#classic-doom-maps-mods

1 messages ยท Page 73 of 1

unreal oyster
#

reason graf would be displeased with it is probably because it means more hacky shit to maintain backwards compatibility with

prisma saddle
#

Oh.

light prism
#

you can have animated brightmaps

royal wave
#

last I tried it didn't work

light prism
#

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?

royal wave
#

Just the one texture

#

yes

#

would make shadows look fucking awesome

prisma saddle
#

Yeah, that'd be radical.

unreal oyster
#

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

light prism
#

true

royal wave
#

Doesn't that desync when the player pauses?

light prism
#

also true

#

use +flatsprite actors with subtractive shading then?

unreal oyster
#

not if we're talking about animated textures, but with actors then yeah i guess

royal wave
#

This was long ago, i forget why I wanted this

light prism
#

if you wanted it for shadows then you'd still end up having to make a bunhc of custom textures

unreal oyster
#

animated textures don't pause with the game so those would sync up

royal wave
#

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

light prism
#

you could probs do that with shaders too

royal wave
#

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

light prism
#

the thing is there would be both regardless

#

you would have a simple definition that activates the shader

royal wave
#

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

light prism
#

or you could just have textures with transparent areas that have physical space behind them with other textures

royal wave
#

Tried that actually

#

even 1 unit speration is noticeable

unreal oyster
#

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

royal wave
#

Plus that trick only works with mid textures

light prism
#

its noticeable but at 1px its only jarring if you're sitting right in its face

royal wave
#

Well guess what I ended up having when I thought of it

#

Also transparency still only works with mid textures

light prism
#

yeah, it is limited to areas that can have space behind them, true

unreal oyster
#

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

royal wave
#

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

unreal oyster
#

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?

royal wave
#

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

unreal oyster
#

nah you wouldn't need to do that, the modulo by x prevents that

royal wave
#

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

unreal oyster
#

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

royal wave
#

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

light prism
#

probably easier to write a simple script to generate TEXTURES/ANIMDEFs animations

covert plover
#

How do i remove default weapons?

#

i want to completely remove the pistol

royal wave
#

Define a new player class to use

#

make sure the startitem flag does not include the pistol

light prism
royal wave
#

or that

light prism
#

do you want the player to never have any weapon?

royal wave
#

Though the playerclass method will allow the player to still use the pistol

light prism
#

or just replacing the pistol with something else

covert plover
#

no no you just start with the fist

royal wave
#

Then the playerclass method is what you want

covert plover
#

oh shit thanks just noticed it

royal wave
#

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

covert plover
#

thanks B)

haughty flower
#

rip drpg turret, just stripped 4000 lines of codes from it. all gone ๐Ÿ˜„

light prism
#

gj

true galleon
#

imagetool macos pls

light prism
#

why not use GIMP

#
true galleon
#

can gimp convert to font lumps

light prism
#

i dont know, probably

royal wave
#

Slade can

warped rampart
#

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?

light prism
#

yep

#

AltFire, AltFlash, etc etc

#

youll need to define an ammunition type for it too

#

there are several properties and flags for that stuff

warped rampart
#

Really? Neat

#

I always thought it would need to be done with ACS

gritty sun
#

Would one be able to toss a wad/level in here and get an opinion of its current state?

light prism
#

don't toss your wad around in public

gritty sun
#

Amusingly unamusing.

light prism
#

Phrasing.

#

Regardless, Im at work so I can't look at your wad

gritty sun
#

I was more so asking if it was okay to just toss it in here and ask for opinions.

light prism
#

this is map-mod-dev, that is like half of what the channel is for

gritty sun
#

Okay, just making sure.

golden drum
#

Do you need two players?

#

@[Silvir]#4605 is the name significant?

lavish hollow
#

That site has an article for alt fires and such

gritty sun
#

@golden drum It does not. It was just designed for up to 2 players.

golden drum
#

Is this map incomplete or no?

#

It feels like it just stops

gritty sun
#

Incomplete.

golden drum
#

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

gritty sun
#

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.

golden drum
#

Oh right

#

I forgot about that

light prism
#

Make it so your drop pod lands on a shotgunner

golden drum
#

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

gritty sun
#

I could do that.
And I have no idea what the "MAPINFO" is.

golden drum
#

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

gritty sun
#

Ah okay.

#

Thank you.

