#classic-doom-maps-mods
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this pc was born before windows even existed
i skipped windows 2.0 and started on 3.0
@light prism oh shit you beat us all for potatos XD
on a 386sx16
well i said 'my first pc
my first actual computer was an amstrad cpc 6128
We need to get doom running on old punch-card computers
get doom running on stonehenge
Get doom running on a literal pile of dirt
stonehenge has higher resolution than dirt
true
so I'm guessing you're 48 or around that age?
oh wait
oops I was looking at a microprocessor
around 40?
lolwut you had a computer when you were 1 year old?
Prolly the wrong thing huh?
oh ye
derp
Well I tried
anyway everybody on the internet is 12, no exceptions /s
oh shit my voice is breaking and hair is growing in funny places
LOL
starts noticing girls
lol just screwing with ya
also there's probably like 1 girl on this server and they're probably older than me
who's that?
i dunno, just an assumption
It makes me sad when I look in looking-to-play and I never see any zandronum 32 player coop requests
oh btw doomguythe5th and I came up with the idea of making a collab megawad made by everybody in map-mod-dev
you in or no?
have you ever played 32 player coop?
it's fucking stupid
maps are designed with maybe, MAYBE 4 players in mind
I know
so 80% of the players are going to be wandering around aimlessly with nothing to kill or pick up
sure, even then, the maps are just too tight generally
you'd have to find a decent invasion mapset or something with large open areas
True, but you gotta admit it would be fun. Speedrunning doom2 just stomping everything in the way
all the chaos
friendly fire on of/c
with 32 players, theres a high probability that some of them would be speedrunning
but yeah though. Probably would be fun once
or twice
so what do you think about the collab megawad
what?
doomguythe5th and I came up with the idea of making a collab megawad made by everybody in map-mod-dev
nice
is there a texture pack?
I'd say Realm667 has some good stuff
should probably just pick one and stick to it
But converting Descent 1 and 2 textures would be optimal IMO
uhhhhhh
*256x256
holy god
I think
there was a link by the guy who made hunters moon that has the descent 1 and 2 resources (separate)
and the textures aren't that big XD
shit
they're down
oh wait
oh yay....
will this do?
that sucks man
BTW credits to Tristan885
Also Descent 1 Resources
I also have Descent 2 textures too (that's 11 mb)
actually
that's the resource file
the textures are probably smaller than 11 so
hey so by zandronum support, am I right in assuming that zandronum doom 2 (udmf) in gzdoom builder works for that?
Zandronum 3.0 is the latest version, no?
alos does zandro maps work with gzdoom?
I remember a gzdoom udmf map i was working on was glitched on zandro
wtf bmp files
they should be interchangeable as long as you dont use multiple tags, interactive portals, or certain ACS or decorate functions
@light prism I'm pretty sure i converted them to Doom format in the WAD file, not the zip file lmao
Also Map 05 is getting a revamp
oh its a big one
and im trying to come up with a really shit maze for the player right now
Anyone got any good ideas for a Map 06?
some sectors with monsters in them
Keeping the Doom 2 crusher theme, but was debating mixing it with an acid processing level. Seems a bit generic. Like, what would seem out of place with Doom 2's crusher theme
how would a corrosive industrial processing courtyard sound for a Map 06 lmao
@haughty flower Send me when you finish, I'd love to try it
Coo, I love classic styled maps
same here
Purposefully terrible map, thinking of all of the mapping crimes I can think of.. have a go and feel free to let me in on any more 'crimes' that I should add,
Is there bad platforming in it

(I can't play it rn)
Platforming is already a very serious crime
^ Tbf a wad that has that has got to be a joke wad
It's impossible that anyone would let this pass through
There's already one called that
It's just rare
Let me find it
Yeah it's lost
Actually I'd have to get on my PC and upload it somewhere
It's a terrywad tho kek
once i made a line with PLAT1 texture
you press use, it plays the lift sound and starts scrolling down
Does ZDoom support .ogg files?
yes
It should. I know the PSX DooM TC had the OST in .ogg format.
it might not play back VBR properly sometimes
I made mapcrimes in vain of the classic jokewad, the ones released prior to Terry, and I am going to add more to it.
@elfin ruin is mapcrimes supposed to crash gzdoom if you respawn
Yes
wtf
its called mapcrimes and you have lower unpegged the doortraks
and used doortraks
There's a few things I need to unfix
is one of the crimes 'no exit'
how do you open the exit
@light prism Masterpiece of map crimes,
So much so that you'll get the death penalty for it
What's exactly wrong with it?
at one point you teleport out of the tip of a dick-shaped sector and fight a demon ovary inside a giant uterus
almost every sector is a lower-wait-raise platform
I love how there's just a looping open door thingamagig.
