#classic-doom-maps-mods
1 messages · Page 67 of 1
muffled ayy lmao in the distance
I decided to use a low pass filter and lower the volume but don't know how to associate distant zombieman shot from a normal one
doesn't the volume for the gunshots lower until you can't hear it at all in vanilla?
Yes, instead of that I'd like to hear distant sounds instead of silence
oh
As seen in the new Brutal Doom v21 beta(?)
open beta
but yes
beta
meanwhile I'm debating over using new puff sprites or keep downsizing them
and I'm debating about upscaling the minigun sprites
I just used some assets from it for my RDND mod
https://www.youtube.com/watch?v=WdNrhgt90sE I need to add sparks, upscale the sprite, and change the sound to something that gives it more of an "umph"
and add sounds to the puff
Sounds like editing the actor for the ricochet and/or puff
The puff yes
but uh
eh
don't know of anything else.
oh
the casings
They aren't spewing out like I want em to br
*be
well this is funny
Microhands
JESUS CHRIST
doing 0.5 makes it bigger
like
way fucking bigger
ugh
wrong context it sounds weird.
SLADE 3 also reads them and offers a visual texture editor. in regards to TEXTURES
is there a way to read such textures with the edits
or
look at them rather
looking at the projectiles for the Brutal Doom 64 plasma rifle, it looks like models more than sprites
that or the angle
if it's sprites
@vocal crypt in TEXTURES scale is inverse, yes
0.5 = 200%
2 = 50%
actor scale is regular
my map problems seem to be the map design itself
the theme I seem to like is some castle thing
there aren't many doom maps on UDMF format, most of them are terrywads lol
cough
aren't terrywads mostly hexen format
B4NM is a 32-map terrywad that uses UDMF
terrywads aren't relevant anymore? I still see many doomworld wussies crying over them
probably doesn't help /idgames(?) automatically sorts them in terrywad category
they really aren't because idgames seperates them now
yeah
even though they have their own category, people still hate them
goes into /terrywads > plays terrywad > oh wtf it's a terrywad? > 0/5
i wouldn't say i hate them, i just feel that it's a waste of effort
and the good parts are wasted potential
the people making them clearly know how to map, why not use it to actually y'know
make a good map
they had 9 guys work on B4NM
i wouldn't say it's a waste of effort, I find them pretty funny
I don't like your sense of humour then
they are solely made to piss off the people who don't like them
i mean if you enjoy rape jokes then i guess
well, Boom isn't a format
I know it's a source port
Boom: Doom format (Doom 2)
Doom format is the format, Boom is an extension set
yeah
eh
I might start with a generic tech theme
my real problem
is the fucking layout man
can't sketch over here
lines aren't even fucking straight without a ruler
that might be because of my left-handed ness
then use a ruler mang, don't make excuses
which means I'll die before right handed ones
same
select sector mode and then it should appear on the top of the Builder
I see it
are replacing sounds a thing Doom format can do
or allows
not in DB
but
like Slade or somethin
what
Texture Offsets can't be changed
wtf
- I think you can replace sounds
- What texture offsets cannot be changed?
floor ceiling texture ones apparently
you can only do that in UDMF
You can replace sounds
and add enemies
I recommend you guys on playing Deus Vult II, it 'pushes the limits' of the Boom format
Nah, actually it only uses it to its fullest
EPIC.wad somehow manages to make deep-water sectors
that are boom-compatible
yeah but you can actually swim on it
yeah it's the transfer heights thingy
- friction
Download: http://www.moddb.com/mods/doot-tc Ok, DooD, DooW, now it's time for DooT. Play as Spooky Scary Skeleton with Trumpet as weapon of mass destruction....
@royal wave you should've put some trigger warning, I almost got a heart attack as it's 2spooky
also, it's similiar to this:
Doom weapon that Rickrolls enemies to death. If you don't know what that means, be glad. Sadly I did not create this, it was created by "Kinsie" on the ZDoom...
is there a way to get a line to open a door by walkin over it
in Doom format
trying to do it via tag thing, don't think I can.
wait
apparently it doesn't get pissy with tags having the same numb?
