#classic-doom-maps-mods

1 messages · Page 67 of 1

zinc egret
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How to properly make "distant" sounds

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Make them sound muffled in the distance using $rolloff ?

dusk flare
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muffled ayy lmao in the distance

vocal crypt
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oh yeah

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my sound mixing problem

zinc egret
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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

vocal crypt
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doesn't the volume for the gunshots lower until you can't hear it at all in vanilla?

zinc egret
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Yes, instead of that I'd like to hear distant sounds instead of silence

vocal crypt
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oh

zinc egret
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As seen in the new Brutal Doom v21 beta(?)

vocal crypt
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open beta

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but yes

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beta

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meanwhile I'm debating over using new puff sprites or keep downsizing them

vocal crypt
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and I'm debating about upscaling the minigun sprites

zinc egret
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I just used some assets from it for my RDND mod

vocal crypt
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and add sounds to the puff

zinc egret
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Sounds like editing the actor for the ricochet and/or puff

vocal crypt
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The puff yes

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but uh

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eh

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don't know of anything else.

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oh

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the casings

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They aren't spewing out like I want em to br

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*be

zinc egret
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Microhands

vocal crypt
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JESUS CHRIST

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doing 0.5 makes it bigger

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like

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way fucking bigger

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ugh

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wrong context it sounds weird.

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SLADE 3 also reads them and offers a visual texture editor. in regards to TEXTURES

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is there a way to read such textures with the edits

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or

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look at them rather

vocal crypt
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looking at the projectiles for the Brutal Doom 64 plasma rifle, it looks like models more than sprites

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that or the angle

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if it's sprites

light prism
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@vocal crypt in TEXTURES scale is inverse, yes

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0.5 = 200%

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2 = 50%

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actor scale is regular

vocal crypt
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my map problems seem to be the map design itself

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the theme I seem to like is some castle thing

haughty flower
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there aren't many doom maps on UDMF format, most of them are terrywads lol

royal wave
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cough

unreal oyster
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aren't terrywads mostly hexen format

haughty flower
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nope

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not anymore

unreal oyster
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they kinda died before UDMF became a thing

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fell out of any relevancy, that is

haughty flower
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B4NM is a 32-map terrywad that uses UDMF

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terrywads aren't relevant anymore? I still see many doomworld wussies crying over them

vocal crypt
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probably doesn't help /idgames(?) automatically sorts them in terrywad category

unreal oyster
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they really aren't because idgames seperates them now

haughty flower
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yeah

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even though they have their own category, people still hate them

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goes into /terrywads > plays terrywad > oh wtf it's a terrywad? > 0/5

unreal oyster
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i wouldn't say i hate them, i just feel that it's a waste of effort

vocal crypt
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and the good parts are wasted potential

unreal oyster
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the people making them clearly know how to map, why not use it to actually y'know

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make a good map

vocal crypt
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because trolls

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and being a daft cunt

haughty flower
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they had 9 guys work on B4NM

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i wouldn't say it's a waste of effort, I find them pretty funny

vocal crypt
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I don't like your sense of humour then

haughty flower
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they are solely made to piss off the people who don't like them

unreal oyster
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i mean if you enjoy rape jokes then i guess

vocal crypt
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wait

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Boom format

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uhm

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I think I'm only seeing Doom, Hexen, UDMF format...?

unreal oyster
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well, Boom isn't a format

vocal crypt
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I know it's a source port

haughty flower
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Boom: Doom format (Doom 2)

unreal oyster
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Doom format is the format, Boom is an extension set

haughty flower
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yeah

vocal crypt
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eh

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I might start with a generic tech theme

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my real problem

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is the fucking layout man

haughty flower
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map design

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yeah

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it's hard to make a good one, I often sketch my ideas

vocal crypt
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can't sketch over here

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lines aren't even fucking straight without a ruler

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that might be because of my left-handed ness

haughty flower
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then use a ruler mang, don't make excuses

vocal crypt
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which means I'll die before right handed ones

haughty flower
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same

vocal crypt
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wait

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isn't there a tool to make a door or somethin

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or am I remembering wrong

round umbra
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this?

vocal crypt
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where is that

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oh

round umbra
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select sector mode and then it should appear on the top of the Builder

vocal crypt
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I see it

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are replacing sounds a thing Doom format can do

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or allows

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not in DB

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but

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like Slade or somethin

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what

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Texture Offsets can't be changed

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wtf

round umbra
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  1. I think you can replace sounds
  2. What texture offsets cannot be changed?
vocal crypt
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floor ceiling texture ones apparently

round umbra
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you can only do that in UDMF

haughty flower
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You can replace sounds

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and add enemies

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I recommend you guys on playing Deus Vult II, it 'pushes the limits' of the Boom format

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Nah, actually it only uses it to its fullest

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EPIC.wad somehow manages to make deep-water sectors

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that are boom-compatible

unreal oyster
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boom has deep water built in as a feature

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it's part of transfer heights iirc

haughty flower
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yeah but you can actually swim on it

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yeah it's the transfer heights thingy

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  • friction
royal wave
dusk flare
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Y E S

round umbra
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@royal wave you should've put some trigger warning, I almost got a heart attack as it's 2spooky

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also, it's similiar to this:

vocal crypt
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is there a way to get a line to open a door by walkin over it

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in Doom format

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trying to do it via tag thing, don't think I can.

