#classic-doom-maps-mods
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Zscript armorabsorb return damage what must dealt to armor or to health?
@light prism Neat. You going to use the DooM engine to make a platforming cat-based game?
That's what it looks like from the GIFs you gave us
it looks good tho
hell yea
Nintendo would throw a massive fit over it
Meow.
Yeah.
Besides, it was never a good game in the first place.
EarthBound on the other hand is one of my favorite games.
The NES was known for Nintendo Hard for a reason.
i cant imagine it would be that tough to make a tilebased rpg
i made a movement system based on tiles
both 2d and 3d
with interpolation between cells
earthbound isn't tile-based
MHStarCraft: How the hell would that work?
well in that case, even easier
just some kind of isometric/topdown camera with bumpable instanced combat that teleports you to an arena
turnbased combat with buttons and standard diceroll calcs or whatevs
if you were to completely recreate the mother series, you'd also need to do angle comparisons when initiating combat
you can bump an enemy from behind to get a first strike on it
and enemies can do the same to you
easy enough
oh, yeah, it wouldn't make it much more difficult
i did start out on a turnbased combat system but never really finished it
Doomguy used Phoenix Down
Doomguy used Star Platinum
I noticed lots of textures have abbreviated names, why is that?
Doom engine can only handle texture names with a certain max of characters
Ooh, that makes sense
zdoom however can refer textures with full paths in quotes
not sure if this implies greater than 8 character filenames though?
Eyooo, Just wanted to ask; Anyone know how to replace the M_DOOM logo in a mod? I keep trying to use mine that I created, but it doesn't seem to want to work
its always worked for me
is there a specific way of doing it? Just taking a M_DOOM Logo and plopping it into the wad/pk3/zip?
Ah so It cant be PNG correct?
I'll have to keep toying around with it, thanks for the info; I'll let you know how it all goes
PNG images are used by basically every doom mod involving images lol
its because indexed format can be very well optimized
Im pretty new to this sort've stuff. I already got slade, and somewhat of the basics for doom modding down
Looking up the wiki stuff and all that, least to the best of what im able to find
ZIp; Gonna make it a PK3 in a bit
I really don't know why I made it Zip.
Done; and I managed to get the M_doom to show
well a pk3 is literally just a zip file anyway
you can even just run a folder as long as its organized in the same way
Is anyone here a sprite expert?
q
looking into altering the easy difficulty to change everything to black and white like They Live since you put on Sunglasses
currently using the SJW script from TrumpDoom to switch textures and music when it is selected
under a bit of a deadline so I haven't had the chance to delve into ACS as much as I like
considering using a mod I saw that changed things black and white to make this change easy in the meantime
Why just easy?
because it is the way SJW script was coded
and it is more of an optional mode really
atm it is just for my friends
Holy shit hardcore parkour
i was thinkin of making walljumps more like megaman X style
clamp to wall and slowly slide down
Wouldn't that fuck up the cats claws?
either that or make only certain surfaces able to be clung to
Yeah that's a good idea
I was actually gonna suggest that but I didn't think there would be that many places to do that, unless this is some kind of puzzle game
nah going for more actiony
i was gonna reuse most of my doomslug code
so you'll be able to switch between Y-Planes as well as jump onto platforms from beneath
i also need to add rippable curtains
i guess theres probably an easier way to do one-way platforms in zscript
if only i knew zscript
turn off your fog machine
The difference between opengl fog and software fog is wayyyy too great
yes
and it screws up the balancxe of my map
dont use it if you plan to make software compatible stuff
Look at that
or reduce the density heaps and use very close to black colors
Compared to this
i know
software doesnt know what to do with fog
because of palette banding and such
hmm
reduce the density heaps and use close to black colors?
as in turn down the fog density and use a darker fade color?
or what?
yes
to be fair tho, the crazy fog does make for interesting gameplay
peeking around the pillars and staying close to the wall
makes it more spooky
I think it would be nice if we could set a seperate fog density for software and opengl
i think you can
check the video mode cvar, adjust sector fade
a lot of effort though
easier to just say 'use gl'
you cant please everybody
Well this is for the megawad and I don't want to restrict everyone
And I don't mind a challenge
if youre already using ACS you have therefore limited the port to zdoom related
but in that case there are no other limits
since zdoom will interpret any map format and stuff
any map format?
doesn't doomsday have its own format?
