#classic-doom-maps-mods
1 messages Β· Page 75 of 1
I know you can do crazy stuff like that.
It's more of a personal thing.
"Can I create a convincing static sunset?"
https://i.imgur.com/iUp0zjJ.mp4 this is also a skybox viewpoint linked to player movement to create faux parallax
It's a cool effect.
@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
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
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

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.
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
stuff like Weapon.SlotNumber 5
can't launch the game because it doesnt exist now for some reason?
Make sure you didn't miss a bracket somewhere, that'll mess everything up
Execution could not continue.
Script error, "sid.wad:DECORATE" line 3:
'@property@weapon.ammotype' is an unknown actor property
yeah, it's likely you fucked up somewhere near the start
you can't paste like that bro
use pastebin.com
Please use pastebin or gists for long code samples
I see the problem
you didn't inherit from a base class
actor Mitrailleur replaces Chaingun
Should be like
actor Mitrailleur : Chaingun replaces Chaingun
because its not inherited from weapon
Yeah, the game looks at your code and is all like "pffft, this isn't a weapon you can't use this here"
Execution could not continue.
Script error, "sid.wad:DECORATE" line 29:
Expected ',', got 'Goto'.
still doesnt work >:c
oh
the line number is actually sometimes the one above it
yeah i already thought it looked weird but i assumed it was just supposed to be like that
in the error
π
USUALLY the error is the line above, because thats where the parser actually fails to parse
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
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)
Is reflective water a thing yet in GZDoom yet?
Probably not, you could probably fake it though.
I'd assume it'd be posible with some sort of sprite trickery.
oh?
You could probably get the effect to work if you make the floor of the dummy sector reflective
I think I've tried that before
the ceiling of the dummy sector you mean
You can invert that.
ill invert you
hmm
anyone need sound or music for a mod?
im a composer and sound engineer
looking for a project to do something on
can i hear ur shitz
https://drive.google.com/open?id=0B8S7hvvQOuSKUW9EYmRBcEZKTzg
https://drive.google.com/open?id=0B8S7hvvQOuSKeERpNjhTM2pwZzQ
https://drive.google.com/open?id=18MbjsidlY3soRjNZ_-JtciKdT3Wb7iQ2
https://drive.google.com/open?id=1dyIS6iv0gYARWQv6nL2iC8oPbfNYJWPS
nice tunes
wish I had something worth using it on
too early in devlopment really to be worth your time
oh damn
i was asleep
since you answered 7 hours after i asked
and now im at work
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
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
hahah ten years ago i was in elementary school.
the second one is pretty nice
I composed some stuff for a Swat 4 mod a while ago
https://youtu.be/8KosU3w3a3c
Music created by Brandon Alexander AKA Rangar. Track #1: Blood-Stained Suits Track #2: Their Justice Track #3: ???
Music created by Brandon Alexander AKA Rangar. Track #1: Blood-Stained Suits Track #2: Their Justice Track #3: ???
Yeah for sure, depending on what it is
its a 2d sidescroller where you're a cat.
hahah, neat. what kind of stuff would you be needing?
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
hmm, cool. i could definitely work some stuff out for that
you gonna be looking for MIDI or regular audio?
I almost wish I wasn't using Zelda's OST
And again, how works and how use BlockLinesIterator in zscript?
i think youll find most people here dont know zscript
Because most don't mod?
that too
if you want help with zscript go to official zdoom server (if youre not already banned)
There are need approving. And I wait approve ~ 2 weeks. Its dead, I think.
its probably not dead
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
Because I enter into zdoom discord server ~2 weeks ago, and still dont approved.
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
Quick question
Are puffs able to execute scripts?
Actually nm
my friend figured it out
everything can execute scripts
provided you put the acs_execute/variants in the right place
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.
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
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
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?
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
are there any other sectors joined to the door that have lower ceiling heights than the height you want it to open to?
why yes yes it was, thank you very much @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
yeah, i was lowering the ceiling to make the walls around it and that's the ceiling that was messing everything up, thanks again
i know some zscript
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
i was experimenting with shaders
result : intense pain
got em
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.
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.
Ya, looks like someone's already done it. https://forum.zdoom.org/viewtopic.php?f=37&t=35761
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
I need to get good at making doom wads in under a year and need help.... its for a personal deadline
Segment from #INTRODUCTIONS by LaBeouf, RΓΆnkkΓΆ & Turner http://labeoufronkkoturner.com (script by Joshua Parker) Full 30-minute version: https://vimeo.com/12...
