#classic-doom-maps-mods

1 messages Β· Page 75 of 1

light prism
#

+cough cough+

inner zealot
#

I know you can do crazy stuff like that.

#

It's more of a personal thing.

#

"Can I create a convincing static sunset?"

light prism
inner zealot
#

It's a cool effect.

golden drum
#

@light prism the idea is that my friendly Marines will charge in and help the player fight a cyberdemon. They die every time, mainly because friendly fire and the fact that they're retarded

haughty flower
#

i think strife style is if you shoot them they shoot you and MBF is when they never fight back

#

if you do some decorate magic you might be able to make them not hurt eachother

#

@golden drum

golden drum
#

Ah

#

Hmn

#

Mbf style will prolly work then

#

It actually works really well how they charge in and get killed

#

It makes the battle all the more intense, I guess

umbral sail
livid vector
#

I think here live some GLORIOUS ZSCRIPT MASTER RACE
So, how works and how use BlockLinesIterator? Want make monster that dont dance at the hit of "dead or alive" group searching way to player.

covert plover
#

ok im pretty fuckin pissed off now

#

im trying to replace the chaingun im slade right

#

and it keeps telling me everything i do is invalid

#

yet it all worked completely fine on my previous wad

light prism
#

can you be more vague please

#

im having trouble not understanding the issue

covert plover
#

stuff like Weapon.SlotNumber 5

#

can't launch the game because it doesnt exist now for some reason?

shadow bone
#

Make sure you didn't miss a bracket somewhere, that'll mess everything up

covert plover
#

Execution could not continue.

Script error, "sid.wad:DECORATE" line 3:
'@property@weapon.ammotype' is an unknown actor property

light prism
#

yeah, it's likely you fucked up somewhere near the start

#

you can't paste like that bro

shadow bone
#

Please use pastebin or gists for long code samples

covert plover
#

kk hang on

#

how does this work

#

i have no idea how anything works

shadow bone
#

I see the problem

#

you didn't inherit from a base class

#

actor Mitrailleur replaces Chaingun

light prism
#

oh yeah

#

so it doesnt understand weapon properties

shadow bone
#

Should be like
actor Mitrailleur : Chaingun replaces Chaingun

light prism
#

because its not inherited from weapon

covert plover
#

ohhhhhh

#

thanks

shadow bone
#

Yeah, the game looks at your code and is all like "pffft, this isn't a weapon you can't use this here"

covert plover
#

Execution could not continue.

Script error, "sid.wad:DECORATE" line 29:
Expected ',', got 'Goto'.

#

still doesnt work >:c

shadow bone
#

CHGF B 1 BRIGHT A_FireBullets(5, 3, 1, 3,)

#

Extra comma or missing argument

covert plover
#

oh

shadow bone
#

the line number is actually sometimes the one above it

covert plover
#

yeah i already thought it looked weird but i assumed it was just supposed to be like that

shadow bone
#

in the error

covert plover
#

oh shit it works now

#

thanks man B)

shadow bone
#

πŸ‘

light prism
#

USUALLY the error is the line above, because thats where the parser actually fails to parse

shadow bone
#

Yeah, whenever you get a line number it's good to actually work backwards through the code looking for what it says the problem was

#

Because sometimes it'll parse past the error.

#

Or however that works

#

I'm not a compiler expert

light prism
#

rather, the reported error is the line below, where the actual error is the one above

#

you'll notice that off the bat in ACS if you fail to put a terminator after your function

#

(unless you have multiple funcs on the same line)

haughty flower
#

Is reflective water a thing yet in GZDoom yet?

prisma saddle
#

Probably not, you could probably fake it though.

haughty flower
#

how so?

#

it helps make the water look nicer to have it be reflective and stuff

prisma saddle
#

I'd assume it'd be posible with some sort of sprite trickery.

haughty flower
#

oh?

light prism
#

uhhhh there are reflective surfaces

haughty flower
#

For 3D floors?

#

water?

royal wave
#

You could probably get the effect to work if you make the floor of the dummy sector reflective

haughty flower
#

I think I've tried that before

light prism
#

the ceiling of the dummy sector you mean

inner zealot
#

You can invert that.

light prism
#

ill invert you

haughty flower
#

hmm

acoustic tusk
#

anyone need sound or music for a mod?

#

im a composer and sound engineer

#

looking for a project to do something on

light prism
#

can i hear ur shitz

exotic moss
#

nice tunes

#

wish I had something worth using it on

#

too early in devlopment really to be worth your time

light prism
#

oh damn

#

i was asleep

#

since you answered 7 hours after i asked

#

and now im at work

acoustic tusk
#

these are examples of my stuff.

#

I work better in audio than in midi

#

But if anyone is looking for a composer or sound engineer hmu

light prism
#

me too

#

i went to audio engineering school like ten years ago

#

i play several instruments and like to compose

#

i will listen to your stuff when i get home

acoustic tusk
#

hahah ten years ago i was in elementary school.

light prism
#

dang kiddies

#

listening now, very soundscapey/ambient

acoustic tusk
#

Yeah

#

I do a lot of ambient and atmospheric stuff

light prism
#

i have done some similar kinda stuff

#

uhhhmmm

acoustic tusk
#

the second one is pretty nice

light prism
acoustic tusk
#

lol

#

reminds me of toy story.

#

or like any sitcom from the 90s

light prism
acoustic tusk
#

I composed some stuff for a Swat 4 mod a while ago
https://youtu.be/8KosU3w3a3c

https://www.youtube.com/watch?v=0FBsMPrzqXM

Music created by Brandon Alexander AKA Rangar. Track #1: Blood-Stained Suits Track #2: Their Justice Track #3: ???

β–Ά Play video

Music created by Brandon Alexander AKA Rangar. Track #1: Blood-Stained Suits Track #2: Their Justice Track #3: ???

β–Ά Play video
light prism
#

nice

#

want to try write something for my current project?

acoustic tusk
#

Yeah for sure, depending on what it is

light prism
#

its a 2d sidescroller where you're a cat.

acoustic tusk
#

hahah, neat. what kind of stuff would you be needing?

light prism
#

iunno, ambient peaceful stuff, and more tense stuff, maybe a spook track

#

i havent really thought all the way through the map/theme progression yet

#

still working on player moves/control and enemies

acoustic tusk
#

hmm, cool. i could definitely work some stuff out for that

#

you gonna be looking for MIDI or regular audio?

light prism
#

regular ol' normal plain audio is fine

#

pr tracler modules πŸ˜›

inner zealot
#

I almost wish I wasn't using Zelda's OST

golden drum
#

That sounds pretty good

#

very aubrey hodges

livid vector
#

And again, how works and how use BlockLinesIterator in zscript?

light prism
#

i think youll find most people here dont know zscript

haughty flower
#

Because most don't mod?

light prism
#

that too

#

if you want help with zscript go to official zdoom server (if youre not already banned)

livid vector
#

There are need approving. And I wait approve ~ 2 weeks. Its dead, I think.

light prism
#

its probably not dead

inner zealot
#

And zscript is seemingly more complicated than DECORATE

#

Or mapping

#

Seriously, you can learn GZDoom Builder in under an hour

#

Not undermining the work of mappers, nor am I implying that one will be good at mapping in that time.