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wait

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apparently it doesn't get pissy with tags having the same numb?

round umbra
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I don't know if you've figured it out, but:

vocal crypt
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I did, hence me asking it doesn't get pissy with tags having the same numb?

round umbra
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oh, okay, i are retard

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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"

unreal oyster
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it is

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Tag in doom format for lines means the special's tag

vocal crypt
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oh, so it's just the activator, somewhat.

haughty flower
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yo, here's a trick

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you can actually have multiple player 1 starts in a map

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and have them walk over multiple linedefs to activate multiple events very quickly

round umbra
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a.k.a voodoo dolls

haughty flower
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yeah

zinc egret
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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

haughty flower
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what's RDND?

zinc egret
haughty flower
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i'll check it out

zinc egret
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It's essentially my baby I've worked on and off since April of 2014

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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.

fresh arch
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hmmm

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i wonder what i feel like mapping

median sable
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mapping feels kool

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bt it's complicated for me

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i cant even make a door

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or a lift

vocal crypt
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Layouts are a PITA for me

haughty flower
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And yeah it's hard to come up with decent map designs

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Play some wads for that, heuh

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But only the good ones

fresh arch
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i dunno i play terrywads almost exclusively these days

haughty flower
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Talking about terrywads, I'm working on one with my friend actually

inner fulcrum
fresh arch
light prism
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nice

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make it a porno vid shop

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with a poster in the window: 'Just in: Debbie Does Phobos'

pearl sundial
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oh no

light prism
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hrm

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trying to use A_Overlay with PSPF_FLIP / MIRROR

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not seeming to work

young mesa
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What's the best/easiest way to make midis (for doom btw) without any actual instrument ?

median sable
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idk

round umbra
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@young mesa try Anvil Studio (Free version)

young mesa
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doesn't really tell me what to do with it

unreal oyster
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anvil studio isn't that good, imo

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sekaiju or aria maestosa are good

round umbra
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but are those freeware?

young mesa
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is FLstudio a good idea ?

unreal oyster
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yes

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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

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which is fine but it's a lot more effort for the same goal

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if you're comfortable with working in FL Studio, though, do that

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when it comes down to it you're going to make music fastest in the program you're comfortable in

young mesa
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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

round umbra
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then look up tutorial videos

unreal oyster
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well then i'd suggest you use a dedicated midi program

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like i previously said, i like sekaiju and aria maestosa (though sekaiju has some really annoying bugs that seem to only affect me)

young mesa
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and I have no idea how to make those softwares use doom sounds

shadow bone
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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

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There's no shortcut between "no digital music experience" and "writing a song for Doom"

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Grab Anvil or FL Studio or Sekaiju or Aria and just learn how it works first

unreal oyster
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[4:19 PM] λxool: and I have no idea how to make those softwares use doom sounds that's not really a thing

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midi uses whatever midi driver the program is configured to use

median sable
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i make midi

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like

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real midi

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piano midi

unreal oyster
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in newer versions of gzdoom, that's fluidsynth with the sc-55 soundfont

young mesa
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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

vocal crypt
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damn

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I think I'm stuck on some weird dead end with my mod

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that or too lazy to touch up the minigun

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ugh

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zis sound mixing.

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now fucking SLADE doesn't play audio files fsfr

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aw not this shit

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Zandronum be in the fucking lower right corner a bit

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can't even get it to the center of the screen without the sprite being cut off somehow

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also, did not know Zandronum could screencap the Gefore thing

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*Geforce

haughty flower
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kek

light prism
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@vocal crypt wtf

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are you using automatic offsets

vocal crypt
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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.
light prism
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oh you're doing it with TEXTURES, then yes

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it will be cut off because your defined size is smaller than the actual patch size

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the first X, Y coords should be the size of the original sprite

vocal crypt
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Slade says it's 124x21

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or is that not the actual sprite size

light prism
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you can check in file explorer

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file details should contain dimensions

vocal crypt
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Yeah, it's 124x71

light prism
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hmm

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you are scaling it up but the xscale/yscale should process the whole canvas size, not cut off like that

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you could try making the canvas size bigger (change the first dimensions)

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oh im a dumb

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sorry

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its not that

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the second set of x/y coords is the patches ORIGIN

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from its upper left corner

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so because you have that set to 55, 0 the image doesnt start drawing til almost halfway across the actual canvas

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thats why its cut off

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to give it an offset of 55,0 you need to add 'offset 55, 0' to the textures properties

vocal crypt
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oh

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shit, do I do it inside the brackets

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the offset thing

light prism
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texture blah, 128, 64 { offset 32, 32 XScale 0.5 YScale 0.5 patch BLAH, 0, 0 }

vocal crypt
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welp it's fixed

light prism
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gj

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now you can mess with offsets to get it positioned right

vocal crypt
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yeah that's what I meant.

light prism
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gj

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now you can smoke weed errday

vocal crypt
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I don't smoke

light prism
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worktime

vocal crypt
young mesa
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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)

light prism
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percussion is generally put on channel 10

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if you modify channel 10's instrument you will find it is a list of drumset choices rather than the standard midi instrment list

young mesa
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thanks !

light prism
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no problem

haughty flower
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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)?

