#classic-doom-maps-mods
1 messages ยท Page 73 of 1
Oh.
you can have animated brightmaps
last I tried it didn't work
kevansevans: you have to animate a texture, and each texture gets it's own brightmap
what are you expecting
an animated brightmap on a static surface?
Yeah, that'd be radical.
if it's vital you can write a very simple shader to do that
just store all the brightmaps on one texture and cycle through them according to the timer
true
Doesn't that desync when the player pauses?
not if we're talking about animated textures, but with actors then yeah i guess
This was long ago, i forget why I wanted this
if you wanted it for shadows then you'd still end up having to make a bunhc of custom textures
animated textures don't pause with the game so those would sync up
Another thing I think would be cool would be texture masks
you define a hex to be transparent
then say Texture A is to be drawn over Texture B
you could probs do that with shaders too
Probably
but I'm someone who always pushes for the easier option
Lot easier to have a lump say "Texture A -> Texture B" than figuring out the math needed for a shader
the thing is there would be both regardless
you would have a simple definition that activates the shader
you can already do what I'm suggesting with the texturedef lump anyways, but defining a specific hex to be transparent would greatly make it easier
or you could just have textures with transparent areas that have physical space behind them with other textures
the thing with shaders like that is that you need to have both source images on the image that's using the shader
since you can't use two textures in a shader
Plus that trick only works with mid textures
its noticeable but at 1px its only jarring if you're sitting right in its face
Well guess what I ended up having when I thought of it
Also transparency still only works with mid textures
yeah, it is limited to areas that can have space behind them, true
essentially what you do with shaders like that is you modulo the uv coord by x to get the coordinate on the left side of the texture, then add x to get the coordinate on the right side of the texture, then do whatever funky stuff in the GLSL code you want with both texels
That could work
But then it'd be difficult to tessalate it
because then you'd need to add a break point at each seam and realign
it would be cleaner if you could use 2 textures in a shader rather than just one, but that ain't an option
what do you mean by that?
What you're proposing above is one texture, right?
That means, for example, you wanted a giant wall
All it'd do is just swap the pixels, so in order to hide the right/left side, you'd need to split the line defs at every spot it was meant to loop
nah you wouldn't need to do that, the modulo by x prevents that
then you'd have to manually align each section, because pressing A on it would just put the seams at where the texture actually ends
the modulo moves the coordinate relative to the left hand side before processing
so it'd look shitty in-editor but work out in game
hmmmm
Still doesn't defeat the easy of defining a color in the lump
but it'd definitely be more flexible if it could allow an arbitrary ammount of textures to use
probably easier to write a simple script to generate TEXTURES/ANIMDEFs animations
Define a new player class to use
make sure the startitem flag does not include the pistol
or that
do you want the player to never have any weapon?
Though the playerclass method will allow the player to still use the pistol
or just replacing the pistol with something else
no no you just start with the fist
Then the playerclass method is what you want
oh shit thanks just noticed it
you will also need to tell the game to use the class as well
in your mapinfo lump, put this block in it:
PlayerClasses = "MyPlayer"
}```
MyPlayer obviously being the name of decorate/zscript playerclass you make
thanks B)
rip drpg turret, just stripped 4000 lines of codes from it. all gone ๐
gj
imagetool macos pls
why not use GIMP
can gimp convert to font lumps
i dont know, probably
Slade can
So how would one go about adding an alt fire to a gun? Can I just add an "altfire" state to a weapon's Decorate script?
yep
AltFire, AltFlash, etc etc
youll need to define an ammunition type for it too
there are several properties and flags for that stuff
Would one be able to toss a wad/level in here and get an opinion of its current state?
don't toss your wad around in public
Amusingly unamusing.
I was more so asking if it was okay to just toss it in here and ask for opinions.
this is map-mod-dev, that is like half of what the channel is for
Okay, just making sure.
Tested mostly in GZDoom, but should be capatible with Zandro as well.
@warped rampart gunlabs.blogspot.com
That site has an article for alt fires and such
@golden drum It does not. It was just designed for up to 2 players.
Incomplete.
alrighty
Well anyway it seems pretty legit to me
I\Although I think the player should start with the little shotgun shrine thing infront of him
rather than it being to the players back
I missed it first few runs
The player starts in a drop pod, the weapon being there made the most sense.
I could try and move the player start back a bit so you pick it up as you move out of the pod.
Make it so your drop pod lands on a shotgunner
the pod
Oh and also, it would benefit from a MAPINFO
But yeah maybe have multiple smaller pods with one containing the shotgun
like on halo
sort-of
I could do that.