Just, a corridor full of doors.
you're supposed to run through the entire thing 3 times
The Plasma rifle?
did you get the other thing?
"Go bak to shit map"
oh yeah
Fruzzlewumples 3 when?
tuesday
Not map crime, nor shit map.
Very fun abstract map.
Now I go smash face into nailboard
i started a map for the #classic-doom-maps-mods megawad
My version of E1M8 is done
It's compatible with all sourceports, all of them!!!!!!
it's pretty easy, you can beat it in less than 5 minutes
i got stuck afteer i fell down and fought barons
how the fuck did you play it with doom 2 anyways wtf
mediafire download link because why not http://www.mediafire.com/file/59zzqy9ldvd09fm/asianse1m8.wad
by opening it and typing map e1m8
does anyone have good episode 1-style sky textures?
because i'm working on a classic style episode 1 replacement for the ultimate doom
oh
Anyone got a good hud sprite for the cockpit? (sprites are not final, just place holders so no need to get mad cat ๐)
also, should the side guns be closer to the bottom right or bottom center?
@muted wing I think Weasel or Chronoteeth has a mecha mod with a hud graphic, but you will want to ask permission
also you will need to edit it, since it was built on the orig res for old versions of zdoom
TF when I'm spending the weekend with friends and can't contribute to the map mod devs master levels
^
@livid hearth necro doom is the name, I think
But that's Xaser's so I might be wrong
few questions
So in Doom Builder 2, the Player 1 start
I know it works fine with just singleplayer but if it gets the Multiplayer tag, does it affect the actor?
Like I know if you don't add the multiplayer tag to the Player Deathmatch Start, the actor gets ignored, but what about the Player 1 Start?
Should I have 2 player 1 starts (sounds very off, but curious)? One with and without the tag?
*also should I add a multiplayer tag to the player 2, 3, and 4 actors in my map?
player 1 should be tagged multiplayer for coop
having multiple player 1's will cause voodoo dolls
basically everything should be tagged multiplayer
i see
@light prism so putting into perspective, one player 1 start with a multiplayer tag works with both singleplayer zdoom and co-op zandronum correct?
or does it ignore the actor in singleplayer because of the multiplayer tag
beacause i have my player 2, 3, and 4 start actors with multiplayer tags but my player 1 does not (and on zdoom it works fine)
Hey, I'm quite new to modding doom and i was wondering how i could put my custom weapon that i've made (i can summon it so it's working) in doom builder, i can't figure out how to get it in as a thing with the things mode
ideally you'd use MAPINFO to define a DoomEdNum for that weapon (that works as an index for the game to work out what to spawn)
so, in a MAPINFO lump inside the wad file, you'd do something like this:
DoomEdNums {
10001 = MyWeapon
}
10001 is an arbitrarily chosen number, but i like to choose high ones, to make sure they're unique
there's also a shortcut you can use in the decorate code but it's been phased out in the new zscript language so i don't think it's a good habit to get into
therefore, the MAPINFO solution is better
oh, you're still on DB2, huh?
^ try that
it's mostly the same, but updated to support newer gzdoom features
including MAPINFO DoomEdNums
I found something
i think the pickup is stuck under the ground somehow
but yeah ill download the thing
figured it out
apparently i hadn't positioned the pickup sprite correctly
thanks for the help Gutawer B)
cool ๐
๐
what does this usually mean?
is the actor you're giving that a proper inventory item
unknown property error usualy comes if you try give a wrong type of actor a wrong type of property
@unreal oyster i read the announcement that i gotta ping you here, so does having made colourfulhell and tailor girl count enough for modder role
yeah
we have a lot of people in that role who've not released anything to my knowledge anyway ๐
\o/
How do you get to move vertices vertically mode in gzdoom 3d editing mode?
you have sector heights
not "vertical"
that's not really possible
it's just 2d but with height number
what are you trying to do
@vivid forum
Apparently in UDMF you can move vertices
It puts a little pyramid pointing to the verex, then you can click that and then move them up and down
holy
how to do this
i wanna try it
wait
its just making a tirnagle sector right
draw a triangular sector and go into 3d mode, click the pyramid and scroll with the mouse
yes
because when i accidentally fucked up my room with a triangle sector it showed those 3 thingmabobs
in the 3d view
that's pretty cool haha
might find an use for it
it has to be triangular for mathematical reasons, if you wanna know
hiiii
Okay, so now I'm going to have to figure out how to change the player's sprite, get rid of all guns, and modify their movement. I'm making a Marble Madness TC.
you can toggle the vertice height things off
if you want
@vivid forum - lol, I was actually thinking about that the other day
though my inspiration was Spindizzy
Spindizzy?
which is like open-world marble madness
yeah, reaaaally old game
but similar to marble madness
ah gotcha
except its just one big world split into screens and there are collectibles, etc
I'm figuring I'll have to have the player's movement be "additive" rather than direct input.
