#classic-doom-maps-mods
1 messages ยท Page 81 of 1
oh
what's a recommended size for sky textures
or do I go with a simple 64x64
because you can very obviously the texture I have rn cuts off.
@vocal crypt - https://zdoom.org/wiki/Sky_stretching
also change your fucking name so i dont accidentally notify someone else
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.
do it
Tips to improve dat mountain?
what mountain
here boi
Well. it looks more like a hill than a mountain.
is it in a playable area?
if not, use a texture of a hill on a line
cheaper and will look better, if a tad flat from certain angles
you's in NZ?
TIL.
youse fullahs
Damned it
not sure how to use it for transparency in Slade
or some shit
rather
it's showing the checkerboard transparency thing
oh...
the damn checkerboard thing is a part of the image
lol
and not the would be place for transparency
oh, it must be their preview or somethin
owned
all from damn Textures.Com
errr make an account
that website is useful
and plenty of free stuff
its where i pulled a lot of leaf/grass textures
TIL.
I personally use Poliigon,
Though that does require a subscription and such.
That site is pretty much comprised of PBR ready textures, so it's a good resource for things I guess.
visual clash much? (I don't mean the cutoff at the right, I can obscure that)
I'd say open it up in Photoshop and compress it to the DooM palette, and maybe tweak the colours.
converting it to Doom paletted GFX seems to have made less jarring
might need further compression tho
what would I compress it to
i think he meant 'convert'
not really 'compress'
though converting it to indexed palette does usually result in some file size reduction
Oops, yeah I meant convert.
bit better, but I can't help but have a jarring feeling.
I think it looks fine
The only problem is it doesn't match the skybox
Just fix the colors and fading a bit
eh
maybe I use another skybox
might have to remove the yellow colour though
so might just go with plain blue
er
plain blue for the skybox
Oh god damned it
converting this blue sky to doom graphic format makes it gray
WTF
Why is one picture still having colour
but the other doesn't
Got any suggestions, Cali?
I really don't want to ping you
ug
@shadow bone
im at work ya dingus
the doom palette does not have a good range of cyan-blues
so they show up as grey
oh.
under gzdoom you are not limited to doom palette though
That's....a weird colour.
Either way
I probably should use the regular mountains then.
also uh
using MAPINFO to use a sky texture isn't working apparently.
just shows F_SKY1
WHAT
did I commit a map-mod-dev sin
no i had capslock on
oh
show mapinfo
{
Music = "D_E1M8"
LevelNum = 01
ResetItems
SKY1= "F_SKY9",0.0
}```
I named it F_SKY9 just so it wouldn't conflict
yes
Fuck you've lost me rip
try Map MAP01 "ShootingRange"
you can see the actual map number by pressing f2 in gzdb
entryway
dingus malingus
Stop calling me names please.
I have the map itself in a seperate episode though
or is that not going to do shit
at all
doing that, if I go into regular HoE episode, it doesn't have the map itself
but the music
and the sky texture
otherwise normal entryway
going into the shooting range episode, it's the regular F_SKY2 texture
and no music
how mungy
im not sure how you have the map defined in the actual map wad
is it MAP 01 with the space?
no spaces apparently
what game is this?
Doom, classic one.
on PC?
does it lag..?
shouldn't on modern hardware.
Vanilla at least.
If you add mods that's another beast.
I have a potato laptop, will it run it?
Probably.
thanks for the info
so... what are you wearing?
I made a simple ammo pack with a custom sprite and two kinds of ammunition.
The game loads fine, but upon summoning the item GzDoom freezes.
Why?
Here's a shot of the code
I see
That's actually a good thing to check in general if the game locks up instead of crashing.
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"
So anything that infinitely loops without an exit state should have a delay somewhere to prevent it from running away
if I had a dime for every time I see someone do a zero-tic loop...
... I'd have a lot of clones of a doom speedrunner
Nah, you gotta get a dime for every iteration of the zero-tic loop before the user kills it ๐
lol
if i had a dime for every time someone hypothesized that they had a dime for every time something happened
p.s. there's no reason for that spawn state to even be looped
it should just be -1 stop
KITT A -1 Bright
stop```
like that
Well, it doesn't freeze anymore. But now it's invisible and has no pickup sound.
Here's the code now as well as the names of the sound file and the sprite.
The second decorate file is for a random spawner.