I did, hence me asking it doesn't get pissy with tags having the same numb?
oh, okay, i are retard
the only thing I can think of, since in Doom format you cannot set tags to line, the tag on the line is actually the "look for sector with this tag"
oh, so it's just the activator, somewhat.
yo, here's a trick
you can actually have multiple player 1 starts in a map
and have them walk over multiple linedefs to activate multiple events very quickly
a.k.a voodoo dolls
yeah
Here's a current WIP of RDND changelog so far:
1.62 - November 2017
-New Mancubus death
-New Commando death
-New Imp death
-Zombiemman rifle sound added
-Arch-vile attack explosion sound added
-Revenant fireball impact sound added
what's RDND?
i'll check it out
It's essentially my baby I've worked on and off since April of 2014
I'm trying to replace the word "Options" when you go to Options in ZDoom/Zandronum/GZDoom but I don't know which graphic lump it is. I'm already using replacements for M_OPTION and M_OPTTTL but it doesn't help.
mapping feels kool
bt it's complicated for me
i cant even make a door
or a lift
Layouts are a PITA for me
zdoom.org/wiki/ helps
And yeah it's hard to come up with decent map designs
Play some wads for that, heuh
But only the good ones
i dunno i play terrywads almost exclusively these days
Talking about terrywads, I'm working on one with my friend actually
BRIGHTMAPS for the Mancubus Claus in Xmas wad I've been polishing
Okay, I'm happy with this building for now until i find a better stucco texture, moving on to the next
nice
make it a porno vid shop
with a poster in the window: 'Just in: Debbie Does Phobos'
oh no
What's the best/easiest way to make midis (for doom btw) without any actual instrument ?
idk
@young mesa try Anvil Studio (Free version)
doesn't really tell me what to do with it
but are those freeware?
is FLstudio a good idea ?
yes
the problem with using FLStudio is that you ideally need a soundfont player so you know what it's going to sound like as a MIDI file
which is fine but it's a lot more effort for the same goal
if you're comfortable with working in FL Studio, though, do that
when it comes down to it you're going to make music fastest in the program you're comfortable in
Thing is : I'm not comfortable with any program. The only one I ever used is FL studio, but i still dunno shit about it
then look up tutorial videos
well then i'd suggest you use a dedicated midi program
like i previously said, i like sekaiju and aria maestosa (though sekaiju has some really annoying bugs that seem to only affect me)
and I have no idea how to make those softwares use doom sounds
The point is you need to start somewhere. If you have no idea how to use a midi program, then learn that first regardless of if it sounds like Doom or not
There's no shortcut between "no digital music experience" and "writing a song for Doom"
Grab Anvil or FL Studio or Sekaiju or Aria and just learn how it works first
[4:19 PM] λxool: and I have no idea how to make those softwares use doom sounds that's not really a thing
midi uses whatever midi driver the program is configured to use
in newer versions of gzdoom, that's fluidsynth with the sc-55 soundfont
I (kinda) know how midids work, but if I write a midi I'd like to know how it will sound in the game, u know
I don't wanna spend 5 hours on a midi then realise it sounds like shit in-game
damn
I think I'm stuck on some weird dead end with my mod
that or too lazy to touch up the minigun
ugh
zis sound mixing.
now fucking SLADE doesn't play audio files fsfr
aw not this shit
Zandronum be in the fucking lower right corner a bit
aw come on wtf
can't even get it to the center of the screen without the sprite being cut off somehow
also, did not know Zandronum could screencap the Gefore thing
*Geforce
kek
sprite MNGGB0, 124, 71 { XScale 0.8 YScale 0.8 patch MNGGB0, 55, 0 }
sprite MNGFA0, 96, 23 { XScale 0.8 YScale 0.8 patch MNGFA0, 55, 0 }
sprite MNGFB0, 96, 23 { XScale 0.8 YScale 0.8 patch MNGFB0, 55, 0 }``` this is what I'm using.