And I have no idea what the "MAPINFO" is.
It's basically a text file in your WAD that contains some metadata for your map
But more importantly, it lets you set the name, music and sky for the map
As well as setting whether or not the player can jump or crouch
defaultmap {
lightmode = 2
}
map MAP01 "The Beacon" {
music = "D_e3m3"
sky1 = "SKY1", 0
sky2 = "SKY2", 0
next = "MAP02"
NoJump
NoCrouch
}
There's an example for you
The run-down look of the underground base is really good
and how the walls are blown out and extend into caves
Pgud
What skill level did you play it on?
Okay. I've been trying to implement skill level as well.
one sec
Time for an ultra-violence speedrun
Oh also, about the shotgun. You have to go around the pod to pick it up
feels kinda awkward
Do people these days still account for difficulty?
I am able to pick it up from all sides of the pod.
I try to balance for difficulties
I don't know if others do, but I just figured it would be a nice challenge for myself while making it.
I know not everyone plays on the same diffculty, so scaling it seemed like an appropriate idea.
Ye it gets savage on UV
Not a HUGE deal, but I think you should put in some extra shotgun ammo at the start
Because you get the sg, and it runs out of ammo 15 seconds in
Think I'll do that drop pod for the gun like you suggested and have some ammo in there with it.
alright
oh btw is this just a one map thing or no?
how many maps are making for this wad
It will be a one map thing, but plan to have all 6 keys incorperated.
oh nice
The first 2 versions were only 3 keys, but I had barely any mapping skills then, tried to make it a bit more advanced on the third version, but wasn't quite working how I wanted, so I'm just doing a complete rework with this version.
Well it's definately turning out well
Thank you. Did you find the secret?
The one where you shoot/punch the keypad?
ye
That's a cool secret
I did one similar to that before
*secrets
Yeah, I saw something like it somewhere and thought it would be a cool idea.
this is actually a map20 replacement, since this is going to be part of megawad
Incomplete
Merry Christmas
The area within the first portal is completed tho
nvm
I broke it
one sec
don't play that one
I made a last minute change which broke the map
This one
ye probably
Well I was kidding anyway
But nobody cares if you're on discord at work?
or is it phone discord
It's pretty decent so far Bugbait. Didn't know that Archie could be crushed til after wards though, so spent most my ammo on it. 8P
But it's weird that you can see the border to the water while under but not above.
haha, i did a map like that
there's an archvile but if you walk up closer to him the ceiling collapses and crushes him instantly
Yeah I tried to find a way to infinitely stretch the bottom of the water as well, but I don't think it can be done
I haven't messed with deep water in a while so I can't give any sort of suggestion.
you can see the border underwater, but above the water you see infinite ocean
It's a swimmable 3d floor if that's what you're asking
make it a regular transfer and you can have the underwater area have its own lin ehorizons
https://puu.sh/yweWz/94ec6f68cd.png
That look alright? (Still need to put the impact on the ground though.)
maybe make it a bit smaller and more round
and les brutal doom
jk
brutal dooms fun
I mostly test it in that... xD
Well just know that brutal doom doesn't take kindly to enemy death actions
What do you mean?
You know how you can assign an action to be done when an enemy dies right?
if a monster is assigned a special, it will activate on death, however under brutal doom, the replacement method means that monsters may have their specials removed
โ That โ
Ohh okay. I haven't done that yet.
as well as tags and other custom properties
Just when picking up an item.
I see.
+sniff+... its beautiful...
Unfortunately you can pick it up through the pod, but still looks cool at least. xD
Didn't want to make it too big either though.
might as well make it already open then
I suppose.
Decided on a halfway kinda thing.
https://puu.sh/ywghf/87e5e1ab8d.png
Like it slide down upon impact but all the way.
And there's a "First Aid Kit" where the shotgun was.
was afk
Now THAT is lit
If you're wondering about whether it should be close, just keep it closed and make a linedef infront of the player's pods that opens it
That way it's even MORE noticeable AND you get to have it be closed
You can't see it from start, so having it closed from the start would be pointless.
if you were wondering what to do with that
Or rather, from in the pod, you have to come out of it.
What about a line when you get close to it? Like it opens cause it detects the marines biosignature or something?
hmmmmm
That could work
Just make sure you use ceiling move to and not ceiling raise
sweet, just fixed a runaway script in drpg while bulk withdrawing weapons. achievement unlocked! ๐
also recompilng with lastest gdcc fixed char save, so far....
thats always weird
when an update to the compiler fixes your bugs
i noticed once that compiling under 32bit gdcc fixed an overflow bug i was having
interesting, i'm compiling under 64-bit. hoping it hasn't broken anything since I had to change a thing to make drpg compile properly. gonna have to do a playthrough to test it out
hometime~
@light prism We should get silvir helping with the megawad
Imma ask him when he gets online
I'm always online. 8P
But not.
