#classic-doom-maps-mods

1 messages Β· Page 80 of 1

light prism
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heck a manhattan distance check should be enough

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i think now the main source of fps drop is the slope map itself heh

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im still getting over 30fps though

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to be fair this slopemap has twice as many sectors as my old one

light prism
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yeah i might try simple manhattan distance after work

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no squaring of anything

elfin ruin
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Would it be possible for a multi-hub level to share progress across online play by allowing players to move to different levels within the hub without jankly forcing the other players in the hub to go to the next map?

light prism
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i have thought about that, about the only thing i can imagine is a setup where you have individual servers hosting each map (and never changing) and instead of level_exit'ing you get transferred to that server

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which is pretty ridiculous sounding

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it would stil be preferable to the hexen method though πŸ˜›

elfin ruin
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I'm working on a different project at the moment, and I've always wanted to make a system like that for Hexen.

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Make it more of a retro dungeon crawler of sorts rather than a run and shoot/punch/bludgeon into janky load screens.

light prism
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unfortunately i think realistically you're limited to 'team instances'

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where everybody is one team and chooses to do a quest and it sends you to that specific 'instanced' map

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and for single player, limited open world/sandbox, where its 'fenced' open world and 'gates' to other areas

light prism
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one 16384 radius dynamic light, lulz

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cyberdemon and spider mastermind for scale reference

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that is roughly 2000 trees

timber bridge
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this is doom not serious sam

prisma saddle
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Wowie,

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So you managed to find a way to LOD meshes and instance them and such?

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Because that's pretty damn impressive.

light prism
timber bridge
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huh

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doomguy's battleground xd

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joking, that looks amazing

hexed sky
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skyrim with demons

light prism
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got two complete tree types with lod levels now

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even rendered directional sprites for the far distance ones

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next is to attempt an animated tree with lod levels

remote coral
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wowie

light prism
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ah damn

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model interpolation doesnt work with actors which use "####"

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@unreal oyster any alternative method I could use to reference the sprite name?

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i need model interpolation to make smooth tree windy animations in under 26 frames

jagged tundra
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@light prism if you want to have other people be able to run your mod then chill with the models for everything

light prism
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the whole point of this is to optimize so that you CAN use models for everything

jagged tundra
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most games don't use grass MODELS for grass

light prism
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those are simple crossed planes with a texture on them

jagged tundra
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they use randomly placed tri's with an alpha'd texture and animate that

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oh\

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well they achieve the effect so well i couldn't tell

light prism
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and they're animated

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and have a limited render distance

jagged tundra
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can i see a gif?

light prism
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i dont have one of that particular scene

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this is an earlier stress test

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for tree LOD levels

jagged tundra
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what are you running it on?

light prism
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i5 3.2ghz 16gb ddr3 geforce gt1050ti

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er gtx

jagged tundra
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jesus

prisma saddle
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Remember, Mister Cat is attempting to offset the technical load with file size.

jagged tundra
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yeah i don't think most people are gonna be running it on that

light prism
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well im sorry for all your friends with 386sx16's

jagged tundra
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yeah source engine does that automatically

light prism
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and trident s3 virge 4mb cards

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and 20mb hard drives

jagged tundra
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i think a 550ti is fine for most, it runs gta 5 just fine

light prism
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well i got this machine cheap on a christmas deal

jagged tundra
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wdym cheap

light prism
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i agree that nobody should pay thousands for a gfx card

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the whole thing was $600nz

jagged tundra
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christ

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i wouldn't drop that much

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nor would i call it cheap

prisma saddle
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Things tend to be a bit more expensive here in Kiwiland.

jagged tundra
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ah

prisma saddle
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But that's a damn good deal for a PC.

light prism
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my previous machine died and i was running off a laptop with a busted screen plugged into my monitor

jagged tundra
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australian dollars

light prism
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i didnt want to spend $200 and get some low tier system

jagged tundra
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i was about to say

prisma saddle
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No, New Zealand dollars.

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Not AUD.

jagged tundra
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pretty similar

prisma saddle
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The five cent difference can make a difference though.

jagged tundra
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this is what i thought you meant by 600$

light prism
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i would spend that much if it was worth it

jagged tundra
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i'd spend that much if it was a deal

jagged tundra
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if i was getting a $1200 card for 800 then i'd buy it

light prism
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you understand i mean i paid $600nz for the whole system, not just the card, right

jagged tundra
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yes

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when you mean planes

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when we were talking about the grass

light prism
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they are a few planes each

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so maybe 4-8 tri's

jagged tundra
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each blade of grass has a few planes or each grass bundle has a few planes

light prism
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the entire actor

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rather, the etnire actor is made up of several copies of the same crossed-plane (with a couple segments) each

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so its a 'grass cluster'

jagged tundra
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ah

light prism
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the image is an entire plant image

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like this

jagged tundra
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for LOD you can take a isometric still (or animated) image of the orignal an use that as a distance

light prism
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yes

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if you watched the video that is exactly what i did

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there are 2 model mesh levels and 2 sprite levels

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up close is 6k, then 2k

jagged tundra
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wait

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wdym by 6k

light prism
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6k tri's

jagged tundra
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on the grass?

light prism
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no trees

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grass is like 50tri's max

jagged tundra
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ok because you scared the shit out of me

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wait

light prism
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grass also only renders from 768 map units

jagged tundra
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wdym grass is 50 tris

light prism
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...

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imagine two square planes cross sectioned on eachother, like an X from above.

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now imagine they are split vertically a couple times

jagged tundra
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no i know how modelling works

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im in blender right now

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i mean

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what did you do to get 50 tris out of a plane?

light prism
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a single grass cluster actor might be 50-80 tri's each

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not sure of the exact amount

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its not a fucking single plane ffs

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each ACTOR is comprised of MANY cross sectioned planes

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in order to keep ACTOR count down

jagged tundra
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OH

light prism
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but each individual GRASS CROSS-SECTION is like 10tri's

jagged tundra
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ok because i thought you were referring to each mini grass cluster as having 80 tris

light prism
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it would be less polys but i wanted to split them vertically for 'swaying' animations

jagged tundra
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yeah

light prism
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grass atm has no sprite equivalents because they would be basically invisible at the scales given

jagged tundra
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ah

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like this^ with an alpha mask and a low centerpoint to minimize distortion?

prisma saddle
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It's probably just a standard plane with an alpha texture.

unreal oyster
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No alpha texture, GZDoom can't render those

prisma saddle
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Well, binary mask texture.

jagged tundra
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doom had alpha

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it was more of a technical trick though

prisma saddle
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No, it's a binary mask.

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Not really alpha.

jagged tundra
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what ice creamhatsu said

unreal oyster
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About the #### thing, no idea rn, I'll think on it

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And GZDoom has alpha textures with non-binary alpha, just not on models

jagged tundra
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what about a binary mask?

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on a model

prisma saddle
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It works on models and such.