oh you're doing it with TEXTURES, then yes
it will be cut off because your defined size is smaller than the actual patch size
the first X, Y coords should be the size of the original sprite
Yeah, it's 124x71
hmm
you are scaling it up but the xscale/yscale should process the whole canvas size, not cut off like that
you could try making the canvas size bigger (change the first dimensions)
oh im a dumb
sorry
its not that
the second set of x/y coords is the patches ORIGIN
from its upper left corner
so because you have that set to 55, 0 the image doesnt start drawing til almost halfway across the actual canvas
thats why its cut off
to give it an offset of 55,0 you need to add 'offset 55, 0' to the textures properties
texture blah, 128, 64 { offset 32, 32 XScale 0.5 YScale 0.5 patch BLAH, 0, 0 }
welp it's fixed
yeah that's what I meant.
I don't smoke
worktime
https://youtu.be/MU5SlEfJ1ss sorry for the terrible audio quality, it's either Geforce Experience or Youtube isn't done processing it or something
question about midimaking again
so I'm using fl studio and managed to export a simple mid
When I have to choose an instrument, I can't find any percussion in the list
I have no idea how to put percussions in my midi
(it's my only problem, everything else is fine)
percussion is generally put on channel 10
if you modify channel 10's instrument you will find it is a list of drumset choices rather than the standard midi instrment list
thanks !
no problem
Is there a better way to make this sort of window without using triangular sectors with height-assigned vertices (The methood that was used below)?
3d slopes probably
dunno
how tf did you do that
wait nvm
All I'm really trying to do is create a hexagonal window.
slopes for sure
easier than using translated sectors
in gzdoom its one of the tabs when right clicking sectors
(i'm using slade, not gzdb)
be advised this is not boom compatable (to the extent you care about this)
@haughty flower have you considered not using slade anymore?
i don't see why i should stop, gzdb has weird keybinds that take an hour to change
at least gzdb is still being supported and updated
not looking to start a flamewar, but slade is also still getting some support
okay i'll stop now, youre right
(but not a lot of supp though)
i'm just saying, keybinds aside gzdb is pretty great
i'd really only use slade as a map editor if i had no other choice
i'm used to GZDB's controls and it supports way more UDMF features
gzdb is the best
using anything else is either contrarian or if you just plain can't run it under your os
There's people that still use Doom Builder 2
for what reason
You're not a real Doomer if you don't play Doom on a DOS

quick question: I need a flat floating floor texture, it doesnt need to be collidable or anything, do i still need to create a 3d floor to do that?
What format are you using?
udmf
You could use transfer heights (also available on Boom) but since you're using UDMF I recommend you just making a 3d floor
Nah wait
Yeah I think you should use transfer heights
Unless there is a way to make 3d floors non-solid
Shit yes there is I think
im trying to make some awning over a doorway, and i plan to make the sides a middle texture floating, but was ondering how to build the roof
in fact actors are very versatile for that sort of thing
sure but they become difficult to manage when you have 500 of them
Then use the gzdb 3d floors plugin :P
get in here, boi
3dfloor plugin ...? (Haven't used gzdb in a while)
well, with that issue aside i more or less finished the following building, an auto parts store, pending some minor tweaks to irrelevant vertex locations
How do I open a MAPINFO file in Slade?
Click on it and "View as text"

Or just drop it on Slade if that's what you mean
I mean create a new MAPINFO section in a WAD file
create a marker, name it MAPINFO, and then click on it, and click view as text
then you can edit it
^

wolf 2 in a nutshell
👌
i dont use akimbo so far in wolf 2
"FUCK YEAH" intensifies
That mod just looks like the guns fire at the same speed as a regular shotgun
actually its slightly faster and you can trigger alt seperately
so you can fire both simultaneously if you want
i didnt really show that off in the gif i guess
there's a bit of variation but mostly shooting one-two
to compensate i made the spread slightly worse
wat

You wa shock
Some old screenshots but don't look so different from the most recent 'version' of this area
Any way I could improve it?