Literally, that's it
"good" is relative
im jealous of other peoples wads
@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.
is it ok to start small? will i be able to do the small thing? it is worth it in the long run?
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.
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
It's perfectly fine to start small
Also, don't be jealous of other people's work. God doesn't like jealousy.
If you start big, you'll burn out
Most of the "big grand" modders have been doing it for 10-15 years or more
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.
Yeah. The biggest mistake every newb makes is "I wanna do a megawad" or "I wanna make the next Brutal Doom"
Just make a simple gameplay tweak, or a single short level. Make it the best you possibly can.
And build from there
I burned out though. But damn, it was nice.
i want to make something like shadow of the wool ball mixed with mega man x
See, that's way too ambitious
Dial it back
Take one small element of what you want to do
and try doing that first
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.
what is a good way to start and feel accomplished
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
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.
i need to write this down
and think of what im gonna do
Don't think about it too much, brah π
"im writing this down"
Just get doing
The more you think about starting, the more you won't get done
(hmmm, someone should quote me on that)
im coming up with ideas
im stuck at the moment
11:05 AM] Caligari87: The more you think about starting, the more you won't get done
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.
Sometimes you just gotta throw yourself at something a bunch of times before you get it.
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.
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?
How do you add an ACS lump in SLADE3?
depends on the context
is this global ACS you want to run on any map?
or is it map-specific
map specific
ah
its a single UDMF map for a doomworld megawad
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
yeah, MAP01 is the marker
compile your script, place compiled lump as BEHAVIOR in its current position
this is my first doom map since middle school some 10 years, I've never worked with UDMF
10 years ago*
you're in for a treat!!11111
whats so good about UDMF?
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
shit, so I can make textures scale to fit arbitrary sized surfaces now?
yeah
neato
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)
heehee, this sounds cool
are you using SLADE to map edit? or GZDB?
oh, I would suggest GZDB, but that's just personal preference, I havent messed with slade much
I used to use DoomBuilder years ago, but it acted weird when I tried to set it up
doombuilder specifically? or GZ Doom Builder?
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
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
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
you tried starting a blank map?
mmm odd, try the bugfixed edition
kk
gzdb is no doubt a lot more stable, db2 stopped updating years ago
oh you mean 'see' your map
like when you go to open
it doesnt show the map number to open?
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
yup, did that
and it still doesnt show?
says it can't find it using any game configuration
uhhhhh
doesnt even let me pick
can you send me the map in question
sure
can gzdoom still directly edit the BEHAVIOR lump?
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
and that has to be done externally? Last time I did this it was only vanilla engine stuff
merely saving the file will try to compile it
and either do so successfully or show a compiler error where it failed
it keeps giving me a compiler error but won't tell me what it is
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
yes
its interesting, if I do the simple "hello world" script from the ZDOOM wiki as a new script, it errors
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
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
I think I might need multiple scripts for what I want to do though. Unless the map can call specific functions within the script
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. π
using Sector_SetLink?
or multiple tags
(really, this is something you can do in vanilla with some trickery)
used multiple tags
actually, a single tag assigned to multiple sectors
then Floor_LowerByValue from ACS
ah yeah, thatll do the trick too
thanks for the all the help dude
npnp
im just randomly making rooms because i have no idea to make a good layout
combine these rooms together? 
i feel its needs more verticality
that's what she said
eh,i think verticality isn't too important honestly
what is important?
dunno, not really into mapping :B
lots and lots of soulspheres
as far as the eye can see
monster closets every 2 steps
a gajillion revenant
a serial room-door-room with no forks or deviations
backtracking all the time in complicated mazes
chaingunner in the skybox level distance
I unironically like using chaingunners in my DooM maps.
Die
in fact fuck texturing, ONLY doortrak
Nah dude, UAC box textures.
uac crate textures on non-orthagonal shapes
X3
have that eyesore blue and red flashing texture everywhere
You mean Fireb-
furbyblu
what would i put in a sndinfo file to implement a new sound for picking up medkits/stimpacks
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.
the what
How big are they?
I like.
^^^
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
The most current ones are in gzdoom.pk3
sup
You can give maps custom names in zdoom, right? How's that done? MAPINFO?
and thats a text lump that can be put anywhere in the wad, right?
There's no need for "cluster" parameter?
not unless youre dealing with clusters
I make models <3
why
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.
well I haven't needed anything other than basic shapes
That's why sculpting is so common in AAA garmes and films and um.