Woah\
Hardcore, man
hey what's that server with the screaming doom guy with glowing eyes?
That's the brutal doom testing server
Hey why do people play chocolate and crispy doom instead of direct3d software 360x240 gzdoom?
They look pretty much the same to me
aside from demo compatibility
Chocolate and Crispy are more accurate to vanilla, and more pure
but in what way
for the person with the nostalgia boner, what benefit is there in chocolate as opposed to gzdoom software rendered
It's not about benefits, it's about accuracy
its not truly accurate unless you're 10 years old playing it on an ancient computer
Gzdooms software tendered looks pretty accurate to me
Play at a the vanilla res, turn off interpolation and you're set
So you two know that doom was officially ported to Linux back in the 90s right?
Probably
Well it should be available on steam imo
Or steam should at least allow Linux users to download the wad
grab sprite is a bit brighter for some reason
Whys the kitty green anyway?
because fuck you thats why
jazz jackrabbit was green
take your anti green sentiment elsewhere
I'm not anti green I was just curious.
its got player translation range and green is my standard player color
i would like him to be black normally but i think that might make him hard to see if i keep the background style
Ah.
green stands out super well atm
I'd make it a purple or blue personally.
the standard purple and blue are too dark
Maybe add some rim lighting?
@light prism Make the cat grey
but the background is grey...
it needs to be something that consistently stands out against its surroundings
lolwut the background is black
sorry rather the background is monochrome
which makes the cat blend into it too easily
Well the background has black and white, thus grey would stand out against both
yeah, not as much as red or green though
he has no soul
yellow looks meh imo
i want him to be black really
maybe change the background
but i cant have the backgrounds all white af
make it brighter or something
black would fit the most but I see where youre coming from
make the bricks light grey and the pillars black
not sure if thats a option but how about white outlines?
at that resolution they would be pretty thick outlines
but i can try
i was also thinking some sort of vignette or 'light' effect around your character would make him stand out more
what about... light gray?
any monochrome shade will have issues blending with the environment at certain points
i guess that works
looks good
@light prism maybe have the color of the cat change against different backgrounds
Could go for a Super Hot thing
@lavish hollow - Doing that in a single scene is a bit of a pain
if i split it into rooms and ditch scrolling maybe
So is there a possible way of making a monster resistant to certain projectiles? If so, where should I start?
Ah! Sweet! Thanks a bunch
I made a map in ZDoom Doom 2 format, and another in Hexen format in the same wad
The maps won't lead into each other, even with mapinfo fiddling
How do I fix this
make sure they seperated properly and named properly so your mapinfo can read em properly
for exsample
very good
not sure about the sky gradient
might pay to stick with monochrome and one color
for any given area
it looks okay
Your working hard on this mod, its like everyday you've already made a giant stride for this mod
pff ive made like 10 textures and some sprites
the rest is basically adapted from older code
no
Are you collecting flying cockroaches?
if you must know they are bottleflies
since for doom won't be anymore updates i have decided to rework my super awesome map for the snapmap-mode. if u want to check out the original map here is the ID SQJ4SEBH
thats a cool screenshot, ill check it out later
thx^^
short video about the new feature for my snapmap rework. original MapID: SQJ4SEBH only 480p because my internetconnection is bad :'(((((
don't mind the quality of the video :x
I DONT
What's with the constant screen flashing
^
the screen flashes in red if the input is LMB which selects the ultra violence diffficulty where the player doesn't start with any weapon
i'm thinking about decreasing the players MAX HP with every press of LMB :'DDDD
looks good, keep up the good work
https://www.youtube.com/watch?v=keOBKwjbR5s SUPERNatural.
Zappity do dah, motherfucker.
neat
No.
Cross section models that consist of two planes and a texture splattered on it.
ah ok
yeahhhh
i might just keep the backgrounds mostly outline-ish
with solid hues, i think i get away with the grey brick grout ok though
then compliment my colours
I like the Red carpet.