Yeah there's some height and a bit of of floor variation on the newest one
But just a bit tho
Needa have a bit more
I'd personally add some things like say, decals to break up the tiling of textures.
Or maybe some voxels to add a bit of depth to the walls, but that's my perspective on decoration.
Yeah good idea
breaking up tiling is more important with smoother textures
its not so mch of an issue here
where its meant to look more chaotic and organic
@wary zealot Maybe add an option to lower the screenshake/disable it, but, nickname it something silly/patronising like the difficulty settings.
Nah, I agree that it's way too much screenshake.
It's a placeholder effect and may be removed alltogether.
Screenshake makes my genitals go doki doki but I still know when too much is too much.
I do like the idea of a screenshake option or something.
Going from, say, "shooting nerf darts" to "hand held explosion machine"
Btw how was the screenshake in the videos I posted
ID want too much you can't tell what you're shooting at
i wish i would getmy ass up into production into actually making a leevel, i always sit around and read up design and doom builder stuff and try out little things, but nver find the right "starting point" to do a level
leeeveeeel
there is no right starting point
you can plop the player at the start of a linear sequence, or in a 'hub' area of a more branching level
but its just up to you
no thas not what i meant
but thanks for the tip 😄
also do you guys plan your levels really out, or just start doing stuff and see where it goes and build in ideas on the fly?
not usually
just draw shit yeah
sometimes plan ahead a little bit
but not the whole map
like draw partial layouts
ok
i should just scheduleat least an hour a day to do nothing else, i get distracted so easily
anyway, good night mates 😃
starting a level is hard
i start by thinking about a particular room i want to make, like its purpose
and add ancilliary rooms from there
get a graph notebook
and start drawing geometric shapes
circles are easy to do in GZDB
Cars are easy
Draw a pirate ship and put wheels on it
TheMisterCat is easy
draw a fudge nugger
Too many catacombs
not enough catacombs
perfect amount of catacombs
I made this for a friend who was working on Serious Sam HD Extended a while back
little more catacombs
and he took the layout design and turned it into an actual playable map, with his own changes implemented
Little less catacombs

it works out well tho
http://steamcommunity.com/sharedfiles/filedetails/?id=468808409 you can check it out for yourself. use cht_bEnableCheats = 3 if the map Catacombs doesn't show up in the list.
iunno mate the tunnels look like a wolf3d map
all 90 degree turns and labyrinthian
assuming those are 64px tunnels, no room to dodge
@light prism that's using the overlay system, right?
yeah
did you want to start @prisma saddle ?
@light prism no, thanks for the offer though.
Sorta wanted to add to it rather than make the first room and such.
ok uh
i actually have just started a fresh map in the past 30 mins
so i guess we can use that for the base
Alrighty.
@prisma saddle
Yeah?
@light prism
My room is certainly more boring than yours...
Your room is really nice though.
ok
how about
we'll speed this up a bit, and just do basic layouts and simple texturing
then ill try and fit everything to a cohesive theme later
Yeah sure.
@light prism No clue what I'm doing at this point
wow
i actually got doom4 running on this pc
amazing
@prisma saddle i removed the fog and light color for now, probably making it harder to visualise
just a dash more catacombs
a pinch less catacombs
Looks linear a bit
What's wrong with this MAPINFO?