@red peak - That sprite isn't inside S_ markers
gm_construct
nice job
it doesnt look hellish but its good
@light prism That actually looks dope,. what is it from?
I get some weird Witchaven/Magic vibes out of it.
Composer and sfx guy here looking for work
fair enough
Trying to make a weapon that lets the player dash in a direction
My initial theory on it is giving the player an item that increases their speed for a fraction of a second
Has anyone done this before with a better method?
I'm pretty sure in DECORATE, ZScript, and ACS, you can set the player's Speed variable
which is a simple multipler for their overall movement
so 0.5 is half speed, 1.5 is double speed
I believe that works if you're setting a player class
But is there a way for a state in a weapon to affect your speed?
meh
ive always just used thrustthing for dashing
since a dash is an uncontrolled movement that you cant just halt or change direction midway
Will it dash based on the direction the player is moving, or where they are facing?
You can thrust on an arbitrary angle
there is a calculation for that
since thrustthing takes byte angle
ThrustThing(angle*256/360, 0, 0, 0)
that will thrust at whatever angle you are facing
add 64, 128 or 192 to modify by 90/180/270 degrees
Those trees look mighty fine
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
Agreed, that should be fairly simple
In fact, I think if you're using ZScript you can just do vel *= 1.5;
Multiply your current velocity by 1.5 on all axis
yeah i figured there would be a simple method like that
hm
Also, Id show you, but I erased the altfire code because the thing I was doing was ruining everything
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
ya ding dang dungus
that sounds like the hacky way
are you going for zandro compatibility or something?
ah ok
you said you deleted everything?
of the altfire
can you pastebin the weapon decorate?
ThrustThing(atan2(vely, velx)*256/360, 16, 0, 0)
should work?
@true lion
you bastard
well im at work now
you bastard
so do you just have a script checking for knifedash and changing speed?
the above angle calculation should return vector angle based on speed
I have an altfire that gives an inventory item that alters a jump stat in the player class to initiate an animation
which means you can thrust by their current movement direction regardless of facing angle
THe item also increases speed by like 6x for a fraction of a second
The only thing that sort of worked was the animation, except it permanently did the animation
sounds like a you problem
Probably
you probably didn't goto See or something at the end of it
or remove the item so it just set you back there
Nah man Doom is a flawed game, DECORATE is awful and the english language itself is out to get me
a coding language by itself can't be to blame though
only your use of it
like if I said "1 + 1 = 3" that doesnt mean mathematics is flawed
just my application of it
You know what does prove that mathematics are flawed?
(1 / 3) * 3 doesn't equal 1
Unless you use fractions
Which pfft
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
plz
all that proves is your calculator of choice doesn't store infinite numerals
any computational system must, by definition, quantize to a set number of bits
its called loss of precision
ya ding dang dungus
how do you add things.
+sits at computer typing over the internet+
Like one spoon and another spoon.
+takes for granted+
You old fool, I'm using a tin can and a really tight string to send these messages
That's what the government and the bigwigs over at Big Physics want you to think.
also @vocal crypt you would have to choose an aspect of 'spoons' to add together
if you add the concept of a spoon to another spoon, you have two spoons
if you add their mass together, etc etc
The number of spoons then
Math is just a theory
I'd like to see you prove it without using any government-established "facts"
One of my roommates lives by this logic
my gf's brother thinks the government is sending spy drones after him
self important delusional fuck
he's not wrong about being spied on
why would they spend tax dollars on spy drones
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.
but drones? too discrete.
drones are not discrete
you can hear them flying around
it would be cheaper to just hide a dude in the bushes with binoculars
I meant the "distinct" version
or some shit
I'm just goin off the google dictionary
The government is a sun cult that will kill you if you try to go to the north or south pole
the jewish illuminati gangsters
Expect jewish mafia.