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It just has to be binary.

jagged tundra
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cool

unreal oyster
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Though, you wanna minimise use of any alpha on this sort of model because of overdraw anyway

light prism
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its just a simple plane cross section with vertical subdivisions

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that curls over slightly

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many of my grasses are partially translucent actors, which helps draw away from their paper thin-ness

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@unreal oyster - i guess for animations im gonna have to stick to predefined sprite names then 😦

light prism
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@unreal oyster - ok, i made a version of LODActor that works off states instead of frame names, however is there any way for me to setstate with offset equivalent to how far through it is in the existing state?

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like from Close: TREE D to Medium: TRE1 D

unreal oyster
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My instinct tells me that's possible, but I'm not at home so I can't really tell you

light prism
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sadly the method also means i have to check that its not already in that state each iteration

unreal oyster
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That's fairly easy to do, there's an inStateSequence function

light prism
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that's what i mean, im using it

unreal oyster
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I'll look into the offsetting stuff when I get home

light prism
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just an extra check for every tree...

unreal oyster
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Oh k

light prism
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at least the animation works though πŸ˜›

light prism
light prism
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animated trees

prisma saddle
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Rad.

light prism
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@unreal oyster - i dont think offset jumping is possible under zscript, after reading up

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i do wonder if there's some alternate method i can use to make it run through A-Z seamlessly regardless of state though

light prism
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like if there is an alternate way to reference which frame should be played

light prism
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i think the closest I can do is only ever jump on the first frame of the state by doing ResolveState checks

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to ensure the looping animation doesnt get broken

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but I dunno because zscript

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(isnt very well documented)

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(cough)

hexed sky
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yes, offset jumping IS possible under zscript

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but only forward

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if you need to go backwards you have to jump to a label

half adder
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Does anyone know how to check the TID of an actor? I been looking around and just can't seem to figure it out.

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I'm trying to get the exact TID of a specific actor to check if the TID im trying to apply to it is even being applied but I can't figure out how to check

light prism
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@hexed sky how do?

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i only need to jump forward

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but it needs to match the previous state

hexed sky
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SetState(CurState+<your number here>)

light prism
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oh ok

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can be a variable?

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and is there any way to count how many frames into a state an actor is?

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i need more like SetState(NewState+OffsetFromCurState)

hexed sky
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hmm

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states have a DistanceTo function

light prism
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oh?

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my net at home is down so i cant research atm 😦

light prism
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can't find any documentation on DistanceTo

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oic

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native int DistanceTo(state other);

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but will calling DistanceTo(CurState) return frames before loopage

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or just 0

hexed sky
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let me check the source code

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CurState.DistanceTo(CurState) obviously is going to return 0

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note that a "state" is each of the "frames"

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the labels are "state labels"

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which indicate the start of a "state sequence"

light prism
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ahhh

haughty flower
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hi can anyone help me make a custome animated texture?

light prism
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whats wrong?

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this has examples at the bottom

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of how to define them in ANIMDEFS lump

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@@hexed sky so what exactly do I CALL with DistanceTo then? all I know is state labels

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dat fail mention

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like, what is the proper identifier of the state, just letters 'ABCDE'?

hexed sky
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no

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they don't have identifiers

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you can however use FindState() to get the first state at a label

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and then add some offset to the result

haughty flower
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hello, i would like to have help with something, im trying to make a pillar in doom rise and under it the floor will rise along with it revealing an enemy is this possible?

vernal topaz
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By default, most linedef actions only perform one action at a time. What you're describing sounds like two actions:

  1. To raise the ceiling (pillar) up to the surrounding ceiling
  2. Raise the floor up to the surrounding floor
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so if you have one linedef perform a "Raise ceiling to the lowest ceiling" and another linedef perform a "raise floor to highest floor" and tag it to the same sector tag

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it should work in boom or zdoom compatibility

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i don't think it will work in vanilla doom though, at the very basic level you can't have a floor and a ceiling move at the same time

muted wing
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Any good tutorials on portals?

haughty flower
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@vernal topaz thanks for the helpπŸ‘

haughty flower
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hey it's me again, im trying to get that pillar to lift (ceiling) with a walk over line but it's not working

vernal topaz
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oh im sorry, it looks like you have two sectors in there

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you're talking about the one of the left right?

haughty flower
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yea the red one

vernal topaz
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ok i think it's confusing the game because the inner sector wants to move up to the nearest ceiling, which is where the outer sector is

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so it doesnt move at all

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what you're going to want to do is merge the two sectors together into one

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you can do that by selecting both of them and pressing CTRL + SHIFT + J

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then give the sector the same sector tag

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the floor should be below the surrounding floor, and the ceiling should be low enough to cover the hole

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then you can have one linedef action move the ceiling up, and another linedef action move the floor up

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does that make sense?

haughty flower
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yea

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i'll try to set it up again i'll come back to you on that

vernal topaz
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if im guessing right, it looks like you intended the inner sector to be the hole where the monster is, and the outer sector to be the ceiling

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if thats the case, the game is interpreting the outer sector to be two separate sectors, and so the inner sector is trying to move up to the height of the outer sector, which is at the same height so it just stays there

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interpreting the ceiling part to be two separate sectors*

haughty flower
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alright i made it and the darn thing does not budge

vernal topaz
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hmm.. i dont know. it might depend on the kind of linedef action you are using

haughty flower
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can you join me in a vc? how busy are you

vernal topaz
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im at work i cant talk, sorry

haughty flower
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ah

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ok

vernal topaz
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when you started the map, what kind of map format did you use? Doom in Doom format?

haughty flower
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doom 2 format

vernal topaz
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what are you testing your map in?

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GZDoom?

haughty flower
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no

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just doom2

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just changed it to gzdoom format

vernal topaz
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i mean like what source port do you use to play your map in?

haughty flower
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gzdoom

vernal topaz
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ok

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ok, i would try and deconstruct this a little bit

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in the editor, I would move the ceiling up, and check to see if the floor is moving

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if you can get the floor to move up successfully

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then move the ceiling down to cover the floor, then see what happens when you trip both actions

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if you're running GZDoom in some sort of strict compatibility mode it might not work at all

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but its not on doom strict by default, you would have had to change it in the compatibility settings

haughty flower
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ok will do, im fiddeling with it a bit now, thanks for the help bud

vernal topaz
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no problem

haughty flower
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so i figured out what was wrong the whole time, i didn't select the floor panel it'self, only the walls around it, i did that and now it works like a charm

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πŸ˜ƒ

vernal topaz
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awesome!

haughty flower
haughty flower
light prism
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well that was annoying

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phone line was down for 3-4 days

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@hexed sky sorry, with DistanceTo.. if I tried to find the first state in a state label of a state sequence that loops, will it understand the loop and return the number of frames until it repeats?

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like if I had a state ABCDEFG and it was at E and I did DistanceTo the start of the sequence, would it return 2?

