#classic-doom-maps-mods

1 messages ยท Page 81 of 1

timber bridge
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gernade

vocal crypt
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oh

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what's a recommended size for sky textures

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or do I go with a simple 64x64

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because you can very obviously the texture I have rn cuts off.

light prism
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also change your fucking name so i dont accidentally notify someone else

coarse quail
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I actually am pondering to learn doom mapping with Doom Builder and thus starting in Vanilla. Then again i ponder this for years now, and i have yet so many other interests.

light prism
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do it

vocal crypt
hidden lagoon
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what mountain

timber bridge
prisma saddle
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Well. it looks more like a hill than a mountain.

light prism
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is it in a playable area?

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if not, use a texture of a hill on a line

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cheaper and will look better, if a tad flat from certain angles

vocal crypt
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Mkay

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Gon to have to find one with a transparent background.

vocal crypt
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you's in NZ?

prisma saddle
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Yeah.

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He is.

vocal crypt
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TIL.

light prism
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youse fullahs

vocal crypt
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Damned it

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not sure how to use it for transparency in Slade

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or some shit

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rather

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it's showing the checkerboard transparency thing

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oh...

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the damn checkerboard thing is a part of the image

light prism
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lol

vocal crypt
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and not the would be place for transparency

light prism
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did you just

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copy image

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from right click menu

vocal crypt
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no, downloaded it

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save image as

light prism
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oh, it must be their preview or somethin

vocal crypt
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augh

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downloading it from their website needs login to download

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and shit

light prism
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owned

vocal crypt
light prism
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errr make an account

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that website is useful

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and plenty of free stuff

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its where i pulled a lot of leaf/grass textures

vocal crypt
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TIL.

light prism
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for this shit

prisma saddle
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I personally use Poliigon,

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Though that does require a subscription and such.

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That site is pretty much comprised of PBR ready textures, so it's a good resource for things I guess.

vocal crypt
prisma saddle
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I'd say open it up in Photoshop and compress it to the DooM palette, and maybe tweak the colours.

vocal crypt
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converting it to Doom paletted GFX seems to have made less jarring

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might need further compression tho

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what would I compress it to

light prism
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i think he meant 'convert'

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not really 'compress'

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though converting it to indexed palette does usually result in some file size reduction

prisma saddle
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Oops, yeah I meant convert.

vocal crypt
wintry pelican
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I think it looks fine

shadow bone
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The only problem is it doesn't match the skybox

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Just fix the colors and fading a bit

vocal crypt
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eh

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maybe I use another skybox

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might have to remove the yellow colour though

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so might just go with plain blue

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er

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plain blue for the skybox

vocal crypt
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Oh god damned it

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converting this blue sky to doom graphic format makes it gray

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WTF

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Why is one picture still having colour

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but the other doesn't

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Got any suggestions, Cali?

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I really don't want to ping you

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ug

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@shadow bone

light prism
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im at work ya dingus

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the doom palette does not have a good range of cyan-blues

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so they show up as grey

vocal crypt
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oh.

light prism
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under gzdoom you are not limited to doom palette though

vocal crypt
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yeh, but it'd clash with the mountain

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which has the doom pallete.

light prism
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then make the sky like uhh

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light green or something

vocal crypt
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That's....a weird colour.

light prism
vocal crypt
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Either way

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I probably should use the regular mountains then.

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also uh

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using MAPINFO to use a sky texture isn't working apparently.

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just shows F_SKY1

light prism
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WHAT

vocal crypt
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did I commit a map-mod-dev sin

light prism
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no i had capslock on

vocal crypt
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oh

light prism
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show mapinfo

vocal crypt
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{
    Music = "D_E1M8"
    LevelNum = 01
    ResetItems
    SKY1= "F_SKY9",0.0
}```
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I named it F_SKY9 just so it wouldn't conflict

light prism
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UHHH

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are you actually on map ShootingRange

vocal crypt
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yes

light prism
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what is the map lump name of the map you are testing on

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show me

vocal crypt
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Fuck you've lost me rip

light prism
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try Map MAP01 "ShootingRange"

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you can see the actual map number by pressing f2 in gzdb

vocal crypt
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oh, I have it in a seperate episode

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it's MAP 01

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level name

light prism
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ya dingus

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do what i said then

vocal crypt
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entryway

light prism
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dingus malingus

vocal crypt
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Stop calling me names please.

light prism
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ok melvin

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just change the first line to Map MAP01 "ShootingRange"

vocal crypt
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I have the map itself in a seperate episode though

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or is that not going to do shit

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at all

light prism
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do what i say and then come at me with buts

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after

vocal crypt
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doing that, if I go into regular HoE episode, it doesn't have the map itself

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but the music

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and the sky texture

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otherwise normal entryway

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going into the shooting range episode, it's the regular F_SKY2 texture

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and no music

light prism
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how mungy

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im not sure how you have the map defined in the actual map wad

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is it MAP 01 with the space?

vocal crypt
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no spaces apparently

light prism
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ech

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im at work and i have to do work

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finish in half an hour

wintry pelican
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what game is this?

vocal crypt
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Doom, classic one.

wintry pelican
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on PC?

vocal crypt
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no, PSX /s

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yes, PC.

wintry pelican
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does it lag..?

vocal crypt
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shouldn't on modern hardware.

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Vanilla at least.

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If you add mods that's another beast.

wintry pelican
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I have a potato laptop, will it run it?

vocal crypt
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Probably.

wintry pelican
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thanks for the info

light prism
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so... what are you wearing?

red peak
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I made a simple ammo pack with a custom sprite and two kinds of ammunition.

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The game loads fine, but upon summoning the item GzDoom freezes.

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Why?

shadow bone
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@red peak Your spawn state is a zero-tick loop

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It needs to be at least 1 tick

red peak
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I see

shadow bone
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That's actually a good thing to check in general if the game locks up instead of crashing.

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Zero-length loops aren't caught by the engine (except in ACS) so they basically chew up the entire processor running millions of useless cycles and not letting anything else "have a turn"

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So anything that infinitely loops without an exit state should have a delay somewhere to prevent it from running away

hexed sky
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if I had a dime for every time I see someone do a zero-tic loop...

