#classic-doom-maps-mods

1 messages ยท Page 71 of 1

golden drum
#

o_o

#

My first pc ran windows xp

#

I think

#

I can't remember

light prism
#

this pc was born before windows even existed

#

i skipped windows 2.0 and started on 3.0

frosty magnet
#

@light prism oh shit you beat us all for potatos XD

light prism
#

on a 386sx16

#

well i said 'my first pc

#

my first actual computer was an amstrad cpc 6128

golden drum
#

We need to get doom running on old punch-card computers

light prism
#

get doom running on stonehenge

golden drum
#

Get doom running on a literal pile of dirt

light prism
#

stonehenge has higher resolution than dirt

golden drum
#

true

#

so I'm guessing you're 48 or around that age?

#

oh wait

#

oops I was looking at a microprocessor

#

around 40?

light prism
#

haha whaaaat

#

just turned 35 last month

golden drum
#

lolwut you had a computer when you were 1 year old?

#

Prolly the wrong thing huh?

light prism
#

logical fallacy

#

there's no reason that I had it on the day it was released

golden drum
#

oh ye

#

derp

#

Well I tried

#

anyway everybody on the internet is 12, no exceptions /s

light prism
#

oh shit my voice is breaking and hair is growing in funny places

golden drum
#

LOL

light prism
#

starts noticing girls

golden drum
#

>grown man in discord notices young teen girls

#

:O

light prism
#

the legal age in my country is 16

#

also my gf is 26 thx

golden drum
#

lol just screwing with ya

light prism
#

also there's probably like 1 girl on this server and they're probably older than me

golden drum
#

who's that?

light prism
#

i dunno, just an assumption

golden drum
#

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?

light prism
#

have you ever played 32 player coop?

#

it's fucking stupid

#

maps are designed with maybe, MAYBE 4 players in mind

golden drum
#

I know

light prism
#

so 80% of the players are going to be wandering around aimlessly with nothing to kill or pick up

golden drum
#

that's why I want to play it

#

ah

#

nightmare difficulty

#

respawning monsters

light prism
#

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

golden drum
#

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

light prism
#

with 32 players, theres a high probability that some of them would be speedrunning

golden drum
#

but yeah though. Probably would be fun once

#

or twice

#

so what do you think about the collab megawad

light prism
#

what?

golden drum
#

doomguythe5th and I came up with the idea of making a collab megawad made by everybody in map-mod-dev

light prism
#

oh okay

#

sure

golden drum
#

nice

light prism
#

is there a texture pack?

golden drum
#

Well we only just came up with the Idea

#

idk

#

I suppose we could use one

frosty magnet
#

I'd say Realm667 has some good stuff

light prism
#

should probably just pick one and stick to it

frosty magnet
#

But converting Descent 1 and 2 textures would be optimal IMO

light prism
#

uhhhhhh

golden drum
#

wuzzat

#

Lemme search that real quick

light prism
#

i dont even remember what descent textures look like

#

58mb though

frosty magnet
#

*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

golden drum
#

oh yay....

frosty magnet
golden drum
#

getting that 70 kb/s down speed

#

:(

frosty magnet
#

that sucks man

#

BTW credits to Tristan885

#

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

golden drum
#

hey so by zandronum support, am I right in assuming that zandronum doom 2 (udmf) in gzdoom builder works for that?

light prism
#

zandronum does not have multiple tags yet

#

but other than that UDMF works

golden drum
#

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

light prism
#

wtf bmp files

#

they should be interchangeable as long as you dont use multiple tags, interactive portals, or certain ACS or decorate functions

golden drum
#

Well I'm gonna go

#

It's 2 am right now

frosty magnet
#

@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?

light prism
#

some sectors with monsters in them

frosty magnet
#

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
#

Doom-format, 90's looking

lofty phoenix
#

@haughty flower Send me when you finish, I'd love to try it

misty bramble
#

Coo, I love classic styled maps

weak lodge
#

same here

elfin ruin
#

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,

haughty flower
#

Is there bad platforming in it

#

(I can't play it rn)

#

Platforming is already a very serious crime

light prism
#

sector dereferencing

#

doors that open whole rooms

haughty flower
#

^ Tbf a wad that has that has got to be a joke wad

#

It's impossible that anyone would let this pass through

lavish hollow
#

I want a map called doors.wad

#

Every wall is a door

haughty flower
#

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

light prism
#

once i made a line with PLAT1 texture

#

you press use, it plays the lift sound and starts scrolling down

lavish hollow
#

Does ZDoom support .ogg files?