Red sunset maybe?
what could be causing the message?
don't know when it started popping up
making this mod for my friends
using Brutal 21
and a bunch of other mods
I assume something to do with ACS
might be too tired to mess with atm
oh no
I need sleep and this will bug me
ok so only some are fuckerd
got it
never messed with crosshairs before
ok I need sleep
10/10
@exotic moss i'm sorry to bug you cuz you're probably sleeping but that crosshair is 1 pixel off and it's torturing me painfully
like, i'd rather be waterboarded, honestly
@umbral sail armagedoom, right?
yeah that STF pic is a meme for our board
I am from The Order on No Mutants Allowed
just making this mod for my friends
so it is a little goofy
something about this face makes me always go back and look at it lmao
haha must be why it worked as a meme
some guy we don't know
at a dudes party
now he is famous on our board and getting a Doom mod
known only as Herr Googly
Marvel at my 1 min chop
really though that script message is annoying
make the face a bit pixelated or so if possible
@exotic moss - sounds like there is probably ConsoleCommand in the script somewhere
looks amazing
oh no they will harm the cat :(
i made it so they squirm faster when theyre 'angry'
and they explode if they get up close
I do really like the eye system you added.
well its the only way to really have them show any emotion heh
the code is kinda cool, the regular states use the "####" (use previous sprite name) and it just enters a quick state with one frame name (SLU2 for up, SLU3 for diagonal, etc)
then returns to the regular states
also now once they get angry they dont turn away from you unless you are sufficiently far away
ok another stupid question
my Slade is fucked up
out of nowhere
not sure why...I uninstalled it still the same
tried other mods
dunno, i dont use slade for map editing
i cant even tell what the problem is
from that screenshot
the little grey circles are things
they should be colored
usually
now they are all grey
not sure
haven't learned Doombuilder yet
I like Slade but this is fucked up
I mean you can't tell what that shit is
will try the Beta
same thing
man

what it should look like
use gzdb heh
nothing against slade it just feels like the map editing functionality is tacked on rather than built from the ground up
when I use gzdb it keeps showing me erorrs and shit hehe my mod is a mess
won't show everything properly
on Slade DIscord now hope they can help
just like to use it for simple changes
nope
not my mod
thank God
not a total fuck up
although it isn't hot shit it is a jokewad
but anyway
for others info on that bug
there's an intel driver bug that causes that, you'll have to set the thing shadow opacity to 0 in preferences (map editor -> display -> things), or untick 'enable point sprites if supported' in opengl preferences (general -> opengl)
my shitty ass computer casued the bug as usual
this GPU Radeon/intel integrated shit is for the birds
circa 2010
anyway maybe that info will help some other person with a shitty setup
later folks
thanks for attempting to help again MisterCat you are a scholar
oh and fixed that other bug thanks to you
cheers
Hey, does anyone know how to convert Doom Hexen to Doom UDMF?
I'm making my map in GZDoom Builder
Ok
done
There's only one option, Doom in Hexen
you need to go to preferences->game configurations and set up one of the UDMF modes
preferably Doom 2 (UDMF)
Ok, just a sec
youll need to point it to DOOM2.WAD and your port of choice for testing
Ok
One of the many animations that I'm doing for Mistercats cat project.
kinda hot
Okay, another problem (sigh)
I'm trying to make a linedef activate a script
So I put Action 80 in it
And I put in Script 1 (void) {}
But when I run it, when I press use on the linedef, it says P_StartScript: Unknown Script 1
I'm using Zandronum with Zandronum ACS
did the script compile successfully
Yes
hrmf!
Now, I tried putting the same code in the automatically open SCRIPTS tab, and it's not compiling
Does that mean something?
did you have "#include "zcommon.acs"' at the top
Sure, one moment
you need #include "zcommon.acs" at the header of a script lump
otherwise it wont recognize anything
you need more parameters
its probably erroring out because its missing at least the 'speed' parameter
But it should still recognize the script, shouldn't it?
I'll try it
Do you know offhand the default door speed?