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... I'd have a lot of clones of a doom speedrunner

shadow bone
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Nah, you gotta get a dime for every iteration of the zero-tic loop before the user kills it ๐Ÿ˜›

hexed sky
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lol

light prism
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if i had a dime for every time someone hypothesized that they had a dime for every time something happened

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p.s. there's no reason for that spawn state to even be looped

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it should just be -1 stop

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KITT A -1 Bright
stop```
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like that

red peak
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Here's the code now as well as the names of the sound file and the sprite.

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The second decorate file is for a random spawner.

light prism
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@red peak - That sprite isn't inside S_ markers

vocal crypt
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IMO

red peak
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gm_construct

light prism
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nice job

wintry pelican
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it doesnt look hellish but its good

light prism
coarse quail
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@light prism That actually looks dope,. what is it from?

light prism
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something im making

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slowly working on more nature assets

coarse quail
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I get some weird Witchaven/Magic vibes out of it.

vocal crypt
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@wintry pelican tbf, not intended to be in hell

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just some random ass UAC "base"

acoustic tusk
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Composer and sfx guy here looking for work

wintry pelican
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fair enough

true lion
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Trying to make a weapon that lets the player dash in a direction

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My initial theory on it is giving the player an item that increases their speed for a fraction of a second

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Has anyone done this before with a better method?

shadow bone
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I'm pretty sure in DECORATE, ZScript, and ACS, you can set the player's Speed variable

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which is a simple multipler for their overall movement

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so 0.5 is half speed, 1.5 is double speed

true lion
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I believe that works if you're setting a player class

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But is there a way for a state in a weapon to affect your speed?

light prism
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meh

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ive always just used thrustthing for dashing

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since a dash is an uncontrolled movement that you cant just halt or change direction midway

true lion
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Will it dash based on the direction the player is moving, or where they are facing?

shadow bone
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You can thrust on an arbitrary angle

light prism
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there is a calculation for that

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since thrustthing takes byte angle

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ThrustThing(angle*256/360, 0, 0, 0)

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that will thrust at whatever angle you are facing

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add 64, 128 or 192 to modify by 90/180/270 degrees

true lion
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Those trees look mighty fine

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I've also given up on the dash altfire for now. I was trying to have the altfire for a kinfe weapon dash in whichever direction you were moving in, independent of where you were facing

light prism
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show me

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@true lion

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pastebin ur stuffs

shadow bone
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Agreed, that should be fairly simple

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In fact, I think if you're using ZScript you can just do vel *= 1.5;

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Multiply your current velocity by 1.5 on all axis

light prism
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yeah i figured there would be a simple method like that

true lion
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hm

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Also, Id show you, but I erased the altfire code because the thing I was doing was ruining everything

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I tried giving a speed powerup every time the knife was used, resulted in a lot of flashing, permanently bugged animations, and no actual speed boost

light prism
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ya ding dang dungus

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that sounds like the hacky way

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are you going for zandro compatibility or something?

true lion
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Yes

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Its a multiplayer-focused mod

light prism
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ah ok

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you said you deleted everything?

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of the altfire

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can you pastebin the weapon decorate?

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ThrustThing(atan2(vely, velx)*256/360, 16, 0, 0)

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should work?

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@true lion

true lion
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Ahoy, sorry about that, I secretly left after posting that

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One second...

light prism
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you bastard

true lion
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Behold, the ultimate knife code

light prism
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well im at work now

true lion
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you bastard

light prism
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so do you just have a script checking for knifedash and changing speed?

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the above angle calculation should return vector angle based on speed

true lion
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I have an altfire that gives an inventory item that alters a jump stat in the player class to initiate an animation

light prism
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which means you can thrust by their current movement direction regardless of facing angle

true lion
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THe item also increases speed by like 6x for a fraction of a second

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The only thing that sort of worked was the animation, except it permanently did the animation

light prism
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sounds like a you problem

true lion
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Probably

light prism
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you probably didn't goto See or something at the end of it

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or remove the item so it just set you back there

true lion
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Nah man Doom is a flawed game, DECORATE is awful and the english language itself is out to get me

light prism
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a coding language by itself can't be to blame though

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only your use of it

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like if I said "1 + 1 = 3" that doesnt mean mathematics is flawed

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just my application of it

true lion
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You know what does prove that mathematics are flawed?

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(1 / 3) * 3 doesn't equal 1

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Unless you use fractions

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Which pfft

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But I digress, I'm going to take another crack at it next week. I'm spending most of my freetime this week practicing for a 40 tournament

light prism
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plz

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all that proves is your calculator of choice doesn't store infinite numerals

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any computational system must, by definition, quantize to a set number of bits

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its called loss of precision

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ya ding dang dungus

true lion
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Yeah but

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What has math done for me lately?

vocal crypt
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how do you add things.

light prism
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+sits at computer typing over the internet+

vocal crypt
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Like one spoon and another spoon.

light prism
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+takes for granted+

vocal crypt
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also that^

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if you want to go deeper

true lion
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You old fool, I'm using a tin can and a really tight string to send these messages

light prism
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oh so youre using physics

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practical application of acoustic theorem

true lion
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That's what the government and the bigwigs over at Big Physics want you to think.

light prism
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also @vocal crypt you would have to choose an aspect of 'spoons' to add together

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if you add the concept of a spoon to another spoon, you have two spoons

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if you add their mass together, etc etc

vocal crypt
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The number of spoons then

true lion
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Math is just a theory

light prism
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math is not a theory

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its a form of study

true lion
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I'd like to see you prove it without using any government-established "facts"

light prism
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i smoke a fuckton of pot

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and you, sir, need to do less drugs

true lion
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One of my roommates lives by this logic

light prism
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my gf's brother thinks the government is sending spy drones after him

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self important delusional fuck

vocal crypt
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he's not wrong about being spied on

light prism
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why would they spend tax dollars on spy drones

true lion
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If the government, or a corporation, or a scientist, or a istorian, or anyone more qualified than him says something, its invalid and can't be used.

vocal crypt
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but drones? too discrete.

light prism
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drones are not discrete

vocal crypt
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I meant the NSA type of spying

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ugh

light prism
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you can hear them flying around

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it would be cheaper to just hide a dude in the bushes with binoculars

vocal crypt
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I meant the "distinct" version