light prism
#

yes

wary ether
#

It should. I know the PSX DooM TC had the OST in .ogg format.

light prism
#

it might not play back VBR properly sometimes

elfin ruin
#

I made mapcrimes in vain of the classic jokewad, the ones released prior to Terry, and I am going to add more to it.

light prism
#

@elfin ruin is mapcrimes supposed to crash gzdoom if you respawn

elfin ruin
#

Yes

light prism
#

wtf

#

its called mapcrimes and you have lower unpegged the doortraks

#

and used doortraks

elfin ruin
#

There's a few things I need to unfix

light prism
#

is one of the crimes 'no exit'

elfin ruin
#

No

#

But I stuck all of the useful weapons behind the exit

light prism
#

how do you open the exit

elfin ruin
#

Wait... I think I forgot to set the doors to open

#

Welp..

light prism
#

this is how you map crimes

prisma saddle
#

@light prism Masterpiece of map crimes,

#

So much so that you'll get the death penalty for it

elfin ruin
#

What's exactly wrong with it?

light prism
#

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

prisma saddle
#

I love how there's just a looping open door thingamagig.

light prism
#

oh

#

did you get the thing?

prisma saddle
#

Just, a corridor full of doors.

light prism
#

you're supposed to run through the entire thing 3 times

prisma saddle
#

The Plasma rifle?

light prism
#

no, the uh

#

'thing'

#

you gotta keep going

#

it speeds you up gradually

prisma saddle
#

I got the thing,

#

Brilliant

light prism
#

did you get the other thing?

prisma saddle
#

"Go bak to shit map"

light prism
#

oh yeah

prisma saddle
#

Fruzzlewumples 3 when?

light prism
#

tuesday

elfin ruin
#

Not map crime, nor shit map.

#

Very fun abstract map.

#

Now I go smash face into nailboard

light prism
haughty flower
#

It's compatible with all sourceports, all of them!!!!!!

#

it's pretty easy, you can beat it in less than 5 minutes

light prism
haughty flower
#

oh yeah @lofty phoenix you said you wanted to try it

#

there u go

light prism
#

i got stuck afteer i fell down and fought barons

haughty flower
#

what? how

#

a floor lowers when you kill all the Barons

light prism
#

it didnt

#

oh

#

i was running in doom2

#

that would explain it

haughty flower
#

kek

#

e1m8 in doom 2

#

๐Ÿ˜ก

light prism
#

i dont have doom.wad handy

#

deal withi t

haughty flower
#

how the fuck did you play it with doom 2 anyways wtf

light prism
#

by opening it and typing map e1m8

weak lodge
#

does anyone have good episode 1-style sky textures?

#

because i'm working on a classic style episode 1 replacement for the ultimate doom

light prism
#

i have very few skies

haughty flower
#

oh

muted wing
#

also, should the side guns be closer to the bottom right or bottom center?

livid hearth
#

@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

golden drum
#

TF when I'm spending the weekend with friends and can't contribute to the map mod devs master levels

frosty magnet
#

^

lavish hollow
#

@livid hearth necro doom is the name, I think

#

But that's Xaser's so I might be wrong

frosty magnet
#

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?

light prism
#

player 1 should be tagged multiplayer for coop

#

having multiple player 1's will cause voodoo dolls

#

basically everything should be tagged multiplayer

frosty magnet
#

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)

weak lodge
#

thanks cat

#

the second one will work good for my mod

covert plover
#

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

unreal oyster
#

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

covert plover
#

Hell yeah dude i'll see if i can get it working

#

thanks in advance

unreal oyster
#

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

covert plover
#

right.

#

It's not working for me

unreal oyster
#

oh, you're still on DB2, huh?