It doesn't start period
map MAP01 lookup "The Awakening"
music "D_RUNNIN"
sky SKY1 0
exitpic "SKY2"
enterpic "SKY2"
intermusic "COURYAR"
Try that ^
@red peak
You don't need MAP before every single other thing
{
music "D_RUNNIN"
sky SKY1 0
exitpic "SKY2"
enterpic "SKY2"
intermusic "COURYAR"
}```
try this
@haughty flower eww the old MapInfo format 
If you're using that I'd recommend you switch to the curly brace'd version that DrPyspy posted
it's works the same
and I don't think his version works with Boom format
uhh
yeah it works the same why do you care


because it's an outdated syntax that doesn't support all the features
keep using it yourself if you really want to but don't recommend it to other people
also [3:48 PM] AsianMammoth: and I don't think his version works with Boom format mapinfo isn't a boom feature
if you mean "zdoom won't load the new format with a boom map", wrong
most boom mapsets with a MAPINFO follow the new format
🤔
this is pretty cool to know and I've never noticed until now that Boom had this feature

pfff udmf has individual brightness levels without the need for transfers
yeah I know that
I use UDMF for terrywads

you know that

I want a Revenant that holds a rocket launcher that looks like a minigun and that fires mini-homing-rockets

why
I want a revenant that carries a trumpet and doots at you
Rapenant
New Hdoom demon
Amazing
10/10
thats an intresting monster design for sure
@lavish hollow sawty? Why is it names sawty?
Idk
The chainsaw falic revenant
It's not my sprite, it's a friend's
@lavish hollow is it a pun on salty or something?
Man, how awkward would it be if you had to chainsaw duel with this thing
@lavish hollow i just got it, slight delay here
Lightsaber fight
@lavish hollow why did your friend make this anyway? Doom mod of his or just felt like it?
Mod
"sky = hugedick"
Maybe the reason god stays in heaven, is because he too fears what he has created
no it's because he's just a stranger on the bus trying to find his way home
The intermission is broken.
stop breaking things
think it was because open gl gzdoom 3.0 acts weird with my PC
there might be some video settings you can change
it doesnt really look like a bsp/rendering issue
though
I did mess with the settings Gzdoom 3.0 has more
I recall them having issues with drivers for my card before
then them forcing it to render a certain way but doing away with it for 3
don't know I need an upgrade badly
Hubs work in .pk3's, right?
I don't see why they wouldn't
^
Then again I've barely started mapping
who?
U
Format for?
Doom, Boom, Hexen, UDMF?
UDMF for two maps of IRL places and vanilla for another map I'm making atm
If you're not trying to be compatible with really old engines, UDMF is the best
I've never regretted moving over to it
Indeed, tho vanilla does open up a wide range of engine choices and apparently speedruns are basically non-existant for udmf maps
I guess because newer engines have bad demo support
or so I've heard
Besides I wanted to learn vanilla mapping anyway
People still love the 'old school' way of playing Doom
That's probably why Boom and Doom are more commonly used n shit
Keeping within the limit of vanilla doom is easier thanI expected
I usually play GZDoom
Boom is just an extension of the default Doom format
So if I make a map in boom can it run in vanilla without the extra features or no?
It'll only correctly run in Boom-compatible sourceports
Hmm
Is it possible to have an acs lump that will apply properties to sectors like fog and what not that will only be registered by zdoom ports?
or would that not work
Hey, does anyone have any examples of this being used? https://zdoom.org/wiki/Music_format#Emulated_formats
sick
I didn't know ZDoom supported that kind of thing
lolwut
Seems like a very niche thing
Somebody needs to try that out
Does anybody map for doomsday?
It seems to me that gzdoom has all the same fancy effects as doomsday
Just not as intense
skulltag came with some SPC's i believe
like chrono triggers fight against magus song
Never played chrono trigger before, did the song fit or did it feel out of place
Did it sound correct, though
true true
there is no reason it wouldnt sound correct because SPC format is basically tracker, it includest he samples
zavus, you release anything yet?
I haven't worked on it or even played Doom in months, I'm just getting back into it as of last night
hey people still include those big txt files with their wads right?
Yeah, they're pretty common bugbait
I derped with Decorate a bit last night
Doomworld has a template
lel
Just walk around
zelda in the doom engine sounds oddly fitting
They're good if you're uploading to idgames, because they're required there and Doomworld automatically parses them for indexing.