#

I only mean to suggest that learning to use the tool is much easier

unreal oyster
#

It's not dead, at all

#

Idk why you've needed to wait 2 weeks

livid vector
#

Because I enter into zdoom discord server ~2 weeks ago, and still dont approved.

unreal oyster
#

Try sending a message in the welcome room again? They may have just missed it

#

It's definitely not dead, people are talking there right now

#

I would try and help with your issue here but I'm not at my PC

#

Otherwise I would know enough ZScript to help, but I don't have stuff like BlockLinesIterator memorised

lavish hollow
#

^

#

Send a few messages, they won't approve you if they don't know you're there

livid hearth
#

Quick question

#

Are puffs able to execute scripts?

#

Actually nm

#

my friend figured it out

light prism
#

everything can execute scripts

#

provided you put the acs_execute/variants in the right place

livid vector
#

I send message yesterday, but when I check welcome-room today its dissaper.
I see that there are new message in qzdoom github, but when I try check it, this server, like any else, wrote "you dont have permission to watch this channel" or like this, since I translate it.
And I dont banned, since this is mi first, and last, account in discord.

lavish hollow
#

It disappeared because after a day or so you can't see the message you sent

#

It doesn't let you view the history of the channel

lime plume
#

question

#

im relatively new to gzdoombuilder

#

im using hexen format

#

and i dont know if any of that has to do with this, but my door wont work

#

i press it and it seems to go into the floor an inch

#

does anyone else know how to solve this problem?

#

here's a screenshot of what i have so far, and yes the door lines are facing the right way

light prism
#

go INTO the floor?

#

are you sure the ceiling height isn't set LOWER than the floor?

#

standard door behaviour is 'rise to the height of the nearest (to my current ceiling height) linked sector

#

is it possible your door sector is joined to any other sectors ? do you see any other areas highlighted when you select it?

lime plume
#

im putting my cursor over the lines of the door and only the door sector is being hilighted from what i can see

#

and according to my sector thing it says both floor and ceiling are 0

light prism
#

are there any other sectors joined to the door that have lower ceiling heights than the height you want it to open to?

lime plume
#

why yes yes it was, thank you very much @light prism

light prism
#

hint: a door should generally only be connected to the two rooms it opens into

#

there are cases where you can use the behavior you experienced to your advantage, but for a noob mapper its probably not a good option heh

lime plume
#

yeah, i was lowering the ceiling to make the walls around it and that's the ceiling that was messing everything up, thanks again

acoustic tusk
#

i know some zscript

light prism
#

teach us

#

oh wise master

lime plume
#

did you make this?, if so it's good, and i want to know how to make things like this

#

oh it's not a midi

light prism
#

i used FL Studio

#

it was for a christmas doom pack years ago

light prism
#

help: dont make shitty ugly maps

#

alternately be more specific

outer crescent
#

i was experimenting with shaders

light prism
#

oh ok

#

experiment #429-Alpha, effect of corrupt shaders on human ocular system

timber bridge
#

result : intense pain

golden drum
#

got em

inner zealot
#

It's a cool looking effect

#

That being said, if you force me to play in it I'll summon Satan all over your hard drive.

warped radish
#

In zdoom, is it possible to customize the amount of acceleration the player movement uses?

#

Actually, I'm googling "zdoom player acceleration" right now and I found a few results.

unreal oyster
#

Nashmove (i.e. the alternate name to what you posted) is pretty old and shitty though

#

And Nash would agree with me on that

#

It should ideally be rewritten in ZScript

hallow wraith
#

I need to get good at making doom wads in under a year and need help.... its for a personal deadline

shadow bone
#

Literally, that's it

#

"good" is relative

timber bridge
#

haha remember when he was relevant

#

now he hides flags

hallow wraith
#

im jealous of other peoples wads

warped radish
#

@hallow wraith Many people have started projects and failed at completing them, including myself. The trick is to start with the smallest project possible. For example, a single item, like a new powerup for example. You'd be surprised how much work goes into a item design.

#

I recently made CannongunSphere.wad and it has 22 DECORATE lumps, 4 GLDEFS lumps, SNDINFO, ACS, SFX for many states of the sphere such as idle, pickup, expire, etc. New sprites for many parts of the effects, sparkles, glow, etc. Over 200 sprites.

hallow wraith
#

is it ok to start small? will i be able to do the small thing? it is worth it in the long run?

warped radish
#

IF you're the type of person that prefers quality over quantity, then start small.

#

I believe in quality and one version only, no patches.

hallow wraith
#

I am.... its just ive been kind of mess trying to figure out what to do.... i want to something great and grand.... i dont know as much as should and im not good with finding help.... im kind of a perfectionist

shadow bone
#

It's perfectly fine to start small

warped radish
#

Also, don't be jealous of other people's work. God doesn't like jealousy.

shadow bone
#

If you start big, you'll burn out

warped radish
#

yup

#

Perfectionists should start small. Maybe make a new HUD.

shadow bone
#

Most of the "big grand" modders have been doing it for 10-15 years or more

warped radish
#

doing what

#

starting small?

shadow bone
#

Modding

#

And I presume starting small

#

It takes time to build skill and dedication

warped radish
#

Oh, okay. I believe many of them have made the same mistakes. It's a common problem amongst people, I read in article.

#

I bet they have many unfinished projects.

shadow bone
#

Yeah. The biggest mistake every newb makes is "I wanna do a megawad" or "I wanna make the next Brutal Doom"

warped radish
#

lol

#

I laugh out loud because of my unfinished ArkDoom

#

55mb and counting.

shadow bone
#

Just make a simple gameplay tweak, or a single short level. Make it the best you possibly can.