#

^ try that

#

it's mostly the same, but updated to support newer gzdoom features

#

including MAPINFO DoomEdNums

covert plover
#

i think the pickup is stuck under the ground somehow

#

but yeah ill download the thing

#

apparently i hadn't positioned the pickup sprite correctly

#

thanks for the help Gutawer B)

unreal oyster
#

cool ๐Ÿ‘

covert plover
#

๐Ÿ‘

haughty flower
tender sorrel
#

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

unreal oyster
#

yeah

#

we have a lot of people in that role who've not released anything to my knowledge anyway ๐Ÿ˜›

tender sorrel
#

\o/

vivid forum
#

How do you get to move vertices vertically mode in gzdoom 3d editing mode?

haughty flower
#

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

vivid forum
#

Apparently in UDMF you can move vertices

haughty flower
#

huh

#

is this true, @unreal oyster?

vivid forum
#

It puts a little pyramid pointing to the verex, then you can click that and then move them up and down

unreal oyster
#

yes, but there's a few caveats - it has to be a triangle sector

#

like that

haughty flower
#

holy

#

how to do this

#

i wanna try it

#

wait

#

its just making a tirnagle sector right

unreal oyster
#

draw a triangular sector and go into 3d mode, click the pyramid and scroll with the mouse

#

yes

haughty flower
#

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

unreal oyster
#

it has to be triangular for mathematical reasons, if you wanna know

light prism
#

hiiii

vivid forum
#

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.

light prism
#

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

vivid forum
#

Spindizzy?

light prism
#

which is like open-world marble madness

#

yeah, reaaaally old game

#

but similar to marble madness

vivid forum
#

ah gotcha

light prism
#

except its just one big world split into screens and there are collectibles, etc

vivid forum
#

I'm figuring I'll have to have the player's movement be "additive" rather than direct input.

unreal oyster
#

the least messy way to do that is through ZScript's ways of doing all of those things, especially the movement modification

vivid forum
#

That's what I meant, not decorate, silly me

light prism
#

yeah, zscript would probably be optimal for that

unreal oyster
#

player classes have the function movePlayer() which the engine calls to handle input

#

and its virtual so you can replace it

haughty flower
#

you can still do squares, octagons and basically any shape you want @unreal oyster

#

cause triangles make up anything you want them to

light prism
#

dat pedantry

unreal oyster
#

yes but the sectors need to be a triangle

haughty flower
#

yeah

light prism
#

@unreal oyster did you see my pic of progress on the door mimic? ๐Ÿ˜›

haughty flower
#

technically you can recreate HL2 displacements in fucking doom

unreal oyster
#

it's not even pedantry because i never said that you couldn't draw a more complex shape

haughty flower
#

yea

#

it's just needs to be triangle shaped sectors

unreal oyster
#

so it's not pedantry, it's just being wrong

light prism
#

dont be pedantic about pedantry

unreal oyster
#

or arguing against a point i never made

#

pick either ๐Ÿ˜›

light prism
#

or you'll get the pedant pendant

vivid forum
#

Later, after I'm done with Marble Madness, I'll see if it's possible to do Bubble Bobble.

unreal oyster
#

TMC, no, i didn't see that

light prism
#

oh THC, youo reminded me

unreal oyster
#

yeah woooops

unreal oyster
#

i feel like the teeth could use just a bit of bitcrushing ๐Ÿ˜›

light prism
#

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

haughty flower
#

@unreal oyster does gzdoom&pk3 allow longer-than-8-char filenames

haughty flower
#

CAN you in a pk3? yes. SHOULD YOU? no, because gzdoom itself only reads up to the 8th char in a filename

light prism
#

shitford - ignoring extensions is useful though

#

so you can just go DECORATE.MyMonster.Variant2.LMP

haughty flower
#

(i literally just said that gzdoom ignores anything past the 8th char in a filename)

light prism
#

you also said 'should you, no'

#

which is entirely wrong

haughty flower
#

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)

light prism
#

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

haughty flower
#

you know what i'll just do 8chars

light prism
#

just use extensions

haughty flower
#

nah

light prism
#

for your definition lumps

#

ok, your loss, it's great for organization

haughty flower
#

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

light prism
#

yeah but you can still split the basics

#

DECORATE.Monsters, DECORATE.Decorations, etc

#

makes em a lot easier to get at

unreal oyster
#

[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

lavish hollow
#

Hey gut

#

Always remember

#

std:standard

haughty flower
#

Script error, "xplodr.ipk3:decorate" line 19:
Sprite names must be exactly 4 characters

#

???