Books.
Yeah, those too.
well for quake 1 vibe you just add->mesh-.>cube, done
imagine if doom modding was like bethesda gamebryo engine game modding
'update 0.2 alpha updated doomguys eyebrow shader'
"Update 0.69 beta delta added more detail to the balogne texture"
doom modding like a bethesda game?
we'd have thousands upon thousands of dragon banging mods
cyberdemon hulk hogan skin
isn't skyrim the game with the most porn themed mods tho
if you counted all gamebryo engine games as one community, which they basically are
then probably
does anybody know how to make breakable glass in doom hexen format?
i mean, is there a way for players to see the glass?
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
goes in and out yeah
the game was released for free recently if you want to try it out
they're the primary attack your character has
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.
speaking of slade im having a bit of an issue with mine, anyone see this before ? I cant see any icons.
weird
yea, im not sure why its like this, it worked several days ago
I'm now wanting to make a Counter Strike paced MP mod.
Isn't there already like 3 of those
is that sarcasm?
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
Pretty sure they can still be played in mp
wait
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
I know him
@vagrant pebble this dude
Ayy
Download link: The game and their official mod's (Links on Moddb page) http://www.moddb.com/mods/counter-strike-doom-version-3-2013 Finalmente, luego de tant...
it was meh?
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
a good game mode would probably bring in some players
I mean it's counter strike
It'll probably have counter strike game modes and that's it
I do want more arcaedy bullet helley ish deathmatch modes.
fast paced action, you say @prisma saddle ?
counterstrike isnt really super fast paced action
I know
Yeah not really
It's more slow
@vocal crypt Pretty much, I want like, a really arcaedy one with like. low health and such.
so real life
oh, hatsu wants pengib
@light prism You're very right.
Counter strike is quite slow, the transition for me from half life to CSS was quite jarring in terms of speed and pacing
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'
oh
It's amazing how a pencil can pierce skin when moving fast enough.
its amazing how superman can't see through pencils
No that's green lantern
aren't they using graphite htough
The old one
Plot twist, pencils were never made using lead.
Duh
graphite me bro
Doesn't everyone know that
no
@vocal crypt The actual core has always been graphite.
my parents tell me not to stab myself because lead poisoning
Lol
and no, not the edgy wrist cutting type
Kids told me that in the second grade
anyway
Main reason why the whole pencil lead misconception happened was because at one point people thought graphite was a kinda lead.
game mode > trying to emulate all weapons and shit
Lets move this pencil convo to #172869448863055872
so make sure the mod is for all of the doom ones then
and not just ripped from CS
cyka blyat rush flag
the problem (minus the ripping) of this is that doom physics/hitbox stuff doesnt behave like source
eh...
I think I'm scraping for ideas
I always do with these things.
Maps, GMOD videos, etc.
I'd say just find something simple and stick with it
make wormsdoom
don't do that
@lavish hollow ParkourDoom
you'll just be gay if you do that
what if I want to be happy? π€
I do want to make a fast paced action mod, but then it'd just be Doom MP with custom weapons.
BattlefieldDoom
There's already like 3 COD dooms so don't
you confuse COD with Battlefield?
no
IDK
Maybe some players on giant towers
and try to kill Lost Souls before they get pushed off
invasion gameplay
gamemode*
Sniper Battle!
Multiplayer
You sit in a tower and snipe other players who are in towers
Also you can't move
@vocal crypt Make Hotline Miami DooM.
already done
^
Hotline UAC @prisma saddle
Oh.
@lavish hollow wouldn't the non-moving part make it less interesting?
twas a joke lol
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
@vocal crypt maybe like, a deathmatch mod but there's a bunch of bots in the level too, just to make it more intense.
I'm makin a weird "prototype" for the "kill souls or be pushed off" idea.
Ah, okay.
I wonder if I can have a foggy bottom
and I wonder how to not make the walls appear.
wat
you just want like a flat fog plane extending into black nothingness or something?
I'd prefer white. Buut I think what I'm asking is something that can't happen even with UDMF format.
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
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
yeah
I cant seem to fix this issue, are there any alternatives to slade I can use instead ?
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
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
Use gzdoom builder, it's better
ill check that out
have you tried uninstalling and reinstalling it?
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
was it working at some point?
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
odd
you dont remember making any major system changes
driver updates, new hardware
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
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
try uninstalling your existing copy
already did
computers are mysterious creatures
ill try that out, even if it doesnt work I appreciate the effort to assist
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 ?