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dat optimization

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8fps drop down from like 30

hexed sky
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it wouldn't return 2, no

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doesn't account for loops or anything

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actually

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it would return -4

light prism
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ohhh thats okay then, i can abs that value and treat it as an offse

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t

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why don't my models respect MODELDEF's USEACTORPTICH

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they do in gzdb but not ingame

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do the actors need to be ISMONSTER'd to use their pitch field?

hexed sky
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nope

light prism
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hmmm

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oh another question, I have all my trees zscripted and set up with doomednums and all, but they don't show up in GZDB

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is this my issue or has anyone else been able to preview zscript objects

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oh

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Failed to apply MAPINFO DoomEdNum override "21000 = nature_tree_1": failed to find corresponding actor class...

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but they do exist...

light prism
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hrf can't figure it out

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I have the DoomEdNums listed in MAPINFO, and the zscript is #included properly, and they work in game, but gzdoombuilder doesn't find em

light prism
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the only thing i have found mentions using the Game property to set to Doom, but that doesn't work in zscript and I cant figure out which lump it goes in

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post suggests MAPINFO but the wiki page does not elaborate

light prism
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ohhh

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i neded to include gzdoom.pk3 as resource

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im a dumb dumb

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new grasses

prisma saddle
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Ooo, Grassy.

light prism
edgy glacier
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Im half way done with my map here it is if you guys want to give any suggestions or feedback on the map to help me improve it

light prism
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im halfway done with my ilfe

edgy glacier
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im sorry to hear that

light prism
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im at work or i would have a look

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ill have a play when i get home

edgy glacier
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got it hope work goes well

light prism
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pff

edgy glacier
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ohhh forgot to mention please let me know if there is any part of the map that does not work

light prism
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are you saying you havent checked it?

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i hope you dont expect me to play it if you dont even know that it works

edgy glacier
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no incase if i messed up anything so far cause i double checked it earlier and made sure it was fine but i said that for if i forgot something

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i played it several times it functions in case if you needed to know

edgy glacier
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i checked again and im sure it works

light prism
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going home very soon

edgy glacier
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ok

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since its not fully done it needs to be launched with doom builder or zdoom builder

light prism
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well uh

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i played it

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it feels very large and empty in places

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but good first attempt i guess

edgy glacier
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ill go try and fix that and make it more detailed and add some more demons

haughty flower
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HI, is there any tutorials out there on how to use MAPINFO, specifically how to make intermissions

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i want to make a intermission with custom text and music

edgy glacier
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im not sure let me research that and i will let you know what i find out

light prism
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you have read this?

edgy glacier
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just put brutal doom on my map and i m speechless

unborn mica
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so I've made a door require a key card but when I test the map and get the keycard the door only very slightly opens so small it looks like it barely moved I dont know what im doing wrong

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any help would be greatly appreciated

hexed sky
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what's the height of those two tiny holes next to the door

unborn mica
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its the same size of the door

hexed sky
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oh

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hm then it shouldn't happen

unborn mica
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im gonna try to delete them and see if it works

royal wave
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That probably is it. I think doors are expected to be single sectors with no forms of division between

light prism
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yeah, a door will only ever open to the closest height

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so if there is an adjacent sector at the same height as the closed door, it will barely open

light prism
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thats not to say you can't make a door that breaks kevan's description

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using tags or some joined control sector trickery

haughty flower
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hi, is there a way to set the damage of a floor to kill instantly or do an insane amount of damage?

vernal topaz
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not in original doom format

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but i know theres ways to do it in zdoom

haughty flower
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how is it done, i have it in zdoom format

vernal topaz
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I know it can be done, thats all I know lol

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sorry!

haughty flower
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ah

shadow bone
vernal topaz
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what are you working on?

haughty flower
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im making an endless pit

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i put the sky texture at the bottom of a giant crack in the ground

vernal topaz
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hehe cool

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so you just fall into the sky and die?

haughty flower
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yea

vernal topaz
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looks cool man!

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when did you start mapping?

hexed sky
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hmm, what was the special hexen used

haughty flower
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special hexen?

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i started mapping two or three days ago

hexed sky
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the sector special for instant death

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115, I think

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yeah, 115

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oh wait, it's a strife special

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I think hexen just had really REALLY long falls that would automatically kill you due to fall damage

timber bridge
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maybe have it so you teleport into a voodoo doll if you fall

haughty flower
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^how is that possible?

vernal topaz
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skeletron, for many years it was kind of the norm to say this, but it seems like its not quite the popular thing to do anymore:

hexed sky
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that's what evilution's map30 maze did

vernal topaz
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its best for new mappers to try and work with the limitations that exist within Doom, THEN supplement what you've learned with all the features of ZDoom and Hexen and all that

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The reason for that is because a lot of the people who are really experienced with Doom also know there are a ton of different Doom source ports and have been using the same ones for years

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and GZdoom mapsets are incompatble with those source ports

haughty flower
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i could just make the ground lava instead

vernal topaz
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which is ok if something like that doesn't matter to you, but by working within the limitations, you can be sure that your maps will reach the most diverse audiences

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yeah you could make it lava and have it melt you to death, and maybe add a lift, stairs, or a teleport so the player can get out

haughty flower
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what's the policy of putting copywrited mp3 files into my game and putting it out there on the internet? i mean im not making money off of it

vernal topaz
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I think you can technically do it, but if you wanted to upload it to the /idgames database, which is where most people go to download wads, they likely won't take it.

haughty flower
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thanks to everyone

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for helping out πŸ˜ƒ

vernal topaz
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yo i need help

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ive got some doom 2 maps set for release in 5 days

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and im looking for some doomers to play them

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short maps, kinda easy

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thats all i need, really i just need a few people to play them and say what they think

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so if you have doom 2 and you can write a few sentences then you are fully qualified

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you can use saves, weapon mods, cheat codes, any source port idc

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will i pay you? definitely not, but you'll get to be in the credits

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that's all ya gotta do; play them and say what you think.

limpid iron
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@vernal topaz will the maps be in a pk3 file?

vernal topaz
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they will be in wad format

limpid iron
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Ahh ok.

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I'll try them out

vernal topaz
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ok cool πŸ˜ƒ

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I'm compiling them sometime tonight

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ill get to you later today

limpid iron
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Alright.

surreal meteor
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@40oz#0852 let everyone know where to get them and where to leave feedback. looking forward to trying them out

light prism
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@vernal topaz

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i got a day off

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link me

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is this the snow/ice maps?

haughty flower
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hi, could anyone tell me how i could go about making animated textures in doom

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i tried before... i didn't work out

light prism
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pic MYBUTT1 tics 5
pic MYBUTT2 tics 5
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or you can reference the first frame in the list as the base

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texture MYBUTT1

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but you'd still need to reference it in the pics list with a tics value

haughty flower
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im a little confused, so go in SLADE and name an entry ANIMDEFS then i put
texture <name>

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then pic <name1> <duration x>???

