#classic-doom-maps-mods
1 messages Β· Page 77 of 1
kk
Pickup:
TNT1 A 0 A_JumpIfInventory("Boss1Thing",1,"Boss1")
TNT1 A 0 A_JumpIfInventory("Boss2Thing",1,"Boss2")
TNT1 A 0 A_JumpIfInventory("Boss3Thing",1,"Boss3")
TMT1 A 1
stop
Boss1:
TNT1 A 1 A_GiveInventory("BossPowers2",1)
TNT1 A 0 A_RailWait
stop
Boss2:
TNT1 A 1 A_GiveInventory("CyberPower2",1)
TNT1 A 0 A_RailWait
stop
Boss3:
TNT1 A 1 A_GiveInventory("SpiderPower2",1)
TNT1 A 0 A_RailWait
stop
is this good?
A_Railwait is a command that does absolutely nothing but for some reason custom inventory items that have jumps seem to need some sort of command thingy so its most best for the job
yeah
put one in pick up too
kk
Pickup:
TNT1 A 0 A_JumpIfInventory("Boss1Thing",1,"Boss1")
TNT1 A 0 A_JumpIfInventory("Boss2Thing",1,"Boss2")
TNT1 A 0 A_JumpIfInventory("Boss3Thing",1,"Boss3")
TNT1 A 0 A_RailWait
stop
Boss1:
TNT1 A 1 A_GiveInventory("BossPowers2",1)
TNT1 A 0 A_RailWait
stop
Boss2:
TNT1 A 1 A_GiveInventory("CyberPower2",1)
TNT1 A 0 A_RailWait
stop
Boss3:
TNT1 A 1 A_GiveInventory("SpiderPower2",1)
TNT1 A 0 A_RailWait
stop
this good?
alright now it picks up
but it doesn't give me the items
do I need to use the doomed number
I'll try using the doomed number instead
are the boss thing inventory items custom or normal inventory
custom
if they are only tokens for the check use normal inventory on them
kk
I had similiar issue once where the tokens werent working cause they were custominventory and thus didnt stick in the inventory
yeah
is there a way to increase the speed of monster projectiles?
Or is that something that's beyond the power of SLADE?
everything that isn't map geometry is an actor
yo guys how do i make glass windows?
Two minutes Randy and I will show you one of the examples.
ok thanks!
I will show you one of the examples I have available, and if you like it, I can show explain how.
Is that sort of window good enough for you?
You can see the light hitting the window there too.
@mental flint
sorry im talking about doom 2 lol
Ohhhh sorry!
Well, anyone else that wants windows, let me know. π
π
lol
Okay, so anyone who has experience with Doom 2, Randy needs windows!
I changed the health of the cyberdemon and mastermind to be 8000 and 6000 respectively
too much for an AK
so
just changed it to 5000 and 4000 respectively.
yet it's a One Health mod.
Cool. π
though I think my difficulties are just nintendo hard or something.
the last two at least.
Don't bother playing it with the vanilla maps lol
it's impossible.
Unless I'm underestimating people's skills
besides dat, I haven't gotten the stuff done for the other classes.
Once you study the AI though, you kinda know how to outplay them.
until you set the aggression to 1.0
then they keep firing at you
constantly
it gets annoying with hitscans
and with the playa having 1 health.....
I did a few things with classes, recreating the Destiny 1 Prison of Elders gamemode.
Haha, well, yeah, then you would have to think faster than them, time for adaption, to determine their next move, based on the individual AI for the NPC, etc. and 1 health, Excellent. π
Why not make a shield system, its quite possible. π
mostly becomes like a wild west shootout I guess
@haughty flower wouldn't that kinda defeat the purpose of having 1 health though
both you and the enemy has 1 health, sans Cyberdemon and Spider Mastermind
Well, kinda, it would leave some breathing room for an error, without having to place health packs, to avoid stacking or counting health.
Meaning, avoidance = survival when an error is made.
It teaches approach and condition to player v AI engagements.
eh
@shadow bone Is Tranquility intended to be a total conversion?
you can't pick up healthpacks
Very rewarding sense of fulfillment for the player, as opposed to "How the fuck did it? Nooo, fuck that, I quit".
Yes, and / or standalone
well hitscans are a major PITA
projectiles though very fast you can prob dodge.
meanwhile I'm trying to find a skin that looks... gangster ish
You could add an ability, that allows the player to gain a 25% shield? but the ability recharges via melee kills? π
Risk/reward.
the only thing that comes up in my mind is that protag dude from Blood
Maybe an ability that increases movement speed too, to make dodging easier.