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3d slopes probably

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dunno

young mesa
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how tf did you do that
wait nvm

unreal oyster
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no, there isn't a better way

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what's wrong with that way?

vocal crypt
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what is he wwanting anyway

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@haughty flower can you have some image of what chu want

haughty flower
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All I'm really trying to do is create a hexagonal window.

fresh arch
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slopes for sure

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easier than using translated sectors

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in gzdoom its one of the tabs when right clicking sectors

haughty flower
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(i'm using slade, not gzdb)

fresh arch
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be advised this is not boom compatable (to the extent you care about this)

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@haughty flower have you considered not using slade anymore?

haughty flower
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i don't see why i should stop, gzdb has weird keybinds that take an hour to change

fresh arch
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at least gzdb is still being supported and updated

haughty flower
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not looking to start a flamewar, but slade is also still getting some support

fresh arch
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okay i'll stop now, youre right

haughty flower
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(but not a lot of supp though)

fresh arch
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i'm just saying, keybinds aside gzdb is pretty great

unreal oyster
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i'd really only use slade as a map editor if i had no other choice

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i'm used to GZDB's controls and it supports way more UDMF features

light prism
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gzdb is the best

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using anything else is either contrarian or if you just plain can't run it under your os

haughty flower
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There's people that still use Doom Builder 2

light prism
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for what reason

haughty flower
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Idk

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Maybe they just don't know about the existence of GZDB

vocal crypt
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prob

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or they have a craptop

haughty flower
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You're not a real Doomer if you don't play Doom on a DOS

light prism
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i have a craptop and i can use gzdb

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oh so vanilla purists

haughty flower
fresh arch
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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?

haughty flower
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What format are you using?

fresh arch
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udmf

haughty flower
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You could use transfer heights (also available on Boom) but since you're using UDMF I recommend you just making a 3d floor

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Nah wait

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Yeah I think you should use transfer heights

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Unless there is a way to make 3d floors non-solid

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Shit yes there is I think

light prism
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or you can make an actor

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with +FLATSPRITE

fresh arch
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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

light prism
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in fact actors are very versatile for that sort of thing

haughty flower
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Use 3d floors

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They're extremely easy to make

light prism
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sure but they become difficult to manage when you have 500 of them

unreal oyster
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Then use the gzdb 3d floors plugin :P

lavish hollow
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get in here, boi

young mesa
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3dfloor plugin ...? (Haven't used gzdb in a while)

fresh arch
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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

haughty flower
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no dead bodies, no enemies, sad screen 😦

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😄

red peak
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How do I open a MAPINFO file in Slade?

haughty flower
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Click on it and "View as text"

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Or just drop it on Slade if that's what you mean

red peak
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I mean create a new MAPINFO section in a WAD file

livid hearth
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create a marker, name it MAPINFO, and then click on it, and click view as text

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then you can edit it

haughty flower
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^

lavish hollow
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no arrows

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thats a ban

haughty flower
light prism
lavish hollow
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wolf 2 in a nutshell

haughty flower
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doomguy_grin 👌

haughty flower
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i dont use akimbo so far in wolf 2

young mesa
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"FUCK YEAH" intensifies

royal wave
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That mod just looks like the guns fire at the same speed as a regular shotgun

light prism
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actually its slightly faster and you can trigger alt seperately

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so you can fire both simultaneously if you want

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i didnt really show that off in the gif i guess

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there's a bit of variation but mostly shooting one-two

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to compensate i made the spread slightly worse

haughty flower
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Guys

light prism
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wat

haughty flower
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You wa shock

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Some old screenshots but don't look so different from the most recent 'version' of this area

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Any way I could improve it?

light prism
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some floor variation

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blood pools/lava cracks or stuff

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slight height variation

haughty flower
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Yeah there's some height and a bit of of floor variation on the newest one

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But just a bit tho

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Needa have a bit more

prisma saddle
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I'd personally add some things like say, decals to break up the tiling of textures.

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Or maybe some voxels to add a bit of depth to the walls, but that's my perspective on decoration.

haughty flower
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Yeah good idea

light prism
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breaking up tiling is more important with smoother textures

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its not so mch of an issue here

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where its meant to look more chaotic and organic

haughty flower
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I'll try to share some more screenshots when I get home

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Maybe even a vid idk

prisma saddle
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@wary zealot Maybe add an option to lower the screenshake/disable it, but, nickname it something silly/patronising like the difficulty settings.

wary zealot
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Nah, I agree that it's way too much screenshake.