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flat x_001
pic 1 tics 5
pic 2 tics 5
pic 3 tics 5
pic 4 tics 5

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this is the example it gave in the wiki page

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is this right?

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i just tried it nothing is showing up in doom builder

light prism
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no

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is not right

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you have used pic C for every frame, but C does not exist, only C1 through C9

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so

#
pic C1 tics 3
pic C2 tics 3
etc...```
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youve put a space between C and the number for no good reason

haughty flower
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lol i just fixed that before you typed it

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im suing slade to edit this btw

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i want it to be compatable with hexin

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i fixed that and it's still not appearing in the game

light prism
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did you make it texture C1?

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oh change PP_START/END to TX_START/END

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they're not patches, they're textures

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unless you want to define the textures in a TEXTURES lump

haughty flower
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IT WORKS!

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is there anyway to do this with a sky now?

light prism
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the same way

haughty flower
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also THANKS SO MUCH!

light prism
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as long as you have the sky texture defined to be the sky for your map using MAPINFO

#
{
sky1 = "MySkyTex", 0
}```
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in case you didnt know

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the , 0 after the texture name is for rotation speed

#

and there is sky1 and sky2 for hexen compatibility, where there are two different layers that can move at different speeds

haughty flower
#

thank you so much

#

πŸ‘

light prism
#

JUST DOING MY JOB CITIZEN

haughty flower
#

so to make a sky i took a video from youtube with thunder, then i converted it to mp3, the to a gif, now im splitting the gif

#

alot of work for a sky but it's worth it

light prism
#

you're crazy

#

i imagine that has some compression artifacts and palettized loss too

haughty flower
#

lol

haughty flower
#

what is the dimensions of the picture of the sky in doom?

#

or does that even matter?

#

i tired the gif, the game froze so im trying to get a single texture to be a sky texture but i don't know how, it's just a flat texture in doom

light prism
languid crypt
#

Does anyone know how to make quests or missions like how they have in strife? Like, based in dialogue, etc

light prism
#

ive never done it like strife did but i did make a quest system in ACS

languid crypt
#

Really?

#

That's pre cool

light prism
#

sure, it was a generalized system that worked off some basic parameters, type and tid basically

#

like 'go to' 'waypoint tid' or 'get' 'item tid' or 'kill' 'actor tid'

languid crypt
#

Yeah I need something like that

light prism
#

of course it gets more complex if you have multiple maps

languid crypt
#

I can only imagine. I'm very new to gzdoom but I'm trying to figure out how to use some strife stuff to make some new uniqueish stuff

light prism
#

omg archer season 9

languid crypt
#

...?

light prism
#

heh nvm πŸ˜›

languid crypt
#

Did I say something similar to archer?

light prism
#

no i just noticed season 1 episode 1 is out

#

er season 9

languid crypt
#

Oh I see

light prism
#

strife is the only stuff ive never really messed with

#

i made my own conversation system instead too heh

languid crypt
#

Wowzers

#

Any tips for someone who can't code anything worth shit?

light prism
#

start small and work your way up

#

there are plenty of tutorials on the wiki

haughty flower
#

HI, still a problem with the sky texture it flat when i put a texture in there

vernal topaz
#

if you're using the wall texture that looks like a sky background, that doesn't do anything

#

only the sky flat (floor/ceiling texture) makes the sky appear

#

so whereever the flat F_SKY1 is used where you would normally see a floor/ceiling, it will just draw the sky background on top of it

#

giving the illusion of the sky

#

if you create two sectors, both with F_SKY1 used on the ceiling

#

and one of the two sectors' ceiling is lower than the other

#

the sky will also apply the the upper textures of the lower ceiling

#

If you open DOOM.WAD and look at E1M1 and go to the outside area, you can see how the map has some lower ceilings to make the outdoors look more realistic

#

and not just a hole in the roof

haughty flower
#

im confused and that didn't help me... i want a sky effect like F_SKY1 not just a flat with a sky texture on it i don't know what i need to program that in

#

is it considered a flat, do i need a special code to put in SALDE3?

#

^^^^this the texture is flat and repeated, instead of the F_SKY1 effect that makes a hole

red peak
#

Set all the walls to have no textures

#

Set the ceiling texture to F_SKY1

#

Open the map file in Slade

#

Import your texture

haughty flower
red peak
#

Rename it to SKY1

haughty flower
#

o ok i see

#

i will try that

vernal topaz
#

In doom, the image for the sky texture background is named RSKY1 in the Doom 2 wad file

#

so by renaming your sky to RSKY1, it will replace the sky with that lightning image

#

then use the F_SKY1 flat on the ceiling, and your sky will appear

#

You can't put F_SKY1 on the walls, so what you have to do is create a sector bordering your floor where the walls would normally be

#

use F_SKY1 on the ceiling for the border

#

then lower the ceiling one map unit above the floor

#

the sky will appear on the upper part of the wall no matter what texture is used, because skies always appear on the upper textures of sectors that use the F_SKY1 flat

haughty flower
#

ok so i renamed the texture to RSKY1 and it STILL is appearing like a flat textured image

#

hold on let me do something

vernal topaz
#

do you get what i'm saying? When you apply the texture RSKY1 to anything, it will appear as a wall texture, like wallpaper or a poster of the sky

#

you have to use the F_SKY1 flat for it to give the sky effect

haughty flower
#

i think i understand now

#

yea i got it, i was putting the actual texture in there

#

instead of F SKY1

#

IT WORKS!

#

πŸ‘

#

thank you

#

now to get this baby animated

#

this would make an epic sky texture

#

just a little bit of editing

vernal topaz
#

you can make it work if you strip the individual frames from the gif image

#

what's concerning to me about that gif, is that it doesn't "loop" correctly, meaning the clouds appear to be flowing to the right, but when it gets to the end of the animation, the clouds will instantly shift back to the left and start flowing to the right again

#

its gonna take a lot of work to get the clouds to flow naturally into the start of the animation

haughty flower
#

i'll see what i can do with it

#

i have a frame splitter program

vernal topaz
#

if you use it as is, it wont look like real clouds, it will look like a broken video of clouds flashing where the sky will be

#

know what I mean?

haughty flower
#

yea

light prism
#

youd be better off photoshoopin' up a single cloud layer and a sky background

#

and then doing the MAPINFO sky1 & sky2 thing

blissful knoll
#

You can try just simply subtly reversing the gif middway through to negate making a loop

light prism
#

haha

#

subtle reverse

#

its a fuckin sky

#

how is the wind changing direction 180 degrees subtle

light prism
#

admittedly a badly looped gif sky would go well on a 'glitch' themed map

haughty flower
#

im not making a sky gif, i scrapped that idea but thanks for the help

#

i managed to make two working animated textures

light prism
#

wait you were trying to use an actual .GIF file as a texture?