Though I don't think I can make anything that impressive to contribute.
Well I'm a fairly new mapper and I'm contributing
And your twoplay4 wad was pretty legit
I need to start making a document to keep track of this
oh btw if you want to contribute, the format is zandronum udmf
doom2 is the IWAD of/c
What's the difference between Zandro and GZ anyways?
Well you'd think nothing, but there are few differences
namely
portals don't work in zandro
slopes need to be done through triangles or line specials
also zandronum doesn't support 21:9 aspect ratio ;(
idk what you use for slopes
But I'm assuming you go the slopes tab in sector settings
Zandronum is based on an older branch of GZDOOM meaning it is going to be more limited.
indeed
Indeed!
I use the line tag slopes.
Also, GZDOOM can use Zscript.
Nice, zandro supports that @gritty sun
Okay, so so far nothing I've used can't be used in Zandro.
But yeah, for singleplayer stuff GZDOOM is often the way to go, while for multiplayer Zandronum tends to work better.
If it weren't for GZDOOMs shit net code Zandronum would be kinda dead.
I wish the gzdoom devs and zandro devs worked together to improve gzdoom multiplayer
So are you on board?
Do we have a time frame on when this needs to be done? Cause I'm interested, but can't really do serious work on it for another 3 or 4 months.
Not really
We aren't even really organized yet
so far the people who are gonna work on it for sure are me and mistercat
I think there was somebody else too
Are there any map slots you want?
I don't care. I need to come up with an idea before I could decide that. XD
I want that one now.
Sounds interesting.
Because IT IS
If you want in, just say so
The idea is a zandronum udmf megawad made by the people who frequent this channel
brb
What's the overall theme?
I was thinking the map themes would be like doom 2, where the first third is techbase, the second third is city, and the final third would be hell themed
but idk what everyone else would want to do
Because I know alot of people hate the city maps
I don't mind the city maps. I prefer them over the hell themed ones.
Same.
The map themes would prolly be less strict than in doom 2 tho
I mean I'm making a "city map" that involves portaling to a base in the middle of the ocean and a retrofitted ancient temple.
The portal hub is in the city tho
Dr.Bugbait: I wish the gzdoom devs and zandro devs worked together to improve gzdoom multiplayer
the problem with this is that its like saying 'i wish proto-monkeys and humans reproduced to improve monkeys'
zandro forked off zdoom a looong time ago
back when it was called Skulltag
and now each port uses an entirely different methodology for multiplayer
essentially what you really want is for zandronum to catch up to gzdooms development
or for gzdoom to adopt zandronum's client/server net architecture
either which would take a very long time to do
no, its not just a matter of merging
omfg my messages got delayed to hell
the net method is entirely different and would need to be rewritten from scratch if you wanted gzdoom to adopt it, alternately zandro's current system is to slowly adopt functions from gzdoom
that sucks
basically if gzdoom stopped updating, zandro will eventually catch up as it stands
well hopefully zandro catches up
o/
I love the lighting but it's a bit tooooo flickery for my tastes
Longer intervals between the flickering would be best methinks
@haughty flower - it's just a sector light special, i cant control the interval
Weeeeee
Are those textures placeholders or do they tie into the theme of your iwad
gonna heavily guess the former, considering they have a height marker (in filthy imperial, nonetheless!) and look exactly like valve's testing textures otherwise ๐
gollum.jpg They stoles it from ussss!
#imperialgate
NO MORE IMPERIAL
Let's harass kevansevans until he changes it to metric. /s
smegol.jpg nuuuu, don't harras usss prescious!
you'd have to change the scale of the texture
I made those to match a "real world" level we were working on
I already have a few dev textures myself, I just never bothered to change them out from my folder
Oh okay so it IS a placeholder then?
what was your first clue
the use of feet, of course, because nobody would use those in a sane texture
I was thinking it would be like testing lab or something
it's barbaric!
Imperial is just a unit of measurement
Pretty sure a random stick off the ground is a better measurement system than imperial
So you're telling me
If someone asked for something in 3 inches
you wouldn't be able to tell me because you can't read a ruler?