Which Doom are you working with here?
the classic one
Oh I see.
we've been discussing different things
Yes.
lol
Yes we have.
hahaha
Nevermind! Yeah, for retro, go hardcore!!
Mostly veteran players play classic, so I'm sure they will welcome the challenge.
Here is a salvaged map I'd like any of you guys to try out and give me some feedback before I upload it to /idgames/. It was meant to be part of a mapset but I never completed the whole set. Map is MAP01, medium/medium-highish difficulty on UV. Please @ me so I can respond accordingly.
Original name was going to be Outpost 11
Which doom?
MAP01 is Doom 2
how do you set up variables?
well
ones like this
if(GeneratorOn = 1)
how do I set up the variable
and use it?
i assume we're talking about ACS? in which case you do something like this:
bool generatorOn = false;
script "Script Name" (void) {
if (generatorOn) {
// do whatever
}
}
if (generatorOn = 1) like you posted wouldn't work because = is the assignment operator so it'd always trigger
you can use == to check for equality
and also i'd suggest using true and false instead of 1 and 0 for boolean values like this one
obviously use 1 and 0 for numbers though
thx
@unreal oyster works. thank you.
now I'm trying to find a bullet sprite.
Make one? π
time for googling then
Can I post my Doom WADs here?
Or NSFW/NSFL WADs.
not safe for lemmings
Not safe for Wendigos.
Not sellable food labels
Um, okay...
was it really worth sharing one room
i mean sure its your first map
but maybe get used to mapping a bit more first
Ok
Theres nothing wrong with sharing anything you create, if your not breaking rules.
Opinions and criticism are important for learning too.
I welcome your half finished maps.
Keep up the work.
thank you
When I get internet on Wednesday, I will test out your map too. I'm using mobile phone data rn..
ok
Your welcome.
I should finish it, all those maps are waiting to be modded
Whats with the negativity?
You really want newcoming developers to shy away from supporting a community that you "want to flourish"?
It's his creation, he is free to create it has he desires.
He isn't bound to any terms from yourself, isn't expected to deliver a certain quality of product and isn't being paid for his time.
So why not appreciate the other person, and offer support if you want them to improve, rather than talk down to them?
I would expect more courtesy from a r/Doom community listed modder.
@light prism
ok i will
sorry that thats such a negative criticism
btw MasterOfGaming if you want your sky to appear like a parallax sky use the texture F_SKY1
ok thx
ash if this is more criticism of my criticism you might want to take it to a different channel
or better yet not say it at all π
Ha.
I'm thinking...
Your clearly a joke right? I mean, your name is "TheMisterCat".
I'm unsure of who is right or wrong, but the Cat is right: This will go offtopic, so I suggest you guys go into #172869448863055872
Did you really name yourself after the level you made named "CeilingCat"? All because it doesn't look like hes floating, given the issue with the zclip plane, but sure, I mean, lets imagine it was supposed to be a ceiling.
And its fine, it might need more rooms, I'm not arguing it doesn't.
I'm saying, there is a way to be helpful and suggestive.
Rather than having an expectation of someone who owes you jack all.
And I don't need to take it to off topic, its fine, I'm done after this comment, its 7am. π
lol
You know I made that over a decade ago, right
And my nickname was TheMisterCat well before that
somebody paid me $5 to change my nick to this
See how this critism of expectation isn't nice?
and I always come through on my promises
The difference is I'm not offended, and you're just assuming that MasterOfGaming was offended by my comments
Okay, really though, if were talking, make it brief, I have better things to do.
Huh? No, I never said he was offended.
Don't make assumptions.
also that judging me on a map I made ten years ago is a little different than judging someone who just posted a literally one room map
ok...... I'm thinking of making a maze. I just started now.
Is this a good starter? Are there any other stuff that I can improve
^ and there you go again..
guys stop arguing
that is better
Now that is insulting, and your using @craggy warren as some weapon?
yes, im putting him on ignore now
o jeez
Tss, lol.
ik i am
Get your flow going
just think of inventive ways for enemy placements and arena style combat areas
and where you want to block access with locked doors and such
are there any things I can improve to this
depends
on the left you've got freeform and on the right you've got orthagonal
mixing and matching is all good as long as it looks consistent
ok
but generally i would draw orthagonally on the grid for base-like areas and use freeform for outdoors/natural
there are no real rules though
This is better. Its all I was hoping, support for the community, not ridicule. Sheesh, I wasn't even asking it, I was just saying I expected better towards a new comer.