#

no wonder the game froze

haughty flower
#

πŸ˜‚

light prism
#

im at work

haughty flower
#

K

haughty flower
#

any good tutorials on making your own monster npc?

light prism
#

what do you want him to do

#

you mean just a regular monster?

haughty flower
#

yea he runs fast and just hits you

haughty flower
light prism
#

nice

haughty flower
#

not the big tv static but the monster

light prism
#

you can use the fuzzy rendermode to make them more like the original spectre

#

im about to go home

haughty flower
#

im trying to make the creature from scratch

#

is what i meant to say

light prism
#

well then look at the existing code and see how it works

#

its not super tough

#
{
    PropertyName Value
    +FLAG

    States
    {
        StateName:
        FRAM A 1 A_ActionGoesHere(Parameters)
        loop
    }
}
light prism
#

oh shit i almost forgot about this

haughty flower
#

so how would i go about finding noises from other monsters and taking those sound files and putting putting that as my monster

#

i looked for pinky demon noises and i don't know how to find it in slade 3

#

nvm, i just downloaded someone's wad on a website and it has what i need

shadow bone
#

@haughty flower If you do that, make sure you provide credit and follow the original authors terms of use!

#

The community frowns on "stealing"

#

Also, the ZDoom wiki has everything you need if you use the search bar. SNDINFO is how you define new sounds, and has links to all the original sound definitions.

haughty flower
#

i'll try that and get the sounds from the original game

shadow bone
#

You don't need to copy them

#

Just reference their definition

#

This is the gzdoom.pk3 sound definition for the pinkie demon: ```// Demon

demon/sight dssgtsit
demon/active dsdmact
demon/pain dsdmpain
demon/melee dssgtatk
demon/death dssgtdth
$limit demon/melee 4```

haughty flower
#

πŸ‘

shadow bone
#

So if you want your monster to play the pinkie demon's active sound, you just use something like A_PlaySound("demon/active") and it automatically references the original doom sound file in your IWAD

haughty flower
#

thanks that helps

shadow bone
#

It actually works for pretty much anything from the base game

#

So if you need to use a sprite, texture, sound, etc, you just reference it by name (or definition) in your mod. that way you don't have to copy stuff.

haughty flower
#

ok so i have my sounds defined how should i name my sprites anything specific ? or can i just name my f1 f2 f3?

#

im coding the sprites in now

shadow bone
#

The Wiki has a page on proper sprite naming

#

You do need to make sure your names meet a certain format

haughty flower
#

ok so i have everything coded in and all my sprites now i keep getting an error when i go to run my monster in the game

#

script error line 23
sprite names must be exactl 4 characters

#

Actor tvghost 100000000
{
SpawnID 5
Obituary "%o i can see you."
Health 20
Radius 20
Height 56
Mass 100
Speed 10
PainChance 200
Meleedamage 10
SeeSound "demon/sight"
AttackSound "tvghost/attack"
PainSound "tvghost/attack"
DeathSound "tvghost/attack"
ActiveSound "demon/active"
//MeleeSound "tvghost/attack"
DropItem "Clip" 256
Monster
+FLOORCLIP
States
{
Spawn
POSS BC 10 A_Look
Loop
See:
POSS aabc 4 A_Chase
loop
Melee:
poss D 0 A_Playsound ("STATICTV")
poss E 8 A_FaceTarget
poss F 8 A_MeleeAttack
pain:
POSS g 3
POSS ghgh 3 A_Pain
goto See
XDeath:
POSS g 2
POSS ghghgh 2 A_XScream
poss ghghgh 3 A_NoBlocking
POSS IJKL 5
POSS M -1
stop
}
}

unreal oyster
#

you forgot a colon after Spawn

#

should be Spawn:

haughty flower
#

Script error, "experientation1.wad:DECORATE" line 3:
SC_GetNumber: Bad numeric constant ":".

#

wait i got it i think

#

ok now the doomed numbers are not in range

#

what is a good number to put in line one?

unreal oyster
#

anything lower than 32768

haughty flower
#

ok so i got the game to not crash but my monster just appears as a exclamation mark

unreal oyster
#

generally exclamation marks come with an error in the console

#

so you might need to open the console to see the problem

haughty flower
#

console?

shadow bone
#

The developer console. Prese the tilde/accent key for it

#

`

haughty flower
#

slade 3?

unreal oyster
#

no, in gzdoom

#

if there are no errors, you might need to type developer 2 into the console and then reboot the game

#
Skulltag also uses this icon for a "medal" for getting killed 5 times without fragging anyone else with the phrase "You Fail it", which is now a common phrase used in the Doom community.```
`which is now a common phrase used in the Doom community.`
hah, that's more than a bit outdated considering i've never seen anybody say "You Fail It" in this community
haughty flower
#

i think i need to work on the sprites a bit

light prism
#

the wiki has a lot of outdated skulltag references

#

some technical stuff that still applies to Zandronum is labelled as Skulltag

haughty flower
#

is there a faster way of renaming all the sprites

#

???

light prism
#

there are programs that can do batch renaming but setting it up would take just as long really

#

if youre doing it from windows explorer its alt-f-m

#

is the quickest way to get to renaming

#

actually sorry no F2 is quicker

#

and i think F2 works inside slade too

haughty flower
#

there has to be a faster way to name files

#

im going crazy

#

and i keep messing up

light prism
#

how many files are we talking about here

haughty flower
#

like 20

light prism
#

...

#

dont be a pansy

haughty flower
#

can somone explain sprite mirroring to me it's confusing

light prism
#

see the diagram here

#

1 is front, 5 is back

#

so you can see 2 and 8 to the sides of 1

#

meaning that they can be mirrored to eachother

#

so your sprite name would be BUTTA2A8

#

A3A7, A4A6 etc

haughty flower
#

πŸ‘

#

also i figured out why i got the exclamation mark, i put POSS instead of referencing the actual sprite by typing TVGH

#

or at least i think that's the problem

#

i know it's a problem

light prism
#

its POSSible

haughty flower
#

lol

haughty flower
#

Actor tvghost 3110
{
SpawnID 5
Obituary "%o i can see you."
Health 20
Radius 20
Height 56
Mass 100
Speed 10
PainChance 200
Meleedamage 10
SeeSound "demon/sight"
AttackSound "tvghost/attack"
PainSound "tvghost/attack"
DeathSound "tvghost/attack"
ActiveSound "demon/active"
//MeleeSound "tvghost/attack"
DropItem "Clip" 256
Monster
+FLOORCLIP
States
{
Spawn:
TVGH AB 10 A_Look
Loop
See:
TVGH AABC 4 A_Chase
loop
Melee:
TVGH E 0 A_Playsound ("STATICTV")
TVGH F 8 A_FaceTarget
TVGH G 8 A_MeleeAttack
pain:
TVGH H 3
TVGH H 3 A_Pain
goto See
XDeath:
TVGH H 2
TVGH HIHI 2 A_XScream
TVGH HIHI 3 A_NoBlocking
TVGH HIJKLM 5
TVGH N -1
stop
}
}

#

so i just finished all my sprites and done everything in DECORATE but it's just showing up as an exclamation mark when i put the monster in the game

#

the error in the console says truncation of floating point value

light prism
#

that error doesnt matter so much

#

it just means a floating point value got truncated

#

and i dont even see any of those in your code

#

but you did miss a comma between the DropItem item and its chance

#

it goes Dropitem "ItemName", 256

haughty flower
#

ok so apparently i got it in the game, it can kill me and everything lol

#

but it's invisible

#

???

light prism
#

you probably need to apply offsets to the sprites

#

without offsets it treats the upper lefthand corner of the sprite as its origin point

#

this is in a wad in slade?

haughty flower
#

yes

light prism
#

box select all your sprites

#

the righthand preview window should change to some buttons, one of which is 'modify offsets'

#

set them to Monster

#

save and test

haughty flower
#

IT'S WORKING!