#

what do i name my sprites

#

PZSTA

#

@unreal oyster

unreal oyster
#

PZST A 1, something like that (in DECORATE)

haughty flower
#

so basically

#

PZSTA0

#

no like

#

the sprite actual name

#

PZSTA?

unreal oyster
#

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)

haughty flower
#

oh i gotta add 0

#

oh yeah wait

#

how the hell do i make this smaller

unreal oyster
#

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

haughty flower
#

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

unreal oyster
#

yeah actually Scale is a property too

haughty flower
#

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

unreal oyster
#

no

haughty flower
#

nope

#

kk

prisma saddle
#

@covert plover I love those fingers.

vivid forum
#

Did you figure it out @haughty flower I have the same problem

haughty flower
#

figure what out

#

@vivid forum

covert plover
#

thanks B)

haughty flower
#

@haughty flower pretty sure he's taking about the sprite problem

#

i just did Scale 0.45

misty bramble
#

Bit off topic, but where would you guys recommend hosting WADs?

haughty flower
#

/idgames

#

But with Bloodshedder in control of the archives I doubt it your wad will make it through

haughty flower
#

just host it on dropbox and pray you don't run out of space

frosty magnet
#

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)

frosty magnet
#

*I also forgot to make some areas impassible in map 05 rip

haughty flower
#

@formal swallow amazing work dude

#

playing through map02 rn

#

almost done with it

#

I'm loving it so far

#

@frosty magnet cool shit

formal swallow
#

@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...

haughty flower
#

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?

lavish hollow
#

Gotta use the Texture1 and/or Texture2 lumps iirc

haughty flower
#

i'll just make it a laser pistol fuck that lol

lavish hollow
#

Xaser's parkour mod did that

#

Might wanna check there

unreal oyster
#

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)

light prism
#

A_Overlay is the best

#

you dont need to modify any graphics

#

it has flags specifically for making dual wield

unreal oyster
#

^

light prism
#

also fuck texture1/2 lump

haughty flower
#

Doom 2, UDMF, use GZDoom

#

@light prism since you're so good at UDMF give feedback on my UDMF skills pls

light prism
#

better be short, i have to go to work soon

haughty flower
#

it's real short

#

try at least getting thorugh the first room

unreal oyster
#

aaaaand gone

light prism
#

oh its a terrance wad

unreal oyster
#

yea

light prism
#

would have been okay if not for the ear rape

lavish hollow
#

I honestly had kind of a feeling that's why he'd get banned

haughty flower
#

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.

rugged shore
#

did asianmammoth got banned

#

or kicked

haughty flower
#

he told me that apparently someone else posted a terrywad and got away with it on here

unreal oyster
#

well, we didn't see it

haughty flower
#

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

unreal oyster
#

but tbh AsianMammoth was on the verge of a ban anyway due to their warning count

prisma saddle
#

Oh.

unreal oyster
#

wasn't it Ty who did the inital /terrywads split though

#

sure, Bloodshedder's harsher on them but Ty started the split

haughty flower
#

yeah I think it was because people were zip bombing, fucking with configs

prisma saddle
#

Who's Ty and Blood shedder?

haughty flower
#

for what it's worth even I found that shit more annoying than funny

rugged shore
#

mammoth in a way was a prick

haughty flower
#

he was one of mine

#

"one of mine"

#

??

#

one of my terryfags

unreal oyster
#

Ty was the /idgames maintainer (sadly died) and Bloodshedder is the current maintainer

haughty flower
#

oh

#

Ty was awesome

#

died at 69 ๐Ÿ˜ฆ

#

(no really)

prisma saddle
haughty flower
#

kk np

light prism
#

to be fair i think i posted Fruzzlewumps.wad here and didnt get warned

haughty flower
#

what's that lol

#

was that the supposed terrywad you were going to make?

light prism
#

it was an entry for my Shitty Map Contest

#

i guess it doesnt have the normal attributes of a terry

haughty flower
#

o

light prism
#

though it is an eye and earsore

hazy lantern
#

@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".

haughty flower
#

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.

hazy lantern
#

Thanks. Hope you enjoy your stay.

haughty flower
#

ty

hazy lantern
#

@haughty flower Just out of personal interest: What motivates you to make such WADs?

haughty flower
#

Self amusement really

hazy lantern
#

I see

light prism
#

well

#

my tinnitus is going off hard

haughty flower
#

Never really wanted to harm people, just enjoyed the reactions back then I guess

light prism
#

thanks for ear rape

haughty flower
#

Ling's story about his hard drive crashing, does anyone really believe that though? lmao

hazy lantern
#

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.