Nvm, all good
Thank you so much! Once again, you are a GOD
One more thing before I leave
Is there a way I can make the message larger? (like the messages in the Zombie Horde mod, if you have played it)
I know about the wiki, thx
How do I check the compile log?
I'm getting an error from HudMessage(s:"3");
Nvm, just forgotten parameters i think
read the page i linked
So, my messages are working, (yay)
This is my script:
However, my GUI is all screwed up
I want it to be in the center
So what do I put in?
if you do SetHudSize(320, 200, 0); x, y coordinate parameters are from the upper left hand corner of the screen, where 320,200 will be the lower right
if you dont do a SetHudSize then it uses a different coordinate system
if you would read the page i linked it says all of this
things are drawn at the center of the text/image
so 160,100 would be centre screen if you sethudsize to 320x200, yes
if you add a decimal it changes the alignment
160.1 will cause middle of the screen to be the leftside alignment
160.2 will be right side
Do I put this in my HudMessage?
.1 and .2 top and bottom on the vertical
I thought this was for the SetHudSize
yes, the x,y coordinates of the hudmessage call
OOHHHHHHHHH
SetHudSize is absolute screen size
no im at work ya dang dingus
lookin good
Oops,
Turns out Discord doesn't show Tif files like it does with PNGs or Jpegs.
Doodling Mister Cats slugs has been pretty hard.
Nice
ew TIF's? ๐
I can't export image sequences as PNGs for some reason, so I had to use Tifs.
I think it might've been something that was broken in Photoshop CC 2018.
like i said, you can stitch em together with virtualdub and export a gif
if they are named as sequential numbers it will auto open the entire sequence if you choose the first one
Testing INTERPIC replacement for RDND mod of mine.
https://forum.zdoom.org/viewtopic.php?f=43&t=45723 If you want to follow the forum thread on ZDoom
Nice
mean blobs
that one splotch goes off the floor
I can confirm that slug infighting does exist.
bullshit
they are speciated and dont have enough HP to take damage and switch targets
looks cute
Greetings
Just recently started playing doom, also still trying to figure out this app.
i swear they cant
Then again you might have patched that.
no, i havent changed anything, its just not possible by the code
creatures of the same species can't harm eachother by default
and if they could, their damage output is high enough to kill them instantly, meaning they would die rather than switching targets
but creatures of the same species cant harm eachother
Have a neat idea for a mod using Strige dialog possibly...I want to have a boss fight where you defeat them through dialog
like Fallout
hey im new to this, how do i replace the default sounds in doom 1 with custom sounds
you should be able to just replace the correct file names
this is a list of all sounds
the filenames are on the far right
spicy slime bois
been working more on my map
damn, looks good
what BD version? v18?
wow that looks great. the lighting is spot on
nice
hey i'm trying to make a custom weapon following the gunlabs tutorials and i cant get it to make any sound
help?
Most likely you haven't defined your sound in your SNDINFO lump
it should just be using the vanilla sounds though
Then show your code please
i did everything as the tutorial said and according to that it should be playing the shotgun firing sound without any additional setup
wait hang on
maybe something changed from the zd version the tutorial is using to the latest version
You can add this after the firing tick as a work around TNT1 A 0 A_PlaySound ("weapons/shotgf", CHAN_WEAPON)
the firing tick is the A_FireBullets line yes?
Yes
TNT1 A 0 is a common dummy frame developers will use when defining actions that are supposed to immediately happen with the previous tick
okay thanks!
TNT1A isn't an actual sprite in game
so setting it for any length longer than 0 will just yield invisible
well technically it IS a sprite definition, an invisible sprite
if it wasnt a sprite there would be a console error saying 'no sprite on frame xxxx'
and now i'm getting a new error
But there's no literall asset TNT1A, just zdoom is programmed to accept it due to compatibility reasons with Boom
wait no that was just me making a typo
alright that works!
oh, its a boom feature?
be sure to remove the attacksound flag, otherwise the use of A_PlaySound looks redundant
intelesting
Yeah, there's a second dummy sprite besides TNT1A
originally introduced by TeamTNT in Boom, TNT1 frame A is an invisible sprite. Even if graphics are provided (for example, a TNT1A0 lump), it will remain invisible. For actors needing to be invisible, use TNT1.