Australia isn't real, and any australian you know is a paid actor
a paid actor from Wales /s
A video of clouds going in front of the sun with the sun shining through is proof that the earth is flat
ok this is getting #172869448863055872-y
some unfinished mess of an unnamed mod
changes the pistol, shotgun and super shotgun
adds new rifles and other smg crap
and also an zombieman with 5 new deaths
but im going to add more
and also add some kind of blood effect
in the works for 3 days
(of course i did not make the graphics, i have no drawing talent)
example of new death
The guns seem inconsistent
one gun recoils
most of em down
don't*
and some guns where IMO a recoil would be expected
there aren't
ex. Minigun
the M4/M16 seems awkward as well.
does anyone know how to change DropItems to "None" inside a function in zscript?
nevermind, after digging a little it seems that it isn't very possible or even useful
anyone know how to stop a specific actor from dropping items?
doesnt that stuff go in the default block?
in which case, cant you override the default block
not override
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
new version now all weapons ive done yet have recoil and there are new ammo types
adding kicking
now there is kicking but only implemented in the pistol
you forgot the SMG sound effect
one of them
and the rocket launcher sprite seems to be glitched when it's firing
also, the recoil on some of the guns doesn't seem to make sense
the recoil on the pistol seems more fitting if it was on a shotgun
oh
you forgot to change one of the sprites for the zombieman
how the heck do i make skull key locked doors in classic doom format
you can't, doors are locked by only colour in vanilla
the latter
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
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
and ill fix the recoil on the pistol when i get on my pc
what format of sound is it
@dusk terrace Is that a gun from Shadow Warrior?
mmm could be the particular formatting of the file
like bitrate/freq etc
i noticed that using VBR with OGG tended to make files not work
@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?
https://www.youtube.com/watch?v=nxGQ2X8NE20 something like this, but way faster and with no cutoff at the top
Is it possible to make PBR work on textures that have special effects applied to them in gzdoom?
Like this one
I tried to set up PBR on this texture, but it wouldn't show up
To my knowledge, no.
The warping is a shader effect, and I don't think multiple shaders can be stacked on a texture
Is there a way to turn off the effect so the texture shows up normal with PBR applied?
The warping is defined in ANIMDEFS, so it's being done by whatever other mods you have loaded.
ugh
seems I'm too ambitious for my skill level to catch up
or rather
too ambitious for my skill
get what I mean
too big for your britches?
I meant my skill is lousy for my ambitions. Terrible ambitions yes.
the little skill I have.
I have thought of some sniping mod with that M40 from R667.
IDK
It'd require big ass maps with good layouts.
Which I'm not good at.
sniping in doom is dumb
since you can do it with basically any weapon that utilizes the standard hitscan attack
and that zoom just involves lowering the FOV and putting some shitty overlay on top
not sure the shotgun would be that extremely accurate shooting a long range.
the gameplay is just not suited for sniping
@vocal crypt a massive part of being a decent mapper is fucking up a lot
so if you're fucking up, these are the hurdles you have to get over before things start to get better
You'll get there man, it takes a while
just keep trying stuff
Except I'm stuck on the first fucking which is layout
It may be helpful to use some kind of dungeon generator for inspiration, like this one: https://donjon.bin.sh/fantasy/dungeon/
After all, a level is mostly a series of rooms and corridors
Use the dungeon map as a base and spice it up as desired
what does Peripheral Egress mean
Places to walk off the map
Been thinking of some sewer where yous run away from a monster
unoriginal yes
but eh
I'm bored and I want to do something like that
augh
the preview has major differences to the final product.
Yeah, just play with it a bit
You're liable to go through a lot of options before you find something you like
And you don't have to follow it slavishly either
true
notice it loves the rooms
which I don't think sewers would have that much
noticed*
Set the "Room Layout" option lower
it's at Sparse.
It's also going to lead to the question of "tf kind of sewer is this"
but that's me
Pump rooms, access rooms, stuff like that
Like, this is pretty sewer-esque to me, with a few tweaks
less rooms would help IMO
So remove them ๐
also, why stairs?
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.
It's not meant to be used as a rigid plan that has to be perfect
Also, combining a couple different dungeons could lead to more interesting options
Make them bigger then ๐
hard to do so when other shit is blockin the way
well fuck
my mind is not creative
as you've probably seen
screw this
I'll prob do it another time
corridors are fine
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
then you get maps like Circle of Death, Gotcha, and Abandoned Mines
draw a few 32x32 sectors for pillars for cover, then delete the sectors so they become solid
this map doesnt even look good from the top down but its by far one of my favorites to play
start small and work your way up,
it's weird looking at the full automaps of Doom 2 maps, you realize how small they actually are
Not sure pillars would be used for a sewer
is that what you're making?
escaping from it from one monster, yes
oh ok
yeh, gon edit the playa speed and change the pistol out
maybe so it just slows the monster down lol
a lot of the time when im mapping, i just kinda draw random stuff i think might be fun
like a platform jump, or like a tall elevator
might throw in a PSX atmosphere vibe as bonus points
and if i dont like it i just delete and start over with a new idea
but it's usually very simple and I try not to waste much time on each idea
because its usually my third or fourth idea i actually feel like moving forward with
it took me a long time to accept that making good maps involves what feels like a lot of wasted time
but its part of the process, you need to teach yourself what NOT to do
and you don't always figure out until you play your map and realize its not working
my method is simple
press ctrl-d
spaz my mouse out and click randomly
repeat, ??? profit
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
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
A mod.
wait.
that improves some shit, and adds some unique weapons and enemies.