#

And build from there

warped radish
#

I burned out though. But damn, it was nice.

hallow wraith
#

i want to make something like shadow of the wool ball mixed with mega man x

shadow bone
#

See, that's way too ambitious

#

Dial it back

#

Take one small element of what you want to do

#

and try doing that first

warped radish
#

Yeah, like, I recently released arkfluff.wad which is just 1 line of ACS code that changes a player's damage factor to 0.5. Something small like this can add necessary fluff to mods that are too difficult and thus make the entire thing fun for casual players.

hallow wraith
#

what is a good way to start and feel accomplished

shadow bone
#

Hell, I've been modding and participating in the community for almost 15 years myself. I only actually released a finished level this year

#

and it was for the 20 monsters project, so it was tiny

#

Set a limit for yourself

#

like, 20 monsters, or 200 sectors, or 10 textures, or something

#

for a map

#

For coding, consider making just one weapon, a simple one based on something already existing

#

Restraints are great for creativity

#

And you can see workable results quicker

#

which makes you more likely to continue

#

on your next project

warped radish
#

Ya, even a map can burn someone out. Even though doom2 mapping is the simplest and fasest form of mapping, there's still a lot of details and components involved to a well designed map from perfectionists. Like, when you think you're done, you're not. Now you need to make several layers of monsters, one for each difficulty setting, etc.

shadow bone
#

Suggestion: Look at E1M1. Make your own version of that.

#

good starting point

warped radish
#

yeah, that's good suggestion.

#

go ahead Kyle. get crackin'

hallow wraith
#

i need to write this down

warped radish
#

like McFly in back to the future

#

"this is good stuff"

hallow wraith
#

and think of what im gonna do

shadow bone
#

Don't think about it too much, brah πŸ˜‰

warped radish
#

"im writing this down"

shadow bone
#

Just get doing

#

The more you think about starting, the more you won't get done

#

(hmmm, someone should quote me on that)

hallow wraith
#

im trying to figure out what to make

#

im a little slow

hallow wraith
#

im coming up with ideas

hallow wraith
#

im stuck at the moment

light prism
#

11:05 AM] Caligari87: The more you think about starting, the more you won't get done

exotic moss
#

set small goals for yourself with little rewards at the end of each milestone...for instance knock out some boring modding/mapping/scripting bits then work on this fun texture stuff you like to do or whatever it might be music everyone has something they bring to the table. Mod other peoples mods to see how they work. Take them apart until they break and put them back together. I learned Decorate that way. One day the garbled up code (I am dyslexic anyway) came together and made sense. Felt good. Tutorials help but everyone learns differently.

inner zealot
#

Sometimes you just gotta throw yourself at something a bunch of times before you get it.

light prism
#

Sacrifice a goat at your Romero altar

#

while chanting "To mod the game, you must beat me, Mental Block"

#

I find it helps to get really, really high.

livid hearth
#

What is the relationship between bleeding actors and the projectiles that attack them?

#

what are the projectiles to those bleeding actors? As in what is the pointer to use from a bleeding actor to refer to a homing projectile that targets them? Is it target, or tracer?

light prism
flat storm
#

How do you add an ACS lump in SLADE3?

light prism
#

depends on the context

#

is this global ACS you want to run on any map?

#

or is it map-specific

flat storm
#

map specific

light prism
#

ah

flat storm
#

its a single UDMF map for a doomworld megawad

light prism
#

map-specific ACS should be called BEHAVIOR

#

and lie between map markers

#

however in UDMF hmm, will have to check

#

applies to UDMF too apparently

flat storm
#

thats my wad

light prism
#

yeah, MAP01 is the marker

flat storm
#

theres a BEHAVIOR marker, but its not a lumo

#

lump*

light prism
#

compile your script, place compiled lump as BEHAVIOR in its current position

flat storm
#

this is my first doom map since middle school some 10 years, I've never worked with UDMF

#

10 years ago*

light prism
#

you're in for a treat!!11111

flat storm
#

whats so good about UDMF?

light prism
#

it exposes a lot more parameters and stuff

#

like scale and offsets for each part of a sidedef (low, mid, high tex parts)

#

scale, rotation, offset for flats

#

a lot of actor properties (scale, renderstyle, stencil color, health, score, etc)

#

stuff like sector/fog colors can be accessed directly instead of having to modify them within a script

#

multiple tags per sector&line

flat storm
#

shit, so I can make textures scale to fit arbitrary sized surfaces now?

light prism
#

yeah

flat storm
#

neato

light prism
#

though i would advise against doing it extensively as it is visually jarring

#

you can also change lighting levels per line/flat (like a sector can have a brightness of 128 and one of its lines can have an absolute brightness of 255, while the floor flat of the same sector can have an absolute brightness of 0)

flat storm
#

heehee, this sounds cool

light prism
#

are you using SLADE to map edit? or GZDB?

flat storm
#

I joined this project on a whim, I'll have to play with this stuff

#

SLADE

light prism
#

oh, I would suggest GZDB, but that's just personal preference, I havent messed with slade much

flat storm
#

I used to use DoomBuilder years ago, but it acted weird when I tried to set it up

light prism
#

doombuilder specifically? or GZ Doom Builder?

flat storm
#

I cant even open my map in DoomBuilder

#

Not GZ

light prism
#

you might wanna try with the latest community patched GZDB

#

for one, db will automatically compile your BEHAVIOR lump and put it in the correct place, heh

flat storm
#

hmm, okay

#

do you have the link?

light prism
#

hold up

#

you do need to install some extra shit alongside it, that might have been what you were having issues with

#

like you need visual studio runtime 2015

flat storm
#

I dont think thats the issue, I can start the app just fine. Just seems to be finnicky with my IWADs and it wont open my map

light prism
#

you tried starting a blank map?

flat storm
#

a little while ago, yea

#

like two hours ago

light prism
#

mmm odd, try the bugfixed edition

flat storm
#

kk

light prism
#

gzdb is no doubt a lot more stable, db2 stopped updating years ago

flat storm
#

hmm

#

tried using the latest bugfix version

#

still doesn't see my map

light prism
#

oh you mean 'see' your map

#

like when you go to open

#

it doesnt show the map number to open?

flat storm
#

yup

#

dont know if its the way slade formatted things or once

light prism
#

you are attempting to open it in a UDMF format right?