okay apparently a later step, adding a recoil animation, causes the AttackSound property to actually work
so i got rid of the A_PlaySound line
neat i got a custom fire sound working
it's 3am though holy shit
seeya guys i'm gonna go pass out
@El Jefe#7422 it's BDV21, just reinserted the old rifle sprite because its similliar to the sprite used in the original mod
Ah
I think I have found a rip in the space time continuum ;-;
where the hell is my alignment problem
if you look on the bottom right, my models don't align
but I can't see where the misalignment is
not sure what im looking at
So I made 16x16 models, right?
If I keep them aligned to each other, they'll fit evenly
Look at the bottom right
did you make the model in blender?
I did
the origin sits at 0,0,0?
It does
are you sure its not just a mapping thing then
I have no idea
like you've selected a group of them and accidentally snapped to a line
I placed them by hand
what is the model? a ROTT style platform?
and is it just one or is it a cluster of four
or are those yellow squares other items beneath
well you messed up the alignment in the lower right
the fourth from the bottom is a half-gap
completely missed that wow, haha
oh err i mean you broke the universe
shyet-
Gooey
Noice
it gets a little funky around the edges of high floors, need to find a way to compensate
How does the script work? Does it auto-detect?
its all anonymous functions in decorate
fixed anyway
just had to add some extra height checking around the player
if you're on floor currently, it checks if the floor height in front of your current angle by a few units is within a given tolerance, then uses that value*4 as the new A_SetRoll value
roll instead of pitch since the player character actually faces front and back and uses strafe movement for 2d control
which additionally means there is only one right-facing set of sprites and it flips the xscale instead of viewing a different angle
I'm happy with getting the base behavior of the primary weapon https://www.youtube.com/watch?v=BXUnwV6qhjM
ZScript made this way easier to accomplish
which is also the prime reason I'm revisiting this mod, as decorate would have been obnoxious
ah yeah
i imagine zscript would make that easier yes
i did something similar with decorate years back heh
Now if it was possible in ZScript to control specific tick speed when an action state is called, that's make it even easier on me
hmm
Haha nice, was able to incorperate it, thanks!
{
int delay = 0;
if (CheckInventory("RedGem", 1, AAPTR_DEFAULT)) {
delay += 8;
}
if (CheckInventory("RedGem", 2, AAPTR_DEFAULT)) {
delay += 8;
}
if (CheckInventory("RedGem", 3, AAPTR_DEFAULT)) {
delay += 8;
}
if (CheckInventory("RedGem", 4, AAPTR_DEFAULT)) {
delay += 8;
}
A_SetTics(40 - delay);
return null;
}```
Could probably do the same thing with ```c
int delay = 0;
Inventory inv = findInventory("RedGem");
if (inv != NULL) {
delay = clamp(inv.amount * 4, 0, 32);
}
Something like that, anyway
Hmm
Sorry, I'm dumb - should be * 8
I thought making a DooM mod about being tiny would be a fun thing to do, since I've only just started using DEC
Motion sickness warning.
how would i go about adding a regenerating mana system to replace regular ammo?
I think I've made ugliest sky ever.
doomguy trapped in a beachball
i can feel the potential epilepsy already
While we're at it, all the textures scroll to the left and all the enemies are balls of RGB perlin noise.
It's very easy to lose your bearings.
Would tone down the saturation.
Yeah, I'm trying to 1: Break up the monotony on the flats, and 2: Find a set of bright colors that aren't too bright.
Somewhat unrelated, I was playing around and got this.
I can't really see it being used for anything, but it looks neat.
could be used for some dream level kind of idk
Recently remembered the game I'm basing my mod on has a level editor and I can access maps in the game
Am a happy modder
๐
For maps I'd say GZDooM builder,
For making custom gamemodes and other things and such I'd say SLADE
Everyone uses those in tandem these days
SLADE does have a map editor but GZDOOM Builder is specifically built for map making.
first i want to try making custom sprites
best one for that?
well, for putting them into a wad anyways
@main lichen SLADE is the best one for that, well, for getting the sprites in atleast.