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
Sweet, thanks alot
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...
Download link: http://www.moddb.com/mods/counter-strike-doom-martian-offensive-2017/ Mappack: Coming soon So, finally after almost 3 years of development (an...
everyone always does
Sarcasm or serious?
serious
i see this issue all the time
i still dont know though cos i have never made invasion maps heh
Mine is the fact it don't spawn even after setting the arguments up
@light prism wormsdoom invasion pls
It's mostly the weapons and health and ammo spawns
Medieval boxong ring
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
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
@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
actually it just comes with the downloaded zip and i wasnt sure if i can delete it or not
im using gzdoom
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
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
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
cool
thanks for help. i guess i can just delete the deh. if it's necessary it will crash or something eventually
have rail shooters been done before in GZDoom?
Probably.
its entirely possible
i havent seen one though
you'd just need to do some reverse projection to detect where shots would land
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?
Also run it with Brutal Doom
ok it works
How do you load mods? Out of curiosity.
By that I mean you, personally. I know how to load mods.
I think he was just clicking and dragging
Nice use of some textures for the right machine
Used the door texture on the back, quite interesting.
heh reminds me of when i was making that RTS dealy
i was building the 'buildings' in gzdb and exporting them to .obj
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
:(
That sucks, dude
why would anyone hate doom what's wrong with them
^
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
Idk bruh
im trying to make like
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
Lol
because my game is basically hick saves the world
so you gotta have a tractor
ford tractor to be specific lol
Nice
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
the netherlands is still a bad country godverdomme
@covert plover you can takeinventory and make it spawn with SpawnItem btw
:(
groningen supreme
friesland terrible
ost-friesland, drenthe and groningen best
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
let's take a looksie
hi
@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
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
But it's c l o u d y
cloudy means cold tho
that chicc is thicc
i get that a lot
Is there any way to remove all of a given pickup from a map with ACS?
is it a custom pickup
if so, you can give it a static tid in its decorate via Thing_ChangeTid, then Thing_Remove(tid)
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.
@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?
@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
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
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
hi
Probably isn't that difficult, and I'm just bad, but here you go.
yeah I bet you do
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 sorry, can you elaborate on the door_open bit? i have both doors tagged the same
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'
thank you so much
same applies to pretty much any interaction
switches get 'player uses wall' etc etc
i highly recommend UDMF format over Doom in Hexen though
alright
i'll finish this one wad in hexen then start working on udmf
will it take some getting used to?
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
oh fog?
also sectors can have multiple tags which is super useful
didnt know that was a thing lol
the more you know
yea that sounds cool
idk what to put for secrets in this map
You could map in Hexen Format and use the converter to make it UDMF. Just need to retag everything.
that sounds horrible π
@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
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
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
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
is there a way to make unlockable player classes?
yea but it requires zscript
how do i maid grenaid
What's the trick to making reflective surfaces reflect the player sprite? Or is that not possible?
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
I'm using the latest GZDoom build.
But I think that answers my question.
Thank you.
Found a solution. Make a decorate monster that's a copy of the shotgun guy which drops shells instead of shotguns
lol
its a bit silly for the player to potentially have shells they can't ujse for the rest of the map but oh well
https://www.youtube.com/watch?v=W8UWiTMIICU
https://www.youtube.com/c/MilesLowroad/live map n chill live bois
GPU: GeForce GTX 780 Ti CPU: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz Memory: 8 GB RAM (7.95 GB RAM usable) Current resolution: 1600 x 900, 60Hz Operating sy...
@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
This is a self contained thing for a megawad map
Dungeon DooM. Does it exist, or is the name free?
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?
I believe there is, it's an option in the gzdoom settings
No idea how to enable it tho
how do i make it so that monsters dont fight each other?
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
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?
yeah, that's fine
Great. I'm creating the mod under very specific conditions, so I'll probably run into a few issues!
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.
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
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
once you have set up maps in a cluster, you can use Teleport_NewMap to switch between them
hambugger
π
oof the weight gain mods are coming
the true fight is not against demons but overeating
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 π
the legendary return of the one and only blazing_dust comes with a preview of me playing through a halfway done map https://youtu.be/e6eKznypOGs forgive me for the crappy fps i had to reduce the video file size (it was like 2 gb lol)
i suck at mapping and at playing my own maps but enjoy
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
Aye, I've been through a fair few shitty archive sites back in the day
It'll be fine, if slightly laborious π
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
For sure, ill be trying it next week