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It's a placeholder effect and may be removed alltogether.

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Screenshake makes my genitals go doki doki but I still know when too much is too much.

prisma saddle
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I do like the idea of a screenshake option or something.

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Going from, say, "shooting nerf darts" to "hand held explosion machine"

vocal crypt
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Btw how was the screenshake in the videos I posted

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ID want too much you can't tell what you're shooting at

haughty flower
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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

light prism
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leeeveeeel

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there is no right starting point

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you can plop the player at the start of a linear sequence, or in a 'hub' area of a more branching level

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but its just up to you

haughty flower
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no thas not what i meant

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but thanks for the tip 😄

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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?

light prism
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not usually

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just draw shit yeah

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sometimes plan ahead a little bit

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but not the whole map

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like draw partial layouts

haughty flower
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ok

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i should just scheduleat least an hour a day to do nothing else, i get distracted so easily

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anyway, good night mates 😃

fresh arch
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starting a level is hard

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i start by thinking about a particular room i want to make, like its purpose

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and add ancilliary rooms from there

vocal crypt
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mine is the designi

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it's too boxy and linear

fresh arch
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get a graph notebook

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and start drawing geometric shapes

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circles are easy to do in GZDB

light prism
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circles are super easy

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draw a diamond and use curve tool

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looooools

lavish hollow
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Cars are easy
Draw a pirate ship and put wheels on it

light prism
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jefe is easy

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draw a potato

lavish hollow
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TheMisterCat is easy
draw a fudge nugger

livid hearth
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I've drawn up map designs before

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it was fun

lavish hollow
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Too many catacombs

fresh arch
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not enough catacombs

lavish hollow
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perfect amount of catacombs

livid hearth
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I made this for a friend who was working on Serious Sam HD Extended a while back

fresh arch
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little more catacombs

livid hearth
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and he took the layout design and turned it into an actual playable map, with his own changes implemented

lavish hollow
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Little less catacombs

light prism
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B1 looks shit

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bland af

haughty flower
livid hearth
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it works out well tho

light prism
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iunno mate the tunnels look like a wolf3d map

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all 90 degree turns and labyrinthian

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assuming those are 64px tunnels, no room to dodge

livid hearth
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Nah, they're about 4-5m wide

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It's a sam map, they're huge 😛

light prism
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oh okay

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that makes a bit more sense

light prism
lavish hollow
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@light prism that's using the overlay system, right?

light prism
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yeah

light prism
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did you want to start @prisma saddle ?

prisma saddle
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@light prism no, thanks for the offer though.

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Sorta wanted to add to it rather than make the first room and such.

light prism
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ok uh

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i actually have just started a fresh map in the past 30 mins

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so i guess we can use that for the base

prisma saddle
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Alrighty.

light prism
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@prisma saddle

prisma saddle
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Yeah?

light prism
prisma saddle
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My room is certainly more boring than yours...

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Your room is really nice though.

light prism
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ok

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how about

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we'll speed this up a bit, and just do basic layouts and simple texturing

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then ill try and fit everything to a cohesive theme later

prisma saddle
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Yeah sure.

light prism
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@prisma saddle

prisma saddle
light prism
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wow

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i actually got doom4 running on this pc

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amazing

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@prisma saddle i removed the fog and light color for now, probably making it harder to visualise

fresh arch
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just a dash more catacombs

lavish hollow
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a pinch less catacombs

vocal crypt
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Looks linear a bit

red peak
vocal crypt
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IDK what is the problem

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Is Zand/GZ being a whiny bitch?

red peak
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It doesn't start period

past cradle
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That uh

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Doesn't look like mapinfo

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One second let me get out of bed

haughty flower
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map MAP01 lookup "The Awakening"
music "D_RUNNIN"
sky SKY1 0
exitpic "SKY2"
enterpic "SKY2"
intermusic "COURYAR"

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Try that ^

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@red peak

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You don't need MAP before every single other thing

red peak
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I used that at first, but it didn't work

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So I added MAP and it still doesn't work

past cradle
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{
music "D_RUNNIN"
sky SKY1 0
exitpic "SKY2"
enterpic "SKY2"
intermusic "COURYAR"
}```
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try this

haughty flower
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what format are you using

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Doom? Boom? UDMF?

unreal oyster
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@haughty flower eww the old MapInfo format doomguy_shock

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If you're using that I'd recommend you switch to the curly brace'd version that DrPyspy posted

haughty flower
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it's works the same

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and I don't think his version works with Boom format

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uhh

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yeah it works the same why do you care

unreal oyster
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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

haughty flower
#

kk

#

whatever you say missus

past cradle
#

🤔

haughty flower
#

this is pretty cool to know and I've never noticed until now that Boom had this feature

light prism
#

pfff udmf has individual brightness levels without the need for transfers

haughty flower
#

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

light prism
#

why

dusk flare
#

I want a revenant that carries a trumpet and doots at you

lavish hollow
#

you get this instead

dusk flare
#

I'm pleased

livid hearth
#

Rapenant

dusk flare
#

New Hdoom demon

haughty flower
#

Amazing

fresh arch
#

10/10

umbral sail
#

thats an intresting monster design for sure

muted wing
#

@lavish hollow sawty? Why is it names sawty?