As a game developer and environmental artist, when I was learning, I dunno if I would be doing this job if it wasn't for a supportive community..
think about how you can split things up vertically too
ok thanks for the advice
and dont post one room wads bro
or i will tell you that you posted a wad that contains one room
and then get my opinion shat all over
ok
Its not an opinion, it would be a fact that someone has posted one room. Also, I'm sure the developer is aware they created one room, and it was listed as unfinished.
It's the attitude you used, where I found err with your comment.
Anyway, see ya all later.
Shame this guys so full of himself, he thought it "skilled" to post a Barack Obama face with a message just to tell you to create more rooms, a third time.
@light prism Where is the FSKY1 texture?
I'm using GZDoom Builder but I can't find it
F_SKY1
go to sector mode (S)
right click on the sector you want to change, or left click to select a range and THEN right click
(or shift drag)
ok
click the text box that has the ceiling texture name
and type F_SKY1
right under the ceiling texture shown
it will appear if you type it right
does it look like the above?
It looks better in game.
yes it does
in-game it will appear as a proper sky
oh ok
ket
Updating a mod i've did 7 years ago. Lot's of stuff has to be redone, like decorate and scripts, but at least sprites are looking cool so far =P
shit, anyone know an ACS decompiler?
there is one
however
dont expect to be able to easily understand the results of decompiling anything, from any language
honestly the better option is to understand the flow of what is happening and re-write it from scratch
fak
what are you trying to do
what are you trying to decompile that would help you with that?
i mean that is all basically decorate stuff
Looking at code and seeing how a wad did it
did... WHAT though
the scoring system.
The life system...eh...
I think I'm just being lazy because I don't know how to do one.
but that has nothing to do with ACS
health is stored as a property of actors in decorate
so is score
sure, yes
there is no reason to get ACS involved for that
you just have to identify the shooter/killer/picker-upper and give to that pointer
depending on circumstance
fucking hell, I was looking at a forum post from fuckin 2008
Jesus I can't think of anything...
jesus take the wheel
aw what the fuck
it's an unknown-
When was the score property added
ffs
augh
apparently it's an unknown property or some shit.
APROP_Score
dammit, acs actor properties
hmmm
augh fuck
wait
did I use the score property wrong
is that the score that adds up, or the # of score the player starts wit
Well I put Score ## for the monsters, so probably
you can give it directly to the pointer
the pointer being say the player?
the flow is
monster enters death state
check if target is player
if so, give scoreitem to target
-> rest of death state
the check is arbitrary really too since you could just give any killer score, its not like it will affect anything
yes
aight
of course this will result in say, you 90% kill a hell knight and then a caco takes him out, and you get nothing
oh hey, sculptris
Is the modeldef the only dec file i need to add info to in order to make a model appear in game?
I updated one properly, but the game is telling me it can't find the skin for the model
Even though i double checked and made sure the files and modeldef all say what they are supposed to
Model textures have to be in the models folder. It wonβt look for them anywhere else I think
They are
Thats what i can't figure out
I don't know if i am supposed to make sure there is info in the main decorate file to get the model to load up in game
@vocal crypt
I would just always reward the player with the score regardless of whether the player killed the enemy.
Also, you really shouldn't try to award score to a target that doesn't have a variable for the score, it's messy and in some cases, can cause issues.
It also makes the scoring inconsistent..
Then from there, if you want, you can refine it with check system that works properly, rather than some hack thats gonna throw a 'catch exception' when a variable is missing.
uh
actually you define the path for textures
and they can literally be anywhere in the pk3 as long as you point to them
nothing in the actors decorate relates to the model though, no
Well my problem is i have done it before with another model, so i know what to do
It's just it won't load up the texture in game
what format is the texture?
also is it an md2 or md3 model?
also does the model actually render as solid at all, or do you just not see it whatsoever
png
And it's an md3 model
I don't see the model at all
I hear the sound of it spawning in when i summon it
are you sure the scale isnt just massively off
and its really, REALLY tiny
or the other way and its so big you cant see any of the faces
here's something else to try
have one statically placed on the map through map editor
test map and tell me if there are any console errors
(summoning an actor does some things a lil differently than having it spawn on map init)
I have used it in the test map
Pardon my late answers, i keep losing track everyone on Discord i am trying to keep up with
I loaded up the model in a test map to see what scale and offset i needed to use
I then tried to use the same in game
Didn't work
I get this error message from the game
What's better Doombuilder 1 or 2?