the least messy way to do that is through ZScript's ways of doing all of those things, especially the movement modification
That's what I meant, not decorate, silly me
yeah, zscript would probably be optimal for that
player classes have the function movePlayer() which the engine calls to handle input
and its virtual so you can replace it
you can still do squares, octagons and basically any shape you want @unreal oyster
cause triangles make up anything you want them to
dat pedantry
yes but the sectors need to be a triangle
yeah
@unreal oyster did you see my pic of progress on the door mimic? ๐
technically you can recreate HL2 displacements in fucking doom
it's not even pedantry because i never said that you couldn't draw a more complex shape
so it's not pedantry, it's just being wrong
dont be pedantic about pedantry
or you'll get the pedant pendant
Later, after I'm done with Marble Madness, I'll see if it's possible to do Bubble Bobble.
TMC, no, i didn't see that
oh THC, youo reminded me
yeah woooops
i feel like the teeth could use just a bit of bitcrushing ๐
yeah probably
i just googled and stole the first thing without an obvious watermark
for placeholder
also not sure if i should keep the jagged door-teeth as well
@unreal oyster does gzdoom&pk3 allow longer-than-8-char filenames
CAN you in a pk3? yes. SHOULD YOU? no, because gzdoom itself only reads up to the 8th char in a filename
shitford - ignoring extensions is useful though
so you can just go DECORATE.MyMonster.Variant2.LMP
(i literally just said that gzdoom ignores anything past the 8th char in a filename)
because gzdoom ignores anything past the 8th char in a filename
(i'm not so sure you're getting what i'm saying, mrcat. i said you shouldn't use 9+ char filenames)
oh right
but what im saying is, you can bypass that by using extensions as descriptors
which @haughty flower may not know
also that rule does not apply to everything
any graphic or model lump can be referenced with more than 8 chars
you know what i'll just do 8chars
just use extensions
nah
it's an ipk3 so i don't really need to use detailed stuff to not overwrite anything else
because there isn't any "anything else"
lol
yeah but you can still split the basics
DECORATE.Monsters, DECORATE.Decorations, etc
makes em a lot easier to get at
[9:41 PM] shitford: CAN you in a pk3? yes. SHOULD YOU? no, because gzdoom itself only reads up to the 8th char in a filename only sometimes
it depends on what we're talking about
gzdoom will only search for 8-char lumps for namespacing, but in many cases (i.e. SNDINFO) you can use more than 8 chars provided you supply a full path
also i don't like the differing extensions for multiple files personally
that's what #includes are for
Script error, "xplodr.ipk3:decorate" line 19:
Sprite names must be exactly 4 characters
???
what do i name my sprites
PZSTA
@unreal oyster
PZST A 1, something like that (in DECORATE)
yeah PZSTA0 is good if you don't want rotations
then in decorate you refer to it as PZST A 1 (replace 1 with the amount of ticks)
by using a smaller sprite or using A_SetScale
if the gun is that big though it looks like the sprite is just way bigger than it needs to be
i'll just A_SetScale
like this?
also no it doesn't say PTSD
it's PSTD as in PiSTolDropped
or you can just use simple Scale
what
yeah actually Scale is a property too
example
no
i'l just use A_SetScale
k
sounds good, doesn't work
ok i'll use scale then
does it also scale the HUD sprite though
no
@covert plover I love those fingers.
Did you figure it out @haughty flower I have the same problem
thanks B)
@haughty flower pretty sure he's taking about the sprite problem
i just did Scale 0.45
Bit off topic, but where would you guys recommend hosting WADs?
/idgames
But with Bloodshedder in control of the archives I doubt it your wad will make it through
There's also Doomshack.org and Wad Archive
just host it on dropbox and pray you don't run out of space
Map 05 is finished (somewhat). Also fixed a massive error with the secret count being wrong. Do give feedback :3 (besides the door tracks not being lower unpegged)
*I also forgot to make some areas impassible in map 05 rip
@formal swallow amazing work dude
playing through map02 rn
almost done with it
is this a reference to quake? 
also, I can't grab that Berserker
I'm loving it so far
@frosty magnet cool shit
why so many stimpacks tho
@haughty flower thanks! there's another secret switch for lowering the floor in front of berserk. the switch may or may not be visible in that screenshot...
how do i make it so, for example, i want two pistols as if they were dual wielded, without having to make it a dual wield sprite?
wasn't there a code thing in decorate to do that?
to just mirror the sprite and all?