haughty flower
#

for fun really

violet mountain
#

It's mainly personal amusement, for a lot of people that's the case

haughty flower
#

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

light prism
#

dont you ever worry that someone with a heart condition or epilepsy will play one and have a seizure or die

hazy lantern
#

Especially all that raping "jokes"... disgusting...

haughty flower
#

I do actually

#

You're asking the one who's a very, kind of... rock and a hard place fellow

hazy lantern
#

@light prism Very good question.

haughty flower
#

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

light prism
#

well i ask because i have bad tinnitus and it got set off by the terrywad above

#

and thats annoying enough

haughty flower
#

Oh ๐Ÿ˜ฆ

#

Sorry buddy.

hazy lantern
#

That's sad to hear. Hope you're alright.

haughty flower
#

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

vocal crypt
#

Okay

#

just makes a level wad full of nude people

unreal oyster
#

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

haughty flower
#

yeah he's not the brightest kid lol

#

he's hella good at detailing though

#

better than I've ever been

vocal crypt
#

Oh

#

Asian fucked up

violet mountain
#

Yea

haughty flower
#

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

violet mountain
#

Yea, lol

haughty flower
#

we're probably two of the most harmless of any terrywadders really

vocal crypt
#

what drives you?

haughty flower
#

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

unreal oyster
#
[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

haughty flower
#

idk lol

#

I've lowered my standards I guess

violet mountain
#

He's decent, there are better wadders, but they most likely wont associate with any doom community beyond trolling

haughty flower
#

GE's a lost cause, I won't talk about it here but yeah

vocal crypt
#

GEs?

#

at very least what it stands for

haughty flower
#

Grapevine Elites

#

I can't talk about it here though.

winged ruin
#

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

haughty flower
#

So what method is the player supposed to activate said teleporters?

winged ruin
#

fixed, i didn't put a trigger

#

fug

light prism
#

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)

haughty flower
#

guess I'll have to be the first

#

"DON'T SHOOT MY FUCKING CAT! GO TO HELL!"

winged ruin
#

Is there any recommended format for creating levels now? I've heard Hexen and UDMF are pretty much the ones recommended without limiting yourself

unreal oyster
#

Hexen isn't recommended by anyone over UDMF

#

but overall there really isn't a recommended format, it depends what you wanna make

haughty flower
#

My advice if you're just starting, stick to like, Vanilla formats, until you get more comfortable. UDMF isn't for beginners bud. ๐Ÿ˜›

unreal oyster
#

Boom is great for simplicity, UDMF is best for complexity

#

and, i mean technical complexity

#

not layout complexity

haughty flower
#

One must crawl, before they walk.

light prism
#

imo there is no reason to not use UDMF , it isnt 'more complex' to just make a map with it

unreal oyster
#

some of the best stuff is made in Boom (see: Ancient Aliens)

light prism
#

its only complex if you WANT it to be

unreal oyster
#

TMC, i personally feel that i just work faster in Boom

light prism
#

the only benefits of vanilla formats are that they are universally accepted by any port

haughty flower
#

less options, less overwhelmed

light prism
#

which is ironic considering UDMF = Universal Doom Map Format

unreal oyster
#

that's a personal anecdote of course though

haughty flower
#

lol yeah, it's called that yet few ports support it

unreal oyster
#

but i feel it's worth mentioning because others feel the same way

winged ruin
#

i mean i rather get used to UDMF from very basics and then just open to more advanced stuff

light prism
#

yeah, its better to get used to it

#

if you plan on using it exclusively

#

it just allows for far more flexibility

winged ruin
#

now i know how to do lifts, teleporters and level exits with UDMF

light prism
#

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

haughty flower
#

Doomworld has some pages

#

fake room-over-room and stuff lol

light prism
#

yeah, and of course, you can't use any zdoom extended functionality in vanilla formats

winged ruin
#

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

light prism
#

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

unreal oyster
#

[10:14 PM] โ–‘โ–’โ–“ TheMisterCat โ–“โ–’โ–‘: 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

haughty flower
#

I like that, line_horizon

light prism
#

in UDMF you just change a property, in DiH you'd have to create a startup script that uses Sector_SetColor/SetFade

haughty flower
#

so cool

light prism
#

@unreal oyster - yeah, but that kinda defeats the point right

haughty flower
#

oh god yeah you're right, I hated doing that

light prism
#

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

unreal oyster
#

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

light prism
#

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

unreal oyster
#

right but that wouldn't have predictability ๐Ÿ˜›

light prism
#

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

haughty flower
#

fair

unreal oyster
#

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

winged ruin
#

i just want to make cool shit

haughty flower
#

lol don't we all

winged ruin
#

it's more for the act of making it, rather than showing it and people telling me how it is

light prism
#

yeah boom is good for its generalized actions

zinc egret
#

Does the role imply showing previous works

#
Mod DB

Doom 2 deathmatch based on a friend's home. Includes both temperate and snow versions and good for 2-4 players.