GZ
Search DoomBuilderX if youβre looking for more classic maps
Otherwise, GZDoomBuilder-Bugfix
GZDB can build classic maps
Don't spread FUD
I don't know where everyone got this idea you can't make vanilla Doom stuff anymore just because it supports other advanced formats
Cali it's because they're too lazy to change formats in GZDB 
@cerulean frigate - well id have to say that file is either missing or in the wrong place or is the wrong format
like you've saved it in photoshop as a .PSD but with the extension .PNG
It's a png i assure you
I've double checked this stuff all over
Everything is where it is supposed to be, and the modeldef says exactly what it's supposed to
I did this with the other model too
And it loads up fine in game
Am i supposed to add something to the main decorate file for it to appear?
Because that error message made me think it's looking for a reference to that skin in the dec file
uhhh is the png in the same folder as the md3
oh it is
why is that png so big in comparison to the other
whats the resolution?
1024
Sure
map 02
Looking for tester for making mode(simple one)
Condition: can clear doom2 UV all maps, no matter of time
If you'd like to, PM me (:
Works to do: make review or feedback, testing, givin me ideas
Wad property: no monster modify/no map modify / no DECORATEs / needs sound-play
- way much better if you know at least little about memes.
augh
I can't seem to find the thing for actor giving another actor an item
Unless dropping them like a normal item is an idea
wait
A_GiveToTarget
nvm
at least I think nvm
oh fiddlesticks
it ain't givin the target the scoreitem when death
You have to find out which pointer is the player/killer and switch that to be the target
scratch that, it SHOULD be the player/killer by default
I know
]you are just giving ScoreItem?
yeah...
and how are you checking if he's got it or not?
it doesnt exist as an inventory item...
youll need a script to print APROP_Score from the player
an ACS one or a DECORATE one...?
its like health, youre not checking how many HealthBonus'es the player has, just the Health property
either will do
gotta go
fek
your map is ok
@surreal meteor
I didn't play the whole thing
also make map02 map 01
people may just give up and give low ratings on your mod if you don't mod map01
just saying
I will rate it 7/10
keep up the good work π
Snazzy.
i was wondering if its possible to use higher res weapon sprites in the zdoom engine
i made a pretty large gun sprite, and i was wondering if there was a way to scale it down
but still have it be the same size yknow
oi
you need to scale down the sprites in the TEXTURES lump
the scale factor for weapons actors appearing on the hud does absolutely nothing
I wasn't speaking about HUD graphics
Can someone explain the proper way to export an animation in an md3 file?
I have a model with a simple biped walk cycle that i tried to export and it doesn't seem to be working
Do MD3s export with the animation already baked in ?
so in my mod iβve got a system where you canβt pick up a weapon if you are already carrying one (thanks themistercat ur a lifesaver in this project) but it breaks if you drop a weapon because the dropped weapon doesnβt also check if youβre carrying anything. is there a way to remedy this?
not without making a custom drop system
@cerulean frigate - by default in blender it should export 256 frames i believe
Alright ty
nope 250
Yeah i managed to export it with an animation, but it was so big that it crashed what was used to import it
I made one with 288 frames
MMD3 crashed when trying to import it
And someone else tested it in Blender and said it would crash
I had to reduce it
Then it worked
oh you mean re-importing into blender after exporting?
I exported from a different editor and he couldn't get it to import into Blender without it crashing
I haven't gotten the plugin for importing to work on Blender
it may be the export method or the specific import plugin for blender
i have managed to import fine
you might just need to find a better version
however when you import an md3 you end up with a bunch of shape keys, static variations on the base mesh that make up each frame
you wont be able to make easy changes to the animation
I did manage to fix the problem though
The model exported without trouble
I'm going to wait for the other dev to load it up so he can tell me there are about 20 things wrong with it i need to fix
im going to wait for the heat death of the universe
I'll worry about that later
I keep seeing the sides of the head as adorable little arms
can i get some help about slade map editor
use gzdoom builder
there's your help
no but seriously most people use doom builder 2 or gzdoom builder
you'd have more luck searching the actual reddit or zdoom forums, or just googling it
i use slade map editor just becuase im too lazy to download something else
how can i use pk3 in that gzdoom builder
does GZDoom Builder not have a seperate tab for .pk3?
ill try just exporting the map wad from the pk3
gzdoom builder fixed the issue
uhh how do i exit visual mode
yes i know im a noob
works
What music files work on Classic Doom?
I think it's just midi
GZDoom as well?
No, you can use MP3's and whatever on modern source ports.
Can you change the song for a map in the middle of a map?