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or some shit

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I'm just goin off the google dictionary

true lion
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The government is a sun cult that will kill you if you try to go to the north or south pole

light prism
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the jewish illuminati gangsters

vocal crypt
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Expect jewish mafia.

true lion
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Australia isn't real, and any australian you know is a paid actor

vocal crypt
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a paid actor from Wales /s

true lion
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A video of clouds going in front of the sun with the sun shining through is proof that the earth is flat

light prism
light prism
dusk terrace
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changes the pistol, shotgun and super shotgun

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adds new rifles and other smg crap

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and also an zombieman with 5 new deaths

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but im going to add more

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and also add some kind of blood effect

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in the works for 3 days

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(of course i did not make the graphics, i have no drawing talent)

vocal crypt
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The guns seem inconsistent

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one gun recoils

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most of em down

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don't*

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and some guns where IMO a recoil would be expected

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there aren't

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ex. Minigun

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the M4/M16 seems awkward as well.

wet rover
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does anyone know how to change DropItems to "None" inside a function in zscript?

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nevermind, after digging a little it seems that it isn't very possible or even useful

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anyone know how to stop a specific actor from dropping items?

light prism
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doesnt that stuff go in the default block?

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in which case, cant you override the default block

wet rover
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not override

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i want to make it so that some of the enemies, if you call function x on them, makes it so that they don't drop anything

light prism
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what makes the drop actually execute

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a_die?

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or just being in the deah state

dusk terrace
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adding kicking

dusk terrace
vocal crypt
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you forgot the SMG sound effect

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one of them

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and the rocket launcher sprite seems to be glitched when it's firing

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also, the recoil on some of the guns doesn't seem to make sense

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the recoil on the pistol seems more fitting if it was on a shotgun

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oh

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you forgot to change one of the sprites for the zombieman

light prism
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how the heck do i make skull key locked doors in classic doom format

unreal oyster
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you can't, doors are locked by only colour in vanilla

light prism
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so its set by what, episode?

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or a locked (red) will take either red card or skull

unreal oyster
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the latter

dusk terrace
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the mp5sd sound is broken for some reason i have it in the sounds folder and defined in sndinfo but it does not play the sound

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and the reason why the rocket launcher sprites are glitched is that i just added the graphics but not made the decorate for it yet

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and ill fix the recoil on the pistol when i get on my pc

light prism
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what format of sound is it

dusk terrace
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wav

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also tried ogg before

haughty flower
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@dusk terrace Is that a gun from Shadow Warrior?

light prism
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mmm could be the particular formatting of the file

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like bitrate/freq etc

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i noticed that using VBR with OGG tended to make files not work

unreal oyster
#

@light prism hey, for that lightning weapon in #showroom-archive i've been requested to make enemies that weren't killed by the bolts to have a puff of smoke come off them to indicate that they were "burnt", as visual feedback - i remember you rendering me some water splash sprites and i was wondering if you could pull off something like that but for this?

cerulean frigate
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Is it possible to make PBR work on textures that have special effects applied to them in gzdoom?

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Like this one

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I tried to set up PBR on this texture, but it wouldn't show up

shadow bone
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To my knowledge, no.

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The warping is a shader effect, and I don't think multiple shaders can be stacked on a texture

cerulean frigate
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Is there a way to turn off the effect so the texture shows up normal with PBR applied?

shadow bone
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The warping is defined in ANIMDEFS, so it's being done by whatever other mods you have loaded.

cerulean frigate
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Alright

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Thanks for the help

light prism
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sure

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whups

vocal crypt
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ugh

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seems I'm too ambitious for my skill level to catch up

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or rather

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too ambitious for my skill

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get what I mean

light prism
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too big for your britches?

vocal crypt
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I meant my skill is lousy for my ambitions. Terrible ambitions yes.

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the little skill I have.

light prism
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then keep trying

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maybe smoke a phat bowl

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that usually helps

vocal crypt
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IDK what a phat bowl is

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and I don't do drugs.

light prism
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MORE FOR ME

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creepy disney villain laugh

vocal crypt
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I have thought of some sniping mod with that M40 from R667.

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IDK

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It'd require big ass maps with good layouts.

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Which I'm not good at.

light prism
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sniping in doom is dumb

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since you can do it with basically any weapon that utilizes the standard hitscan attack

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and that zoom just involves lowering the FOV and putting some shitty overlay on top

vocal crypt
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not sure the shotgun would be that extremely accurate shooting a long range.

light prism
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the gameplay is just not suited for sniping

vernal topaz
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@vocal crypt a massive part of being a decent mapper is fucking up a lot

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so if you're fucking up, these are the hurdles you have to get over before things start to get better

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You'll get there man, it takes a while

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just keep trying stuff

vocal crypt
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Except I'm stuck on the first fucking which is layout

shadow bone
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After all, a level is mostly a series of rooms and corridors

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Use the dungeon map as a base and spice it up as desired

vocal crypt
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what does Peripheral Egress mean

shadow bone
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Places to walk off the map

vocal crypt
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Been thinking of some sewer where yous run away from a monster

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unoriginal yes

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but eh

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I'm bored and I want to do something like that

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augh

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the preview has major differences to the final product.

shadow bone
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Yeah, just play with it a bit

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You're liable to go through a lot of options before you find something you like

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And you don't have to follow it slavishly either

vocal crypt
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true

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notice it loves the rooms

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which I don't think sewers would have that much

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noticed*

shadow bone
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Set the "Room Layout" option lower

vocal crypt
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it's at Sparse.

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It's also going to lead to the question of "tf kind of sewer is this"

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but that's me

shadow bone
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Pump rooms, access rooms, stuff like that

vocal crypt
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less rooms would help IMO

shadow bone
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So remove them ๐Ÿ˜›

vocal crypt
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also, why stairs?

shadow bone
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Because I forgot to turn it off

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But stairs in this case could be your start or exit

vocal crypt
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Sure, some sort of Escape from Alcatraz thing

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I'M FREE! I'M FREE!

shadow bone
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Anyway the whole point of this is to give you a starting point to just plop down some rooms and corridors without thinking too hard about it.