I would die of cancer before I could complete the task
Imperial, in my experience, is a better yardstick for informal measurements because it's often based around human-scale units. Metric is much better suited for techincal stuff than everyday use
Lol no it's not
approximately
the thing about measurements is that people will justify their system based on anecdotal evidence and provide it as objective reasoning, e.g i feel exactly the same way about metric being good for informal measurements because i'm used to it
I don't even know the conversion value and can tell you it doesn't work that nicely
For example, temperature. 0F is "pretty cold", and 100F is "pretty hot".
0C ("kinda cold") and 100C (OMG DEATH) have no real correlation to an everyday human experience.
again, that's anecdotal evidence being presented as objective evidence because of what you're used to ๐
i would say the complete opposite, again
I think
In this discussion: The imperial users know how to use a ruler
it's just what you grew up with
I know that. But how often as a human does that correspond to "how hot is it outside?"
It's great for technical work
but less relevant than an arbitrary "hot cold" scale
Idk, I don't check to see how how it is outside before I go out there
I don't see how that's necessary outside of planning ahead
because it's not a degrees system
K it literally C shifted 312 degrees
meaning that you can actually do maths on it
And yes, I know this is all subjective
kevans, i'm fully aware
I'm just presenting my subjectivty
besides I don't see why we need to map really cold to 0 anyway
but the thing about K is that i can multiply a temperature in K by 2 and have the answer be twice as hot
you can't do that with degrees
Below zero, chance of death. Above 100, chance of death. Fahrenheit is convenient like that
Inside that range most peopel willl be okay
Go outside it, and you're starting to get risky
ยฏ_(ใ)_/ยฏ
what is 0 fahrenheit to celsius
-17
i could totally argue that basing a system on when humans literally will die is pretty pointless though
celsius
because those temperatures are rarely reached in a lot of parts of the world
because i'm in britain, i take 0 to mean "anything near this requires a jumper" so it has a very good use to me there
And that's Nova Scotia, canada
again, completely anecdotal
my arguments for C is just that it's always worth basing a measurement on something easily understandable if you possibly can
Metric does this, with super easy conversions
ye imperial tends to be very inconsistent and subjective
For what it's worth I fully agree that Metric and C are more reasonable and well-defined systems. I just think imperial is fine for rough touchy-feely stuff.
my argument is essentially that there's no reason that you can't have a system which is both scientifically useful and everyday useful
it's not like Metric countries have crises every day because people don't like the units being not close to the size of some guy's foot
Well when I was complaining about imperial I was exaggerating a bit
It's still not a great system tho
Mostly because it's not a "system" at all ๐
That's why I usually stick with metric shit-tons when I have to get hyperbolic
thjo with metric it just goes up by powers of ten
bytes are in metric as well
like, i can tell you exactly what 1 metre is, it's how much distance light travels in 1/299,792,458 of a second, whereas imperial is like "1 foot is the size of a guys foot and likely not the size of your own foot"
kilo bytes, gigabytes, terabytes
so with shit tons of liquid i could use gigalitres and teralitres
it's flexible you know
It's a nice standard imo
It's nice to just know all of somethings units with only the base unit, because you KNOW it's metric based
SI units
imperial is great for starting arguments about measurement systems
indeed
Indeed!
Oh and btw one last thing
as for 100 km/h on a highway is much more memorable than 60 mph
or whatever it is
also, to prove a point: all definitions of the foot are given in metres, while all definitions of a metre are not given in feet ๐
That's just because the people who write the definitions are all filthy metrickers ๐
I'm going to assume that's a colloquialism and say maybe.
no, it's because metre has a very solid definition that isn't just "some guy in history's foot who isn't alive anymore"
๐
oh wait nvm those are maritime units
"it's how much distance light travels in 1/299,792,458 of a second"
at least that's what i assume a foot is defined by, if it was found by taking an average, that's still dumb because feet sizes can change over time
Has anybody here traveled one furlong?
how would you have measured this without the proper tools, though
one furlong is 10 chains
feet are readily available
light's speed is readily available but not easily measurable by the naked eye
that's because the metre was redefined to fit a more solid definition once the tools were available
originally it was based on the distance from the north pole to equator being 10,000km from the french revolution
one meter is about the length of the average persons armspan
which makes about as much sense as measuring a generic foot size
Until the capability of manufacturing to very tight tolerances was developed, imperial-style measurements were fine because you could make something "one handspan" and it's not like it'd have trouble fitting if someone with a slightly different hand made it.