Yes i've seen it happen but its done rarely
thicc catgirl eh?
extremely
would you really want a catgirl for a maid
she would knock everything off your tables
and then rip up the curtains
but she'd purr on your lap and be very pettable

my lap will not support that level of thiccness
lol that blood looks ridiculous π¦
how to blender blood
slightly better with a background
I'd say simulate it, use metaballs or use some sort of stock footage, for the squidge.
my balls are not meta
My main issue with the blood is sorta how it just, appears, floats for a bit, and disappears.
yeah
i cant get it to behave
it should just be a litle spray and then i can spawn blood splatter actors
Am I correct in saying that SetLineSpecial does not work with UDMF maps?
ur doin it rong
hmm ill keep mucking it with it then
oh
it only works for lines with id's of course. i was hoping to replace a lines special with just its line number
duuuuh π
it might work with its activator too
like if you execute a script from a line and then refer setlinespecial with 0 it should refer that line
"might"
hmm. for udmf compat with drpg I need to replace line exits somehow, automatically. I think Im out of luck until gzdoom provides something like xlat for udmf
yeah rip compat lol
You can do that easily with ZScript which has proper map data access
not sure if my final renders of this arachnotron thing should be high res or closer to doom res
Welcome to Hell
yesssssssssssss
i can zscript the level exits to do my bidding
thanks gutawer! I didnt think to check out zscript until you mentioned it haha
one question though, in zscript.txt where the version is located. does that version prevent it from running on earlier versions of gzdoom?
no, how that works is that some features of the language are gated off to a specific ZScript version
at the top of your ZScript file, you should put version "3.2.5" or whatever your preferred version is
though imo you should enforce 3.2.5 due to security issues with lower versions
ahhh i see
yeah I'm already recommending 3.2.5 on github so having zscript to enforce would be even better
thanks
Added final room so now it can be completed.
@surreal meteor
The part with the crushers could use more indication as to where the ceiling hits. It makes it pretty hard to see where you can stand and where you cant. I'd suggest putting a different texture on the sidedefs the crushers slide down, or setting a different flat for the crusher sector floors
Thanks for the feedback! Do you think different sector brightness would work?
That would actually prolly be better, considering your gun would light up differently depending on where you're standing
actually if you want to do something weird with the lighting. maybe put a negative light in the crusher sectors and make them move up and down with the crushers like they're shadows
idk if it would work well though
but ye the music fits really well
@surreal meteor in the plasma rifle room, I'm guessing the intention is for the player to see the plasma rifle and fight the enemies, but it's pretty easy to miss. Also, you can actually set the ceiling above the crack in the floor to a constant brightness so that it doesn't light up with the floor, unless that was intentional.
it was intentional. I will put a light above the plasma rifle ig.
its a bit tight in places
especially when horde closets start opening
and ammo is scant
like, theres enough ammo, but only just
secrets are almost a must
also the exit doesnt work
heres the working edition
lets assume i won
im not playing all the way through again just so i can exit π
oh hey is this meant to be played with the dark lighting mode or the standard one?
i was playing on doom
same actually
Nice file name
@surreal meteor hmm what I might suggest doing is actually putting brightly lit conputers on the walls in the plasma gun section just to create some contrast without removing the dark theming
I haven't used the plasma gun in base doom in a while, but don't the projectiles give off light
in gzdoom yes
in gzdoom yes\
in gzdoom yes\
honestly i already submitted the map for a contest so its all done but im working on a new one rn
hey can you throw up giant turd wad id like to play it
its just some rooms man, theres no gameplay right now
nice head i think ill take it, nice head I think Ill take it, nice HEAD, I think ILL take it?
What you could so is disable jumping in the mapinfo entry
i feel like high rez shows too many imperfections
probably?
It looks weird to me, but probably because it isn't digitalized
sprite wise
what
'digitalized'
the entire thing is digital from point of conception to the image leaving your screen
do you guys know how to change a line from being impassable with an in game action without scripting??
nvm.
can i get some information about gameinfo.txt in gzdoom because i made using one using the help of zdoom wiki but it shows the deafult freedoom phase 2 instead of the name i want
Anybody know of any maps that use Teleport_NewMap? I'm debating on whether I should bother redirecting it as I've never seen it used.
How do you make a level end when your health is 10% or less like E1M8?
I believe it is sector based, but that's the extent of my knowledge.