And adds 3 classes.
and idk what to say
but i need to fix these two errors while parsing DECORATE scripts.
WHOOOOOOOOO- i mean... It finally works... Megapack is converted to Simply hard! YES! I'm so fuckin' happy now.
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.
tho former is at least somewhat progressing.
does anyone know how to check if there is line of sight between two coordinates in DECORATE/ZScript ?
Oh
is it possible for circular stuff
like a pipe
I'm not talking from the floor
I'm talking like
from a wall
or am I wanting to do something beyond the engine
@wet rover
there are several funcs
@vocal crypt - you can do that with 3d floors or models
Ah
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'
I can use such as some sort of entrway into another room
or am I just asking beyond the engine
@light prism speaking of modding. are there any other doom/zdoom servers with more active mapping chat?
Alright. I have a question then. where can i find shader doc for gzdoom? I need to know all the hooks from/to engine
for glsl?
I can't MSPaint for shit, but imagine a circular thing to enter on a wall that goes into a room.
eh
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
oh fuck i completely missed it
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
@vocal crypt oh wait you mean tube you can walk in? do you have "gzdoom builder bugfix"?
Yeah
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.
well there goes my idea to implement this on shader
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
@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?"
@wet rover - Welll you could always spawn two actors for the positions and then check their los against eachother?
i might do that, but i wanted to know if there was a more optimal solution
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
yis, what I was looking for, but smaller
that's what she said
my left hand?
owned
๐
you repeated a single character too much

pastebin it
code blocks not allowed?
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;
}
im not 100% on zscript but that looks rightish
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
oh theres another action for it
which one?
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)
is it exported to zscript?
not sure
weird
it works without flags
but when i try using flags, it says they're undefined
the flags i mean
true, but you could try assuming they start from 1 until you learn otherwise
and assuming you want both flags that means try 3
with 0 as flag it gives type mismatch error
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)
thar she blows
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
what is your intended outcome here
what points are you checking the los for
making pathfinding?
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
.....scratching head is there a way i can cut holes in TEXTURES lump?
ok nvm, i just used semi-transparent tiles. this works i guess.
Interesting. Could be an novel approach for shadow rendering.
what do you mean novel lol?
sector lighting been used for ages ever since original doom release ๐
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
๐
what chur map/mod be
uh there is already shadowmapping for dynamic lights too
but obviously the sector approach is there too heh
@light prism does it recognize general directional light?
as in can i define a single sunlight source
there is no 'global' directional light no
well then
you can make a light with huge radius though ๐
i'll stick with sector lighting for the time being. sure looks much more stylized too
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
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
nothing is quite like the stark lighting of sectors
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
the illusion of goin up a floor eh
I'm talkin the general map
better. i'm making chunk of the city which floats in nothingness map
trippy
yeah, i'm basically expanding on my terminus virtute map in all directions.
while using my own textures
Are you planning for some encounter on the rooftop?
nice
@light prism Uh...what's regular texture size for the hud item? 32? 64?
cannot find that info anywhere
๐ the problem is that i'm also rendering and postprocessing at the moment
not sure how that would affect hud sprites
Ok i'm confused. where do i put the icon?
it tells me it's not found, i tried both sprites/ and graphics/
graphics/ i think
are there any special naming conventions for them?
ok nvm. works now. should've did a proper refresh in gzdoom builder >_<
Uh. does gzdoom builder has script compilation error log?
it tells me "error" but doesn't say what error
OH.
WAIT.
the way that foldout is designed makes it a bit hard to spot from the get go. :V
....i should not attempt to sprite when i'm 23 hours in without sleep. 
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
@haughty flower well if your aim was to make an unidentifiable red blob you succeeded
aim was to make a gem
this is 50% there. i need to do a better job at gradient directions and it will be indistinguishable from hexen artwork
๐ค
Sector lightbeams setup 
Yowch,, that looks pretty complex.
at least it looks pretty
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.