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It's not meant to be used as a rigid plan that has to be perfect

vocal crypt
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ugh

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it's becoming a PITA

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Corridors too tight for the playa to fit in

shadow bone
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Make them bigger then ๐Ÿ˜›

vocal crypt
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hard to do so when other shit is blockin the way

shadow bone
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Double the scale of the whole thing then

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Get creative, thats the whole point

vocal crypt
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well fuck

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my mind is not creative

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as you've probably seen

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screw this

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I'll prob do it another time

vernal topaz
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corridors are fine

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what you do is you make the corridors, for the layout, and then you fill the void areas in with a pit of slime or water

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then you get maps like Circle of Death, Gotcha, and Abandoned Mines

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draw a few 32x32 sectors for pillars for cover, then delete the sectors so they become solid

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this map doesnt even look good from the top down but its by far one of my favorites to play

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start small and work your way up,

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it's weird looking at the full automaps of Doom 2 maps, you realize how small they actually are

vocal crypt
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Not sure pillars would be used for a sewer

vernal topaz
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is that what you're making?

vocal crypt
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escaping from it from one monster, yes

vernal topaz
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oh ok

vocal crypt
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yeh, gon edit the playa speed and change the pistol out

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maybe so it just slows the monster down lol

vernal topaz
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a lot of the time when im mapping, i just kinda draw random stuff i think might be fun

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like a platform jump, or like a tall elevator

vocal crypt
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might throw in a PSX atmosphere vibe as bonus points

vernal topaz
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and if i dont like it i just delete and start over with a new idea

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but it's usually very simple and I try not to waste much time on each idea

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because its usually my third or fourth idea i actually feel like moving forward with

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it took me a long time to accept that making good maps involves what feels like a lot of wasted time

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but its part of the process, you need to teach yourself what NOT to do

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and you don't always figure out until you play your map and realize its not working

light prism
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my method is simple

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press ctrl-d

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spaz my mouse out and click randomly

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repeat, ??? profit

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40 is right though, you wanna try and build some interesting geometry/trap/arena before you start worrying about what its actually supposed to be

brisk flax
#

Hi there, i was trying to convert Megapack PB and RO to Simply Hard. Now I have two more errors and it says:
Execution could not continue.
2 errors while parsing DECORATE scripts
So any help finding them? I've updated the DECORATE lump. https://hastebin.com/ovifijetuh.php

red peak
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wait

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What is Simply Hard

brisk flax
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A mod.

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wait.

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that improves some shit, and adds some unique weapons and enemies.

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And adds 3 classes.

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and idk what to say

red peak
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Well Russian Overkill's classes would conflict with Simply Hard's classes...

brisk flax
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but i need to fix these two errors while parsing DECORATE scripts.

brisk flax
haughty flower
#

Hmm.......i think most difficult will be doing spritesets. Knowing how much time i spend in photoshop adjusting simple textures, i can only dread how much would would i need to put to make a rendered model look good.

wet rover
#

does anyone know how to check if there is line of sight between two coordinates in DECORATE/ZScript ?

vocal crypt
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Oh

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is it possible for circular stuff

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like a pipe

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I'm not talking from the floor

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I'm talking like

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from a wall

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or am I wanting to do something beyond the engine

light prism
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@wet rover

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there are several funcs

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@vocal crypt - you can do that with 3d floors or models

vocal crypt
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Ah

light prism
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but making curved looing slopes with 3d floors can be painful

#

imo the best option is to use a 3d model or voxel, and then faking collision by using textures on a line passing through the model that have 0 alpha and the flag 'walkable' or '3d midtex'

vocal crypt
#

I can use such as some sort of entrway into another room

#

or am I just asking beyond the engine

light prism
#

im not 100% of what youre asking

#

can you mspaint me up a sketch

haughty flower
#

@light prism speaking of modding. are there any other doom/zdoom servers with more active mapping chat?

light prism
#

this is probably the most active

#

and with the most knowledgeable users

haughty flower
#

Alright. I have a question then. where can i find shader doc for gzdoom? I need to know all the hooks from/to engine

light prism
#

for glsl?

haughty flower
#

for gzdoom+glsl integration

#

i know glsl

vocal crypt
#

I can't MSPaint for shit, but imagine a circular thing to enter on a wall that goes into a room.

#

eh

light prism
#

i mean

#

it has the basics here

#

there are probably forum posts on zdoom.org that explain more

#

and plenty of examples

#

@vocal crypt - Uhh I'll make an example map

haughty flower
#

oh fuck i completely missed it

vocal crypt
#

I'm still thinking about my sewer map idea so uh

#

it's a circular pipe of sorts

#

and it goes into a room

#

to enter

#

you get it

haughty flower
#

@vocal crypt oh wait you mean tube you can walk in? do you have "gzdoom builder bugfix"?

vocal crypt
#

Yeah

haughty flower
#

Then it's easy, for the inside via sloped floors. but a bit painful on the outside. you can totally do it using sector set 3d floor since it uses sloping as well when creating 3d sectors

#

@light prism thanks cat.

#

Fuck. they don't have geometry pass hooked.

#

or rather port it from unity

#

granted i can probably utilize voxels for it, but it will tank the performance over large area

#

i mean i can do it just on texture but it will look like crap and will not go around objects

wet rover
#

@light prism but that's for checking los between an actor and its target, i want to know for any two positions

#

and also regardless of angles

#

like, "if you were standing at A position looking at B, would you be able to see it?"

light prism
#

@wet rover - Welll you could always spawn two actors for the positions and then check their los against eachother?

wet rover
#

i might do that, but i wanted to know if there was a more optimal solution

light prism
#

my old method for this used to be shoot a hitscan and if it reaches the distance between the objects then its a success

#

this is good because it takes into account things that would block movement but not line of sight

#

@vocal crypt

vocal crypt
#

yis, what I was looking for, but smaller

light prism
#

that's what she said

vocal crypt
#

my left hand?

wet rover
#

...

#

what

light prism
#

owned

haughty flower
#

๐Ÿ˜„

light prism
#

you repeated a single character too much

haughty flower
wet rover
#

but it wasn't ...

#

it was code

#

let me try again

light prism
#

pastebin it

wet rover
#

code blocks not allowed?

light prism
#

they should?

#

testes testes one two.. three

wet rover
#
t
#

oh...