Mod DB

Medium sized waste processing techbase map for Doom. Original /idgames upload was January 16th, 2011.

Mod DB

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.

Mod DB

A small to medium sized techbase for Doom 2. Original /idgames/ upload date March 10th, 2012.

Mod DB

A relatively challenging Doom map under the E2M3 slot. Original upload to /idgames/ in June 2009.

#

Didn't expect it to show ALL screenshots

unreal oyster
#

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 ๐Ÿ˜›

haughty flower
#

Man those look old school (in a good way haha)

zinc egret
#

Thanks โค

#

Nukage Dump is my own creation using the "Toxin Refinery" motif

winged ruin
#

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

unreal oyster
#

you probably just pressed H by accident

#

H toggles highlight

haughty flower
#

read through the hotkeys and whatnot in your settings and whatnot, I skipped out lol

winged ruin
#

fug

unreal oyster
#

yeah it confused me the first time i accidentally did it

#

now i actually use the highlight toggle all the time heh

winged ruin
#

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

unreal oyster
#

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

winged ruin
#

lemme check

#

Platform Lower Wait Rise (lip)

#

i don't know what lip means

#

but that fixed it

light prism
#

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

zinc egret
frosty magnet
#

how do boom compatible maps have it so that when you kill something you end a level, open up a door, etc?

zinc egret
#

Sounds a lot like the tag usage for certain maps (E1M8, E2M8, E4M8, MAP07, MAP32)

unreal oyster
#

^

light prism
#

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

unreal oyster
#

There's no other way to do that in boom and it's limited to specific monsters

light prism
#

(like e1m8, when all barons are killed, sector 666 ceiling will raise)

#

yeah, these are all static

unreal oyster
#

But, people get around it and make good maps with the limitation regardless (see: The Mancubian Candidate from Valiant)

light prism
#

'SpecialAction = blah'

lavish hollow
#

there's no other way to do that in boon

light prism
#

note it has to select a monster which uses A_BossDeath in its death state

frosty magnet
#

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)

zinc egret
#

Specific maps are hardcoded for that but MAPINFO should let you do that with any map I think

light prism
#

well if you did it would be limited to working under zdoom anyway

frosty magnet
#

^^

light prism
#

otherwise yes, you will need to stick to vanilla format

frosty magnet
#

that's what im trying to stay away from ๐Ÿ˜

#

I can do that

light prism
#

mancs and arachs on map07, barons on e1m8, etc

frosty magnet
#

Aight aight

light prism
#

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

frosty magnet
#

oh i plan on doing that for Map 06 of my wad thingy

zinc egret
#

The pit in E3M2 MoC OK is no longer inescapable

light prism
#

sup

#

home now

zinc egret
haughty flower
#

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

lavish hollow
#

Are you sure you're supposed to loop them?

unreal oyster
#

Of course it's going to do that, you're just telling it to display the sprites every frame

lavish hollow
#

He's wagging the gun like a dog's tail

unreal oyster
#

What you need to do, Lazor, is use A_Overlay

#

To have two sprites at the same time

vocal crypt
#

If he's lucky the gun will discharge and end his gun safety problem @lavish hollow

haughty flower
#

@unreal oyster yes thank you

light prism
#

you dont even need two separate sprite names

#

a_overlay has a_overlayflags which will allow you to mirror the original

zinc egret
#

A newcomer's first map.

frosty magnet
#

@haughty flower why do you have 2 different frames raising in the select state

#

Are you trying to make it rise up faster?

haughty flower
#

no

#

i'm trying to make 2 things rise at once lmao

frosty magnet
#

Try doing an A_Overlau

#

*overlay

#

Or if you're me, do an A_Gunflash lol

haughty flower
#

yes, try suggesting something that already got suggested

frosty magnet
#

Gg i didnt see that above

light prism
#

[9:51 AM] Lazorical: i'm trying to make 2 things rise at once lmao

#

thats what she said

haughty flower
#

ree

light prism
#

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

frosty magnet
#

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

haughty flower
#

i fixed it!