SLADE'S really good for scripting and asset archiving and such.
ok, thanks
I'd say make the actual sprites in Photoshop or other image editing softwares though.
GIMP 2 + SLADE 3 + GZDoom Builder + ZDoom Wiki is basically the Doom modding starter kit.
GIMP ๐จ
i mean, at least Krita, if you can't afford PS
unfortunately none of the free image editors are good tbh
Yeah, I hear Kirta is pretty good.
But I'd recommend Photoshop, for like, 15 ish NZDs a month you can get PS if you get the Photography package on Creative Cloud.
Gimp isn't great if you want to actually draw things.
Krita is good for drawing
Tbh I think image editing and drawing shouldn't be in the same program
I think it should TBH,
Makes workflows alot more smooth and consistent.
There's a reason why Photoshop has sorta been the industry standard for drawing and photo editing over the last few years.
sorry for actually using a program by people who know what "good GUI" means
@unreal oyster are you taking me seriously
And I honestly can't agree on GUI if we are being serious.
Because gimp has very similar gui
I can't defend Blender's gui
Like at all
To be fair, Maya's UI isn't that much better.
Let's move this over to #172869448863055872
Oof
pain.endit
that's intentional
SLADE doesn't allow you to edit IWADs because it's a bad idea
what you want to do is to make a PWAD instead (just use SLADE's new feature) and mod in there - anything you put into there will override the iwad content
you could also (and should also, if the mod is large enough) use a pk3 file, which has folders
sup dawgs
Not alot Cat.
just got home from paul mccartney
Radicool
saw some really drunk old lady getting dragged out by the cops
but imma map mod dev ๐ฆ
did you get any penguin sprites done?
hey now, Gimp is OK if you don't want to pay a monthly subscription fee to adobe
i mean it has all the same base functionality really
same functionality put behind a godawful GUI ๐
true
but every new GUI is godawful until you learn it
most people have that issue with blender
and this is fl studio
not very intuitive until you get used to it
(ive been using for like 15 years and theyve changed enough shit that its still annoying)
@light prism I did a few roughs of the Penguins.
I feel like i should go back and try to make a map set for doom now xD
i dont even know what that is
oh ok xD
i was playing jumpmaze with a friend yesterday, i was thinking i have played doom to much when my head is trying to pick out texture names
thats a good one
because it's a great filler
one of the best fillers for holes xD
it is repeatable but not tiled, contains nice amount of vertical detail
without being a bordering texture
i feel like an entire mapset based around sladwall would get tiresome xD
im a novice mapper ๐
i've mapped things but never enough for a full set
and never put anything out
it's not massively ridiculous if you do it in Boom, because your options are so limited that you end up making maps quicker
a GZDoom UDMF megawad though... heh
i've never even looked at Boom. Idk what it is even used for
it's just a simpler and older map format than UDMF which is still in popular use due to its simplicity
ah ok
because you aren't swamped with options, a lot of people feel that it helps you make maps faster
yeah, that's another reason it's used too
way more compatible than GZDoom UDMF
because it works on engines like PrBoom+, it's also preferred for levels intended to be speedrun
GZDoom isn't very good with demos so it's less favourable for speedruns in the doom community (which generally use demos as proof of a run)
@unreal oyster - still, making a good megawad by yourself is very time consuming
i'm having trouble adding new keybinds with KEYCONF. all i get is an "unknown command" error. anyone able to help?
wait never mind figured it out
i'd changed some things in the KEYCONF and forgot to actually rebind the key to the right action in the in-game menu
don't
i've fully replaced the doom guys face in the hud with phil
the chainsaw sounds are all the dremel sounds that phil used to saw a boat in half
i need to find a way to make it say "CHAINSAW NOW FIND A BOAT"
you say THATSALODDADAMAGE whenever you take damage
Maybe make it so that if you kill enough enemies in a certain ammount of time the player says one of Phils one liners.