#

i used the ยด instead of the `

#

nvm

#
Vector3 getLookAtPos(){
    A_FireBullets(0, 0, 1, 0, "VisTracer", FBF_NORANDOMPUFFZ);
    ThinkerIterator it = ThinkerIterator.Create("VisTracer");
    let p=VisTracer(it.Next());
    if(p){
        Vector3 res=p.pos;
        p.destroy();
        return res;
    }
    return pos;
}
light prism
#

im not 100% on zscript but that looks rightish

wet rover
#

here's my attempt, after what you said, but the A_FireBullets action doesn't work on where i want it

#

it seems it's only for weapons/etc

light prism
#

oh theres another action for it

wet rover
#

which one?

light prism
#

trying to find

#

ah

#

i was doing it from ACS with LineAttack

#

LineAttack(PLAYER_TID, va(pos) + mod[MOD_ROT], 0, 1, s"CheckPuff");

#

if(Distance(PLAYER_TID, 999) > 96 && !Bezier)

wet rover
#

is it exported to zscript?

light prism
#

not sure

vocal crypt
#

omdg, I've just learned of the slope action

#

fg*

wet rover
#

weird

#

it works without flags

#

but when i try using flags, it says they're undefined

#

the flags i mean

light prism
#

under zscript? odd

#

does it work with a numeric value?

wet rover
#

i mean, it should

#

but it's not listed

#

the numeric value for the flags

light prism
#

true, but you could try assuming they start from 1 until you learn otherwise

#

and assuming you want both flags that means try 3

wet rover
#

with 0 as flag it gives type mismatch error

light prism
#

well that is just strange

#

maybe the zscript version has different parameters

#

Actor, int LineAttack(double angle, double distance, double pitch, int damage, Name damageType, class<Actor> pufftype, int flags = 0, out FTranslatedLineTarget victim = null, double offsetz = 0)

wet rover
#

oh wow

#

the pufftype and damagetype are inverted

light prism
#

thar she blows

wet rover
#

it's native right? that means it's written in the source code for zdoom itself?

#

maybe the flag values are there

#

nope

#

can't find it

light prism
#

what is your intended outcome here

#

what points are you checking the los for

#

making pathfinding?

wet rover
#

wait

#

now that i think of it this may not be the best way to do it

#

i'll try something else

#

if it doesn't work i'll come back to this

haughty flower
#

.....scratching head is there a way i can cut holes in TEXTURES lump?

haughty flower
coarse quail
#

Interesting. Could be an novel approach for shadow rendering.

haughty flower
#

what do you mean novel lol?

#

sector lighting been used for ages ever since original doom release ๐Ÿ˜„

#

gzdoom builder has light gradient tool

#

only thing i'm doing is having a saved line i copy over and throw on sectors where "sunlight" should realistically fall

vocal crypt
#

that's nice, man.

#

I actually like it

haughty flower
#

๐Ÿ˜€

vocal crypt
#

what chur map/mod be

light prism
#

uh there is already shadowmapping for dynamic lights too

#

but obviously the sector approach is there too heh

haughty flower
#

@light prism does it recognize general directional light?

#

as in can i define a single sunlight source

light prism
#

there is no 'global' directional light no

haughty flower
#

well then

light prism
#

you can make a light with huge radius though ๐Ÿ˜›

haughty flower
#

i'll stick with sector lighting for the time being. sure looks much more stylized too

light prism
#

i kinda wish you could adjust the 'smooth lighting' angle, that would work as a faux global directional light

#

yeah there is that aspect too

haughty flower
#

besides this is inside the building with line portals looking out, since i'm doing 2-3 story high building all pointing to same 2 lines of building outside

light prism
#

nothing is quite like the stark lighting of sectors

vocal crypt
#

you going to do the teleport method for that Smoke

#

or are you using 3D Floors

haughty flower
#

i'll use line portal for door

#

and just "visual" for windows

#

and just connect everything via line portals. this will give me much less headache when constructing stacked building

vocal crypt
#

the illusion of goin up a floor eh

haughty flower
#

portal connected slopes at precise point

#

should be good enough

vocal crypt
#

so many lines thouhg

#

though

#

;_;

haughty flower
#

so? it's easy

#

get an overall line, copy, paste.

vocal crypt
#

I'm talkin the general map

haughty flower
#

delete excess. recreate sector via "make sectors mode"

#

oh that's just road

vocal crypt
#

oh

#

phew

#

you makin a city map?

haughty flower
#

better. i'm making chunk of the city which floats in nothingness map

vocal crypt
#

The Lost Levels of Doom 2?

#

lmao

#

Lost City Levels

haughty flower
vocal crypt
#

trippy

haughty flower
#

yeah, i'm basically expanding on my terminus virtute map in all directions.

#

while using my own textures

haughty flower
vocal crypt
#

Are you planning for some encounter on the rooftop?

haughty flower
#

i'll just mask this crap by another 3d box

#

๐Ÿ˜„

#

like a sign

haughty flower
vocal crypt
#

nice

haughty flower
#

@light prism Uh...what's regular texture size for the hud item? 32? 64?

#

cannot find that info anywhere

light prism
#

not sure

#

try either of those though

haughty flower
#

๐Ÿ˜ the problem is that i'm also rendering and postprocessing at the moment

light prism
#

not sure how that would affect hud sprites

haughty flower
#

Ok i'm confused. where do i put the icon?

#

it tells me it's not found, i tried both sprites/ and graphics/

light prism
#

graphics/ i think

haughty flower
#

are there any special naming conventions for them?

light prism
#

read first section

haughty flower
#

ok nvm. works now. should've did a proper refresh in gzdoom builder >_<

haughty flower
#

Uh. does gzdoom builder has script compilation error log?

#

it tells me "error" but doesn't say what error

#

OH.

#

WAIT.

haughty flower
#

the way that foldout is designed makes it a bit hard to spot from the get go. :V

light prism
#

yeah

#

in certain resolutions it is entirely hidden

haughty flower
vocal crypt
#

I think I'm going to have to take the bitter pill that I'll have to put that sewer survival horror on the shelf for now

#

till I get some maps under my belt

light prism
#

@haughty flower well if your aim was to make an unidentifiable red blob you succeeded

haughty flower
#

aim was to make a gem

#

thonkerb this is 50% there. i need to do a better job at gradient directions and it will be indistinguishable from hexen artwork

haughty flower
haughty flower
prisma saddle
#

Yowch,, that looks pretty complex.

haughty flower
prisma saddle
#

Yeah, looks pretty neat.