lavish hollow
#

Idk

muted wing
#

The chainsaw falic revenant

lavish hollow
#

It's not my sprite, it's a friend's

muted wing
#

@lavish hollow is it a pun on salty or something?

lavish hollow
#

no

#

mate I just said it's not mine

muted wing
#

Man, how awkward would it be if you had to chainsaw duel with this thing

#

@lavish hollow i just got it, slight delay here

lavish hollow
#

Lightsaber fight

muted wing
#

@lavish hollow why did your friend make this anyway? Doom mod of his or just felt like it?

lavish hollow
#

Mod

red peak
#

Fine

#

Teach me the Zdoom MapInfo format

light prism
#
music = "MUSDIX"
sky1 = "HUGEDIX"
}```
#

etc

lavish hollow
#

"sky = hugedick"

haughty flower
#

kek

#

music dicks

#

valley of dicks

lavish hollow
#

Maybe the reason god stays in heaven, is because he too fears what he has created

light prism
#

no it's because he's just a stranger on the bus trying to find his way home

red peak
#

The intermission is broken.

light prism
#

stop breaking things

exotic moss
#

what is causing the black line?

#

only visible at that axis

#

with Doom Vacation

exotic moss
#

definitly a GPU issue with these shitty Radeon cards

#

nevermind

light prism
#

only visible in that field of view?

#

odd

#

bleeding sector?

exotic moss
#

think it was because open gl gzdoom 3.0 acts weird with my PC

light prism
#

there might be some video settings you can change

#

it doesnt really look like a bsp/rendering issue

#

though

exotic moss
#

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

inner zealot
#

Hubs work in .pk3's, right?

golden drum
#

I don't see why they wouldn't

lavish hollow
#

^

golden drum
#

Then again I've barely started mapping

haughty flower
#

What format are you using

golden drum
#

who?

haughty flower
#

U

inner zealot
#

Format for?

haughty flower
#

Doom, Boom, Hexen, UDMF?

golden drum
#

UDMF for two maps of IRL places and vanilla for another map I'm making atm

inner zealot
#

If you're not trying to be compatible with really old engines, UDMF is the best

#

I've never regretted moving over to it

golden drum
#

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

haughty flower
#

People still love the 'old school' way of playing Doom

#

That's probably why Boom and Doom are more commonly used n shit

golden drum
#

Keeping within the limit of vanilla doom is easier thanI expected

haughty flower
#

I always play wads in prboom when I can

#

You're using Doom or Boom?

golden drum
#

I usually play GZDoom

haughty flower
#

Boom is just an extension of the default Doom format

golden drum
#

So if I make a map in boom can it run in vanilla without the extra features or no?

haughty flower
#

It'll only correctly run in Boom-compatible sourceports

golden drum
#

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

haughty flower
#

Yep

#

It'd work

golden drum
#

Nice, prolly gonna do that then

#

Have some fog in vanialla mps

inner zealot
haughty flower
#

See "Ancient Aliens" they do that

#

o

golden drum
#

sick

inner zealot
#

I didn't know ZDoom supported that kind of thing

golden drum
#

lolwut

#

Seems like a very niche thing

#

Somebody needs to try that out

#

Does anybody map for doomsday?

inner zealot
#

I'm looking into it for my mod

#

Which I'm getting back intio

golden drum
#

It seems to me that gzdoom has all the same fancy effects as doomsday

#

Just not as intense

light prism
#

skulltag came with some SPC's i believe

#

like chrono triggers fight against magus song

golden drum
#

Never played chrono trigger before, did the song fit or did it feel out of place

light prism
#

snes songs never fit doom

#

most custom music doesnt fit doom though

inner zealot
#

Did it sound correct, though

golden drum
#

true true

light prism
#

there is no reason it wouldnt sound correct because SPC format is basically tracker, it includest he samples

inner zealot
#

I am remaking Zelda, though

#

So, that sounds like a viable option

golden drum
#

zavus, you release anything yet?

inner zealot
#

I haven't worked on it or even played Doom in months, I'm just getting back into it as of last night

golden drum
#

hey people still include those big txt files with their wads right?

inner zealot
shadow bone
#

Yeah, they're pretty common bugbait

inner zealot
#

I derped with Decorate a bit last night

shadow bone
#

Doomworld has a template

inner zealot
#

The don't really do anything, though

#

y*

golden drum
#

lel

inner zealot
#

Just walk around

golden drum
#

zelda in the doom engine sounds oddly fitting

shadow bone
#

They're good if you're uploading to idgames, because they're required there and Doomworld automatically parses them for indexing.

golden drum
#

Ye I have a template file right here

inner zealot
#

It has worked well, so far. And I'm not the first.