Like, "Big damage" "Thats alot of damage"
Um.
this is literally my first time using slade boyo it took me 20 minutes to change the palette to doom
Ah
heres an early version, i reccomend doom 2
how do i change what the player spawns with
you can add it to the player class
but this means replacing the player class and having the game refer to that class for players
tyvm
how do i actually add/take weapons from the class?
nvm i think i got this
nvm im a dummy
u dungus
im a dingle
i need an actor property for a class that adds a weapon and takes another
ah got it
}
actor MyPlayer : DoomPlayer
{
Player.StartItem MyPlayer knife
}
GameInfo
{
PlayerClasses = "MyPlayer"
}
help im a DUMBASS
error at the line player.startitem
i need to know what format the weapon needs to be in
also the last line
GameInfo does not define any animation frames
maybe i shouldnt make a phil swift mod at 1 am
- if you've defined the knife weapon in DECORATE, you just need to refer to it by its name in quotes i.e. "Knife"
- iirc gameinfo needs to be in the MAPINFO lump
it is 2 am
instead of sleeping
i continue to make a meme wad for a 24 year old game about an infomercial salesman
How's the meme wad goin?
thats a looodddaaaa daaaammm midge
Flex seal gun when?
when i get around to it
Neato.
The mod was inspired by this
Make medkits bottles of flex seal or flex shot.
Sniff some flex glue for health
As we all know, flex seal is amazing at sealing wounds.
thats the greatest thing ive ever seen
needs to say "i sawed this boat in half!" when you get a kill with the chainsaw though
That requires more than 2 lines of code sorry
I downloaded Slade today
Well yesterday
It's a pretty nice texture, got a nice brushed aluminium vibe
since its simple im using Boom currently so i dont think i can do that ๐
i feel dumb
for some reason my sprite replacement doesnt work
it just shows the default rocket launcher sprite
even though they're set to the same name
show code plz
oh right
uh
you dont need angles for a pickup sprite
(i mean, you can have them, but you shouldnt)
it should just be MISLA0
this is a rocket replacement
look at your markers
you have S_END and S_START with nothing between them
all the sprites should be between S_START and S_END
so literally just move them?
yes also put start before end
ctrl-d and ctrl-u i think
that only selects the next one down i think
ok but i swear its ctrl-d/u
it just selects the item above/below u lol
not a good idea to sort by size considering markers will all get moved
its all sorted right now
are you using Renderstyle Add?
additive will do that, yes
use Renderstyle Translucent with Alpha 1.0
im trying to replace the bfg projectile
are you inheriting from it?
ye
you havent changed any code
yes
yeah, well the BFG projectile uses Renderstyle Add
adding black to anything does nothing
so you'll need to do a bit of DECORATE to replace the actor
k
with one that doesnt use Renderstyle Add
here, do this:
actor MyBFGBallReplacement : BFGBall { Renderstyle Translucent Alpha 1.0 }
that should be enough
oops
actor MyBFGBallReplacement : BFGBall replaces BFGBall { Renderstyle Translucent Alpha 1.0 }
tyvm
hmmm
id like to make a powerup for my cat game that lets you walk on walls or ceiling
i wonder how i'd do that
ceiling easy enough, walls.. hard to detect
is there a mod that replaces all the music with Knee Deep in Doot?
looks really good

lmao
i bet all the walljumping/ledge grabbing/floor pitching stuff would be so much easier in zscript
if only i knew zscript
I looked it up on the zdoom wiki but it's so badly explained. Can someone tell me the difference between strife style friendlies and mbf style friendlies?
How stop waste time for (g)(z)doom modding and start live?
...?
^^ ???????
???
how i learned to stop worrying and love the .WAD
How stop waste time for (g)(z)doom modding and start live
stop waste time doom modding and start live... are you saying you want to mod real life??
that's the only thing i can get out of it lol
"How do I stop wasting time modding GZDoom and start living?"
If that's the case, I have the opposite problem.
same here matey
how could one mod life 
with slade4
mod me a goth gf
why would you want a goth gf
those stinky ass thigh high boots
caked in layers and layers of makeup
imagine what her feet smell like
You're saying that if you could create any partner, you'd pick a goth human.
Get creative, man
no, this is patrick