#

Anything other than the shotgun that you have an opinion on?

golden drum
#

The run-down look of the underground base is really good

#

and how the walls are blown out and extend into caves

#

Pgud

gritty sun
#

What skill level did you play it on?

golden drum
#

hmm

#

normal

#

I forget what it's called

#

hurt me plenty I believe

gritty sun
#

Okay. I've been trying to implement skill level as well.

golden drum
#

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

royal wave
#

Do people these days still account for difficulty?

gritty sun
#

I am able to pick it up from all sides of the pod.

light prism
#

I try to balance for difficulties

gritty sun
#

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.

golden drum
#

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

gritty sun
#

Think I'll do that drop pod for the gun like you suggested and have some ammo in there with it.

golden drum
#

alright

#

oh btw is this just a one map thing or no?

#

how many maps are making for this wad

gritty sun
#

It will be a one map thing, but plan to have all 6 keys incorperated.

golden drum
#

oh nice

gritty sun
#

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.

golden drum
#

Well it's definately turning out well

gritty sun
#

Thank you. Did you find the secret?

golden drum
#

The one where you shoot/punch the keypad?

#

ye

#

That's a cool secret

#

I did one similar to that before

gritty sun
#

*secrets

golden drum
#

expect on mine you have to shoot a moniter

#

the other I didn't find

gritty sun
#

Yeah, I saw something like it somewhere and thought it would be a cool idea.

golden drum
#

this is actually a map20 replacement, since this is going to be part of megawad

#

Incomplete

#

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

light prism
#

aaaa

#

at work ๐Ÿ˜›

golden drum
#

Sad days

#

install gzdoom at work doomguy_grin

#

there you go

light prism
#

i think someone might notice

#

since my screen faces towards reception

golden drum
#

ye probably

#

Well I was kidding anyway

#

But nobody cares if you're on discord at work?

#

or is it phone discord

light prism
#

discord looks a lot like the webportals we use

#

from a glance

gritty sun
#

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.

light prism
#

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

golden drum
#

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

gritty sun
#

I haven't messed with deep water in a while so I can't give any sort of suggestion.

light prism
#

infinitely stretch height?

#

you cant really...

golden drum
#

?

#

We're talking about line horizon

light prism
#

oh right

#

because its a transfer?

golden drum
#

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

light prism
#

make it a regular transfer and you can have the underwater area have its own lin ehorizons

golden drum
#

hmmmm

#

k

gritty sun
golden drum
#

maybe make it a bit smaller and more round

#

and les brutal doom

#

jk

#

brutal dooms fun

gritty sun
#

I mostly test it in that... xD

golden drum
#

Well just know that brutal doom doesn't take kindly to enemy death actions

gritty sun
#

What do you mean?

golden drum
#

You know how you can assign an action to be done when an enemy dies right?

light prism
#

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

golden drum
#

โ†‘ That โ†‘

gritty sun
#

Ohh okay. I haven't done that yet.

light prism
#

as well as tags and other custom properties

gritty sun
#

Just when picking up an item.

golden drum
#

it only works as long as they aren't gibbed

#

if you gib them, no action is done

gritty sun
#

I see.

golden drum
#

It's retarded and needs to be fixed

#

pretty bad bug imo

light prism
#

+sniff+... its beautiful...

gritty sun
#

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.

light prism
#

might as well make it already open then

gritty sun
#

I suppose.

#

And there's a "First Aid Kit" where the shotgun was.

golden drum
#

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

gritty sun
#

You can't see it from start, so having it closed from the start would be pointless.

golden drum
#

if you were wondering what to do with that

gritty sun
#

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?

golden drum
#

hmmmmm

#

That could work

#

Just make sure you use ceiling move to and not ceiling raise

haughty flower
#

sweet, just fixed a runaway script in drpg while bulk withdrawing weapons. achievement unlocked! ๐Ÿ˜„

#

also recompilng with lastest gdcc fixed char save, so far....

light prism
#

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

haughty flower
#

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

light prism
#

hometime~

golden drum
#

@light prism We should get silvir helping with the megawad

#

Imma ask him when he gets online

gritty sun
#

I'm always online. 8P

#

But not.
Though I don't think I can make anything that impressive to contribute.

golden drum
#

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

gritty sun
#

What's the difference between Zandro and GZ anyways?

golden drum
#

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

prisma saddle
#

Zandronum is based on an older branch of GZDOOM meaning it is going to be more limited.