that's not what it's bhased on tho
actually no it makes a lot more sense
10,000 is a nice power of 10 and is based on something incredibly static
the thing about a length is that it will always be somewhat arbitrary due to its nature
so the best measurement systems make the base unit as non-arbitrary as possible
by 1. using something static and 2. making that distance an easy to remember number
the length of a centimetre is about the langth of the top part of one's pinky
pretty sure
it's like, the second also now has a rigid scientific definition after we decided that we needed something static so that the value of a second didn't drift over time
also you can get a ruler app for your phone
now it's defined as "The second is the duration of 9 192 631 770 periods of the radiation corresponding to the transition between the two hyperfine levels of the ground state of the cesium 133 atom."
radioactivity of atoms won't change, so it's rigid
When are models going to support alpha textures
it's been discussed recently on the zdoom discord, but i don't think it's in sight at any point right now
basically the depth sorting needed would be quite a lot of work or something like that
when the models stop being so beta
I will now only refer to TMC as "Mister Pedantic"
also, completely unrelated, but it's been recently revealed on the zdoom discord that a zandronum/gzdoom merger is happening and gzdoom is getting C/S
neat
and, by merger, i mean, all zand code will be dropped and new C/S code will be written for quality purposes
Heard about that a week ago, I know an admin from zandronum.com
Damn!
but the zand devs will officially join the zdoom team
yeah, i heard it a bit back from the zdoom devdev forum which i have access to
Hopefully all the server stuff from the zandro menus are added in as well
but i didn't want to say anything until a dev said anything publically, if ya get me
Same here
GZDoom 4 here we come Baybeee! I have insider sources that Knack 3 is being built in it!
has to re-write wormsdoom from scratch again
knack 2 was already released you piece of shit
TMC, considering its the zand devs that'll be working on the C/S code, i assume they'll keep it backwards compatible
i mean, they'd basically have to
else MP guys would just stick to some zand fork
cali, search in the zdoom discord from: Rachael#3767 zandronum
I can't get an announcement post but I technically can show you some messages between the Zandro devs ๐
ZDoom discord is a bit more... exclusive than we are
I got banned from there lol
We're nothing more than the /r/Doom discord, despite being... idk what the word is
lolwut why
lol 'exclusive'
kevans, if you mean the "you need a zdoom account" thing, they don't really do that anymore
haven't done so for a while
Oh nah?
Made a slightly risque joke @golden drum
I take that back them FUCK THE PLACE UP BOIS
Never really in the first place, it was just highly recommended
yeah, that too
Also:
EEEEEEEEEEEEEEEEEEEEEEEEEE
The moderation is overkill, everywhere else is friendlier
I'm gonna join it anyway
No, you just butt heads with the mods more often than the rest of us
I like salt
guys, i was just referencing it to give my source, i'd prefer if we didn't make this into a cross-server drama thing
I've literally never ever once in 14 years had a problem with ZDoom moderation.
I never had issues with the mods until I joined the discord, either
Can somebody put up a link?
"I never had problems with the mods before" tell tale sign you're not aware how bad of a person you are
Please, continue speaking as if you know me personally
Please, continue speaking to me like I've never seen this behavior before
This can only end in a bad place, let's change the subject please.
I mean what do I know about having to actually deal with people as a moderator
i'd prefer if we didn't make this into a cross-server drama thing
I'm also a moderator of several servers, so is Mister Cat, no clue what you're talking about
I think we shouldn't make accusations based on this little evidence
besides, both good and bad people can have many or no problems with authority
I feel like accusing me of being a 'bad person' just for getting banned on one discord server is ridiculous and insulting
I think we shouldn't make accusations based on this little evidence We're actually looking over the screenshots of why they were banned in our staff room
It means nothing
Having a good chuckle m8's
So please, tell use again why the rules should be bent for your special needs
Why was he banned?
Not important
Both were banned for pretty much being asses after being told to knock off being an ass
That can be very subjective, and from what I know of you, you seem to be a very sensitive person
Anyway, enough. This is way past #classic-doom-maps-mods
I agree
I don't see why we're throwing salt around about people we barely know
We need to chill, amirite or amirite
You barely know, maybe. All of us have been on multiple servers for a while.