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 looks like terrain
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
I got it
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 blizzard will screw me over that. Robed hi-tech traveler tho. I'll need to plan it some more.
Lmfao they totally would, but now it looks more like something from Star Wars to me
we'll once i'm done
Just make the face black with glowing red eyes and it's a really tall jawa I think
Lol
what chu making
fully expanding on my old map 'terminus virtute'. decided to do all the resources myself as well
that seems a bit high-poly for Doom
@vocal crypt of course. i'm not using this for doom directly. i'm gonna make sprites out of it
ah
alright. time to throw it at mixamo
as always. mixamo wins.
screwed up fingers a but bit otherwise works
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)
@keen stirrup play playstation doom tc
yeah, so i've heard. many times.
i just trying to make a universal mod for obliged (doom randomizer)
.....why would you even use oblidged
is there a better doom map randomizer out there?
Oblige is the best at what it does
@shadow bone that's still not enough.
Why not?
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.
sooo little of track is there a line of code to reset inventory on leaving a map?
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
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.
eh. that's a month+ dedication. i don't have that much time
"I can't be assed to do the thing so I'll just complain about other people not doing the thing"
i'm not complaining. i'm just saying - can be better.
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.
hmm.
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
this is a tiny bit better i guess.
...fuck it, i'll use 128x128 and downscale
yeah, this works.
i'm gonna need to design pistols. bulky enough to be 80s scifi, yet small enough to be welded in akimbo
Too generic by this day and age. needs something with more uniqueness to complement "space machina wizard" look
A combination of pistols melded together?
Maybe that top thing of a P90 but smaller scale?
Blah. Nah. i'm thinking more tubes and exposed liquid tube/energy core.
with space blaster shots as projectile
do you, like, not have a shred of originality lol? 
don't worry about it. i think i have an idea where i'm gonna take it
Lol if you are going to imply that you want suggestions than taking these strong words is not exactly the way i would go.
@coarse quail relax your buttocks, i'm joking.
these all are good suggestions for a gun
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
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
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?
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.
๐ eh. i'll try.
User was banned for this post ๐
anyway, i'll be designing that pistol for awhile. here's a pipe tho.
not for the pistol. just a pipe
3d flooring?
@vocal crypt yes. @light prism yes
out of curiosity what are the player 2,3 ,4 start actor names
should just be 'Player n Start'
Okay. so this is what i have so far
iterations, left to right from first molding to one i have now
i decided to use that peculiar side-loader mechanism which was featured in one of forgotten weapons video
open breech
load shell
fire
repeat
Nice.
@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
the reason why i have gone with flintlock pistol grip is to attenuate clash of styles with robes being combined with space tech https://cdn.discordapp.com/attachments/162899420013264896/450339339713642496/unknown.png
I'd like to see an assassin.
Nah. this is a story about a mysterious traveler being stuck in chain of torn apart dimensional rips.
And let me guess, shittons of monsters pouring out from each rip
and you gotta kill them all
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
doing material study for the handle...oh wow. some petrified wood examples are completely beautiful.
that petrifies my wood
thanks for that comment, dollar store quagmire knockoff 
wood can get petrified?
@hexed sky yeah. it gets set in soil, and over millions of years various minerals seep into the cellulose, hardening and crystalizing it
Huh, interesting.
they shouldn't have looked at medusa
hey we're here to learn about line actions not geology
@light prism good map design is paragon. if someone gets inspired to make an archeological dig by this - the better
Alright. here's what i have so far.
๐ i think this should be good enough.
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. ๐
completely retardedly 80s name. which is what i wanted, so it fits.
there we go https://skfb.ly/6zuwR
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 i...
So basically it's a tiny railgun
@vocal crypt that's a flintlock pistol-sized plasma pistol.
though, would a plasma pistol really have a wooden butt end?