Gotta use the Texture1 and/or Texture2 lumps iirc
i'll just make it a laser pistol fuck that lol
it kinda depends how old on it, there are some really bad old methods to do it, one of which Xaser invented (not ragging on him - it was the only option at the time)
A_Overlay is the best
you dont need to modify any graphics
it has flags specifically for making dual wield
^
also fuck texture1/2 lump
Doom 2, UDMF, use GZDoom
@light prism since you're so good at UDMF give feedback on my UDMF skills pls
better be short, i have to go to work soon
oh its a terrance wad
yea
would have been okay if not for the ear rape
I honestly had kind of a feeling that's why he'd get banned
it's fucking common sense though lol
Me? I'm trying to exist between communities now. Trying not to piss anymore people off, it's not the late 2000's anymore.
he told me that apparently someone else posted a terrywad and got away with it on here
well, we didn't see it
makes sense
I think it's common sense, to not post terrywads, on a regular Doom community server
we have our own server, you can't... troll that way anymore
we've had that stripped from us when Bloodshedder took over after Ty passed away
but tbh AsianMammoth was on the verge of a ban anyway due to their warning count
Oh.
wasn't it Ty who did the inital /terrywads split though
sure, Bloodshedder's harsher on them but Ty started the split
yeah I think it was because people were zip bombing, fucking with configs
Who's Ty and Blood shedder?
for what it's worth even I found that shit more annoying than funny
mammoth in a way was a prick
Ty was the /idgames maintainer (sadly died) and Bloodshedder is the current maintainer
Let's nice it to #179862926809759744
kk np
to be fair i think i posted Fruzzlewumps.wad here and didnt get warned
it was an entry for my Shitty Map Contest
i guess it doesnt have the normal attributes of a terry
o
though it is an eye and earsore
@haughty flower I'm glad there is someone who understands why we act quickly with the banhammer when someone shares this junk shit. I'm really fed up with people labeling this as "Fun".
Yeah that's my scene's problem, not you guys', you guys are cool, you aren't Doomworld, you guys are chill and shit, so.
Thanks. Hope you enjoy your stay.
ty
@haughty flower Just out of personal interest: What motivates you to make such WADs?
Self amusement really
I see
Never really wanted to harm people, just enjoyed the reactions back then I guess
thanks for ear rape
Ling's story about his hard drive crashing, does anyone really believe that though? lmao
I watched a bunch of videos of a guy who played a lot of these levels and I was just terrified why people put so much time into making them.
for fun really
It's mainly personal amusement, for a lot of people that's the case
that's like asking why a boozer would spend all their hard-earned money on boozer, it doesn't really make a lot of logical sense other than that's their tihng, I guess
dont you ever worry that someone with a heart condition or epilepsy will play one and have a seizure or die
Especially all that raping "jokes"... disgusting...
I do actually
You're asking the one who's a very, kind of... rock and a hard place fellow
@light prism Very good question.
UACMN was able to entertain here and there without overdoing shit sometimes
I mean honestly I get the perspective from both sides
None of us have ever actually met the real Terry, just someone who goes way back with him
well i ask because i have bad tinnitus and it got set off by the terrywad above
and thats annoying enough
That's sad to hear. Hope you're alright.
I try to be one of our nicest, Jim Flannigan, if you've ever heard of me, yeah, bbfourty had a massive fucking zip bomb but I'm past that shit now.
that was years ago
i actually didn't get to the bit with the earrape, so i don't know how bad it was, i just opened it (expecting a terrywad, knowing AsianMammoth's history here) and got my suspicions confirmed very quickly upon SOMEMONG
yeah he's not the brightest kid lol
he's hella good at detailing though
better than I've ever been
Yea
some of us got bored from generic maps as well, I tried numerous times to make some decent maps
if you guys got questions, you can ask me and Tiki, no problemo
Yea, lol
we're probably two of the most harmless of any terrywadders really
what drives you?
i only really get motivated to make a map when there's the thought that i can throw in bullshit moments
and terry traps just happen to be the ultimate bullshit moment that is possible to throw into a wad
outsider art I guess, if you could call it that, I'd save it for a different channel or something idk if the staff here wants it in this channel lol
could probably continue the discussion in #172869448863055872 I guess idk lol
[8:26 PM] The Fuckynator: he's hella good at detailing though
[8:26 PM] The Fuckynator: better than I've ever been
you mean in the terrywadding community specifically? i've seen much better stuff than the "fakeout room" in the wad he shared
He's decent, there are better wadders, but they most likely wont associate with any doom community beyond trolling
GE's a lost cause, I won't talk about it here but yeah
I'm trying to learn some doom maping but i can't make teleporters work. I do set up everything right but i can't get it to work. I'm using UDMF
So what method is the player supposed to activate said teleporters?