golden drum
#

indeed

hard elmBOT
#

Indeed!

gritty sun
#

I use the line tag slopes.

prisma saddle
#

Also, GZDOOM can use Zscript.

golden drum
#

Nice, zandro supports that @gritty sun

gritty sun
#

Okay, so so far nothing I've used can't be used in Zandro.

prisma saddle
#

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.

golden drum
#

I wish the gzdoom devs and zandro devs worked together to improve gzdoom multiplayer

#

So are you on board?

gritty sun
#

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.

golden drum
#

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?

gritty sun
#

I don't care. I need to come up with an idea before I could decide that. XD

golden drum
#

kk

#

Just so you know tho, MAP20's mine

#

reeee

gritty sun
#

I want that one now.

haughty flower
#

Sounds interesting.

golden drum
#

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

haughty flower
#

What's the overall theme?

golden drum
#

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

gritty sun
#

I don't mind the city maps. I prefer them over the hell themed ones.

haughty flower
#

Same.

golden drum
#

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

light prism
#

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

golden drum
#

hmm

#

Are you sure the code wouldn't be mergable?

#

hmm

light prism
#

no, its not just a matter of merging

golden drum
#

omfg my messages got delayed to hell

light prism
#

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

golden drum
#

that sucks

light prism
#

basically if gzdoom stopped updating, zandro will eventually catch up as it stands

golden drum
#

well hopefully zandro catches up

light prism
#

too much light shit going on?

fresh arch
#

o/

fresh arch
#

I don't know what I want to make

#

And its really bothering me

haughty flower
#

I love the lighting but it's a bit tooooo flickery for my tastes

#

Longer intervals between the flickering would be best methinks

royal wave
#

Decided I'm going to turn the flasks into a throwable weapon

light prism
#

@haughty flower - it's just a sector light special, i cant control the interval

royal wave
golden drum
#

Are those textures placeholders or do they tie into the theme of your iwad

unreal oyster
#

gonna heavily guess the former, considering they have a height marker (in filthy imperial, nonetheless!) and look exactly like valve's testing textures otherwise ๐Ÿ˜›

golden drum
#

ikr

#

Imperial. Stupid savages

shadow bone
#

gollum.jpg They stoles it from ussss!

golden drum
#

#imperialgate

#

NO MORE IMPERIAL

#

Let's harass kevansevans until he changes it to metric. /s

royal wave
#

Oh yeah

#

it was @shadow bone Who made these

#

Harass him

golden drum
#

Hmm

#

you could prolly change it easy

shadow bone
#

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

royal wave
#

I already have a few dev textures myself, I just never bothered to change them out from my folder

golden drum
#

Oh okay so it IS a placeholder then?

royal wave
#

what was your first clue

unreal oyster
#

the use of feet, of course, because nobody would use those in a sane texture

golden drum
#

I was thinking it would be like testing lab or something

unreal oyster
#

it's barbaric!

royal wave
#

Imperial is just a unit of measurement

shadow bone
#

Your mom's barbaric

#

in bed

golden drum
#

Pretty sure a random stick off the ground is a better measurement system than imperial

royal wave
#

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?

golden drum
#

I would die of cancer before I could complete the task

shadow bone
#

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

golden drum
#

bruh just use decimeters

#

1 foot is three decimeters

royal wave
#

Lol no it's not

golden drum
#

approximately

unreal oyster
#

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

royal wave
#

I don't even know the conversion value and can tell you it doesn't work that nicely

shadow bone
#

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.

unreal oyster
#

again, that's anecdotal evidence being presented as objective evidence because of what you're used to ๐Ÿ˜›

golden drum
#

I disagree

#

0 is freezing point for water

unreal oyster
#

i would say the complete opposite, again

golden drum
#

I think

royal wave
#

In this discussion: The imperial users know how to use a ruler

unreal oyster
#

it's just what you grew up with

golden drum
#

and 100 is the boiling point

#

straight up objective frames of reference

shadow bone
#

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

golden drum
#

Idk, I don't check to see how how it is outside before I go out there

unreal oyster
#

C isn't useful for technical stuff though

#

K is what people use for that

golden drum
#

I don't see how that's necessary outside of planning ahead

unreal oyster
#

because it's not a degrees system

royal wave
#

K it literally C shifted 312 degrees

unreal oyster
#

meaning that you can actually do maths on it

shadow bone
#

And yes, I know this is all subjective

unreal oyster
#

kevans, i'm fully aware

shadow bone
#

I'm just presenting my subjectivty

golden drum
#

besides I don't see why we need to map really cold to 0 anyway

unreal oyster
#

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

shadow bone
#

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_(ใƒ„)_/ยฏ

golden drum
#

what is 0 fahrenheit to celsius

unreal oyster
#

-17

shadow bone
#

Which is a weird number

#

๐Ÿ˜›

golden drum
#

lol

#

winter where I live goes down to -15 degrees

unreal oyster
#

i could totally argue that basing a system on when humans literally will die is pretty pointless though