@red peak no it's a plasma pistol. coils are used to accelerate heated plasma out of the damn thing
I know it's a flintlock but
It's a petrified wood
so basically stone
also rendered all the frames i need so far.
yeah
you tell me
Okay so when i want to override player sprites i just use something like
ACTOR TWPlayer :DoomPlayer
and replace sprites without touching any defs?
ok and define it in mapinfo
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
you could give the player an item in the weapon and then check for it in the player actor
after the first shot
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
my 1st wad ;p trust me you can tell this was my 1st time i ever builded anything
is it literally one room
with a door
@light prism only problem i have - for some reason it picks fist when game start, even tho laserlock has higher (lower) weapon selection order
show player decorate
a moment
{
// default items
Player.StartItem PlasmaShell 40
Player.StartItem Fist
Player.StartItem LaserlockPistol
//Player.StartItem
Player.ViewHeight 53
Height 60
States
. . .```
@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
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'
This might be extremely late, but... @orchid pine it's built, not builded.
Reeeeeeeeeee
@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
might i suggest the lord of the castle invests in a dehumidifier
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? 
it's high quality for Doom, but shit tier for HL1
get better if you want medium tier for HL1
actually it isn't high quality for doom
not with that attitude. 
something like this is https://www.dfdoom.com/wp-content/uploads/2018/03/order-of-the-odonata-2.jpg
almost looks like an UT map
oh yeah.
@hexed sky try looking at it with this music. pretty much does. ๐ https://www.youtube.com/watch?v=bX5CpBfTg4o
Unreal Tournament was THE contender to Quake 3 back in 1999. Since then it is fondly remembered as one of the greatest multiplayer games ever made and still ...
But is it even really doom at this point
@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.
also. Hanging building is back. i need to add more of them around.
That's one of the most stupid comparisons I've heard. I mean, what next, you gonna compare combustion engine with a melon?
Is there a way to muffle the soundtrack underwater?
I know it's possible with the actual sound effects.
GZDoom has a toggle for underwater reverb in the audio options
It's a user-side preference
So it works for music?
fok.
@shadow bone imuse-alike would've helped that, but nobody has time to construct that for doom
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
Probably better report that as a bug
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
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
oh yeah i remember that happening
which also tanked the performance. so i used skyhack and that one works fine
And here is a tube. at an angle. with 2 sets of 3d floors.
because it's easier than trying to line up slopes on controls in parallel
it's easy af to line up slopes.
and cheaper for the engine to render
its cheaper for the engine to render a model
you'd need a set of 3d floors if this is intended to collide with the player, anyway
@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?
also no tags
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
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
d) i am sexy and sexy people are always correct
@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.
do what you want, but youre wrong
not the first time i've been told that, and yet i'm still here
you're making a large open city map, you should care about optimization
but its your choice
it works fine on my crappy 940m.
at the moment while your map is highly unfinished yes
which is comparable by performance to desktop 640. Which itself comparable by performance to 275 gtx. i'll be fine
wait. hol' up. do 3d floors even contribute to portals at all?
what do you mean by "contribute"
write themselves as static occluders. to bsp structure. because i always through they were treated as an effect
if i'm interpreting you correctly, then no, a 3d floor will not prevent a portal from being rendered
Well then cat's talking out of his ass, doesn't he?
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
a pipe model could be rendered in one draw call, a 3d floor setup cannot be
the draw calls in gzdoom are what make the rendering more CPU-bound than GPU-bound
People talk about drawcalls quantity but they always forget that even a single drawcall can tank the performance if the pass is bloated.
... yes, that's exactly why i said "if the model was reasonable in poly count"
besides, i'm pretty sure that terrain i added would drop performance harder than a few 3d floors 
no 3d floors do not do anything to portals
but that wasnt my point
if you dont want to take advice from people who have been doing this stuff for years that's your problem
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
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
yes but there usually only 3 or less outstanding looking uses of same gimmick
beats match up - you have triplet in storytelling impact, you have triplet in visual effects to do some visual impact.
do what you want
but dont be a bitch when you start getting fps crawl on your finished product
yeah.
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?
i dont think it's 1:1
but as long as you keep on grid it's not hard to find the proper scale
might be 32:1
They cannot. 3D floors are a geometric construction, not actors.
You could make an actor with 3D models that looks like a floor, if you wish.
you could script the lines of the sector to react to getting shot
@shadow bone entertain the idea that Apples can be Alphabetic renamed and then the quality of the posts suddenly makes a lot more sense.
Is it possible for a WAD to forcibly crash/close the source port it's running on?
I know it's possible to close the actual map and not the game, but what about a fully-fledged CTD?
Zdoom wiki has some threads i believe that do this. Usually when a wad is beyond fucked upness though.
So it's more about a corrupted/broken file instead of an actual map trick?
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.