i have yet to see someone make a teleporter that is activated by a projectile cross
(i mean one that teleports the player when he shoots across it)
Is there any recommended format for creating levels now? I've heard Hexen and UDMF are pretty much the ones recommended without limiting yourself
Hexen isn't recommended by anyone over UDMF
but overall there really isn't a recommended format, it depends what you wanna make
My advice if you're just starting, stick to like, Vanilla formats, until you get more comfortable. UDMF isn't for beginners bud. ๐
Boom is great for simplicity, UDMF is best for complexity
and, i mean technical complexity
not layout complexity
One must crawl, before they walk.
imo there is no reason to not use UDMF , it isnt 'more complex' to just make a map with it
some of the best stuff is made in Boom (see: Ancient Aliens)
its only complex if you WANT it to be
TMC, i personally feel that i just work faster in Boom
the only benefits of vanilla formats are that they are universally accepted by any port
less options, less overwhelmed
which is ironic considering UDMF = Universal Doom Map Format
that's a personal anecdote of course though
lol yeah, it's called that yet few ports support it
but i feel it's worth mentioning because others feel the same way
i mean i rather get used to UDMF from very basics and then just open to more advanced stuff
yeah, its better to get used to it
if you plan on using it exclusively
it just allows for far more flexibility
now i know how to do lifts, teleporters and level exits with UDMF
in the long run
vanilla format line actions are very strict
and just not really very customizable without trickery that a noob wouldnt know how to do anyway
yeah, and of course, you can't use any zdoom extended functionality in vanilla formats
yeah i was doing layouts and things with Doom format and it was limiting, i switched to UDMF after learning they are different and then i saw a lot of new options
and boom has some but not all
its certainly easier in UDMF to say, change sector colors or fog, than it is in Doom in Hexen
[10:14 PM] โโโ TheMisterCat โโโ: yeah, and of course, you can't use any zdoom extended functionality in vanilla formats actually, you kinda can - you can slap a zdoom action number into a vanilla map and it'll work
like line_horizon
only in zdoom, of course
I like that, line_horizon
in UDMF you just change a property, in DiH you'd have to create a startup script that uses Sector_SetColor/SetFade
so cool
@unreal oyster - yeah, but that kinda defeats the point right
oh god yeah you're right, I hated doing that
like if you had a map that had flow that relies on some 3d floors existing for you to walk across
and you ran it in chocolate doom
not really, it allows you to make a mostly vanilla map with some small zdoom enhancements
i'm not suggesting you use the linedefs that greatly affect gameplay, god no
like, AA uses ZDoom features to play sound effects in maps to add atmosphere
small things like that
sure
though you could probably find some hacky vanilla way to do that too
like using dehacked to change ss nazi's idle sound and having them hidden in pockets
right but that wouldn't have predictability ๐
anyway regardless i see no point to not use UDMF, it's not like having to use g/zdoom to play it is a huge issue, ports are like, under 10mb
just have all doom ports in some folder somewhere
fair
i've used both and i see reasons to use both, it's a matter of what you're making
sometimes i just wanna bang out a quick doom map and for that boom is great
if i wanna make something more substantial and "revolutionary", i'll spring for UDMF
i just want to make cool shit
lol don't we all
it's more for the act of making it, rather than showing it and people telling me how it is
yeah boom is good for its generalized actions
Does the role imply showing previous works
http://www.moddb.com/games/doom/addons/friends-house http://www.moddb.com/games/doom/addons/nukage-dump http://www.moddb.com/games/doom-ii/addons/hellbrary http://www.moddb.com/games/doom-ii/addons/whack http://www.moddb.com/games/doom/addons/abyssus <@&381923883919343617>
Doom 2 deathmatch based on a friend's home. Includes both temperate and snow versions and good for 2-4 players.
Medium sized waste processing techbase map for Doom. Original /idgames upload was January 16th, 2011.
Large city based library level for Doom 2 with something sinister twisting the architecture. A limit removing based port is suggested. Original upload to /idgames was May 28th, 2011 and revision uploaded June 14th, 2011.
A small to medium sized techbase for Doom 2. Original /idgames/ upload date March 10th, 2012.
Didn't expect it to show ALL screenshots
glaice, there's no need for you to be judged, i know you've released stuff before hence why i kept you on the role ๐
Man those look old school (in a good way haha)
ok i'm an idiot and now it won't highlight anything i select in 3D mode, what did i touch to fuck it up
read through the hotkeys and whatnot in your settings and whatnot, I skipped out lol
fug
yeah it confused me the first time i accidentally did it
now i actually use the highlight toggle all the time heh
also , when i make a lift and lowers, it always doesn't come down all the way, it just sticks up a little bit, how can i fix that
I believe that's just a weird quirk of UDMF, you can use the Plat_DownWaitUpStayLip special to get around it (GZDoom Builder will have a nicer name for it, but I don't know what it is)
It's special number 206, anyway
So you can put that in the special number input box
lemme check
Platform Lower Wait Rise (lip)
i don't know what lip means
but that fixed it
usually a floor lower ends at 8units above the nearest floor
well, depending on action
which actually usually looks more pleasant than having it flush with the surrounding area
how do boom compatible maps have it so that when you kill something you end a level, open up a door, etc?