#

the dropdown list of map types at the top

#

if the format you have selected doesnt match what it finds in the wad, it wont show anything

#

it should say like GZDoom: Doom 2 (UDMF)

#

if thats not in your list, youll need to go into options->game preferences and enable that mode

#

and give it an IWAD to point to, and an engine (.EXE) to use for testing

flat storm
#

yup, did that

light prism
#

and it still doesnt show?

flat storm
#

says it can't find it using any game configuration

light prism
#

uhhhhh

flat storm
#

doesnt even let me pick

light prism
#

can you send me the map in question

flat storm
#

sure

flat storm
#

can gzdoom still directly edit the BEHAVIOR lump?

light prism
#

press f10 to access script editor

#

however, you are never directly editing BEHAVIOR itself, that is the COMPILED lump, you are editing what will be termed the "SCRIPTS" lump, which is the uncompiled text

#

the only time BEHAVIOR is 'edited' is when it gets written over by compiling SCRIPTS

flat storm
#

and that has to be done externally? Last time I did this it was only vanilla engine stuff

light prism
#

merely saving the file will try to compile it

#

and either do so successfully or show a compiler error where it failed

flat storm
#

it keeps giving me a compiler error but won't tell me what it is

light prism
#

hmmm i swear it used to pop up at the bottom but im getting that now too

#

it does show a red circle on the line the compiler fucked up on though

flat storm
#

yup, for me its the first line

#

does GZDoom automatically include the ACS compiler?

light prism
#

it should, yes

#

you did "#include "zcommon.acs"" right?

flat storm
#

yes

light prism
#

ohhh i see

#

the error log is hidden if you have the window fullscreen

flat storm
#

its interesting, if I do the simple "hello world" script from the ZDOOM wiki as a new script, it errors

light prism
flat storm
#

but if I do it directly in the SCRIPTS tab in the script editor, it works fine. I run the map and hello world comes up

light prism
#

if youre doing map-related stuff do it all in the SCRIPTS tab

#

if you're doing a library, dont even write it in gzdb, I use notepad++ and compile manually for libraries

#

what its probably trying to do is still compile the SCRIPTS tab, when youve got everything written in a seperate tab

#

and erroring out since nothing is in there

flat storm
#

I think I might need multiple scripts for what I want to do though. Unless the map can call specific functions within the script

light prism
#

meh, make a library object

flat storm
#

I'll have to look into that. But I was able to make all the whole main area lower slowly into the ground, which is one of things I wanted to do. πŸ˜ƒ

light prism
#

using Sector_SetLink?

#

or multiple tags

#

(really, this is something you can do in vanilla with some trickery)

flat storm
#

used multiple tags

#

actually, a single tag assigned to multiple sectors

#

then Floor_LowerByValue from ACS

light prism
#

ah yeah, thatll do the trick too

flat storm
#

thanks for the all the help dude

light prism
#

npnp

hallow wraith
timber bridge
#

combine these rooms together? doomguy_thonk

hallow wraith
#

i feel its needs more verticality

light prism
#

that's what she said

timber bridge
#

eh,i think verticality isn't too important honestly

hallow wraith
#

what is important?

timber bridge
#

dunno, not really into mapping :B

light prism
#

lots and lots of soulspheres

#

as far as the eye can see

#

monster closets every 2 steps

timber bridge
#

a gajillion revenant

light prism
#

a serial room-door-room with no forks or deviations

timber bridge
#

backtracking all the time in complicated mazes

tender sorrel
#

chaingunner in the skybox level distance

prisma saddle
#

I unironically like using chaingunners in my DooM maps.

lavish hollow
#

Die

light prism
#

non-lower unpegged doortrak

#

everywhere

light prism
#

in fact fuck texturing, ONLY doortrak

prisma saddle
#

Nah dude, UAC box textures.

light prism
#

uac crate textures on non-orthagonal shapes

hallow wraith
#

X3

timber bridge
#

have that eyesore blue and red flashing texture everywhere

prisma saddle
#

You mean Fireb-

light prism
#

furbyblu

wise leaf
#

what would i put in a sndinfo file to implement a new sound for picking up medkits/stimpacks

inner zealot
#

This isn't Doom related. But does anyone have any information on HexenC for Hexen II?

#

I've failed to find anything on it at all.

tender sorrel
#

futuristic gadgets

inner zealot
#

Neat.

#

How's the scale?

tender sorrel
#

the what

inner zealot
#

How big are they?

tender sorrel
#

oh

#

not too big

#

the yellow warning rack box there is 64 x 64

tender sorrel
inner zealot
#

I like.

light kernel
#

^^^

unkempt wadi
#

so i'm trying to have it so you can't pick up a weapon if you already have one and i have it working for weapons that spawn in the map but if i drop a weapon i can then pick that up even if i get another one, anyone know how to fix this?

#

i currently have a pickup actor and a weapon actor, tried putting the same checks as the pickup on the weapon and it didn't work

flat storm
#

nevermind, it appears not

shadow bone
#

The most current ones are in gzdoom.pk3

light prism
#

sup

flat storm
#

You can give maps custom names in zdoom, right? How's that done? MAPINFO?

umbral sail
#

in the mapinfo

#
next MAP02
music D_CLIMB
sky1 sky7
#

as example ^

flat storm
#

and thats a text lump that can be put anywhere in the wad, right?

zinc egret
#

There's no need for "cluster" parameter?

light prism
#

not unless youre dealing with clusters

royal wave
light prism
#

add->mesh->cube

#

kevan, play with sculptris, its great for organic shapes

royal wave
#

why

prisma saddle
#

Sculpting is much better than standard box modeling for organic shapes.

#

Though, you can't just use a plain sculpt as a mesh in a game because, it'll either A be too high res or B have awful topology

#

So you'll have to do some retopology work on it.

royal wave
#

well I haven't needed anything other than basic shapes

prisma saddle
#

That's why sculpting is so common in AAA garmes and films and um.

#

Books.

#

Yeah, those too.

inner zealot
#

Unless you're going for like

#

A Quake 1 vibe

light prism
#

well for quake 1 vibe you just add->mesh-.>cube, done

tender sorrel
#

happy waves

light prism
#

imagine if doom modding was like bethesda gamebryo engine game modding

#

'update 0.2 alpha updated doomguys eyebrow shader'

lavish hollow
#

"Update 0.69 beta delta added more detail to the balogne texture"

timber bridge
#

doom modding like a bethesda game?

#

we'd have thousands upon thousands of dragon banging mods

lavish hollow
#

Dragons but they're Thomas the tank engine

#

imps but they're mlp hentai

light prism
#

cyberdemon hulk hogan skin

timber bridge
#

isn't skyrim the game with the most porn themed mods tho

lavish hollow
#

I don't think so

#

Maybe

#

I mean it has literally thousands of mods lol

light prism
#

if you counted all gamebryo engine games as one community, which they basically are

#

then probably

lime plume
#

does anybody know how to make breakable glass in doom hexen format?

light prism
lime plume
#

thx

#

sorry for asking again, how do i change the alpha of a texture in hexen?

lime plume
#

i mean, is there a way for players to see the glass?

light prism
#

dont use doom in hexen in the future, its really limiting compared to UDMF

#

also plz check wiki, all map related functionality is under 'ACS->Action Specials' on the left menu

lime plume
#

ok then thx

#

srry for troubling you guys

royal wave
light prism
#

cute

#

does anything pop outta there

royal wave
#

No

#

They act as level entrances and exits

light prism
#

oic

#

so the PLAYER pops outta there

royal wave
#

goes in and out yeah

#

the game was released for free recently if you want to try it out

light prism
#

fling fireballs AND spells?