@haughty flower - ever played Hexen? π
no, I have the wad though. i should really try it sometime
I swear, something looks off with the sprites
might be because it doesn't have the doom shading or something
it might be the angles
slightly off
i put 16 instead of 15
but also the shading and the fact that its wolf3d map
@haughty flower - welp Hexen does it for every map
its good if you want to create the illusion of a larger world
rather than having maps as 'stages' that you 'complete'
I see
whelp I just finished adding support for those exits because why not
i think thats all the exits now
Hey, does anyone here have experience with Doom 3 and shaders?
I've noticed that Doom 3 BFG has a renderprogs directory and not Doom 3.
I'm working in Doom 3 and I'm trying to add Half-Lambert but to do this I need access to a interaction.pixel and other files found in a renderprogs that normal Doom 3 doesn't seem to have.
So does anyone know what a solution to this could be?
that's starting to look a bit more like the DOOM shading
@surreal meteor is the red door broken or am I just missing something
@golden drum - i think he forgot to flag it as repeatable
@golden drum its just broken. its repeatable now and the tags and pegs are all correct.
it wont open
imo it just needs some texture variation
something weird happened to my doom mod for no reason, after i saved the pk3 file and decided to test it there was no double barreled shotgun (im playing on freedoom2), no rocket launcher and no 2 custom weapons that worked before and now dont. can someone explain what happend?
I bet it's Freedoom causing incompatabilities
it worked on freedoom2 before
but it started doing crazy stuff now even though i did not change anything than changing the texture definitions file
"Wyatts actual map for real this time part two"
first actual map from my brother.
what do yall think
lolwut
no weapons on the map?
oh hold on
in this meant to be played in brutal doom?
@surreal meteor
@golden drum it can be played in brutal but there should be a chaingun next to some armor to the right when you enter the 'base' and you can grab a shotgun from a zombie right around the corner
?
one sec
That explains alot
'cause I mean there are pro af doomers out there but pistol only against cyber imps and cyber barons is just crazy
kk will try
ty
@surreal meteor
A bit too dark at the beginning
The sectors that the switches are made from in the beginning have the wrong light values
The Lockers after the yellow key have weird sector heights
The music get's really annoying after a while. I'd consider using a less intense and heavy track, considering it's a long map
The difficulty curve spikes up suddenly going into the portal after getting bfg.
Just grabbing invuln and spamming bfg makes for meh gameplay, or GUT WRENCHINGLY DIFFICULT RIP AND TEAR YOUR BALLS OFF HARD if you run out of invulns
The whole thing with the teleporting on the pillars is AIDS,
not much detail in the hell section, same with a few other sections too.
Oh yeah one more thing. your brother went "a bit" overboard with the custom enemies. People who are good at doom can be expected to deal with hard levels, but that's because everyone knows how the enemies act, while in this there are wayy too many enemy types introduced to actually learn all of their attack behavious
@golden drum my brother said to adapt and overcome. but i specifically made the teleporting to be aids just for the hell of it
get it
also im going to go through the other sections and 'fix' the lack of detail
Y'all like the demon fashion show?
really better to keep custom monsters in their own wad
and have them as replacements
well not exactly but close
do you have a crafting system or what
sort of?
those threads turn into special items if you managed to gather enough of em
@surreal meteor Might I suggest a warning to not use ketchup/pb/bd? Cause once you hit the Hell area you end up with nuts style lag
Aside from that @golden drum pretty much nailed what issues I have from just getting to there
Well one last one I'd
Those chainpinkies? Tone back the damage or fire rate
Cause holy crap those things rip through your health something fierce if you don't abuse the platform for cover via mouse look or something
Mainly fire rate really. Cause give em any form of a chance and as I mentioned it's a good chunk of your HP just gone
Oh and that switch to re open the door to the hell portal? Make that reflipable if it shuts before you go through/door stays open
Cause it can catch out first timers who might see the room and decide to grab pickups only to be caught
I think i'mma make my caco's fire eye lasers instead of projectiles
like it targets you and charges up and fires a beam for a couple seconds
sorta like the hell razor guys in doom4
Make your cacos have to eat fireblu in order to shoot.
if there was one word i would use to describe bsp map geomtry, it would not be 'edible'
oh thats not a bad idea actually
have them be more powerful over lava or somethin'
plus that's easily checkable
ill look into it
@blazing root my brother fixed a few of the issues you said.
Does anyone here have practice with loading up 3d fpp weapons in gzdb?