golden drum
#

celsius

unreal oyster
#

because those temperatures are rarely reached in a lot of parts of the world

golden drum
#

I'm not near death in the winter

#

I near pissed off but not near death

unreal oyster
#

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

golden drum
#

And that's Nova Scotia, canada

unreal oyster
#

again, completely anecdotal

golden drum
#

prolly even colder up in the territories

#

and they go outside in the winter

unreal oyster
#

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

golden drum
#

ye imperial tends to be very inconsistent and subjective

shadow bone
#

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.

unreal oyster
#

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

golden drum
#

Well when I was complaining about imperial I was exaggerating a bit

#

It's still not a great system tho

shadow bone
#

Mostly because it's not a "system" at all ๐Ÿ˜†

golden drum
#

semantics

#

Also the larger units in imperial are just stupid

shadow bone
#

That's why I usually stick with metric shit-tons when I have to get hyperbolic

golden drum
#

thjo with metric it just goes up by powers of ten

light prism
#

sexyyyyy

#

whats up

golden drum
#

bytes are in metric as well

unreal oyster
#

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"

golden drum
#

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

light prism
#

imperial is great for starting arguments about measurement systems

golden drum
#

indeed

hard elmBOT
#

Indeed!

golden drum
#

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

unreal oyster
#

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 ๐Ÿ˜›

shadow bone
#

That's just because the people who write the definitions are all filthy metrickers ๐Ÿ˜›

golden drum
#

Have you ever travelled a cable before?

#

It's about 100 fathoms

shadow bone
#

I'm going to assume that's a colloquialism and say maybe.

unreal oyster
#

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"

#

๐Ÿ˜›

golden drum
#

oh wait nvm those are maritime units

light prism
#

"it's how much distance light travels in 1/299,792,458 of a second"

unreal oyster
#

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

golden drum
#

Has anybody here traveled one furlong?

light prism
#

how would you have measured this without the proper tools, though

golden drum
#

one furlong is 10 chains

light prism
#

feet are readily available

golden drum
#

all of these things I mentioned are imperial

#

anyway

light prism
#

light's speed is readily available but not easily measurable by the naked eye

unreal oyster
#

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

golden drum
#

one meter is about the length of the average persons armspan

light prism
#

which makes about as much sense as measuring a generic foot size

shadow bone
#

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.

golden drum
#

that's not what it's bhased on tho

unreal oyster
#

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

golden drum
#

the length of a centimetre is about the langth of the top part of one's pinky

#

pretty sure

unreal oyster
#

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

golden drum
#

also you can get a ruler app for your phone

unreal oyster
#

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

royal wave
#

When are models going to support alpha textures

unreal oyster
#

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

golden drum
#

when the models stop being so beta

light prism
#

uh

#

for the record

#

models DO support an alpha channel

royal wave
#

Okay mister pedantic

#

what context do you think I mean alpha textures

light prism
#

Model skins can have fully transparent areas. That's all I mean.

#

1-bit transparency

lavish hollow
#

I will now only refer to TMC as "Mister Pedantic"

unreal oyster
#

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

light prism
#

neat

golden drum
#

OH

#

SHIT

#

SON

#

THAT is legit

unreal oyster
#

and, by merger, i mean, all zand code will be dropped and new C/S code will be written for quality purposes

lavish hollow
royal wave
#

Damn!

unreal oyster
#

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

golden drum
#

Hopefully all the server stuff from the zandro menus are added in as well

unreal oyster
#

but i didn't want to say anything until a dev said anything publically, if ya get me

lavish hollow
#

Same here

royal wave
#

GZDoom 4 here we come Baybeee! I have insider sources that Knack 3 is being built in it!

light prism
#

has to re-write wormsdoom from scratch again

lavish hollow
#

Knack 2 THE FUTURE

#

BABIIII

royal wave
#

knack 2 was already released you piece of shit

unreal oyster
#

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

shadow bone
unreal oyster
#

else MP guys would just stick to some zand fork

shadow bone
#

I need an announcement post

#

I missed this entirely

royal wave
#

cali what are you doing

#

Cali don't do it

#

Don't do it

unreal oyster
#

cali, search in the zdoom discord from: Rachael#3767 zandronum

light prism
#

as long as 'clientside' and requestpuking still exist

#

should work

golden drum
#

There's a zdoom discord?