#

what, the fireballs are naturally occurring?

royal wave
#

they're the primary attack your character has

hallow wraith
#

This is my map so far ... im mostly designing rooms one at time because I don't know how to plan everything out at once.

wise leaf
#

shit, SLADE is easier to use than i thought it would be

#

maybe i really can make maps

daring wasp
#

speaking of slade im having a bit of an issue with mine, anyone see this before ? I cant see any icons.

light prism
#

weird

daring wasp
#

yea, im not sure why its like this, it worked several days ago

vocal crypt
#

I'm now wanting to make a Counter Strike paced MP mod.

lavish hollow
#

Isn't there already like 3 of those

vocal crypt
#

fixed me nickname

#

is there?

lavish hollow
#

I know I've played at least 2

#

And they both succcccced

vocal crypt
#

is that sarcasm?

lavish hollow
#

No

#

They both were quite bad

vocal crypt
#

bad map design?

#

shitty weapons?

#

lack of attention?

lavish hollow
#

No no, I don't think there's any with maps

#

Bad weapons, yes

vocal crypt
#

OP kind of bad?

#

or "this doesn't do jack shit" bad?

lavish hollow
#

Sucky kind of bad

#

The second one

#

Just Google counter strike doom and check them out for yourself, they might inspire you to make something better

vocal crypt
#

they bring up Martian Offensive

#

and they seem to be more SP

#

not MP.

lavish hollow
#

Pretty sure they can still be played in mp

vocal crypt
#

wait

lavish hollow
#

And MO is the third one that I haven't played

#

Also only the first one is MO (and the 4th lol), I'm pretty sure I played the second and third results as well

#

They're the same one lol

vocal crypt
#

oh shit, the vid I'm lookin at is by a AlphaEnt2

#

his avatar is familiar

lavish hollow
#

I know him

vocal crypt
#

@vagrant pebble this dude

lavish hollow
#

Ayy

vocal crypt
lavish hollow
#

Oh shit didn't know he made it

#

I remember that mod now

#

It wasn't... Horrible

vocal crypt
#

it was meh?

lavish hollow
#

Just wasn't the best mod I've ever played by far

#

Though I imagine it'd have more replay value for me if I actually played multi-player lmao

light prism
#

a good game mode would probably bring in some players

lavish hollow
#

I mean it's counter strike

#

It'll probably have counter strike game modes and that's it

prisma saddle
#

I do want more arcaedy bullet helley ish deathmatch modes.

vocal crypt
#

fast paced action, you say @prisma saddle ?

light prism
#

counterstrike isnt really super fast paced action

vocal crypt
#

I know

lavish hollow
#

Yeah not really

vocal crypt
#

It's more slow

prisma saddle
#

@vocal crypt Pretty much, I want like, a really arcaedy one with like. low health and such.

vocal crypt
#

so real life

light prism
#

oh, hatsu wants pengib

vocal crypt
#

FUCK I'VE BEEN KILLED

#

from 1 bullet

#

tis amazing how one bullet can end you.

prisma saddle
#

@light prism You're very right.

lavish hollow
#

Counter strike is quite slow, the transition for me from half life to CSS was quite jarring in terms of speed and pacing

light prism
#

well its less the bullet and more the traumatic impact

#

you could just as well say 'its amazing how one stale loaf of bread travelling at 300km/s can end you'

vocal crypt
#

oh

prisma saddle
#

It's amazing how a pencil can pierce skin when moving fast enough.

light prism
#

its amazing how superman can't see through pencils

lavish hollow
#

No that's green lantern

vocal crypt
#

aren't they using graphite htough

lavish hollow
#

The old one

prisma saddle
#

Plot twist, pencils were never made using lead.

vocal crypt
#

aren't pencils using graphite though

#

nowadays

lavish hollow
#

Duh

light prism
#

graphite me bro

lavish hollow
#

Doesn't everyone know that

vocal crypt
#

no

prisma saddle
#

@vocal crypt The actual core has always been graphite.

vocal crypt
#

my parents tell me not to stab myself because lead poisoning

lavish hollow
#

Lol

vocal crypt
#

and no, not the edgy wrist cutting type

lavish hollow
#

Kids told me that in the second grade

light prism
#

anyway

prisma saddle
#

Main reason why the whole pencil lead misconception happened was because at one point people thought graphite was a kinda lead.

light prism
#

game mode > trying to emulate all weapons and shit

prisma saddle
vocal crypt
#

so make sure the mod is for all of the doom ones then

#

and not just ripped from CS

#

cyka blyat rush flag

light prism
#

the problem (minus the ripping) of this is that doom physics/hitbox stuff doesnt behave like source

lavish hollow
#

@vocal crypt make it a chex quest mod

#

CQ needs more mods lol

vocal crypt
#

eh...

lavish hollow
#

I'm joking but really

#

#makeitstrife

vocal crypt
#

I think I'm scraping for ideas

#

I always do with these things.

#

Maps, GMOD videos, etc.

lavish hollow
#

I'd say just find something simple and stick with it

light prism
#

make wormsdoom

lavish hollow
#

don't do that

vocal crypt
#

@lavish hollow ParkourDoom

lavish hollow
#

you'll just be gay if you do that

vocal crypt
#

what if I want to be happy? πŸ€”

lavish hollow
#

Be MELANCHOLY

#

yeah big words time

vocal crypt
#

I do want to make a fast paced action mod, but then it'd just be Doom MP with custom weapons.

#

BattlefieldDoom

lavish hollow
#

There's already like 3 COD dooms so don't

vocal crypt
#

you confuse COD with Battlefield?

lavish hollow
#

no

vocal crypt
#

IDK

#

Maybe some players on giant towers

#

and try to kill Lost Souls before they get pushed off

#

invasion gameplay

#

gamemode*

lavish hollow
#

Sniper Battle!
Multiplayer
You sit in a tower and snipe other players who are in towers
Also you can't move

prisma saddle
#

@vocal crypt Make Hotline Miami DooM.

vocal crypt
#

already done

lavish hollow
#

^

vocal crypt
#

Hotline UAC @prisma saddle

prisma saddle
#

Oh.

lavish hollow
#

Twice I think

#

Tho one isn't finished iirc

vocal crypt
#

@lavish hollow wouldn't the non-moving part make it less interesting?

lavish hollow
#

twas a joke lol

vocal crypt
#

dunno

#

might be a niche gamemoder

#

whatever

#

Might just go with the "kill lost souls before they push you off the tower"

#

hell, might have a sector lower each wave to make it harder.