Sounds a lot like the tag usage for certain maps (E1M8, E2M8, E4M8, MAP07, MAP32)
^
yeah, for a vanilla-style map you would need to make it on one of those specific map numbers
otherwise you can add new definitions under MAPINFO, i believe
There's no other way to do that in boom and it's limited to specific monsters
(like e1m8, when all barons are killed, sector 666 ceiling will raise)
yeah, these are all static
But, people get around it and make good maps with the limitation regardless (see: The Mancubian Candidate from Valiant)
there's no other way to do that in boon
note it has to select a monster which uses A_BossDeath in its death state
I see, thanks guys!
OK so it's just using tag 666 and 667
And also certain monsters (MEH IM LAZY TO MAKE MY OWN MAPINFO FOR NOW LMAO)
Specific maps are hardcoded for that but MAPINFO should let you do that with any map I think
well if you did it would be limited to working under zdoom anyway
^^
otherwise yes, you will need to stick to vanilla format
mancs and arachs on map07, barons on e1m8, etc
Aight aight
of course there are sneaky ways to do anything if youre up for making voodoo dolls/barrel/crusher/conveyor belt chains
but that shit is hacky as hell
oh i plan on doing that for Map 06 of my wad thingy
The pit in E3M2 MoC OK is no longer inescapable
https://www.doomworld.com/idgames/music/dminvert I made this shit back in 2013 (not shit but very amusing)
sigh
i need some help regarding uh, having 2 sprites lower or raise at once
it just spazzes out ingame
it's because it's looping the two
i think
anyway it's annoying as fuck
Are you sure you're supposed to loop them?
Of course it's going to do that, you're just telling it to display the sprites every frame
He's wagging the gun like a dog's tail
If he's lucky the gun will discharge and end his gun safety problem @lavish hollow
@unreal oyster yes thank you
you dont even need two separate sprite names
a_overlay has a_overlayflags which will allow you to mirror the original
A short, fun little map found on Doomworld by newbie mapper Flying01. Good job! Custom assets (music & sky) are not part of the map. ------------------------...
A newcomer's first map.
@haughty flower why do you have 2 different frames raising in the select state
Are you trying to make it rise up faster?
yes, try suggesting something that already got suggested
Gg i didnt see that above
[9:51 AM] Lazorical: i'm trying to make 2 things rise at once lmao
thats what she said
ree
hint:
TNT1 A 1 { A_Overlay(2, "Raise"); A_OverLay(3, "Raise"); A_OverlayFlags(3, PSPF_FLIP | PSPF_MIRROR); }
TNT1 A 0 A_Raise
loop```
er, i guess use something other than Raise
but those overlay states are the actual weapon draw states
Or just have Select go directly to Ready, or some other state, that instantiates a gunflash/overlay and then have it do stuff from there
but the sprites
the main select sprites are invisible, yes
if you make a state for the actual weapon sprites
and use that as the A_Overlay state call
ohh
(dont use Raise, that was my bad)
overlay states exist on numbered layers, and can be interrupted by other calls to the same layer
@rancid wedge Yes, but the colours you picked are just, too garish.
oh? ok what colors do you think i should use
Probably a darker red and maybe a light grey.
Light grey because you can add highlights to it and such.
once you go darker
you can return easily by ctrl-z undo
@prisma saddle - theres nothing wrong with garish color in a christmas wad
i mean thats basically the whole point
True, true.
put a bow ont he end
Missle toe launcher.
thats all i have but it looks like shit
you think i should just put a bow?
i might do missle toe for rocket launcher dont want to do baubles like every other christmas wad maybe snowballs for rockets though
idk
you think i should just do all of the ssg?
with the lights
Have it shoot christmas lights.
Hmmm.
Ayy prolly gonna start working on the Doom discord megawad when I get home. What's the status of that? How many people are on board, is anything done, etc.
What is it
Hey, does anyone know how to increase the amount of damage a monster deals? I asked Reddit, but all I got was several vague answers.
Depends on the engine you're using. If it's GZDoom, you can use ZScript or DECORATE to "inherit and replace" the original monster with a slightly altered version
Example here: https://zdoom.org/wiki/Using_inheritance
Okay, but which statistic am I supposed to edit? I do not see an entry for damage -anywhere- in the decorate definitions.
you may have to replace the attack function with a generic, customizable version
Whoah. You lost me. (I'm making my first mod)
Like here: https://zdoom.org/wiki/Classes:ZombieMan
In the missile state you see A_PosAttack?
that's the hardcoded attack function
Okay.
so you'd replace that with a new missile state that calls A_CustomBulletAttack instead
with the desired parameters
But where do I modify the attacks?