#

he doesn't seem to take damage or die though i'm sure that's an easy fix

light prism
#

oh, he should

#

he has the Monster flag combo, which makes him solid, +ISMONSTER, and +SHOOTABLE

#

and he has radius and height

haughty flower
#

yea he isn't dying ...

light prism
#

oh

#

he doesnt have a death state lol

#

XDeath is extreme death which they only enter if they have a certain negative value of health

#

for now you can bypass that by putting 'Death:' on the line above 'XDeath:'

#

and allowing it to 'fall through' into that state

#

i was sure that not having a death state wouldnt prevent things from just disappearing when they ran out of health though

#

let me know if that works

haughty flower
#

IT WORKED!

light prism
#

cool, weird though

haughty flower
#

wana test the map out with the monster?

light prism
#

sure

#

i have to do a drug deal in about 10 mins though

haughty flower
#

...

#

wut

light prism
#

im buying weed

#

not selling it sheesh

#

im not a criminal

haughty flower
#

lol

#

i put it in showroom

#

it's uploading

#

it's done

light prism
#

you could use Renderstyle Fuzzy to make him have the same effect as the spectre, but you'd lose your TV-style fuzz lines

#

however it would allow the effect to be independant of frame lengths

haughty flower
#

i think i will do that

#

it'll be faster than manually adding tv static to each frame

light prism
#

i wonder if a shader could give a more tv-like static effect

haughty flower
#

im manually putting in the textures i think it will come out better that way

true lion
#

In decorate, is there a way to perform a jump by checking the exact number of an inventory item?

#

Need a weapon's ready state to change based on the amount of shells loaded.

light prism
#

A_JumpIfInventory?

#

i know that jumps if at least amount is there, but that just means you perform the checks in reverse

#

so start with 'at least the most' and end with 'at least 1'

true lion
#

It checks to see if "SGReload" is in the inventroy, which starts at 0, and resets every time the weapon is fired. Whenever altrife is used, it loads another shell in.

#

Ready:
SGIA A 0 A_JumpIfInventory("SGReload", 3, "Ready4")
SGIB A 0 A_JumpIfInventory("SGReload", 2, "Ready3")
SGIC A 0 A_JumpIfInventory("SGReload", 1, "Ready2")
SGIA A 1 A_WeaponReady
Loop

#

Unfortunately, it doesn't work past the second shell. The readout on the weapon goes from 1 to 2, then stays at 2

light prism
#

are you sure theres not something else preventing it, like the Ready4 state not having the right sprite, or SGReload having a maxinventory of 2

#

or having its values handled incorrectly somewhere

true lion
#

It references the correct sprites.

#

If an inventory item doesnt have a maximum defined, does that mean infinite, or 1?

light prism
#

not sure, you might as well add one anyway

true lion
#

Going to give that a shot

#

Yep, that was the issue

#

Groovy, thanks for the help

light prism
#

geez

#

ive been using doombuilder for years and i only just figured out that C clears active selection in first person mode

#

accidentally

light prism
#

i need to sync my sky to the time a bit better

#

its way too overbright at midday and gets too dark at 6pm

timber bridge
#

this is getting serious

light prism
timber bridge
#

Never underestimate the power of stupid things in large numbers

hexed sky
#

heh

vernal topaz
#

without the gun, that screenshot would make a lovely desktop background

haughty flower
#

HI im trying to make a variant of my tv ghost that shoots electric balls, i have everything made the sprites i coded it in. but when he shoots, he shoots the imp ball instead of the electric ball

#

is there any way i can fix this?

#

Melee:
Missile:
TVEL E 0 A_Playsound ("STATICTV")
TVEL F 8 A_FaceTarget
TVEL G 8 A_TroopAttack // see electricball

unreal oyster
#

use this A_CustomComboAttack("ElectricBall", 32, 3 * random(1, 8), "imp/melee") instead of A_TroopAttack

#

@haughty flower

haughty flower
#

πŸ‘

#

thanks

#

...nothing happens, i think i need to do something with the sprites

#

ok so i changed the projectile offsets and still nothing he shoots nothing...

haughty flower
#

@unreal oyster hi im back, the line of code didn't work when he goes to attack me nothing happens there is no projectile

unreal oyster
#

no way i can help you with that without seeing the definition for ElectricBall

haughty flower
#

ok

#

actor electricball
{
height 8
radius 6
damage 5
speed 10
RenderStyle ADD
alpha 1
seesound "electricball/shot"
deathsound "electricball/shotx"
PROJECTILE
+RANDOMIZE
states
{
Spawn:
ELEC ABC 2 bright
loop
Death:
ELEC DEF 2 bright
stop
}
}

#

i didn't give it a number next to "actor electriball"!!!!

#

??

unreal oyster
#

no, that wouldn't be important

#

those numbers are only needed for placing things in a map

haughty flower
#

hmm

#

the console says, truncation of floationg piont value

#

and

#

unknown class name electricball of type actor

unreal oyster
#

first one is fairly unimportant

#

second one means that it's not actually finding your actor

#

so it's probably in a file that's not being included properly

haughty flower
#

i put two decorate files, one for the monster and the other for the projectile

#

do i put the projectile code with the monster?

unreal oyster
#

you don't need to, just make sure that gzdoom can actually see both the files

#

without knowing the filenames, i can't really help you there

haughty flower
#

i think i see the problem hold on

#

i have them in between S_start and S_end

#

that did it

#

i moved the files

#

it works now

#

thank you!

unreal oyster
#

cool πŸ‘

haughty flower
light prism
#

ew wad format

haughty flower
#

HI

#

how do you find the with and height of a texture in doom

#

i want to make a wall texture the same size as the marble wall texture in doom

light prism
#

most of the vanilla textures are multples of 2

#

the standards being 64x128 or 128x128

#

all the vanilla floor/ceilings are 64x64

vernal topaz
#

That looks awesome

haughty flower
#

if i where to add a flat in slade3 i where to have to make a new entry saying FF_START then F_END right? THEN convert it to flat format?