#

like that I scared you off.

#

@lavish hollow what bout u

lavish hollow
#

Lol

#

Sorry I'm playing roblox

vocal crypt
#

roblox?

#

baby

#

jk

prisma saddle
#

@vocal crypt maybe like, a deathmatch mod but there's a bunch of bots in the level too, just to make it more intense.

vocal crypt
#

I'm makin a weird "prototype" for the "kill souls or be pushed off" idea.

prisma saddle
#

Ah, okay.

vocal crypt
#

I wonder if I can have a foggy bottom

#

and I wonder how to not make the walls appear.

light prism
#

wat

#

you just want like a flat fog plane extending into black nothingness or something?

vocal crypt
#

I'd prefer white. Buut I think what I'm asking is something that can't happen even with UDMF format.

light prism
#

line action #9

#

line_horizon

#

renders the line as if it were continuing off into the horizon

#

(floor and ceiling textures attached to this line will appear to do this)

#

won't affect 3d floors in the affected sector

vocal crypt
#

well that fixes the walls

#

not sure about makin the floor foggy

light prism
#

well you could use a 3d floor but it won't be affected by the horizon effect

#

ie it will extend finitely outward to the edge of the actual sector size

#

same happens with transfer heights

#

of course, you could 'fix' this by having concentric circles outwards with lowering alpha values of the fog 3d floor, resulting in it fading to nothing at the edges

#

alternately you could make a skybox with a 3d floor for fog inside it, have your game sector with F_SKY floor and ceiling with the skybox picker, however this will make the fog look more omnipresent and not say, wafting around the players ankles

vocal crypt
#

you mean a skybox sector of sorts?

#

with the alternative solution?

light prism
#

yeah

daring wasp
#

I cant seem to fix this issue, are there any alternatives to slade I can use instead ?

light prism
#

what are you using slade for

#

because lump management can be done with file explorer

#

your project can exist as just a folder using the pk3 structure

#

like "myproject/sprites"

#

then just dragging the folder onto the executable

#

slade still useful for stuff like graphic offsets, format conversions, etc

daring wasp
#

Im not very experianced with doom modding so excuse my ignorance

#

but I was just using it mainly for changing sprites, adding different effects and music. stuff like that

#

and i used Doom builder for the map building

#

Ive messed around with it but never actually used it up untill now but i cant really use it anymore, all the icons are missing and i cant save wad files

lavish hollow
#

Use gzdoom builder, it's better

daring wasp
#

ill check that out

light prism
#

have you tried uninstalling and reinstalling it?

daring wasp
#

tried that, tried just getting the binary and extracting it with winzip, tried ninstalling and reinstalling windows visual studio C++ 2015

#

I cant think of what else to do to fix

light prism
#

was it working at some point?

daring wasp
#

when i first used it for a contest about a year or so ago, then it stopped working during the project, i thought "maybe if i just wait for a new update it will fix it" but no such luck, ive tried older versions aswell and nothing changes

light prism
#

odd

#

you dont remember making any major system changes

#

driver updates, new hardware

daring wasp
#

my computers been the same in terms of hardware, there were no major system updates that took place between when it worked and when it didnt that im aware of.

#

its more frustrating cause i wanna learn more about using it and i cant save or modify anything i work on.

#

sorry if it sounds like im being vague but thats about as much as I can tell about the issue

light prism
#

mmm im just not sure

#

hold on ill try compressing my slade folder and giving it to you

#

waiting for dropbox to sync

#

lol

#

its slade, its just in a folder called slumped

daring wasp
#

Ok

#

So

#

it does open andi can see the icons

#

but it crashes on start up lol

light prism
#

try uninstalling your existing copy

daring wasp
#

already did

light prism
#

hrmf

#

try restarting heh

daring wasp
#

computers are mysterious creatures

#

ill try that out, even if it doesnt work I appreciate the effort to assist

daring wasp
#

didnt seem to fix it, it just seems to load forever and not do anything

#

thanks tho

#

is adding custom assets without slade very difficult ?

light prism
#

ah lame

#

no, its easy, its just that you have to write graphic offsets manually using the TEXTURES lump

#

or find some other way to add the offset to .PNG graphics

#

if graphics arent offset appropriately it assumes 0,0 (upper left corner) which really doesnt work well heh

#

other than that, working with the pk3 structure is organizationally better than WADs

daring wasp
#

Sweet, thanks alot

vagrant pebble
#

Now that i've noticed i've got tagged yesterday XD
https://www.youtube.com/watch?v=B6vxrQnEUvQ

After third update it became no longer compatible with skulltag though.

Mappack trailer https://www.youtube.com/watch?v=Hz591Afxiak
D-Touch port trailer https://www.youtube.com/watch?v=FuzCiZnwWws
"Rip and tear" mode trailer https://www.youtube.com/watch?v=pzJRy4SUC9k

There are few more updates planned for this year, though i don't know how long they will take me to finish them...

vocal crypt
#

wat

#

yesterday?

vocal crypt
#

dammit

#

Having problems with invasion spawners

light prism
#

everyone always does

vocal crypt
#

Sarcasm or serious?

light prism
#

serious

#

i see this issue all the time

#

i still dont know though cos i have never made invasion maps heh

vocal crypt
#

Mine is the fact it don't spawn even after setting the arguments up

lavish hollow
#

@light prism wormsdoom invasion pls

vocal crypt
#

It's mostly the weapons and health and ammo spawns

vocal crypt
#

ey, can I have a linedef kill monsters?

#

nevermind.

inner zealot
#

Not Doom, but I've been mapping for Hexen II.

livid hearth
#

Medieval boxong ring

inner zealot
#

Exactly.

#

I thought about putting bleachers up on either side

haughty flower
#

Guys, do you know if .deh file is necessary for the .wad file to work properly?