That was the second time an admin said to stop
And yes, stop please.
tru tru
I'm in a pretty decent mood today, I don't want to lose it
I think im almost done with my map-mod-dev map
Me neither :(
I'm not
that was sarcasm
I think
idk
anyway I have 1/4 of my mkap done
but ye
So tell me about your map
describe it in text nyegga
Thge "light shit" thing?
its pretty short
?
how can a floor be short
my map or yours?
mine
You should send the wad
I'm at wooooork
in moonbase alpha voice
?
fuck
fuuuuuuck
huh
wtf
are long strings of letters auto-deleted?
yes
yes
Understandable
yes
breaktiiiiiime
sned wad n pks
open dom and slad
Am I the only one who cares about romeros design rules?
ye
While designing levels for Doom, Romero documented several rules, among them:
always changing floor height when I wanted to change floor textures
using special border textures between different wall segments and doorways
being strict about texture alignment
conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
making sure that if a player could see outside that they should be able to somehow get there
being strict about designing several secret areas on every level
making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
creating easily recognizable landmarks in several places for easier navigation
copied from the doom wiki
making sure that if a player could see outside that they should be able to somehow get there
wut
Like the secret on e1m2 i guess
what about e1m1 and map01
the secret with the acid pit and mega-armor
both of those have outside areas you can't get into
so you mean just outside in general, not in a specific outside place
well idk
I'm not John Romero
Sadly
besides, I think these are more like guidelines than rules
I usually have some of these in mind when I map
mainly the ones about landmarks, contrast and floor textures
I need to work on the backtracking bit tho
brb
anybody who can speak other languages here?
nice
@light prism do you know of anybody on this server who knows other languages
also, brb
no, i just think its a tad unnecessary
Unnecessary maybe, but if there are some polyglots among us I think we may as well
anyway it was just somrthing I was considering
brb
besides it gives me an excuse to learn the LANGUAGE lump
you could learn the language lump anyway
make a 'pirate' language selection
like minecraft
Also I assume we'll have lvl clusters and transmission screens
Just things like "The portal opened. Steeling myself for the chellenge ahead, I enter and before me lays the horrors of hell"
"Yarr, matey, ye walked the plank into the next cluster"
or soemething like that
ye\
actually how does one even select the language
does it detect your system language?
yeah, i think so
Imma search for a way to force a language on gzdoom
It's a bit of work, but it's worth it I suppose.
indeed
Indeed!
It's not that big of a deal if we can't but if it's an option I think we should take it
@De Tongan Mahn#2682 do you speak any non english languages?
german perhaps?
wait nvm
not german
durr
He speaks Tongan
im surprised there isn't a dynamic light type that shifts between R/G/B values
Like, in a rainbow? You can do that with ZScript
I know you can script it
I mean there isn't a native actor that has some properties to do it
like there are flicker/pulse variants
Right yeah
that use the size/secondary parameters
i guess because there aren't enough parameters
here
i made this for Lazorical but he wants to do zscript instead apparently
so free base for hud-layer GUI in ACS
lol no I only speak English, my name and pic is based off an inside joke.
i have lived with tongans before
Some of them are really nice down to earth people heh.
Where in a .pk3 would I put sprites for projectiles? I know it would go in the SPRITES folder, but is there a specific subfolder it has to go in?
subfolders are ignored
organize to your own specifications
sprites/projectiles/poop/
Also, I just realized that what this guy did was he took the vanilla sprites and skewed them a little bit so they look like they're angled :V https://forum.zdoom.org/viewtopic.php?f=43&t=34294
I should probably try doing this myself
Or maybe they were rotated a bit?
I dunno, what do you guys think? I'm starting to think it's both a skew and a rotation. http://www.3dshots.nl/wads/Double_Weapon_08.png
Maybe they are?
I'll try a skew
And Neccronix's hand sprites should work great
I hope
Those SSGs aren't tilted anywhere near enough to be making that shot
So, I'll try skewing the sprites a bit and adding/removing some pixels to simulate the look of an angle
I guess you're abandoning the whole voxel thing?
Yeah
I think editing existing sprites will be a lot easier to do
Looking closer, yeah, it's rotation
My general strategy for rotating sprites is to scale it up like 20x
Then rotate and scale it back down
Yeah, I was just thinking how I was gonna pull off a hipfire look easily while still making it look good
bear in mind that any modification is a degradation
so scaling it up is not necessarily going to help
So how would one rotate a sprite and still make it look good?
depends on the tool used
in photoshop i would turn off any kind of rescaling/antialiasing and do the rotation and then manually touch it up
rescale/antialiasing is what the whole scale-up->rotate->scale down would be trying to avoid, i would guess
holy shit this looks like trash
Scaling it up generally helps the pixels stay sharp
but you need to use nearest neighbor resampling
use no resampling at all for sharpest
I wonder if they will write in zandronum's database read/write functionality for the merger
that shit is madd useful
You have to resample if you want to increase/decrease the size of an image
Nearest neighbor preserves sharp pixels
There. I make my own doo doo head textures that are totally notjust edits of Calis textures that do not come with a unit of measurement. WhO kNoWs WhAt SiZe ThEy ArE? iT's A mYsTeRy!