I am trying to load one up I made so I can adjust the offsets
The modefdef and doomednum is all the way it's supposed to be
its actually reaaally annoying getting the alignment correct
youll want to find an existing weapon and look at how it is offset
As in load up another mod and compare?
yes
Have any good ones in mind?
no
if i was at home i could give you an example
you ARE talking about getting it to align on the players HUD properly, right?
what editor are you trying to open in
this doesnt make any sense
you cant use gzdoom builder to extract the model and see how its offset works
or to view anything from hud perspective
I'm able to load up other md3 models in it
Figured I would load up another one from a mod that already has the offsets adjusted right, and compare
you realise that hud models work differently to regular models right
regular models have their offset from origin 0,0,0 like a sprite does
hud models work differently
and you never render a hud model from gzdoombuilder
just the pickup
Not really lol
where he eyes
the red spots
You complained before because someone outlined enemies?
I have to say, I prefer without the outline.
My GH of DRPG if anyone's interested. Still lots of work to do so it wont pop up on the forum for a while yet. https://github.com/Sumwunn/DoomRPG
Good night everyone
aw shiet
apparently it's recommended to use a wacom or graphics tablet rip
er
the program TMC is using
i use a mouse
Oh
i have tried with a tablet, i prefer keyboard and mouse
for the hotkeys
tablet is ok for precision strokes and all but you can do that by zooming in anyway
of course
left click-drag when not aiming at any geometry and it will rotate
or middle mouse
...actually any button
hold down shift and any button and drag for panning
middle mouse scroll to zoom
Z locks to the nearest axis
huh
it autosaved
stuff
because it crashed
Is the alpha part because it's, well, in alpha, or is that just some fancy name
woop
crashed again
so that's why the copyright stops at 2015
how many faces?
i have had it crash but usually its when i accidentally make the structure concave
and even then its only sometimes
lmao looks like hes about to clap a niga
its called a-pose, its for rigging
means the shoulder has flexibility without distorting too much
the thing where his chest connects to his upper arm seems a bit weird
I'm not actually sure if the chest is supposed to connect to the upper arm ππ¦
feeling around right now and its more like the chest is connected to the shoulder which is connected to the upper arm
in urs it looks like he has a muscle between his upper arm and chest
well it is a wip
i do need to pinch around the shoulder
shoulders/armpits are hard to get right
pinch mode is great for shaping muscles though because it gives them a nice natural shape if you do it right
more worried about his face tbh, too busy
oh i see what you mean, thats because i pushed his chest up a lot to make it look more emaciated
oh I c
is it possible to use $random in sounds like dsplpain because i want to make my hurt sound have 3 variants and it does not work for me when i make it like this
can somebody enlighten me please
Gasp1.wav
gasping sounds from goldeneye when bond gets hurt
that definition is the nicename
or the 'logical name'
you need to define it as such
and youll need new $playeralias'es
er, $playersound
i think i got it wrong please forgive me for being an big noob in modding
now i have no hurt sound
Why .wav? Why not convert to .ogg and save some space?
hey my dude lemme help u out
$random player/feet { player/feet1 player/feet2 player/feet3 }
player/feet1 pfeet1
player/feet2 pfeet2
player/feet3 pfeet3```
this was yanked from metadoom
so what you'll wanna do is uh
$random player/pain { player/pain1 player/pain2 player/pain3 }
player/pain1 "sounds/gasp1.wav"
player/pain2 "sounds/gasp2.wav"
player/pain3 "sounds/gasp3.wav"```
however this assumes u r using a pk3 and not a wad
if you're using a wad then change it to:
player/pain2 gasp2
player/pain3 gasp3```
im using a pk3 thanks for help
So I'm helping a bunch of guys develop a mod, and need some advice
One: is having tons (19 to be exact) of custom enemies with random spawners a good idea?
No reason why it couldn't be. Comes down to whether you can properly balance against that.
The problem with random spawners is they lack the "intelligence" that comes from hand-placement.
Without proper planning, the player may end up facing the equivalent of a Baron or Mancubus with only a pistol
Lots of monster types also has the problem of being "kitchen sink" in regards to balance
Where each enemy isn't really that unique or important or whatever
Two: is it better to stick to vanilla balance, or to counter powerful monsters with powerful weapons?
I'd say that comes down to personal preference and what type of game you're going for.
If it's obviously doom-like, then most people will expect doom-like balancing
The less doom-like it is, the more you can play with different balacing styles
For questions like this it generally comes down to "it depends"
Β―_(γ)_/Β―
Nothing is better/worse, it's just how you approach it
Apparently the mod works fine in Zandronum but has issues like broken sprites and weapons not being replaced in GzDoom
What could be causing this?