Ye I have a template file right here
Besides, they're just "the way it's always been done" so most Doomers expect them
so FPS original zelda? or aiming for the top-down tilebased way
That's good because I have one for both of my wads
Just common courtesy
FPS
so not original zelda then
I guess I could do some camera tricks to make it top-down
I noticed doomsday actually sets the wad names as the names in the txts
you'd have to do some tricks to get it to respond properly with controls too
Here it is if anyone wants to poke around what's done of the map.
IMHO you should stick with fps zelda
Just some really basic Decorate
top down zelda has been done before you know?
fps pacman
LOL
Wasn't that an easter egg in Wolfenstein 3D?
Do either you know where I can find some sprites to replace the nazis with human scavengers or something
Realm667
thx
I've heard Realm667 get some hate, can't tell why
fookin' right, Is 667 launcher good or should I stick with zdoom executer
Never tried it
I use shortcuts
if anyone needs any help with any scripting or decorate or anything lemme know
@inner zealot - The hate is probably because a lot of noob modders just jam all the r667 resources into a pk3 and force you to download them
With no work put on them
Yeah
Just straight up mash them in
The issue is not using R667 stuff
yeah they just drop everything into an archive
It's just throwing it all in a .wad and saying "i made the worlds best monster shuffle!"
no balance, no 'using as a base'
its still a very viable source of sprites and monsters and such though, yeah
i do still prefer doing everything from scratch though
@inner zealot for the zelda wad what Iwad should I use
Doom 2
kk
I just tried out .NSF music
Sure enough, it works
And sounds exactly how it should
Wow
like i said, those formats are mostly just tracker-based, they include all the samples used
so they will sound the same, yes
@golden drum Turn fly on and float around for a bit, the overhead perspective is nice
It's still kinda weird, though
bruh that's legit
you should skip zelda and make fps wonderboy in monsterland 2
Your suggestion has been noted.
that game has the most satisfying coin drop sound ever
One critisicism tho, You should prolly put a more basic weapon in the starting cave instead of the SSG right off the bat
other than that, it's actually pretty cool
The SSG isn't actually going to be there
I'm using them as markers
I have all those caves in one map, so I have different amounts of shotguns in them to tell them apart
I would have the wooden sword in there already (And it's technically in the .wad)
But it's extremely crappy and amateurish
I'm still learning, you know.
Ye I get that
Can I call a vote?
Sure
Move this project into a .pk3, yea or nay?
I assume it's gonna udmf format?
Fuck both, make it an iwad
YE
Do that
but yeah if it's udmf format make it a pk3 I guess
Why does .pk3 even exist anyway
A .pk3 is literally a .zip renamed
It takes up less space than a .wad and is more organized
It's renamed to .pk3 so dickshits don't try to unpack it
watch my framerate zoom up as soon as i get inside
Well if you're adding in extra monsters and weapons then prolly pk3 it
That's my two cents
actually makes no real difference, but pk3 structure is better for organization
@light prism is that a wad?
Yeah, unless you have a lot of music files or anything else that takes up a stupid amount of space, you don't benefit so much from the compression
savage
I'd say so
GZDoom apparently does what id could not at the time.
GZSPISPOPD when
wat
wtf is that
dat suppose to be a cheat code butchered
SPISPOPD goes back farther than the cheat code
I'm a lot of things
this is how i feel
Distracted is one of them.
im cold and i am shamed, lying naked on the floor
did you get too high
or too drunk
also, debating on whether to have guns for certain classes be buyable or somethin
in DF:MVD
make guns that talk to you
@light prism so, an Ap-Sap?
maybe it's just high pitched voices of the class
imagine Heavy's high pithced voice with the minigun
nah give them unique voices and dialogue
so, just make them yell Doom quotes

and if you get through a conversation they get modded/upgraded
YOU STUPID STUPID DEMON! YOU'RE STUPID! YOU'RE GONNA BE STUPID AND DEAD! DANCE! DANCE BIG something IDK what he said
brb actually doing work
haha
HERE COMES THE NIGHT TRAIN
insert Minigun ripping here @inner zealot
I hate how the BFG behaved like a goddamn Minigun in the Doom comic
it did?