#

Third as far as I can tell

shadow bone
#

Besides, they're just "the way it's always been done" so most Doomers expect them

light prism
#

so FPS original zelda? or aiming for the top-down tilebased way

golden drum
#

That's good because I have one for both of my wads

shadow bone
#

Just common courtesy

inner zealot
#

FPS

light prism
#

so not original zelda then

inner zealot
#

I guess I could do some camera tricks to make it top-down

golden drum
#

I noticed doomsday actually sets the wad names as the names in the txts

light prism
#

you'd have to do some tricks to get it to respond properly with controls too

inner zealot
#

Here it is if anyone wants to poke around what's done of the map.

golden drum
#

IMHO you should stick with fps zelda

inner zealot
#

Just some really basic Decorate

golden drum
#

top down zelda has been done before you know?

light prism
#

fps pacman

inner zealot
golden drum
#

LOL

inner zealot
#

Wasn't that an easter egg in Wolfenstein 3D?

light prism
#

yeah

#

i still remember the music too

#

i should do a live cover of that

#

jazz af

haughty flower
golden drum
#

Do either you know where I can find some sprites to replace the nazis with human scavengers or something

haughty flower
#

Realm667

golden drum
#

thx

inner zealot
#

I've heard Realm667 get some hate, can't tell why

golden drum
#

fookin' right, Is 667 launcher good or should I stick with zdoom executer

inner zealot
#

Never tried it

light prism
#

man

#

its been a while since i made anything substantial in doom

inner zealot
#

I use shortcuts

light prism
#

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

livid hearth
#

With no work put on them

shadow bone
#

Yeah

livid hearth
#

Just straight up mash them in

shadow bone
#

The issue is not using R667 stuff

light prism
#

yeah they just drop everything into an archive

shadow bone
#

It's just throwing it all in a .wad and saying "i made the worlds best monster shuffle!"

light prism
#

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

golden drum
#

@inner zealot for the zelda wad what Iwad should I use

inner zealot
#

Doom 2

golden drum
#

kk

inner zealot
#

I just tried out .NSF music

#

Sure enough, it works

#

And sounds exactly how it should

haughty flower
#

Wow

light prism
#

like i said, those formats are mostly just tracker-based, they include all the samples used

#

so they will sound the same, yes

inner zealot
#

@golden drum Turn fly on and float around for a bit, the overhead perspective is nice

#

It's still kinda weird, though

golden drum
#

bruh that's legit

light prism
#

you should skip zelda and make fps wonderboy in monsterland 2

livid hearth
#

Fuck that

#

Startropics 3D

inner zealot
#

Your suggestion has been noted.

light prism
#

that game has the most satisfying coin drop sound ever

golden drum
#

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

inner zealot
#

The SSG isn't actually going to be there

golden drum
#

hit me up when you release a beta or something

#

kk

inner zealot
#

I'm using them as markers

golden drum
#

That's what I figured

#

early dev thing

inner zealot
#

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.

golden drum
#

Ye I get that

inner zealot
#

Can I call a vote?

lavish hollow
#

Sure

inner zealot
#

Move this project into a .pk3, yea or nay?

golden drum
#

I assume it's gonna udmf format?

lavish hollow
#

Fuck both, make it an iwad

golden drum
#

YE

#

Do that

#

but yeah if it's udmf format make it a pk3 I guess

#

Why does .pk3 even exist anyway

inner zealot
#

A .pk3 is literally a .zip renamed

light prism
inner zealot
#

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

light prism
#

watch my framerate zoom up as soon as i get inside

golden drum
#

Well if you're adding in extra monsters and weapons then prolly pk3 it

#

That's my two cents

light prism
#

actually makes no real difference, but pk3 structure is better for organization

golden drum
#

@light prism is that a wad?

inner zealot
#

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

light prism
#

that project is in a pk3 heh

#

or do you mean 'is that a doom mod'

#

either way yes

golden drum
#

savage

light prism
#

here's an album

#

click link for pics

golden drum
#

My internet sucks

#

I'd check it out, but it would take an hour

inner zealot
#

Don't underestimate GZDoom

#

It's way more than a Doom source port at this point

golden drum
#

I'd say so

vocal crypt
#

GZDoom apparently does what id could not at the time.

inner zealot
#

GZSPISPOPD when

vocal crypt
#

wat

golden drum
#

wtf is that

vocal crypt
#

dat suppose to be a cheat code butchered

inner zealot
#

SPISPOPD goes back farther than the cheat code

light prism
#

wtf are you

#

billy corgan

inner zealot
#

I'm a lot of things

light prism
#

this is how i feel

inner zealot
#

Distracted is one of them.

light prism
#

im cold and i am shamed, lying naked on the floor

vocal crypt
#

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

light prism
#

make guns that talk to you

vocal crypt
#

@light prism so, an Ap-Sap?

prisma saddle
#

Yeah.