#

well then

lavish hollow
#

I can't get an announcement post but I technically can show you some messages between the Zandro devs ๐Ÿ˜›

royal wave
#

ZDoom discord is a bit more... exclusive than we are

lavish hollow
#

I got banned from there lol

royal wave
#

We're nothing more than the /r/Doom discord, despite being... idk what the word is

golden drum
#

lolwut why

light prism
#

lol 'exclusive'

unreal oyster
#

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

royal wave
#

Oh nah?

lavish hollow
#

Made a slightly risque joke @golden drum

royal wave
#

I take that back them FUCK THE PLACE UP BOIS

shadow bone
#

Never really in the first place, it was just highly recommended

unreal oyster
#

yeah, that too

shadow bone
#

Also:
EEEEEEEEEEEEEEEEEEEEEEEEEE

light prism
#

The moderation is overkill, everywhere else is friendlier

golden drum
#

I'm gonna join it anyway

shadow bone
#

No, you just butt heads with the mods more often than the rest of us

golden drum
#

I like salt

unreal oyster
#

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

shadow bone
#

I've literally never ever once in 14 years had a problem with ZDoom moderation.

light prism
#

I never had any issues until discord either

#

I was in #zdoom irc for years

lavish hollow
#

I never had issues with the mods until I joined the discord, either

golden drum
#

Can somebody put up a link?

unreal oyster
#

invite link in that thread ^

golden drum
#

OH

#

I thought that was an image

#

durr

royal wave
#

"I never had problems with the mods before" tell tale sign you're not aware how bad of a person you are

light prism
#

Please, continue speaking as if you know me personally

royal wave
#

Please, continue speaking to me like I've never seen this behavior before

shadow bone
#

This can only end in a bad place, let's change the subject please.

royal wave
#

I mean what do I know about having to actually deal with people as a moderator

unreal oyster
#

i'd prefer if we didn't make this into a cross-server drama thing

lavish hollow
#

I'm also a moderator of several servers, so is Mister Cat, no clue what you're talking about

golden drum
#

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

light prism
#

I feel like accusing me of being a 'bad person' just for getting banned on one discord server is ridiculous and insulting

royal wave
#

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

golden drum
#

It means nothing

royal wave
#

Having a good chuckle m8's

#

So please, tell use again why the rules should be bent for your special needs

golden drum
#

Why was he banned?

shadow bone
#

Not important

royal wave
#

Both were banned for pretty much being asses after being told to knock off being an ass

golden drum
#

That can be very subjective, and from what I know of you, you seem to be a very sensitive person

shadow bone
golden drum
#

I agree

#

I don't see why we're throwing salt around about people we barely know

#

We need to chill, amirite or amirite

shadow bone
#

You barely know, maybe. All of us have been on multiple servers for a while.

royal wave
#

That was the second time an admin said to stop

shadow bone
#

And yes, stop please.

golden drum
#

tru tru

shadow bone
#

I'm in a pretty decent mood today, I don't want to lose it

light prism
#

I think im almost done with my map-mod-dev map

golden drum
#

Me neither :(

light prism
#

uh what

#

i mean i'm almost finished it

golden drum
#

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

light prism
#

what do you mean

#

i posted screenies yesterday

lavish hollow
#

describe it in text nyegga

golden drum
#

Thge "light shit" thing?

light prism
#

there are walls and floors

#

and you shoot at monsters

golden drum
#

dude legit

#

I never thought of that

#

that's it I'm remaking my map

light prism
#

its pretty short

golden drum
#

?

lavish hollow
#

how can a floor be short

golden drum
#

my map or yours?

light prism
#

mine

golden drum
#

You should send the wad

light prism
#

I'm at wooooork

golden drum
#

in moonbase alpha voice

#

?