That's how you'd do it. Here's an example, give me a minute
K
Here's the relevant parts of the original zombie:
ACTOR ZombieMan
{
States
{
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_PosAttack
POSS E 8
goto See
}
}```
Your new one might look like this: ```cpp
ACTOR NewZombieMan : Zombieman replaces Zombieman
{
States
{
Missile:
POSS E 10 A_FaceTarget
POSS F 8 A_CustomBulletAttack(22.5, 0, 1, random(1,5)*6, "BulletPuff", 0, CBAF_NORANDOM)
POSS E 8
goto See
}
}```
Okay, but where do I create a new attack? In the decorate?
Yes. Start by modifying the original monsters like shown above, and reading lots and lots of the ZDoom wiki
Okay. Thank you!
Okay. I found this page: https://zdoom.org/wiki/A_CustomBulletAttack Can I just modify the parameters here to increase damage?
that is literally what his example above is
Okay. Thanks to @shadow bone , I have managed to change the Damage values of both the Zombieman and the ShotgunGuy. However, I am having trouble with DoomImp and Demon.
With the Imp, I tried replacing replacing A_TroopAttack with A_CustomComboAttack("DoomImpBall", 32, [DAMAGE], "imp/melee")
But that does not work.
Why not try doing A_FireCustomMissile with an A_PlaySound
I'll try that tomorrow, thanks. Also, I got the demon working. I was using the parameters wrong.
I'm pretty sure the wiki page offers code equivalents for things like A_FirePistol, A_TroopAttack, A_FireShotgun, etc.
So use the wiki to your advantage
So, imagine a cannon type weapon that can capture and miniaturize demons
The energy it takes to suck in demons depends on the demon's power
Larger demons will take ages to capture, while minor demons can be almost instantly captured
and here's where it gets fun
the weapon fires demons at other demons, in the reverse order they were captured
and the damage caused will depend on the demon
Some demon will simply gib on impact
some, like the imp or the cacodemon will explode in a storm of fire and lightning on impact
others like the Pain Elemental will eject all of its lost souls who then crash into the nearest bleeding actor, friend or foe
finally, you'd have the archvile, who will resurrect all nearby enemies on impact, but those enemies will be friendly
weapon of great succ eh?
I think similiar ones have been done, atleast projectile ones
Yes
But I think the idea is worth refining
I like the idea of the weapon keeping track of demon order
which can lead to the weapon itself having a display that shows cute goofy portraits of the poor demons that are about to be launched next
The Suck-4 BLY47
i think this could be a fun idea, id use it if it didnt require editing from monsters part aswell, cause it sounds like it would
tho I think I know someone who could use this idea~
and I could help with the sprite part to make it happen
want me to forward it, @livid hearth ?
Sure
Just be sure to add that the monsters would have goofy faces when being launched out
obviously
Yay
hey so do you guys think this is a good layout concept idea thing? start at the black s, fight your way around the loop to the switch to open access to the hub and three of the spokes, which contain switches that open the other, key spokes. getting all three keys opens the exit. each spoke would be more complicated than im showing here but i didnt want to make the diagram too cluttered
i think that hubspoke layouts are generally pretty boring
yeahhh that has been done plenty of times
seks
Don't take criticism as an attack either
benis
@Ambureon#5014 is that for a level hub or an actual map
@bold heron
if for a level hub, it's okay i guess, something better would be best though
for an actual map, definitely not, because it's just, meh.
it's too basic, it's too boring and bland probably, and not cool in general i guess
@light prism the code you gave me before with the overlay and stuff, how do i make it display the pistol sprite?
because it isn't
nevermind you already told me
but what'd you mean with that though
oh whoop nevermind i think i found out
how do i make it so the pistol overlays actually fire though?
this doesn't seem to work
overlay states work exactly like normal states
btw get rid of the 'goto Ready'
have it 'stop' instead
hold on
ignore the weird fire method, that is set up so they can fire independantly
just look at the way the overlays are done
thank very many
the pistols don't exactly fire @light prism they alert monsters but don't fire
even when looking over your code it's confusing me because it's so annoying having to see the altfire stuff and all
show me your code
or not
Has anyone ported Space Invaders to ACS yet?