#

but the sprites are invisible?

light prism
#

oh whoops

#

yeah, a_OverlayFlags needs ,1 to set the flags to true

haughty flower
#

but the sprites

light prism
#

the main select sprites are invisible, yes

haughty flower
#

xd

#

how do fix

light prism
#

if you make a state for the actual weapon sprites

#

and use that as the A_Overlay state call

haughty flower
#

ohh

light prism
#

(dont use Raise, that was my bad)

#

overlay states exist on numbered layers, and can be interrupted by other calls to the same layer

zinc egret
#

Lootbox mod lol

idle geode
#

does anyone know how to do global variables?

#

or like

#

where to declare them

prisma saddle
#

@rancid wedge Yes, but the colours you picked are just, too garish.

rancid wedge
#

oh? ok what colors do you think i should use

prisma saddle
#

Probably a darker red and maybe a light grey.

#

Light grey because you can add highlights to it and such.

rancid wedge
#

@prisma saddle

#

should i go darker?

light prism
#

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

prisma saddle
#

True, true.

rancid wedge
#

also what should i do for ssg?

light prism
#

put a bow ont he end

prisma saddle
#

Missle toe launcher.

rancid wedge
#

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

prisma saddle
#

Have it shoot christmas lights.

rancid wedge
#

I cant do that with ssg

#

could with rocketlauncher though

prisma saddle
#

Hmmm.

golden drum
#

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.

light prism
#

i started something

lavish hollow
#

What is it

frosty magnet
#

pfffft, halo 5 would be lightyears away from this

weak dune
#

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.

shadow bone
#

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

weak dune
#

Okay, but which statistic am I supposed to edit? I do not see an entry for damage -anywhere- in the decorate definitions.

shadow bone
#

you may have to replace the attack function with a generic, customizable version

weak dune
#

Whoah. You lost me. (I'm making my first mod)

shadow bone
#

In the missile state you see A_PosAttack?

#

that's the hardcoded attack function

weak dune
#

Okay.

shadow bone
#

so you'd replace that with a new missile state that calls A_CustomBulletAttack instead

#

with the desired parameters

weak dune
#

But where do I modify the attacks?

shadow bone
#

That's how you'd do it. Here's an example, give me a minute

weak dune
#

K

shadow bone
#

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
    }
}```
weak dune
#

Okay, but where do I create a new attack? In the decorate?

shadow bone
#

Yes. Start by modifying the original monsters like shown above, and reading lots and lots of the ZDoom wiki

weak dune
#

Okay. Thank you!

light prism
#

that is literally what his example above is

weak dune
#

I just noticed! Just made it work! XD

#

Thank you very much @shadow bone

weak dune
#

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.

frosty magnet
#

Why not try doing A_FireCustomMissile with an A_PlaySound

weak dune
#

I'll try that tomorrow, thanks. Also, I got the demon working. I was using the parameters wrong.

frosty magnet
#

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

light prism
#

'read the wiki'

#

the most useful advice that nobody ever takes

livid hearth
#

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

tender sorrel
#

weapon of great succ eh?
I think similiar ones have been done, atleast projectile ones

livid hearth
#

Yes

#

But I think the idea is worth refining

#

I like the idea of the weapon keeping track of demon order

haughty flower
#

Sounds awesome.

#

I'd play it.

livid hearth
#

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

tender sorrel
#

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 ?

livid hearth
#

Sure

#

Just be sure to add that the monsters would have goofy faces when being launched out

tender sorrel
#

obviously

livid hearth
#

Yay

bold heron
#

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

unreal oyster
#

i think that hubspoke layouts are generally pretty boring

bold heron
#

okay

#

thanks

light prism
#

yeahhh that has been done plenty of times

bold heron
#

dude this is my second map design ever

#

dont expect something super innovative

light prism
#

seks

royal wave
#

Don't take criticism as an attack either

haughty flower
#

benis

haughty flower
#

@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

haughty flower
#

@light prism the code you gave me before with the overlay and stuff, how do i make it display the pistol sprite?