The reason why you typed it like that is a mystery.
mYsTErIouS
@warped rampart Try to get the bottom of thr sprite to bend to the side, too.
It looks off.
@royal wave I like how you go for a cartoonish type of graphics.
I do like the vectors and such.
Reminds me of games like Another World and This is the Police.
Atleast, in static screenshot form.
PlaiDoom
we've gone into plaid
top 10 worst pistols
The USP Match is pretty good, don't bash it D:
no in the game
shit sound
shit damage
shit accuracy
half life 1 pistol was better
it feels really bland imo
Genuinely made it from scratch actually :P
half life 1 pistol was better
Lolwut half life 1 pistol was garbage, fukin trip mines were more useful than it
eh
HL1 seem to have more umph
HL2's pistol seemed like a pea shooter
must be the design and the sound
Even with the HL1 HD models, I like the design of the HL2 pistol better
lets compromise: both are shit
Yeah that's good
but, tbf, the HD models generally make the guns worse ๐
especially in a realism sense
how much does the M4 9mm guns cost
again you people must suck with it
Just because we don't like something doesn't mean we suck at using it
that's a massive leap you're making from "i don't like the pistol"
i can use the pistol
i just don't like the way it feels
it's the same way i feel about the plasma rifle in D4
the gun's useful, but its audiovisual feedback just isn't good
which would be a valid argument, if HL cared about gun realism otherwise
pap pap pap pap pap pap
but like, just look at HL's weapons, especially HL1
they don't exactly scream "realism" ๐
oh i'm not even talking about the experimental weapons, i'm talking about all of them, it's clear they didn't care massively about gun realism when they put a grenade launcher on the MP5 with no trigger mechanism ๐
has shot one before
Uh it's kinda tucked away on the side
Because you know
it's mean to lob fucking grenades
Probably the one gun i won't defend is the shotgun. Pump action double barrels are stupidly impractical in a combat setting
the model of grenade launcher is known, and it's definitely missing a trigger in the viewmodel
they even fixed this in the HD pack
wow that's not the mp5 I shot
huh okay, learned something
then again, that's a really dumb nitpick
yeah, in the HD pack it's not an MP5, it's an M4
but actually the HD pack wrecked gun realism in other ways
for example, it replaced the MP5 with an M4 and the Glock with a Beretta M9
which would be fine
but uh... those don't load the same ammo
whereas the MP5 and Glock do
so they completely fucked realism up there
i know that gearbox made the HD pack, but the fact that valve approved it shows that they didn't really care massively about gun realism, even with the firearms that do exist irl ๐
I'm suspecting even then they had their hands off mentality
yeah, agreed
Spaz-12 still remains the worst offender
i don't like the HD pack
i prefer my guns blocky and loud
the pistol in half life 1 is accurate and has lots of ammo but lacks firepower against big or numerous enemies
take your gun realism and shove it
I can say the MP5 was more quiet than the M4.
The Pistol was at least a good sniping weapon against guys that were far away.
the pistol in duke nukem is similar
it has madd accuracy at extreme distance
and no damage falloff
but shit damage once things heat up
In Half-Life or in Duke Nukem?
yeah its great for sniping in multiplayer though
Couldn't the crossbow do better?
in duke
Oh.
What do you mean I'm NUTS.WAD?
*Fixed runaway script when using Absolute Monster Limit on a map with more than 9999 monsters.
lol
On second thoughts, I'm not gonna add a warning for that. Because who honestly plays on a map with 9999 monsters.
There's a reason why that wad was named the "NUTS.WAD."
true
Since it's a fairly old wad that released in 2001, I wonder if people had powerful enough computers to not even lag to shit.