#

fuck

#

fuuuuuuck

#

huh

#

wtf

#

are long strings of letters auto-deleted?

lavish hollow
#

yes

light prism
#

yes

golden drum
#

Understandable

haughty flower
#

yes

light prism
#

breaktiiiiiime

golden drum
#

sned wad n pks

#

open dom and slad

#

Am I the only one who cares about romeros design rules?

light prism
#

romero had design rules??!?!

#

brb

golden drum
#

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

lavish hollow
#

making sure that if a player could see outside that they should be able to somehow get there

#

wut

golden drum
#

Like the secret on e1m2 i guess

lavish hollow
#

what about e1m1 and map01

golden drum
#

the secret with the acid pit and mega-armor

lavish hollow
#

both of those have outside areas you can't get into

golden drum
#

and you can get outside in map01

#

it's where you get the shotgun

lavish hollow
#

so you mean just outside in general, not in a specific outside place

golden drum
#

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?

light prism
#

i think subconsciously i do most of those things anyway

#

except for secrets

golden drum
#

nice

#

@light prism do you know of anybody on this server who knows other languages

#

also, brb

light prism
#

uhhh not really

#

though there probably are some

lavish hollow
#

i speak english

#

dus that cownt

golden drum
#

uhhhhhhhh

#

You can translate the map names to retard

light prism
#

that's asking a lot

#

are you seriously just wanting to translate map names

golden drum
#

?

#

are you saying asking to translate map names is alot?

light prism
#

no, i just think its a tad unnecessary

golden drum
#

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

light prism
#

you could learn the language lump anyway

#

make a 'pirate' language selection

#

like minecraft

golden drum
#

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"

light prism
#

"Yarr, matey, ye walked the plank into the next cluster"

golden drum
#

or soemething like that

#

ye\

#

actually how does one even select the language

#

does it detect your system language?

light prism
#

yeah, i think so

golden drum
#

Imma search for a way to force a language on gzdoom

haughty flower
#

It's a bit of work, but it's worth it I suppose.

golden drum
#

indeed

hard elmBOT
#

Indeed!

golden drum
#

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

light prism
#

He speaks Tongan

golden drum
#

I was thinking "Mann"

#

lel

light prism
#

im surprised there isn't a dynamic light type that shifts between R/G/B values

unreal oyster
#

Like, in a rainbow? You can do that with ZScript

light prism
#

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

unreal oyster
#

Right yeah

light prism
#

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

haughty flower
#

lol no I only speak English, my name and pic is based off an inside joke.

light prism
#

i have lived with tongans before

haughty flower
#

Some of them are really nice down to earth people heh.

warped rampart
#

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?

light prism
#

subfolders are ignored

#

organize to your own specifications

#

sprites/projectiles/poop/

warped rampart
#

I should probably try doing this myself

#

Or maybe they were rotated a bit?

lavish hollow
#

I thought those were the same thing

#

In terms of sprites, at least

warped rampart
#

Maybe they are?

#

I'll try a skew

#

And Neccronix's hand sprites should work great

#

I hope

lavish hollow
#

Those SSGs aren't tilted anywhere near enough to be making that shot

warped rampart
#

So, I'll try skewing the sprites a bit and adding/removing some pixels to simulate the look of an angle

lavish hollow
#

I guess you're abandoning the whole voxel thing?

warped rampart
#

Yeah

#

I think editing existing sprites will be a lot easier to do

#

Looking closer, yeah, it's rotation

misty bramble
#

My general strategy for rotating sprites is to scale it up like 20x

#

Then rotate and scale it back down

warped rampart
#

Yeah, I was just thinking how I was gonna pull off a hipfire look easily while still making it look good

light prism
#

bear in mind that any modification is a degradation

#

so scaling it up is not necessarily going to help

warped rampart
#

So how would one rotate a sprite and still make it look good?

light prism
#

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

warped rampart
misty bramble
#

Scaling it up generally helps the pixels stay sharp

#

but you need to use nearest neighbor resampling

light prism
#

use no resampling at all for sharpest

light prism
#

I wonder if they will write in zandronum's database read/write functionality for the merger

#

that shit is madd useful

misty bramble
#

You have to resample if you want to increase/decrease the size of an image

#

Nearest neighbor preserves sharp pixels

royal wave
#

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!

prisma saddle
#

The reason why you typed it like that is a mystery.

haughty flower
#

mYsTErIouS

red peak
#

@warped rampart Try to get the bottom of thr sprite to bend to the side, too.