#

Talky guns.

vocal crypt
#

maybe it's just high pitched voices of the class

#

imagine Heavy's high pithced voice with the minigun

light prism
#

nah give them unique voices and dialogue

vocal crypt
#

so, just make them yell Doom quotes

haughty flower
light prism
#

and if you get through a conversation they get modded/upgraded

inner zealot
#

After he died he possessed a shotgun

vocal crypt
#

YOU STUPID STUPID DEMON! YOU'RE STUPID! YOU'RE GONNA BE STUPID AND DEAD! DANCE! DANCE BIG something IDK what he said

light prism
#

brb actually doing work

lavish hollow
#

haha

inner zealot
#

HERE COMES THE NIGHT TRAIN

lavish hollow
#

mistercat doing work

#

good one

vocal crypt
#

insert Minigun ripping here @inner zealot

haughty flower
#

I hate how the BFG behaved like a goddamn Minigun in the Doom comic

vocal crypt
#

it did?

haughty flower
#

Yes

prisma saddle
#

I wonder what the Penciller of the DOOM comic has also made.

haughty flower
inner zealot
#

I got the entire soundtrack in .NSF format

#

All in one file

#

Now I have to figure out how this works

vocal crypt
#

looks more like a shotgun thing

prisma saddle
#

BFG shotgun jape.

#

Now I want to make that a mod.

vocal crypt
#

nerf it first.

prisma saddle
#

And have the BFG be a shotgun instead.

inner zealot
#

Luckily, the program I got that let's me listen to them lets me export them to .WAV

#

So, that's the backup plan

golden drum
#

is it possible to start the player with only fists?

lavish hollow
#

Yes

golden drum
#

How?

lavish hollow
#

You'd need to make a new player class iirc

golden drum
#

gonna search that up

haughty flower
#

Nope

golden drum
#

nope to what?

haughty flower
#

script 1 ENTER
{
ClearInventory();
}

#

That's all

#

Oh no wait

golden drum
#

that would clear past weapons too

#

ACTUALLY

#

Yeah

#

That would work

haughty flower
#

script 1 ENTER
{
ClearInventory();
GiveInventory(fist, 1);
}

golden drum
#

Fist start for map01

haughty flower
#

I don't think it's actually GiveInventory

#

But it's some other command that sounds like that

golden drum
#

pistol start for others

haughty flower
#

Only do that script for map 1 then

golden drum
#

kk

light prism
#

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

golden drum
#

of/c

#

thx

light prism
#

and if you wanted it to be a map01 fist start only, you'd need to check that you're on map01 beforehand

inner zealot
#

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

light prism
#

20kb is too much

inner zealot
#

I'm shooting for 2, if possible

light prism
#

here use this for music :3

inner zealot
#

You make this?

#

Not bad

#

I shall map to this

light prism
#

oh, here, have the live version then

inner zealot
#

But I like midi

ionic stratus
#

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.

golden drum
#

back

#

was afk

#

Brutal Doom has a problem where enemy deaths don't trigger actions, is there a way around that

inner zealot
#

What's a good audio editing program?

golden drum
#

audacity?

ionic stratus
#

@golden drum No idea, but my question's also about brutal doom, funny enough. 😃

golden drum
#

lolnice. What are you trying to change anyway?

#

Perhaps we could help eachother

ionic stratus
#

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.

golden drum
#

I've never screwed with zscript or decorate before, but I'll load it up in slade and see what I can find

lavish hollow
#

Try deleting it

ionic stratus
#

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.

golden drum
#

make sure slade isn't trying to save to somewhere it can't

light prism
#

do they get beheaded after killed with headshots sometimes?

#

is that how it works?

ionic stratus
#

@light prism No. Beheaded Zombiemen are a new enemy variant.

light prism
#

oh

ionic stratus
#

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

light prism
#

there is probably some base actor class that has 'replace Zombieman'

#

like actor ZombieChooser : Zombieman replaces Zombieman

#

{}

#

the choice will exist in there somewhere

ionic stratus
#

I assumed the replacement was handled in zombiemen.txt, where would this actor thing be?

light prism
#

probably in there?

#

it'll just be a specific actor that has 'replace Zombieman'

#

probably with a list of the replacement types

ionic stratus
#

Well, the code I pasted just now was what I assumed was that.

light prism
#

no, that is an actor state

#

not an actor

ionic stratus
#

ooooh.