With the introduction of ZScript, it'd be cool to see a lot of old 80's games ported to the GZDoom engine
Yeah, could be pretty fun. We
I mean call this nefarious but I plan to make Terry parodies of them
gives an excuse not to bother remaking the graphics from said games lol
space invaders would be pretty much the same functionality as this, really
I was trying to make a Terry parody of it, Ass Invaders, where you play as a Romeroman shooting down Carnevils
lol Pac-Man with Doom 2 title music
Pretty good, kicks my ass like the real deal
few bugs but meh
works pretty good
sometimes a ghost will lose collision after being eaten and reforming
o
and red ghost is supposed to be 5% faster than other ghosts but sometimes gets a weird speed boost over that
hmm
If a games' source code is C-based, would it make it easier to port to ZScript?
that question doesnt really make too much sense
Doesn't ZScript make things great for people who know C?
zscript is its own language and borrows from several languages
oh
ZScript isn't that much like C at all
but translating a method really boils down to how well you understand the method, more than the languages involved
The thing about Pac-mans path finding is its pretty much entirely maze reliant.
I noticed that he upped the ante by adding more than just the default one featured in the original Pac-Man./
Remove the maze and they'll just take a diagnol to their destination.
the thing about how i made pac.pk3's pathfinding is i went way overboard and gave the ghosts full collision detection
in original pacman they moved statically between nodes(intersections)
so no, remove the maze and they will still do the same thing
under my system, remove the maze and they will all just move up continuously, wrapping to the bottom
Well, yeah, remove the maze and they'll go to their nodes,
my ghosts check for possible intersections every tic, which is overkill
The collision is what fakes the path finding.
@autumn turtle5th @light prism
I did check the wiki, I tried the sampled code, that did not work.
i dont remember what you are talking about
oh okay
wait
is this for a WEAPON?
A_CustomBulletAttack is for MONSTER attacks
for a weapon you want https://zdoom.org/wiki/A_FireBullets
for future reference, this is all under DECORATE->Action Functions on the left hand side menu
which is split into types of functions
@frosty magnet
@light prism hey, you there? if so, i have a question, uhh, let me think lol
oh right
can you change the variables or floats in A_FireBullets for example with let's say, ACS variables or decorate inventory actors etc?
you can use the ExecuteWithResult value from a script, yes
also these
anyway worktime
@unreal oyster is it possible to use ints defined in ACS in sbarinfo?
because i'm trying to make it draw weapon experience for a certain weapon
this is my current ACS code
wait wait
i just did a lot of stuff
how do i make it so an inventory item is shown in the status bar, and constantly updates
it gives one of those inventory items when you shoot the pistol, and i want the number of experience you have to be shown on the hud
this is what i get ingame but it never updates
@unreal oyster so i basically have an inventory item and i don't know how to check ingame if it's being updated at all
when i give myself the experience, it doesn't update the status bar aswell
so the problem's definitely there
so i made this in zscript, it gets my inventory item and draws it, which it does
except the number stays 0
even after getting more of said inventory item
@unreal oyster how do i make the drawn number update
last ping for today i'm gonna fucking stop after this
that seems like it should work
what does printinv display?
even after giving myself WeaponExpPistol2 through console it doesn't work
let me check
oh
so it was part of the inventory problem?
it's a custominventory actor made in decorate
in a decorate called "WEAPONS" included by another file ofcourse
i didn't forget that at least
anyway, how is it not working
because this has been confusing me all day
that'll be the problem, if a CustomInventory item doesn't have a Use state it gets destroyed when you pick up the item
you probably want a normal Inventory item
like, remove the Custom
im gonna make a new episode with themed levels
5 levels and two secret levels
@unreal oyster how does return state blahblah work?
apparently not like this
the wiki is a bit confusing to me right now
you need to specify a return state null
or something like that
for the fails if it happens
or wait scratch that
Depends really what you're doing, I dont really know why you would use return state if you dont have a if else or case thingies when you could just have the action and then use the goto after state
but when I use it, I tend to do it like this;
unless im misunderstanding what you're trying to do
@tender sorrel basically i want the spawnitemex to check for room, and if it doesn't, give back the sentry box
then if it does have room, don't give the sentry box
aaa
Ah
i don't know how
Well
because it all requires confusing code
How I'd go for it;
Make the spawn item ex spawn an item same size of the thing that gives player item if it is placed, like a powerup item or something, then check for that item, if player did not get that item, go to a state where they get the box back, if they got the item, continue to the sentry
uhh okay
Like, lets say spawnitem "Blueprint"
Blueprint is same size and stuff as your sentry, but it just gives a powerup called like "wrench" or so to the player with radius give or something then vanishes
the powerup "wrench"could last like 60 tics or something but basicly do nothing, and then you just can go with the old style of "jumpifinventory" or if you wanna be fancy, {If(CountInv("Wrench") == 1){return ResolveState("sentrytime");} return ResolveState(Null); }}
so this way you have the blueprint check the spot and gives you an item if spawnitem can spawn it
and the item is the green light
for placing it
If you want I can write you a quick exsample
Alright, is the sentry box an item in inventory?
@haughty flower
if its a weapon then its bit more complex
but if its inventory item its bit more simple
uhh
sentrybox is an inventory item
the sentry itself is a friendly turret course