#

It looks off.

haughty flower
#

@royal wave I like how you go for a cartoonish type of graphics.

prisma saddle
#

I do like the vectors and such.

#

Reminds me of games like Another World and This is the Police.

#

Atleast, in static screenshot form.

light prism
#

use plaid textures

#

make the whole game plaid

#

call it 'plaid'

lavish hollow
#

PlaiDoom

timber bridge
#

we've gone into plaid

covert plover
#

wait is that the pistol from half life 2

#

holy shit what

timber bridge
#

top 10 worst pistols

haughty flower
#

The USP Match is pretty good, don't bash it D:

timber bridge
#

no in the game

#

shit sound

#

shit damage

#

shit accuracy

#

half life 1 pistol was better

#

it feels really bland imo

royal wave
#

Genuinely made it from scratch actually :P

lavish hollow
#

half life 1 pistol was better
Lolwut half life 1 pistol was garbage, fukin trip mines were more useful than it

vocal crypt
#

eh

#

HL1 seem to have more umph

#

HL2's pistol seemed like a pea shooter

#

must be the design and the sound

lavish hollow
#

Even with the HL1 HD models, I like the design of the HL2 pistol better

unreal oyster
#

lets compromise: both are shit

lavish hollow
#

Yeah that's good

unreal oyster
#

but, tbf, the HD models generally make the guns worse ๐Ÿ˜›

#

especially in a realism sense

vocal crypt
#

how much does the M4 9mm guns cost

royal wave
#

both are shit

#

You people must suck with Semi-auto guns in games

lavish hollow
#

Nah

#

The pistols are just balls

unreal oyster
#

^

#

the other guns from HL are much better

#

HL1's moreso than 2, though

royal wave
#

again you people must suck with it

lavish hollow
#

Just because we don't like something doesn't mean we suck at using it

royal wave
#

No I'm saying that's the reason you hate it

#

I can rock the pistol no problem

unreal oyster
#

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

royal wave
unreal oyster
#

the gun's useful, but its audiovisual feedback just isn't good

royal wave
#

Well plot twist. That's what guns sound like

#

they don't "bang", they "pap"

unreal oyster
#

which would be a valid argument, if HL cared about gun realism otherwise

royal wave
#

pap pap pap pap pap pap

unreal oyster
#

but like, just look at HL's weapons, especially HL1

#

they don't exactly scream "realism" ๐Ÿ˜›

royal wave
#

Yeah it's almost like

#

It's an experimental weapons laboratory

unreal oyster
#

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 ๐Ÿ˜›

royal wave
#

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

unreal oyster
#

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

royal wave
#

wow that's not the mp5 I shot

#

huh okay, learned something

#

then again, that's a really dumb nitpick

unreal oyster
#

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 ๐Ÿ˜›

royal wave
#

I'm suspecting even then they had their hands off mentality

unreal oyster
#

yeah, agreed

royal wave
#

Spaz-12 still remains the worst offender

timber bridge
#

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

light prism
#

take your gun realism and shove it

toxic terrace
#

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.

light prism
#

the pistol in duke nukem is similar

#

it has madd accuracy at extreme distance

#

and no damage falloff

timber bridge
#

but shit damage once things heat up

toxic terrace
#

In Half-Life or in Duke Nukem?

light prism
#

yeah its great for sniping in multiplayer though

toxic terrace
#

Couldn't the crossbow do better?

light prism
#

in duke

toxic terrace
#

Oh.

haughty flower
#

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

haughty flower
#

On second thoughts, I'm not gonna add a warning for that. Because who honestly plays on a map with 9999 monsters.

toxic terrace
#

There's a reason why that wad was named the "NUTS.WAD."

haughty flower
#

true

toxic terrace
#

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.

haughty flower
#

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

light prism
#

turn down your graphic settings

royal wave
#

6th gen i3 not being able to run GZDoom? There is something wrong dude

#

I've seen Pentium 3's eat zdoom for breakfast

haughty flower
#

no i meant just on nuts.wad lol

#

sorry

light prism
#

nuts.wad is the standard benchmark wad

umbral sail
#

๐Ÿค”

fresh arch
#

nuts.wad will never run smooth no matter how modern your computer is because the bottleneck is software

unreal oyster
#

That's not really true, it runs fairly smooth on PrBoom+

#

GZDoom handles it badly but that doesn't mean all ports do

royal wave
#

Think it has something to do with GZDoom being a more literal 3D engine

unreal oyster
#

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

golden drum
#

It runs even better in GlBoom+

light prism
#

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

unreal oyster
#

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

light prism
#

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

golden drum
#

Quick question. Are 3d floor polyobjects a thing?