#

You could probably fake a bit of Global illumination by adding some slightly dim dynamic lights around the bright spots.

#

So it looks a bit like the light is bleeding out a bit and it isn't just a hard edge.

haughty flower
#

blah

#

it would be easier just to export whole cocking thing to unity and use deferred lighting at this point

#

while i was digging i found old iron staff i made in vein of hexen weaponry. tho it's a bit small

light prism
haughty flower
#

@light prism looks like terrain

haughty flower
#

Well i managed to produce better looking gem, but cocking thing doesn't like to be doom-colored- it breaks since transitions are very gradual

haughty flower
haughty flower
#

the traveler. i'm gonna add some detail to the robe, add a weapon, a pouch and alike, texture it, and then throw it at mixamo. then animate, record sprites and try to build a pipeline to convert them seamlessly into doomlikes. gonna be frustrating tho

surreal meteor
#

dont you mean

#

the dark wanderer?

haughty flower
#

@surreal meteor blizzard will screw me over that. Robed hi-tech traveler tho. I'll need to plan it some more.

surreal meteor
#

Lmfao they totally would, but now it looks more like something from Star Wars to me

haughty flower
#

we'll once i'm done

surreal meteor
#

Just make the face black with glowing red eyes and it's a really tall jawa I think

#

Lol

haughty flower
vocal crypt
#

what chu making

haughty flower
#

fully expanding on my old map 'terminus virtute'. decided to do all the resources myself as well

vocal crypt
#

that seems a bit high-poly for Doom

haughty flower
#

@vocal crypt of course. i'm not using this for doom directly. i'm gonna make sprites out of it

vocal crypt
#

ah

haughty flower
#

alright. time to throw it at mixamo

#

screwed up fingers a but bit otherwise works

keen stirrup
#

heya is there a way to make mapinfo send you to the next episode and reset your equipment. just trying to make a quailty of life mod is all. (ultimate doom)

haughty flower
#

@keen stirrup play playstation doom tc

keen stirrup
#

yeah, so i've heard. many times.

#

i just trying to make a universal mod for obliged (doom randomizer)

haughty flower
#

.....why would you even use oblidged

keen stirrup
#

is there a better doom map randomizer out there?

shadow bone
#

Oblige is the best at what it does

haughty flower
#

@shadow bone that's still not enough.

shadow bone
#

Why not?

haughty flower
#

Can be so much better. I mean - one of my specialties is procedural. You can use fractals, heatmaps, a lot of various noises with further histogram sampling...a lot of different things.

keen stirrup
#

sooo little of track is there a line of code to reset inventory on leaving a map?

shadow bone
#

So make a map generator

#

We need options

#

But right now oblige is the best and it's very passable

#

so until there's something better, there's no need to talk down to people for using the best available option

#

Personally I like oblige maps

keen stirrup
#

Never mind i find what i am looking for, also if you think/know you can do better at random map making go right ahead.

haughty flower
#

eh. that's a month+ dedication. i don't have that much time

shadow bone
#

"I can't be assed to do the thing so I'll just complain about other people not doing the thing"

haughty flower
#

i'm not complaining. i'm just saying - can be better.

coarse quail
#

You could also compress Doom much smaller if you do it procedurally, but thats stuff you use in the Demoscene. They do procedural generation the best. But those metrics can't be always applied to a codebase that traces back to the 90s.

haughty flower
#

Now i understand why doomguy is so comically exaggerated in proportions. it's because that's the only way you gonna be able to see them in 64x64 res

#

...fuck it, i'll use 128x128 and downscale

#

i'm gonna need to design pistols. bulky enough to be 80s scifi, yet small enough to be welded in akimbo

vocal crypt
#

I'm thinking a tron looking Robocop gun

#

Smaller of course

haughty flower
#

Too generic by this day and age. needs something with more uniqueness to complement "space machina wizard" look

vocal crypt
#

A combination of pistols melded together?

#

Maybe that top thing of a P90 but smaller scale?

haughty flower
#

Blah. Nah. i'm thinking more tubes and exposed liquid tube/energy core.

#

with space blaster shots as projectile

vocal crypt
#

hmmm

#

Something inspired by Fallout's Plasma weapons

haughty flower
#

do you, like, not have a shred of originality lol? DoomTroll

#

don't worry about it. i think i have an idea where i'm gonna take it

coarse quail
#

Lol if you are going to imply that you want suggestions than taking these strong words is not exactly the way i would go.

haughty flower
#

@coarse quail relax your buttocks, i'm joking.

#

these all are good suggestions for a gun

unreal oyster
#

you may be joking but it seems to me like a lot of the time it just doesn't come off that way to people

#

so could ya just tone it down a bit? thanks

coarse quail
#

That is exactly how i read it. Its recognizable because my tone is usually taken for shit aswell so i do a lot of JK and italic stuff to make my point clear lol

haughty flower
#

sigh People on the internet became so pussified over the last 10 years, it pisses me off. Where are the guts? Where are your spines? Especially on a server dedicated to RIP AND TEAR. Can't take a friendly jab and walk it off, even after i put a trollface and lol at it?

coarse quail
#

It was not only that comment that made me say that, by the way.

#

The thing is that words and phrasing have so much different tonal differences that even something friendly can be taken as something negative. But if it makes me pussified by explaining this, than so be it.