#

i tried to make a new flat and i did all of the above and it came out pixilated and pink the texture it'self was messed up

#

also thanks for the texture size it was a MASSIVE help

vernal topaz
#

Flats (floor/ceiling textures) can only be exactly 64x64 pixels. I think any deviation from that size will cause them to goof up. They need to be converted to Doom flat format (not doom graphic format, truthfully I'm not sure why these are different but they are)

haughty flower
#

im positive i saved that image as 64x64, i'll go and check

vernal topaz
#

I'm not super experienced in Slade, I still have more to learn, but in my experience, when you convert the graphics to Doom pallete or 'existing global,' there's two selections below it, one is like "convert to nearest threshold" and the other is "convert with transparent color" and I've never had any luck with the threshold one. I always convert with transparent color.

#

Doom and slade are weird, sometimes stuff doesnt work and I have no idea why. Sometimes i just delete the flat and add it in again and sometimes that works.

light prism
#

flats are only necessary if you are mapping in a vanilla format

#

otherwise you can just use 'textures' namespace (TX_) for everything

light prism
#

i guess i should make firespawners act differently during rain

vocal crypt
#

there a way to make a sector transparent? As in so I can see the backdrop in the background?

#

nvm

#

wireframe

light prism
#

technically no

vernal topaz
#

@vocal crypt are you bonnie?

vocal crypt
#

who

vernal topaz
#

i guess not

#

there's a person on dw with an avatar of that same character

#

i think

vocal crypt
#

my PFP is of Nick

#

From Zootopia

light prism
#

furry ahoy

vocal crypt
#

the british person?

#

lol

vernal topaz
#

i dunno, the person is a mapper though

#

so it came to mind

light prism
#

lunchytimes!!!

light prism
light prism
light prism
#

who?

light prism
#

hmmm

#

anyone have a nice water shader i can snag for my project?

unreal oyster
#

Water shader in what way?

#

@light prism ^ is that what you mean?

light prism
#

yeah i saw that, but i meant more like a surface warp/reflection or even pbr

#

preferably something that looks like calm lake water, with little distortion

livid hearth
#

@light prism I was Valerie/LadyFuzztail

lavish hollow
#

@unreal oyster do I have to buy the shaders

#

if not then why is it called a shop

cerulean frigate
#

Am I able to assign multiple textures to the same model when using md3?

#

Or do I have to use one single texture?

shadow bone
#

You can assign multiple textures with the ModelDef I believe

cerulean frigate
#

Alright ty

light prism
#

yeah you can

#

both by using multiple model pieces in one model definition, or by using SurfaceSkin for md3's that have multiple surface indexes

vernal topaz
#

@light prism Are you still working on that rusty UAC base map with all the PBR stuff?

light prism
#

sure

#

s'pretty big

zinc egret
#

I just convert my images in Paint Shop Pro using the extracted palette

haughty flower
#

zandronum seems to crash when i try to use this decorate monster i made
what could be wrong here?
the texture is inside the wad and there's only a single texture

hexed sky
#

0 frame loop

haughty flower
#

nvm

#

fixed it

#

thanks for the help though

vocal crypt
#

Is there a way to make a script execute one of two commands on some chance thing?

#

I'm trying to go for a script where it might have like a 50% chance of spawning one monster, or another 50% of spawning another monster.

vocal crypt
#

I'm trying to do it via switches

unreal oyster
#

something like random(0, 1) == 0 should work for 50/50

#

so

if (random(0, 1) == 0) {
    // do something
}
else  {
    // do something else
}
vocal crypt
#

now how am I goin to combine that with what I have rn rip.

#

That's not meant to sound like an asshole tone btw

#

or passive aggressive

carmine badge
#

script 1 (void)
the code that gutawer mentioned goes here
then you'll have to give the switch the action 80 for script executing, and put the script number 1 or whatever you'd like the script number to be

vocal crypt
#
{
if (random(0, 1) == 0) {
    Thing_SpawnFacing (1,1,0);
}
else  {
    Thing_SpawnFacing (1,2,0);
}```
Script is bitching about line 10 being invalid statement.
#

line 10 is the closing bracket

#

no wait

#

sorry

#

forgot an extra one

carmine badge
#

click on the bracket and see if it's blue

vocal crypt
#

Script 1 (Void)
{
if (random(0, 1) == 0) {
    Thing_SpawnFacing (1,1,0);
}
else
{
    Thing_SpawnFacing (1,4,0);

    Thing_SpawnFacing (1,5,0);

    Thing_SpawnFacing (1,2,0);
}
}```
It's not spawning the Imp and/or Chaingunner, and using another else doesn't work.
#

Am I going to have to use another of the random command?

hexed sky
#

I don't think that "== 0" is really needed

unreal oyster
#

technically not, but make it random(0, 2) instead and it becomes absolutely needed for a 1/3 chance so it's a good habit

#

and plus, random() returns an int, and i've always been a fan of treating variables as the type they are rather than relying on knowledge about how if statements work internally

#

a lot of languages (example: C#) don't even let you do if (int), you have to cast to an actual bool for if statements

#

which is how it should be imo, so i use that in other languages too

vocal crypt
#

Well

#

What can I do to fix my predicament, code wise?

vocal crypt
#

Or am I going to have to use another way

#

with this one being impossible

#

at least

#

impossible with more than just two

hexed sky
#

are we going to have THAT argument again, gutawer? :P

vocal crypt
#

Plz don't

#

Anyway

#

Gut?

haughty flower
#

how could i make an animation loop between two frames during a spawn state of a projectile actor in DECORATE?

hexed sky
#

:P

haughty flower
#

i'm think of something like making two states with two separate states and just use goto x)

#

nvm:
Spawn: LMAO A 5 Bright LMAO B 5 Bright

light prism
#

you can just do LMAO AB 5 bright

#

btw @neat valley

#

er

#

@vocal crypt

vocal crypt
#

damn it, gon have to use a random spawner then RIP.

light prism
#

you don't need an ACS script to randomly spawn things

neat valley
#

lol, confusion, but I actually do want to start making mods for Doom, so thanks for inadvertently making me aware this channel exists

vernal topaz
#

id be happy to help you

vocal crypt
#

Okay uh

#

is tehre a way to make it spawn at least one monster

#

or somethin

red peak
#

How do I disable liquid flat animations?

vernal topaz
#

@vocal crypt the way it's done in standard doom and doom 2 is you can have a monster hidden in an inaccessible part of the map, then have the monster alerted by gunfire. When the monster attempts to chase the player, the monster steps into a teleport and appears whereever you place the teleport destination

#

to control it a little better, you can put a door in front of the teleport gate that is operated by a switch the player can activate or a line the player steps over, that way the monster spawns into the map at the time you want it to.

light prism
#

i think he's talking about randomspawner

vocal crypt
#

yeh I'm using randomspawner

#

don't want it to spawn nothing when I pull the switch

#

Want it to at least spawn some monster

vocal crypt
#
TRNLVL: Unknown top level keyword```

``MAP MAP01 "ShootingRange" Music = "TRNLVL"``
#

How 2 solve?

light prism
#
{
    Music = "MyMusicLump"
}```
#

enclosed in curly braces

vocal crypt
#

d'oh

light prism
#

also randomspawner should always pick at least one actor in your list as long as it has 256 spawnchance

vocal crypt
#

well I have em all at 50

light prism
#

well there you go then

vocal crypt
#

wait

#

does it literally pick at least one if they all have 256?

light prism
#

its not the weight for the random spawner, its the chance that any given one will spawn at all, yes

#

the random spawner doesnt have a weight

vocal crypt
#

Didn't know it'd spawn one out of many actors even if it was 256.