light prism
#

hooray home

#

@golden drum no

golden drum
#

Well that shoots down my whole idea for a map30

light prism
#

there are ways to make moving platforms but theyre all hacks

golden drum
#

like what

#

actually maybe I could use 3d models or something

#

idk

#

well then we'd lose software mode compatibility

light prism
#

voxels? ๐Ÿ˜›

#

there is probably a better way to do this in zscript now actually

#

since this method relies on actors having tids

lavish hollow
#

Actors can have tits?

#

They should probably be Actresses then

golden drum
#

( อกยฐ อœส– อกยฐ)

#

Only in H-Doom

#

That pk3 only works in h-doom I guess

#

Gonna steal the music from nuts.wad

light prism
#

extree, extree, el jefe doesn't contribute to conversation, read all about it

lavish hollow
#

Look who's talking lmao

#

I could literally show ten different examples of you doing the same thing

light prism
#

tits to that

golden drum
#

I approve

lavish hollow
#

Ew

violet mountain
#

DELET

#

IT'S CARNEVIL NOT CARNBARN!!!

light prism
#

2spoopy

trim falcon
#

@light prism how smooth is the platform

#

and how the hell it possible ?

light prism
#

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

trim falcon
#

awesome

light prism
#

you can place one and give it args to determine its distance, angle and wait time

bold heron
#

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

bold heron
#

IT WORKS

#

had to download a wad manager to manually set the load order

bold heron
#

i just used the first one i found, wmd :0

golden drum
#

@gritty sun How's your wad coming along?

gritty sun
#

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.

golden drum
#

Anybody have any ideas for the title of the megawad?

light prism
#

Eleomesynathors 3: Rise of the Futur Revengeance

golden drum
#

wtf

#

D3: The Trials

#

D3 means Doom Discord Devs

light prism
#

Debbie Does Deimos

golden drum
#

Daddy's Deimos Dick

light prism
#

Doomguy's Pie Surprise

golden drum
#

Hey what are the legal implications of using the music from nuts.wad

#

It's a MIDI replica of Kashmir by Led Zeppelin

royal wave
light prism
#

nice, whats with the sprite though

royal wave
#

Screenshot of the game it was based on. It was top down, and I had to stich it together

prisma saddle
#

Ah.

royal wave
golden drum
#

What game is that

royal wave
#

Spooky Castle

#

Really obscure game distributed as shovelware

#

Mother found it at one of those PC game bins

prisma saddle
#

Ah.

royal wave
#

ended up being pretty fun

light prism
#

oh i see

#

whats going on there, some kind of rts/tower defense

royal wave
#

Nah just top down RPG

prisma saddle
#

How Spooky is the castle in it?

royal wave
#

There are angry doot men

lavish hollow
#

Holy heck that's spooky

light prism
#

its like zelda with zelda 2's instanced combat

royal wave
#

Kinda yeah

#

I'd link the store page, but the game doesn't run well on modern OS's

prisma saddle
#

Doomy Castle

light prism
#

surely you could clone stamp out the sprites heh

royal wave
#

I didn't need to

#

the stitching was just so I can plot the map out correctly

royal wave
#

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).

light prism
#

there's a space between Spawn and :

inner zealot
#

Decorate likes things in a very specific way

timber bridge
#

top 10 spooky things

unreal oyster
#

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

royal wave
#

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

light prism
#

hrmmm

light prism
prisma saddle
#

Cat DooM.

light prism
trim falcon
#

ortographic possible ?

#

or is that cat actually a flat cat ?

light prism
#

its a rollsprite

#

it looks a lil funny with 'sprites face camera' on

prisma saddle
#

The way the cat transitions between animations looks a bit weird.

light prism
#

there are no transition frames, so yeah

#

i might just see if i can auto tween them heh

prisma saddle
#

He seems to still be walking a little bit after you stop pressing the button.

#

So it kinda just looks a bit weird.

light prism
#

yeah, thats how states work

#

i can cut it abruptly too but movement gets a bit janky if you dont do it right

prisma saddle
#

Yeah,

#

That's kinda the thing about doing fluid 2D animation in platformers.

light prism
light prism