#

I can't find any other replace calls like that in zombiemen.txt.

lavish hollow
#

It's usually above the states, what Cat is mentioning

golden drum
#

#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

ionic stratus
#

The first varaition is the pistol zombie. 2 is the headless.

light prism
#

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'

golden drum
#

brb

ionic stratus
#

The only call i see like that is
ACTOR RifleZombie Replaces ZombieMan

#

Then the replacebeheaded, but that's a state, not an actor.

light prism
ionic stratus
#

Varation2 has this, but it's not a replace call. ACTOR HeadlessZombie: RifleZombie

#

Hang on.

golden drum
#

I wonder if deleting the whole zombiemanvariations2.txt would worjk

ionic stratus
#

I suspect that would cause errors trying to look for something that doesn't exist?

light prism
#

hmm okay yeah

#

the replacebeheaded state SHOULD be the thing doing it

#

are you sure you saved it properly after removing that?

ionic stratus
#

I'm using notepad++ to edit, should I be using something else?

light prism
#

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

ionic stratus
#

Nope, beheaded zombies still spawn even with the change.

light prism
#

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

ionic stratus
#

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.

light prism
#

so you are removing him for what, balance reasons?

ionic stratus
#

Yeah.

light prism
#

wait wait

#

this is brutal doom right

ionic stratus
#

yeah.

light prism
#

how are you running it?

ionic stratus
#

GZDoom.

light prism
#

are you dragging your own copy of the pk3 onto the exe?

ionic stratus
#

I'm using a launcher and doing it that way.

#

But yes, I am loading the modified pk3.

#

Not the original unaltered one.

light prism
#

ok, its definitely not using the brutal doom pk3 under the 'skins' folder, right?

#

because if its loading that it could override changes

ionic stratus
#

Nope, nixed the skins folder

#

And loading it as one normally would load a mod.

light prism
#

sorry, just trying to rule shit out

ionic stratus
#

No worries man.

#

You don't know if you don't ask.

light prism
#

because lots of times i have been helping someone and its something really dumb they forgot to mention

ionic stratus
#

Don't blame ya at all for checking

light prism
#

like a misspelled word or wrong file

vocal crypt
#

Stares sadly

light prism
#

it happens all the time

golden drum
#

wtf

light prism
#

not just to @vocal crypt

#

its happened to me too

golden drum
#

No headless zombie men spawn for me even in legit brutal doom

vocal crypt
#

what, you got an illegal bootleg?

inner zealot
golden drum
#

unmodified*

inner zealot
#

First or second?

ionic stratus
#

For me, almost every zombie on the start of map02 in Daedelus is a Beheaded.

vocal crypt
#

I like the second better

lavish hollow
#

Second

ionic stratus
#

Zeldoom?

#

And yeah, second.

light prism
#

second

inner zealot
#

I can't call it "Zeldoom"

#

That's taken

golden drum
#

I made a test map with 64 zombiemen and so far not one has spawned headless

light prism
#

call it gzLegend of gzZelda

vocal crypt
#

GZeldoom

golden drum
#

Zeldoom: Hell in hyrule

ionic stratus
#

@golden drum So you have the opposite issue I do, heh.

inner zealot
#

I was gonna call it ZDoom

#

But that was taken

light prism
#

A Link to the Sink

ionic stratus
#

I just don't want headless because whatever RNG is used to spawn them makes Daedelus Map02 stupid.

vocal crypt
#

@inner zealot Legend of Doom

inner zealot
#

So then I was gonna call it Zeldoom

vocal crypt
#

or GZeldoom

inner zealot
#

But that was taken

vocal crypt
#

GZelDoom

ionic stratus
#

Doom: Hell on Hyrule.

light prism
#

hmm actually

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it looks like perhaps some script is doing the replace's

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or at least it is SetActorState'ing the zombieman into the relevant Replace state

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which is weird

ionic stratus
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I checked the scripts folder, couldn't find anything relevant unless I missed it.

light prism
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oh its in the spawn state

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script numbers 728 and 796

inner zealot
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Thanks for the feedback, I'm changing all of the rock textures to be more 1:1 with everything else

ionic stratus
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So now I need to figure which file has those script numbers?

golden drum
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Prolly a scrips lump that you can edit and recompile

light prism
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maybe, i dont know why brutal doom is so insane

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oh right because sgt mark copypasta's code from everywhere

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you could make a mob replacer without script bullshit

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but noooooo

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looks like the spawn state does have an A_Jump with a 1 in 255 chance of jumping to ReplaceBeheaded

exotic moss
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wanting to remove the enemy human shield mechanic in brutal doom

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and fatalities

light prism
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heh

golden drum
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Oh no

light prism
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'dont use them'

golden drum
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plz no

exotic moss
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and all the enemies

golden drum
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not again

exotic moss
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for a mod

golden drum
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ah

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wait wut

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oh

exotic moss
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Brutal 21

light prism
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remove the doom from brutal doom

lavish hollow
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copypasta code from everywhere

inner zealot
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Brutal Zelda

golden drum
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But ye trying to remove the headlesses were bad enough

ionic stratus
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@exotic moss Yeah, I'm just trying to remove ONE ENEMY from the possible spawns and that has been a struggle.

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So good fucking luck

exotic moss
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already did that

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been working for awhile on making submods that plug in

haughty flower
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So I checked out the ZeldaDoom.wad you sent @inner zealot

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that's some cool shit

ionic stratus
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@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.

exotic moss
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yeah it is easy

haughty flower
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but I don't like how the game autosaves when I enter a new area

exotic moss
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trial and error

inner zealot
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I plan to do away with that later down the line