#

but what'd you mean with that though

#

oh whoop nevermind i think i found out

haughty flower
#

how do i make it so the pistol overlays actually fire though?

light prism
#

overlay states work exactly like normal states

#

btw get rid of the 'goto Ready'

#

have it 'stop' instead

haughty flower
#

in which one

#

lmao

light prism
#

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

haughty flower
#

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

light prism
#

show me your code

light prism
#

or not

haughty flower
#

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

prisma saddle
#

Yeah, could be pretty fun. We

haughty flower
#

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

light prism
haughty flower
#

๐Ÿ˜„

light prism
#

space invaders would be pretty much the same functionality as this, really

haughty flower
#

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

light prism
#

few bugs but meh

haughty flower
#

works pretty good

light prism
#

sometimes a ghost will lose collision after being eaten and reforming

haughty flower
#

o

light prism
#

and red ghost is supposed to be 5% faster than other ghosts but sometimes gets a weird speed boost over that

haughty flower
#

hmm

#

If a games' source code is C-based, would it make it easier to port to ZScript?

light prism
#

that question doesnt really make too much sense

haughty flower
#

Doesn't ZScript make things great for people who know C?

light prism
#

zscript is its own language and borrows from several languages

haughty flower
#

oh

unreal oyster
#

ZScript isn't that much like C at all

light prism
#

but translating a method really boils down to how well you understand the method, more than the languages involved

prisma saddle
#

The thing about Pac-mans path finding is its pretty much entirely maze reliant.

haughty flower
#

I noticed that he upped the ante by adding more than just the default one featured in the original Pac-Man./

prisma saddle
#

Remove the maze and they'll just take a diagnol to their destination.

light prism
#

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

prisma saddle
#

Well, yeah, remove the maze and they'll go to their nodes,

light prism
#

my ghosts check for possible intersections every tic, which is overkill

prisma saddle
#

The collision is what fakes the path finding.

light prism
#

if you do pac_dev 1 and then pac_dev_waypoints 1

#

you can see how they behave

prisma saddle
#

Hmmmm

#

Namco knew about ms Pac-Man's development the whole time.

weak dune
#

@autumn turtle5th @light prism

#

I did check the wiki, I tried the sampled code, that did not work.

light prism
#

i dont remember what you are talking about

#

oh okay

#

wait

#

is this for a WEAPON?

#

A_CustomBulletAttack is for MONSTER attacks

#

for future reference, this is all under DECORATE->Action Functions on the left hand side menu

#

which is split into types of functions

lavish hollow
#

@frosty magnet

haughty flower
#

@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?

light prism
#

you can use the ExecuteWithResult value from a script, yes

#

also these

#

anyway worktime

haughty flower
#

@unreal oyster is it possible to use ints defined in ACS in sbarinfo?

unreal oyster
#

can't remember

#

been a very long time since i've had to give a shit about ACS ๐Ÿ˜›

haughty flower
#

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

#

@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

haughty flower
#

what's the file extension for zscript again

#

or can i put it in a decorate

haughty flower
#

nevermind

#

@unreal oyster how do i draw a number on the hud with zscript?

haughty flower
#

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

unreal oyster
#

that seems like it should work

unreal oyster
#

what does printinv display?

haughty flower
#

even after giving myself WeaponExpPistol2 through console it doesn't work

#

let me check

#

so it was part of the inventory problem?

unreal oyster
#

yeah you aren't actually getting the item

#

what is the item inheriting from?

haughty flower
#

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

unreal oyster
#

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

haughty flower
#

okay

#

and what do you mean with normal inventory

unreal oyster
#

like, remove the Custom

haughty flower
#

ah okay

#

thanks it works

weak lodge
#

installing the latest beta seemed to fix it

true galleon
#

im gonna make a new episode with themed levels

5 levels and two secret levels

haughty flower
#

@unreal oyster how does return state blahblah work?

#

the wiki is a bit confusing to me right now

tender sorrel
#

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

haughty flower
#

@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

tender sorrel
#

Ah

haughty flower
#

i don't know how

tender sorrel
#

Well

haughty flower
#

because it all requires confusing code

tender sorrel
#

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

haughty flower
#

uhh okay

tender sorrel
#

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

haughty flower
#

uhh

#

sentrybox is an inventory item

#

the sentry itself is a friendly turret course

tender sorrel
#

here

#

I made a silly thing that has comment lines to explain the thingies

#

hope this helps

#

I am not 100% on it

#

Ill admit that

#

but should have the right idea

#

Thooo