#

Either way the Colour Orange has spoken, so no need for me to continue this debate any further. Take it as you will.

haughty flower
#

๐Ÿ˜ eh. i'll try.

coarse quail
#

User was banned for this post ๐Ÿ˜‰

haughty flower
#

not for the pistol. just a pipe

vocal crypt
#

3d flooring?

light prism
#

no its a pipe

#

though if its turned that way all the weed would fall out

haughty flower
#

@vocal crypt yes. @light prism yes

keen stirrup
#

out of curiosity what are the player 2,3 ,4 start actor names

light prism
#

should just be 'Player n Start'

haughty flower
#

Okay. so this is what i have so far

#

i decided to use that peculiar side-loader mechanism which was featured in one of forgotten weapons video

red peak
#

open breech
load shell
fire
repeat

novel marsh
#

Nice.

haughty flower
#

@red peak except in this case this is 250 Ah high density microfuel cell batt. cartridge. For firing blaster shots out of this blaster (plasma, i think blaster is copyrighted by lucas film/disney), so i call it plasmalock pistol

novel marsh
#

I'd like to see an assassin.

haughty flower
#

Nah. this is a story about a mysterious traveler being stuck in chain of torn apart dimensional rips.

red peak
#

And let me guess, shittons of monsters pouring out from each rip

#

and you gotta kill them all

haughty flower
#

No, rips themselves are like pocket dimensions - each contains a place torn out of its dimension. first one is already on display above - a piece of factory/research complex along with chunk of land, floating in nothingness

red peak
#

I see

#

still shittons of monsters

light prism
#

do you think

#

that smooth lighting could be modfiied to accept an angular parameter

haughty flower
light prism
#

that petrifies my wood

haughty flower
#

thanks for that comment, dollar store quagmire knockoff trollface

hexed sky
#

wood can get petrified?

haughty flower
#

@hexed sky yeah. it gets set in soil, and over millions of years various minerals seep into the cellulose, hardening and crystalizing it

prisma saddle
#

Huh, interesting.

haughty flower
#

Petrified wood (from the Greek root petro meaning "rock" or "stone"; literally "wood turned into stone") is the name given to a special type of fossilized remains of terrestrial vegetation. It is the result of a tree or tree-like plants having completely transitioned to stone...

timber bridge
#

they shouldn't have looked at medusa

light prism
#

hey we're here to learn about line actions not geology

haughty flower
#

@light prism good map design is paragon. if someone gets inspired to make an archeological dig by this - the better

haughty flower
muted wing
#

nice digital watch side

#

"Oh it's a quarter to blasting your ass off"

haughty flower
#

I call this - laserlock pistol. If in flintlock flint strikes steel lead while it locks - in this case a pulse of energy from capacitor uses laser to heat plasma which then gets dispersed out of the front, accelerated by small coil array. Laser gets pulsed only when trigger is locked hence the name - laserlock. ๐Ÿ˜„

#

completely retardedly 80s name. which is what i wanted, so it fits.

red peak
#

So basically it's a tiny railgun

vocal crypt
#

That's a pistol?

#

I'd hate to see what the shotgun size is

haughty flower
#

@vocal crypt that's a flintlock pistol-sized plasma pistol.

vocal crypt
#

It's probably the display making it look big

#

like it's a shotgun of sorts

haughty flower
#

it is quite bulky.

#

but all flintlocks are

vocal crypt
#

though, would a plasma pistol really have a wooden butt end?

haughty flower
#

@red peak no it's a plasma pistol. coils are used to accelerate heated plasma out of the damn thing

vocal crypt
#

I know it's a flintlock but

haughty flower
#

It's a petrified wood

#

so basically stone

vocal crypt
#

is that one frame in the death sequence?

#

or is it doing a move

haughty flower
#

yeah

vocal crypt
#

ah

#

is it melting or falling to the ground

haughty flower
haughty flower
#

Okay so when i want to override player sprites i just use something like
ACTOR TWPlayer :DoomPlayer

#

and replace sprites without touching any defs?

haughty flower
#

ok and define it in mapinfo

haughty flower
#

Ok now real question. does player sprite supports refire? because my anim has 2 shots.

#

from left and right guns respectively

#

but when i fire only one shot it plays altogether looking kinda silly

light prism
#

you could give the player an item in the weapon and then check for it in the player actor

#

after the first shot

light prism
#

oh also

#

you need to define a player class and add it to your list of classes

#

so no, just inheriting and using 'replace' doesnt work like other actors

orchid pine
light prism
#

is it literally one room

orchid pine
#

with a door

haughty flower
#

@light prism only problem i have - for some reason it picks fist when game start, even tho laserlock has higher (lower) weapon selection order

light prism
#

show player decorate

haughty flower
#

a moment

#
{
  // default items
  Player.StartItem PlasmaShell 40
  
  Player.StartItem Fist
  Player.StartItem LaserlockPistol
    //Player.StartItem 
  Player.ViewHeight 53
  Height 60
  States
. . .```
#

@light prism

light prism
#

so the weapon contains the slot definition then?

#

Weapon.SlotNumber

#

ah

#
Adds an item to player's start inventory. First weapon added is the weapon selected at start.```
#

@haughty flower

#

read last sentence

haughty flower
#

oh!

#

thanks

light prism
#

grata et ano est tib

#

that's the closest latin i can get to 'youre welcome asshole'

#

i think it says 'welcome to the anus'

haughty flower
#

as i said - alright, bend over

#

besides - you're an asshole too ๐Ÿ˜„

tender sorrel
golden drum
#

This might be extremely late, but... @orchid pine it's built, not builded.

#

Reeeeeeeeeee

haughty flower
#

@tender sorrel may i suggest you add special textures (by textures lump) and add some icing/snow on the bottom of these walls? looks nice otherwise

light prism
#

might i suggest the lord of the castle invests in a dehumidifier

haughty flower
#

while i continue working on this it keeps feeling less like doom map and more like shitty half life 1 map

#

which is.... a good thing i guess? zthink

vocal crypt
#

it's high quality for Doom, but shit tier for HL1

#

get better if you want medium tier for HL1

haughty flower
#

actually it isn't high quality for doom

vocal crypt
#

not with that attitude. kappa

haughty flower
hexed sky
#

almost looks like an UT map

haughty flower
#

oh yeah.

vast pulsar
#

But is it even really doom at this point

haughty flower
#

@vast pulsar doesn't matter. mods are mods, it is not intrinsic for them to only fit the mold of the game. You can expand however you want.

vast pulsar
#

It's like Apple pie made with pumpkins instead

#

Cool

haughty flower
#

That's one of the most stupid comparisons I've heard. I mean, what next, you gonna compare combustion engine with a melon?

remote coral
#

Is there a way to muffle the soundtrack underwater?