Yes
I wonder what the Penciller of the DOOM comic has also made.
I got the entire soundtrack in .NSF format
All in one file
Now I have to figure out how this works
looks more like a shotgun thing
nerf it first.
And have the BFG be a shotgun instead.
Luckily, the program I got that let's me listen to them lets me export them to .WAV
So, that's the backup plan
is it possible to start the player with only fists?
Yes
How?
You'd need to make a new player class iirc
gonna search that up
Nope
nope to what?
script 1 ENTER
{
ClearInventory();
GiveInventory(fist, 1);
}
Fist start for map01
I don't think it's actually GiveInventory
But it's some other command that sounds like that
pistol start for others
Only do that script for map 1 then
kk
GiveInventory will work for this
it gives to the script activator, who will be the player since it is an ENTER script
if you want multiplayer compatibility though, you'd need an equivalent RESPAWN script
and if you wanted it to be a map01 fist start only, you'd need to check that you're on map01 beforehand
I've decide to go with .NSF for music and (most likely) sound effects
It's pretty straight forward, and it's only 20kb for literally every sound
So, I can vouch for this format
20kb is too much
I'm shooting for 2, if possible
oh, here, have the live version then
But I like midi
So who here is familiar with zdoom based modding? I'm trying to tweak an existing mod to fit my prerferences but having no luck in doing so.
back
was afk
Brutal Doom has a problem where enemy deaths don't trigger actions, is there a way around that
What's a good audio editing program?
audacity?
@golden drum No idea, but my question's also about brutal doom, funny enough. 😃
I'm trying to take the headless zombies off the list of zombiemen replacements.
From what I read, I assumed the zombiemen.txt file, which has references to the replacements in question, would be where to go. Nixing or changing things in there seems to have no effect though.
I've never screwed with zscript or decorate before, but I'll load it up in slade and see what I can find
Try deleting it
I assumed this was the code that does the replacement in zombiemen.txt
ReplaceBeheaded:
TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
TNT1 A 0 A_SpawnItemEx ("RifleZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG | SXF_TRANSFERPOINTERS ,0, tid)
Stop
Deleting it does nothing.
The riflezombie part was me trying to change what it spawned. That also didn't work.
make sure slade isn't trying to save to somewhere it can't
@light prism No. Beheaded Zombiemen are a new enemy variant.
oh
They are pain immune and have 150 health.
Versus the standard 50 a zombieman normally has, along with pain.
Running into a lot of them at the start of a map is kinda bullshit
there is probably some base actor class that has 'replace Zombieman'
like actor ZombieChooser : Zombieman replaces Zombieman
{}
the choice will exist in there somewhere
I assumed the replacement was handled in zombiemen.txt, where would this actor thing be?
probably in there?
it'll just be a specific actor that has 'replace Zombieman'
probably with a list of the replacement types
Well, the code I pasted just now was what I assumed was that.
It's usually above the states, what Cat is mentioning
#include DECORATE/ZOMBIEMEN.txt
#include DECORATE/ZOMBIEMENVARIATIONS.txt
#include DECORATE/ZOMBIEMANVARIATION2.txt
I found that in thje decorate lump
maybe comment out one of the variation ones
The first varaition is the pistol zombie. 2 is the headless.
ok listen
zombieman is being replaced by an actor that chooses which variant to spawn
you need to find out what that base actor is
and remove the 'headless' variant from its list
all actors start with the 'actor' definition
and this one will say 'replaces Zombieman'
like my example above
actor ZombieChooser : Zombieman replaces Zombieman
something LIKE that
it will definitely have 'replaces Zombieman'
brb
The only call i see like that is
ACTOR RifleZombie Replaces ZombieMan
Then the replacebeheaded, but that's a state, not an actor.
can you pastebin.com the entire files
Varation2 has this, but it's not a replace call. ACTOR HeadlessZombie: RifleZombie
Hang on.