my i3 6100 chokes to death on GZDoom, like 1 - 3 fps. I heard prboom runs it alot better though
a p4 might get 10 fps on it
maybe
turn down your graphic settings
6th gen i3 not being able to run GZDoom? There is something wrong dude
I've seen Pentium 3's eat zdoom for breakfast
nuts.wad is the standard benchmark wad
๐ค
nuts.wad will never run smooth no matter how modern your computer is because the bottleneck is software
That's not really true, it runs fairly smooth on PrBoom+
GZDoom handles it badly but that doesn't mean all ports do
Think it has something to do with GZDoom being a more literal 3D engine
AFAIK it's the sprite drawing
GZDoom is more complex as a port, so it has more shit to do
Therefore, it spends longer doing it
Even something small like checking for a flag that PrBoom+ doesn't have will get amplified when you have that many actors
When all the monsters are moving, calling A_Chase, updating their anims, etc... It gets sloooow
It runs even better in GlBoom+
i bet there are pc's out there that won't bog on it though
even assuming gl, 2 polys per sprite
that's not a heck of a lot of polys, like gutawer says more of the actual shit going on is code related
TMC, poly count doesn't massively matter for performance, it's the amount of draw calls
Which is why doom ports always run like shit compared to slightly later engines with GL
You have to make a single draw call for every single node and sprite
GPUs simply aren't designed to work like that
They're designed to draw tons of shit in one go
Which is why static meshes are dominant nowadays
They can handle complex detailing in a very efficient way
So yeah, even though 2 polys per sprite doesn't sound like much, it will lag a lot because there's going to be one draw call for every one of those sprites
yeah, thats what i mean, the polycount doesnt matter so much
but like you say, its all the flags and shit
that it checks for each call
Quick question. Are 3d floor polyobjects a thing?
Well that shoots down my whole idea for a map30
there are ways to make moving platforms but theyre all hacks
like what
actually maybe I could use 3d models or something
idk
well then we'd lose software mode compatibility
voxels? ๐
there is probably a better way to do this in zscript now actually
since this method relies on actors having tids
( อกยฐ อส อกยฐ)
Only in H-Doom
That pk3 only works in h-doom I guess
Gonna steal the music from nuts.wad
extree, extree, el jefe doesn't contribute to conversation, read all about it
Look who's talking lmao
I could literally show ten different examples of you doing the same thing
tits to that
I approve
Ew
2spoopy
its running on acs logic so it's 1/35th second
its just a bump triggered script that sets the relative position of actors with tids above it
awesome
you can place one and give it args to determine its distance, angle and wait time
hey so i'm trying to make a music and sfx replacement wad for btsx episode 1 to be loaded alongside it. the new sfx work fine but the music plays the original mod's music instead of my versions. help? :c
they should be
could the mapinfo for the original mod be causing it?
in a moment I'm not at my main pc right now. taking a snack break :0
i should add: the problem is with gzdoom. music plays fine in zandronum
i mean the sfx work but the music doesnt
and theyre the same kind of file
loading it on its own works fine, but loading it with the wad it's supposed to apply over doesnt work
i just used the first one i found, wmd :0
@gritty sun How's your wad coming along?
It's not at the moment. Been busy with real life stuff. As I said before, wouldn't be able to put any real work into anything for a few months.
Anybody have any ideas for the title of the megawad?
Eleomesynathors 3: Rise of the Futur Revengeance
Debbie Does Deimos
Daddy's Deimos Dick
Doomguy's Pie Surprise
Hey what are the legal implications of using the music from nuts.wad
It's a MIDI replica of Kashmir by Led Zeppelin
Older project I decided to revisit
nice, whats with the sprite though
Screenshot of the game it was based on. It was top down, and I had to stich it together
Ah.
What game is that
Spooky Castle
Really obscure game distributed as shovelware
Mother found it at one of those PC game bins
Ah.
ended up being pretty fun
Nah just top down RPG
How Spooky is the castle in it?
There are angry doot men
And now we start a Let's Play of a quite obscure game, The Adventures of Kid Mystic. If you want the game, you can buy it here: http://hamumu.com/game.php?ga...
Holy heck that's spooky
its like zelda with zelda 2's instanced combat
Doomy Castle
surely you could clone stamp out the sprites heh
Doom buiilder is telling me this is wrong
{
default {
Radius 5;
Height 128;
+SOLID;
+SHOOTABLE;
+NOBLOOD;
Mass 99999;
}
States {
Spawn :
POSS A -1;
loop;
}
}```
ZSCRIPT error in "defrag.pk3\zscript\decoration\General.txt", line 12. Sprite name should be exactly 4 characters long (got spawn).
there's a space between Spawn and :
Decorate likes things in a very specific way
top 10 spooky things
That's not decorate
That's ZScript
Which has parser improvements in lots of places
But yeah, you still need to put the colon right next to a state label
All of the sudden my DoomEd Nums work
Wow that is a stupid thing for the parser to nit pick over when the game handles it just fine
hrmmm
Cat DooM.
The way the cat transitions between animations looks a bit weird.
there are no transition frames, so yeah
i might just see if i can auto tween them heh
He seems to still be walking a little bit after you stop pressing the button.
So it kinda just looks a bit weird.
yeah, thats how states work
i can cut it abruptly too but movement gets a bit janky if you dont do it right