#

I know it's possible with the actual sound effects.

shadow bone
#

GZDoom has a toggle for underwater reverb in the audio options

#

It's a user-side preference

remote coral
#

So it works for music?

shadow bone
#

Ah, the music

#

No, music is generally outside the playsim for most purposes

remote coral
#

fok.

haughty flower
#

@shadow bone imuse-alike would've helped that, but nobody has time to construct that for doom

haughty flower
#

ok, i found a thing. Line horizon REALLY doesn't like sector portals

#

so if you want joint horizon - use old method of lowering the ceiling which has F_SKY1 texture on it

#

around portal sector which is open

shadow bone
#

Probably better report that as a bug

light prism
#

wait what

#

i have used line horizon in stacked portals and skyboxes

unreal oyster
#

yeah so have i

#

in fact the old sky hack method is way more broken with stacked sectors

#

so much so that i made a bug report on that and got the response "don't do that"

#

i can see both methods being broken in certain areas

#

because honestly, portals are pretty hacked into the engine

haughty flower
#

Yeah for some reason former broke for me. it started showing under sector (and upper sector) both under/over AND also under/over at their places in the map

unreal oyster
#

oh yeah i remember that happening

haughty flower
#

which also tanked the performance. so i used skyhack and that one works fine

light prism
#

muppet

#

use a model

haughty flower
#

Why?

#

also your mother's a muppet.

light prism
#

because it's easier than trying to line up slopes on controls in parallel

haughty flower
#

it's easy af to line up slopes.

light prism
#

and cheaper for the engine to render

haughty flower
#

just copy-paste that line contiuning it to the outside

#

then build around it

light prism
#

its cheaper for the engine to render a model

unreal oyster
#

you'd need a set of 3d floors if this is intended to collide with the player, anyway

light prism
#

nop

#

model with invisible midtex lines

unreal oyster
#

but yes i'd say it's best to use a 3d model either way

#

... ew

haughty flower
#

@light prism yeah how am i suppose to go under it?

#

if i'm making sloped 3d floor regardless, why in the fuck do i need model in the first place?

light prism
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also no tags

unreal oyster
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i'd recommend model usage either way because to be completely honest, what you posted is ugly, a 3d model would allow way more polygons without destroying the engine and/or your sanity

light prism
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a) if it's not reachable by the player, who cares about collision, b) if it is reachable, use invisible midtexes on a few lines, c) it is far less taxing on the engine to render the model than to calculate the nodes and visplanes

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d) i am sexy and sexy people are always correct

haughty flower
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@light prism
A) i care about collision.
B) that's hacky as well
ะ“) once it calculates those i should have no problem
ฮ”) I sincerely doubt both of these statements.

light prism
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do what you want, but youre wrong

haughty flower
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DoomTroll not the first time i've been told that, and yet i'm still here

light prism
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you're making a large open city map, you should care about optimization

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but its your choice

haughty flower
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it works fine on my crappy 940m.

light prism
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at the moment while your map is highly unfinished yes

haughty flower
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which is comparable by performance to desktop 640. Which itself comparable by performance to 275 gtx. i'll be fine

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wait. hol' up. do 3d floors even contribute to portals at all?

unreal oyster
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what do you mean by "contribute"

haughty flower
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write themselves as static occluders. to bsp structure. because i always through they were treated as an effect

unreal oyster
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if i'm interpreting you correctly, then no, a 3d floor will not prevent a portal from being rendered

haughty flower
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Well then cat's talking out of his ass, doesn't he?

unreal oyster
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i would disagree that it would be slow to render the 3d floor version due to nodes and visplanes, but he's probably not wrong that a model would render faster, at least if the model was reasonable in poly count

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a pipe model could be rendered in one draw call, a 3d floor setup cannot be

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the draw calls in gzdoom are what make the rendering more CPU-bound than GPU-bound

haughty flower
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People talk about drawcalls quantity but they always forget that even a single drawcall can tank the performance if the pass is bloated.

unreal oyster
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... yes, that's exactly why i said "if the model was reasonable in poly count"

haughty flower
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besides, i'm pretty sure that terrain i added would drop performance harder than a few 3d floors DoomTroll

light prism
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no 3d floors do not do anything to portals

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but that wasnt my point

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if you dont want to take advice from people who have been doing this stuff for years that's your problem

haughty flower
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i am but i don't see the point at the moment. i still have 70 fps when i look at the map as a whole (130 when i look at skybox with nothing). On this piece of shit gpu. i'm not gonna be adding much of these effects anyway. as they always say- rules of 3s

light prism
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the rule of threes is for storytelling, there weren't only three planets in star wars, there weren't only three floors in die hard

haughty flower
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yes but there usually only 3 or less outstanding looking uses of same gimmick

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beats match up - you have triplet in storytelling impact, you have triplet in visual effects to do some visual impact.

light prism
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do what you want

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but dont be a bitch when you start getting fps crawl on your finished product

haughty flower
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yeah.

haughty flower
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Okay, here's the question. what's the relationship between units in model and in-engine units? 1:1? aka if i'll make an md2 which is 64 units tall, will it translate to it being 64 pixels tall in engine?

light prism
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i dont think it's 1:1

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but as long as you keep on grid it's not hard to find the proper scale

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might be 32:1

vast pulsar
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I also have a related question.

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Can 3d floors be turned into enemies

shadow bone
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They cannot. 3D floors are a geometric construction, not actors.

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You could make an actor with 3D models that looks like a floor, if you wish.

light prism
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you could script the lines of the sector to react to getting shot

coarse quail
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@shadow bone entertain the idea that Apples can be Alphabetic renamed and then the quality of the posts suddenly makes a lot more sense.

remote coral
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Is it possible for a WAD to forcibly crash/close the source port it's running on?

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I know it's possible to close the actual map and not the game, but what about a fully-fledged CTD?

coarse quail
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Zdoom wiki has some threads i believe that do this. Usually when a wad is beyond fucked upness though.

remote coral
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So it's more about a corrupted/broken file instead of an actual map trick?

shadow bone
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it's possible, but you should not do it. Actual desktop crashes are considered bugs and will likely be fixed eventually.

Zscript does have support for throwing custom VM error exceptions, which "crash" to the game console.

remote coral
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I guess that's the only way.

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Well I can use the CTD methods, but those maps would probably break.

shadow bone
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Honestly I'd avoid it altogether

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Crashing the game is not the way to make people like your mod