#

i hope it's a right channel for that question

unreal oyster
#

Depends on what the wad is really

#

Most of the time nowadays they also put the .deh patch inside the wad

#

Which ports like zdoom can load

#

But it'll vary from wad to wad

golden drum
#

@haughty flower if you're using the deh file to just name maps and change music, you could prolly just use a mapinfo

#

keep in mind that vanilla and chocolate doom can't load imbedded dehacked files tho

haughty flower
#

actually it just comes with the downloaded zip and i wasnt sure if i can delete it or not

#

im using gzdoom

golden drum
#

oh

#

is it an old wad

#

if it's new, you can probably just ignore it

haughty flower
#

i dont know. for example, one of the wads i got is the way id did

#

how do i know if the wad is new or old

golden drum
#

you can probably just ignore the deh file then

#

pretty sure the way id did is new enough that they'd put the file in the wad

#

anyway the worst that could happen is that the maps would be incorrectly named

haughty flower
#

the thing is, i wanted to rename those files so i can make it more clear in my gzdoom folder. pk3 files works fine but i wasnt sure about wads and those deh files were confusing

#

im kinda noob. i bought doom 1 and 2 recently but its really good

golden drum
#

one sec

#

yeah you can just rename it

haughty flower
#

cool

#

thanks for help. i guess i can just delete the deh. if it's necessary it will crash or something eventually

haughty flower
#

have rail shooters been done before in GZDoom?

prisma saddle
#

Probably.

light prism
#

its entirely possible

#

i havent seen one though

#

you'd just need to do some reverse projection to detect where shots would land

haughty flower
#

Guys, can you help me with with this? I just downloaded a mod called Resident Evil: Codename Hunk and it looks like this:

#

should i just run all those files at once?

lavish hollow
#

I guess so

#

Try it, then come back

livid hearth
#

Also run it with Brutal Doom

haughty flower
#

ok it works

inner zealot
#

How do you load mods? Out of curiosity.

#

By that I mean you, personally. I know how to load mods.

lavish hollow
#

I think he was just clicking and dragging

tender sorrel
#

heavy machinery

inner zealot
#

Looks good

#

Seems like there's a lot of empty space, though

#

also dat F_SKY

vocal crypt
#

Nice use of some textures for the right machine

haughty flower
#

Used the door texture on the back, quite interesting.

light prism
#

heh reminds me of when i was making that RTS dealy

#

i was building the 'buildings' in gzdb and exporting them to .obj

golden drum
#

I am depress

#

I want to be able to balance my maps for coop play, but I live in hick town with crappy internet and a bunch a friends who hate Doom

#

fuck me

#

:(

vivid rock
#

That sucks, dude

dry ore
#

why would anyone hate doom what's wrong with them

haughty flower
#

^

covert plover
#

is there a way to code a weapon being dropped onto the floor as pickup state after lowering it

#

like when you lower it it drops

golden drum
#

Idk bruh

covert plover
#

im trying to make like

golden drum
#

To be fair though one of them hates it, another refuses to try it, and the one that does like it is always busy with his religious stuff

covert plover
#

a tractor vehicle

#

oh

golden drum
#

Lol

covert plover
#

because my game is basically hick saves the world

#

so you gotta have a tractor

#

ford tractor to be specific lol

golden drum
#

Nice

covert plover
golden drum
#

Gay.png?

#

Gg

#

You should name one of the maps Doucetteville

covert plover
#

na na

#

the maps will be somewhat of a virtual exploration of groningen

#

groningen is a province in the netherlands and its the best province in the netherlands

haughty flower
#

the netherlands is still a bad country godverdomme

#

@covert plover you can takeinventory and make it spawn with SpawnItem btw

covert plover
#

:(

#

groningen supreme

#

friesland terrible

#

ost-friesland, drenthe and groningen best

haughty flower
#
    PISG A 1 A_Lower
    PISG A 1 A_TakeInventory("YourWeaponBlahBlah", 1)
    PISG A 1 A_SpawnItem("YourItemLol")
    stop```
#

not sure if this works but it should

#

actually don't do that

#

also, can't say i don't agree

#

you could always try stop instead of loop

#

but i'm unsure if that fucks up the sprites

#
    PISG A 1 A_TakeInventory("YourWeaponBlahBlah", 1)
    PISG A 1 A_SpawnItem("YourItemLol")
    PISG A 1 A_Jump("RealDeselect", 255)
    stop