#

Nothing to do with weight

light prism
#

'chance' weight

#

not mass/gravity weight

#

ya dingus

vocal crypt
#

I meant I didn't htink it had anything to do with weight

#

...

light prism
#

randomspawner will just pick one of its dropitem list, regardless of the weight assigned to each individual actor

#

then it will spawn that actor based on its weight

#

so A 256 B 64 C 32 D 16, it picks D and probably doesn't spawn it because 16/256 chance

light prism
#

capiche?

vocal crypt
#

yes yes

#

Did they change the MAPINFO syntax for episodes or something

#

Because the game isn't running even with an example from the wiki

#

(did that just to see if what I put in screwed up somewhere)

#

Shiet, TMC ain't here.

#

Script error, "TrainingShootingRange.pk3:mapinfo" line 10: Expected '=' but got identifier 'ShootingRange' instead.

{
   picname = "M_EPI1"
   key = "k"
}```
light prism
#

line 10?

#

its not inside another definition, is it?

#

sounds like you tried to put it inside another definition

vocal crypt
#

🀦

#

Jesus A. Christ

#

I forgot to close a bracket for GameInfo

#

Well, now I've got another thing

#

how can I make it where one episode it starts with no gun

#

but the other, you do

light prism
#

there's a flag for it i think

#

'ResetInventory Inventory is reset when entering the map, enforcing a "pistol start" gameplay.'

#

ResetInventory inside the MAPINFO for the first map of the episode

vocal crypt
#

I mean no gun even the pistol

#

but I want the pistol to stay intact for Hell on Earth

light prism
#

you could remove it via ACS

vocal crypt
#

I'm doing the class method rn

light prism
#

Script "TakeAllMyShit" ENTER (void) { TakeInventory("Pistol", 1); }

#

sorry you can ignore the (void) there

#

im too used to GDCC

#

where you can pass args to enter scripts

vocal crypt
#

args?

#

or do you mean lines?

light prism
#

Script "TakeAllMyShit" ENTER { TakeInventory("Pistol", 1); }

vocal crypt
#

wow, the scripts can have custom names?

#

TIL

true lion
#

I'm currently having an issue with a deployable item that I want to be pushable. It has the +PUSHABLE flag, but doesn't seem to be able to move.

#

Curously, it broke when I was copying it over from an older version of my mod. It still works on the old version, doesn't work in the new.

#

I tried messing with mass, nothing seems to move it.

light prism
#

not sure on that one

#

unless your player class has +CANNOTPUSH

#

or another flag on the actor is messing with it

#

like MONSTER's +CANPASS

true lion
#

Would a flag like -CANPASS or -CANNOTPUSH overwrite any potential conflicts?

#

Doublechecked on the player classes

light prism
#

yes, that would hopefully get rid of a conflict

#

it could be some other flag for all i know

true lion
#

Solved it, Im a dingus.

#

The object was referenced in a different decorate file I was running alongside the mod. The othe robject was overiding any changes I made. Whoops.

light prism
#

hahaaaa

#

cookies on dowels

true lion
#

Is there a way to make an alternate pickup for a weapon? I just need a vertical version that sits on weapon racks

#

Gives the same weapon, but doesn't add a new weapon

light prism
#

make a new CustomInventory that +autoactivates and gives you the weapon in its use: state

true lion
#

Hm. I'll give that a shot, thanks

true lion
#

Ended up just burgling the code from Strife

light prism
#

well i hope you didnt just make a whole new weapon

past cradle
#

if u don't have a super fancy pickup system then there should be a WeaponGiver actor u can inherit from

#

one sec

light prism
#

oic

#

i never knew

#

useful

vernal topaz
#

Should i just start to assume that no one ever has any questions about actual standard doom format mapping here?

shadow bone
#

Or you could just not get annoyed by people working on stuff they like

vernal topaz
#

Im not annoyed, I just like to help and every time i do it seems unwanted

#

but i have a lot of good information to share

past cradle
#

when I do map its usually udmf since I prefer to use gzdoom for playing

#

I've done some stuff for vanilla though

#

I'd like to map more but my maps don't play very interestingly

#

an early issue I had was that I relied on killing enemies to progress which seemed to slow the flow a bit πŸ‘€πŸ’¦

shadow bone
#

Well, most of the people who found this Discord did so via the subreddit, which got most of its traffic from people interested in the new Doom 2016.

#

So it makes sense the population curve would be weighted towards more recent Doom "technology" even for the classic games

#

Most of the people interested in the pure vanilla stuff probably already have communities they're involved in

#

Β―_(ツ)_/Β―

vernal topaz
#

oh well. If anyone here is interested in doing some vanilla/limitremoving/boom stuff

#

I'll be happy to playtest your stuff for you and give you constructive feedback

#

I realize the transition from GZDoom to vanilla is probably really strange, and a lot of vanilla doomers are agitated bitter purists

#

but im not one of them, I want people to make the best maps they can make, and I manage community projects where I try to help people the best I can without them sacrificing their creative vision

#

and im available to help πŸ˜ƒ

#

likewise I need testers for my own projects too

shadow bone
#

what's nice is that good design transcends technology.

#

So I would hope there's plenty for you to help with in that regard, even if the asker is using non-vanilla tech

#

I understand a lot of the questions here are more about the nitty-gritty technical implementation details, though

vernal topaz
#

yeah i don't know anything about code/scripts or 3Dfloors, but I know how to give helpful tips in making a map look good or play well on a fundamental level

#

And I think that's very important for people who want to develop really good levels down the line

#

its very rewarding to design levels that are universally appreciated!

light prism
#

40oz, you are extremely experienced in mapping vanilla, which means you have good knowledge of flow and structure

#

but yeah not many questions come up for that stuff usually

vocal crypt
#

I usually can't even get started with making a map because of layout reasons

#

drawin it all out und stuff, you know

#

can't do it on paper cuz I just suck at drawing a line without a ruler

light prism
#

this channel is more 'how do i gernade'

#

well there you go 40oz

#

teach rip to layout