The mod is being loaded alone
or zandronum.pk3
Question: does SlumpED cause compatibility problems?
Most of the team I'm in use Slade, but the project leader uses Slumped and for some reason I can't open the latest build in Slade; it causes an error.
chicken demon
looks more like a big chicken or duck
This is my current situation.
The Decorate file contains code for random spawners.
All the monster variants are placed into the directories.
The monsters can't be spawned by the spawners, or even by the console. What am I doing wrong?
who the heck still uses slumped in 2018?
Are you using #include properly?
the game doesn't know they exist unless the main DECORATE lump points to them
And you can't sublevel stuff like sprites
You have to put it in the right top-level namespaces: https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement
Also, use SLADE; SlumpEd is waaay out of date
He insists on using Slumped and says it's easier to use.
Even though it's already caused problems, several sound files got deleted after he open the file in Slade once
Also I never knew about #include, I'll look into it tomorrow
decorate\
β zombie.txt
...
sprites\
β zombie\
β zom1a0.png
...
DECORATE.txt
β #include "decorate\zombie.txt"```
This is what I'm talking about
Regarding namespaces
The data has to be properly separated
i wouldnt use slumped or slade really
just explorer
i would use slade for modifying sprite offsets and thats about it
using wad format is obsolete
Hey guys, how would you get a monsters decorate to call a specific sprite?
Elaborate, please
basically im trying to resprite the caco
and the new sprite will not show up in game
Well, it looks like the sprites are not in your wad file
Well, in a state you would use NAME (Letter) (Tic Number) (Whatever property you want to use). If you don't know what I'm talking about, look up a monster on the Zdoom wiki
Like a cacodemon or a zombieman
im on that page rn for the caco
one sec
so what would i type into the decorate for the sprite to show up instead of the cacodemons?
also sorry because i am a complete noob to this stuff
Did you change the sprite name?
If it's the same name it'll still use the cacodemon sprites
Alright, so I think it'd be something like this MEAT B 1 (Insert whatever property you want)
In the state
alright thanks man
so no
so now it shows up in doom builder but it shows as an error in game
heya, can someone help me with some decorate stuff? basically im trying to make a death animation for a npc that only triggers when its hit with a specific damagetype at a specific distance
Heres the .wad with the decorate and more sprites if that helps to look at
@surreal meteor Rename the MEATB sprite to MEATB0
that way you tell the game it doesnt have rotations
and uhh for your states instead of doing
SPAWN : MEAT B 1 and thats it do
Spawn: MEAT B 1 Loop
alright
and uhh the number at the end is the rotation, it goes from 1 to 8
also it does have rotations but i heard there is some way to get them to mirror?
alrigh
its super convenient
well now it just shows default caco again
huh
this is the new decorate btw
Actor WakoDemon : Cacodemon 16000
{
Health 100
Speed 24
States
{
SPAWN :
MEAT B 0 A_LOOK
Loop
}
}
do meat b 1
the number at the end in the decorate script is the tic count
so, 1 will show the sprite for 1 tic
35 tics per second
if you put 0 at the end of a sprite name it will tell the game to not do rotations for it
also, move map01, textmap, znodes and endmap to the top of the wad, Ive had issues in the past because maps were below everything else
sorry btw i am a huge noob with this stuff
np
R_InstallSprite: Sprite MEAT frame B is missing rotations
i get that error when i try to run in GZdoom
I havent tried other engines yet
thats because you have rotations 1 thru 5 only
I can run the game now but it sttill shows as caco
how to replace alert state too?
okie
and just see if it works then
now you can copy the other caco states from the zdoom wiki page and replace the sprites
https://zdoom.org/wiki/Classes:Cacodemon here you go
just copy the states only
alright thanks dude
it still wont stay the normal sprite
it changes back to caco once its actrivated
Actor WakoDemon : Cacodemon 16000
{
Health 100
Speed 24
States
{
SPAWN :
MEAT B 1 A_LOOK
Loop
SEE :
MEAT B 1 A_CHASE
Loop
}
}
thats the current decorate
Got it found out
So if i wanted the MEATP 1-3 to show as the pain animation how would i do that?
without giving it rotations?
MEATP0 MEATQ0 MEATR0
the number is a rotation, not a frame number
0 means 'no angle'
alright thanks man
S'gettodemon
italian cacodemon
It's an interesting Caco.
It does look like a hellish meat ball so you get alot of points for that.
But it looks so, happy for some reason.
I think this is a pic of the og model
yea it is
lmao thats what i thought
its a happy lil weirdo
Sculptris I presume?