RealDeselect:
    PISG A 1 A_Lower
    Loop```
#

this'd work

covert plover
#

let's take a looksie

knotty plaza
#

hi

covert plover
#

@haughty flower

#

I tried it out but it didn't drop the item i wanted it to

#

is there a way to make the item a different actor from the weapon it gives you

#

i have no idea how pastebin works i am a troglodyte

#

wait hang on i realised what i did wrong i think

#

no nevermind i haven't a clue

royal wave
#

@covert plover use three ` to denote code

#

```your code here```

#

your code here

light prism
#

theres no reason that uh

#
    PISG A 1 A_TakeInventory("YourWeaponBlahBlah", 1)
    PISG A 1 A_SpawnItem("YourItemLol")
    PISG A 1 A_Jump("RealDeselect", 255)
RealDeselect:
    PISG A 1 A_Lower
    Loop```
#

shouldnt work

#

rather than 'stop'ing the state, just have intentional fallthrough

#

if it's not spawning the item then, make sure the item is actually an item

tender sorrel
#

dressed for weather

haughty flower
#

But it's c l o u d y

timber bridge
#

cloudy means cold tho

light prism
#

that chicc is thicc

tender sorrel
#

i get that a lot

light prism
#

well her thighs are the width of her head

#

the body proportions are sorta half-chibi

flat storm
#

Is there any way to remove all of a given pickup from a map with ACS?

light prism
#

is it a custom pickup

#

if so, you can give it a static tid in its decorate via Thing_ChangeTid, then Thing_Remove(tid)

haughty flower
#

Could I get some help with sector_setportal?

#

I managed to almost get it working, but it seems to only be a one-way connection.

#

I tried a makeshift way of making an opposite connection, but it just makes gzdoom crash.

trim falcon
#

anyone know how to get an actor's angle

#

I don't want acs

#

only decorate

covert plover
#

@light prism right so dropping it works, i think the problem is that you instantly pick it back up after you drop it, is there a way to make it spawn a little behind the player as to not instantly pick it up?

light prism
#

@trim falcon - Literally the word 'angle'

#

@covert plover - what are you trying to do, exactly? btw dropping 'behind' the player is relative to their movement so wont really help if they're not moving forward

covert plover
#

trying to make it so you cant take the weapon with you

#

if you switch off of it it should drop

#

so if you run out of ammo

#

drops

#

or if you just switch off

light prism
#

why not just remove it outright

#

@haughty flower - it does require a two-way connection

#

@haughty flower - i dont have an example on-hand but you need a pair of lines each way, usually I have them seperated from anything else inside the sector

knotty plaza
#

hi

knotty plaza
knotty plaza
mental flint
#

guys

#

i need help

lavish hollow
#

yeah I bet you do

mental flint
#

ok

#

so

#

im making a doom 2 wad

#

editing in doom builder in doom in hexen format

#

i want two doors to open when the player walks in this room

#

so when the player steps in it triggers the door

#

how do i do that

light prism
#

Door_Open

#

tag both doors with the same tag

#

@mental flint

mental flint
#

@light prism sorry, can you elaborate on the door_open bit? i have both doors tagged the same

light prism
#

find the line you want to cross to open the doors, assign the line action "Door_Open" (i think its number #12), and point its 'tag' field to the tag you assigned to the door sectors

#

also make sure the line is checked with activation type 'player crosses line'

mental flint
#

thank you so much

light prism
#

same applies to pretty much any interaction

#

switches get 'player uses wall' etc etc

#

i highly recommend UDMF format over Doom in Hexen though

mental flint
#

why's that?

#

i've only been mapping for about a month

#

so am pretty new

light prism
#

it's just the most customizable

#

lets you do things you can't do in other modes

mental flint
#

alright

#

i'll finish this one wad in hexen then start working on udmf

#

will it take some getting used to?

light prism
#

nah, you can work the same as you do already, you'll just notice more options for lines and sectors and shit

#

like sectors can be assigned a light/fog color directly, rather than having to script them in

mental flint
#

oh fog?

light prism
#

also sectors can have multiple tags which is super useful

mental flint
#

didnt know that was a thing lol

#

the more you know

#

yea that sounds cool

#

idk what to put for secrets in this map

mental flint
#

alright im gonna go to bed

#

thanks for the help

elfin ruin
#

You could map in Hexen Format and use the converter to make it UDMF. Just need to retag everything.

light prism
#

that sounds horrible πŸ˜ƒ

flat storm
#

@light prism to answer your question from last night, its not a custom pickup. I just want to remove all the shotguns dropped by shotgun zombies after a certain point

light prism
#

oh ok

#

so they're like temporary pickups?

#

you could make a version of the shotgun which has a pickup that disappears after a given number of tics

#

then you'd need to make a version of the shotgunner that replaces shotgunners and which drops that item

#

but in doing this you'd also need to set up the new shotgun pickup to give you the regular shotgun (weapons are a bit funky, you can't use 'replaces')

#

zscript could probably handle just removing shotgun pickups

#

unfortunately i know no zscript

flat storm
#

probably too much work for what I wish to do

#

I can do without the shotgun guys most likely, no biggy

#

I'm surprised ACS is sans such a function call, though

light prism
#

you can only point to things with TIDS or which are the 'activator', or which are pointed to by another actors pointers, under acs

#

i guess in saying that, you could probably make a version where you only need to change the shotgunners death state, but also have him run a script that spawns his dropped shotgun and gives it a tid

#

then delay and remove it

knotty plaza
#

is there a way to make unlockable player classes?

past cradle
#

yea but it requires zscript

light prism
#

how do i maid grenaid

elfin ruin
#

What's the trick to making reflective surfaces reflect the player sprite? Or is that not possible?

light prism
#

uhhhh depends on your client

#

i believe gzdoom has a 'render player sprites' option under display somewhere

#

which makes player appear through looped portals and mirrored surfaces

elfin ruin
#

I'm using the latest GZDoom build.

#

But I think that answers my question.

#

Thank you.

flat storm
#

Found a solution. Make a decorate monster that's a copy of the shotgun guy which drops shells instead of shotguns

light prism
#

lol

flat storm
#

its a bit silly for the player to potentially have shells they can't ujse for the rest of the map but oh well

knotty peak
light prism
#

@flat storm - no, its silly if someone uses your mod with a map pack that expects the player to only ever pick up shotguns from shotgunners

#

and thus never gets a shotgun

flat storm
#

This is a self contained thing for a megawad map

knotty plaza
#

Dungeon DooM. Does it exist, or is the name free?

violet mountain
knotty plaza
#

meh

#

that's a shitty D3 mod

haughty flower
#

how is it shitty

#

i liked it

#

same

knotty plaza
#

I'm shit at doom modding, so could I ask if there's a way to make your weapon's name pop up below when selected?

lavish hollow
#

I believe there is, it's an option in the gzdoom settings

#

No idea how to enable it tho

mental flint
#

how do i make it so that monsters dont fight each other?

light prism
#

in what sense

#

through decorate, or a specific map, or what

#

and yes, weapon names pop up automatically below when you use the 'next/previous weapon' binds

forest wagon
#

Hey there folks, as someone who finally decided to have a proper crack at making a doom mod, I figured I should join your prestigious community.

#

What are rules of this chat? Is it cool to ask questions and share problems here?

unreal oyster
#

yeah, that's fine

forest wagon
#

Great. I'm creating the mod under very specific conditions, so I'll probably run into a few issues!

wooden carbon
#

Hey guys I made a small map and I would like you to play it! Please report any issues and be honest with what you think.

light prism
#

too many monster replacements

#

if youre gonna start me off facing those quick cyber imps you better give me a dang shotgun

#

theres not enough ammo available for the weapons you do get

knotty plaza
#

@Shotgun guy#2949 using gzdoom, the sky is just a missing texture

#

oh fuck he left

forest wagon
#

Hey folks, can anyone tell me how joining hubs together Strife style works? I only know how to end levels rather than do level states/connecting them in the way Strife does

light prism
#

once you have set up maps in a cluster, you can use Teleport_NewMap to switch between them

tender sorrel
light prism
#

hambugger

tender sorrel
#

πŸ”

light prism
#

no wonder she's so thicc

#

Tailor Girl: Feeder Edition

timber bridge
#

oof the weight gain mods are coming

tender sorrel
#

she has limit for it

timber bridge
#

the true fight is not against demons but overeating

forest wagon
#

Cheers @light prism

#

I'm guessing basically all of the info is just in the zdoom wiki?

#

I'll make an effort to read the wiki prior to asking questions from now on πŸ˜„

carmine badge
light prism
#

yeah

#

a lot of stuff is on the wiki

#

it does require you to understand how to navigate though

#

basically use the left side bar menu, its split into categories

forest wagon
#

Aye, I've been through a fair few shitty archive sites back in the day

#

It'll be fine, if slightly laborious πŸ˜„

light prism
#

its not gonna have ALL the answers, just most of the easy ones

#

like it describes in painstaking detail how to use sector_setportal but actually making it yourself is still painful

forest wagon
#

For sure, ill be trying it next week

elfin ruin