for a pretty good Doom mod on say, a boat during a storm.
weapons/minigunspin DSMINISPN
TNT1 A 0 A_PlaySound ("weapons/minigunspin") Yet the sound is not being played. Anyone know possible problems?
DSMINISPN is too long
you need to specify the full path with extension if it's over 8 chars long
so probably "sounds/DSMINISPN.wav"
replace extension as appropriate
or just rename it to be equal or less than 8 chars
DSMGSPIN
well that's fixed, now I gotta fix volumes in Audacity
ugfh
ugh
can't seem to have a balance of both sounds being heard
what do you mean
volume wise?
if you try and play them both on the same channel, that wont work
no
volume mixing I guess
It sounds like one drowns out the other
that or the sounds are too similar... sounding it doesn't sound distinct
hey, does anyone else remember an old site that had mods for Doom 3 and some other games like Knights of the old republic I and II ? It wasn't moddb or nexusmods. I think it was around 2008-2010 ? I remember it having a clunky interface with no thumbnails but it was more than a simply ugly html thing with bright colors
nvm got it, it was filefront, apparently it's closed / merged with moddb
How do i install fluidsynth boios
i'm fairly sure it's installed by default for the gzdoom.sf2 soundfont in newer versions of gzdoom
Ooooh
Wait i can't move the camera with the mouse in Gzdoom
Like i can't move it up or down y
You gotta enable it
here
@dusk flare
does gzdoom finally save autoaim off?
i am always using dmflags as a command line because of that
Thank mr mmamthot
@haughty flower you're using the wrong menu, the permanent autoaim setting is in the Player Setup menu
oooooh, ok thanks