I wonder if deleting the whole zombiemanvariations2.txt would worjk
I suspect that would cause errors trying to look for something that doesn't exist?
Anyway here's zombiemen.txt https://pastebin.com/RL513sWU
Here's zombiemanvaration2.txt which has all the headless stuff. https://pastebin.com/gwXvAQdH
hmm okay yeah
the replacebeheaded state SHOULD be the thing doing it
are you sure you saved it properly after removing that?
I'm using notepad++ to edit, should I be using something else?
hell no
notepad++ for life
however if youre trying to save it directly into the zip/pk3 you probably need to ensure you dont have it open in anything else first
its likely it was just write protected when you tried to save
hence why it didnt seem to work
Nope, beheaded zombies still spawn even with the change.
close the pk3, reopen it, and make sure your change actually took effect
also make sure you are running the right file when testing
so many times people have been like 'my changes make no difference' and it turns out theyre running a copy of the pk3 or a bakcup
Yeah, it's the right file.
And the change shows when I open it.
The only change I HAVE gotten to work, but it's only a minor help, is lowering the beheaded's health to 50. But he's still pain immune/has no head for headshots.
So that change does register.
so you are removing him for what, balance reasons?
Yeah.
yeah.
how are you running it?
GZDoom.
are you dragging your own copy of the pk3 onto the exe?
I'm using a launcher and doing it that way.
But yes, I am loading the modified pk3.
Not the original unaltered one.
ok, its definitely not using the brutal doom pk3 under the 'skins' folder, right?
because if its loading that it could override changes
sorry, just trying to rule shit out
because lots of times i have been helping someone and its something really dumb they forgot to mention
Don't blame ya at all for checking
like a misspelled word or wrong file
Stares sadly
it happens all the time
wtf
No headless zombie men spawn for me even in legit brutal doom
what, you got an illegal bootleg?
unmodified*
For me, almost every zombie on the start of map02 in Daedelus is a Beheaded.
I like the second better
Second
second
I made a test map with 64 zombiemen and so far not one has spawned headless
call it gzLegend of gzZelda
GZeldoom
Zeldoom: Hell in hyrule
@golden drum So you have the opposite issue I do, heh.
A Link to the Sink
I just don't want headless because whatever RNG is used to spawn them makes Daedelus Map02 stupid.
@inner zealot Legend of Doom
So then I was gonna call it Zeldoom
or GZeldoom
But that was taken
GZelDoom
Doom: Hell on Hyrule.
hmm actually
it looks like perhaps some script is doing the replace's
or at least it is SetActorState'ing the zombieman into the relevant Replace state
which is weird
I checked the scripts folder, couldn't find anything relevant unless I missed it.
Thanks for the feedback, I'm changing all of the rock textures to be more 1:1 with everything else
So now I need to figure which file has those script numbers?
Prolly a scrips lump that you can edit and recompile
maybe, i dont know why brutal doom is so insane
oh right because sgt mark copypasta's code from everywhere
you could make a mob replacer without script bullshit
but noooooo
looks like the spawn state does have an A_Jump with a 1 in 255 chance of jumping to ReplaceBeheaded
heh
Oh no
'dont use them'
plz no
and all the enemies
not again
for a mod
Brutal 21
remove the doom from brutal doom
copypasta code from everywhere
Brutal Zelda
But ye trying to remove the headlesses were bad enough
@exotic moss Yeah, I'm just trying to remove ONE ENEMY from the possible spawns and that has been a struggle.
So good fucking luck
@exotic moss Oh? I'm just trying to remove Headless Zombies because I think they're stupid and unbalanced when seeded RNG decides to replace nearly EVERY FUCKING ZOMBIE WITH ONE.
yeah it is easy
but I don't like how the game autosaves when I enter a new area
trial and error
I plan to do away with that later down the line



