#classic-doom-maps-mods

1 messages ยท Page 83 of 1

haughty flower
#

especially when i need several strings

light prism
#

judging by the current list you have 'actorname' then 'actordescription'

shadow bone
#

No matter what you end up doing, it's gonna be hacky because you're relying on disabling the engine's built-in messaging and re-implementing it from scratch

#

Like, I don't even want to think about door messages

haughty flower
#

That's simple

#

i just use ACS execute

#

instead of door

light prism
shadow bone
#

He's doing a custom message typer, not just changing the messages

haughty flower
#

i already said i need them in a message typer

unreal oyster
#

with regards to pickup messages, inventory items have a PickupMessage virtual function which you can override to return "" and do some other thing which will add to an array for printing on the HUD

#

which is what doom delta does

haughty flower
#

Yeah, that i figured out

unreal oyster
#

doors, you're fucked with, the printing there is done completely internally with no such callback

#

in P_CheckKeys

light prism
#

unless he makes a generic door script that calls a string array

haughty flower
#

i am doing exacly that

#
Script "CheckForObject_TW2" (int objNum, int takeQuantity)
{
     bool present=CheckInventory(objMessages[objNum].decorateName);
     if(!present)
     {
         Print(s:objMessages[objNum].msgLacksObject);
         SetResultValue (0);
     }
     Else
     {
         Print(s:objMessages[objNum].msgHasObject );
         if(takeQuantity>0)
         {
             TakeInventory(objMessages[objNum].decorateName, takeQuantity);
         }
     }
}```
light prism
#

aaaa my eyes

#

but yes

haughty flower
#

these prints are temporary while i'm building the hud

#

tho you know....weighting everything....at this point it's easier for me to just throw together a player motor on unity (or rather lift one i have from Impes) and just move whole thing to it either.

light prism
#

i have a python script that converts this to struct definitions

#

then each actor just references the position when picked up

haughty flower
#

i mean i was going for full on TC anyway.

#

not even quake, because i already tried screwing with quake extensively. that got me hitting my head about different host of problems.

#

i.e. tried porting TW1 to quake

haughty flower
haughty flower
#

Hm. thinkeyes i guess i can at least finish 1 level in gzdoom and see where it goes from there

light prism
#

gzSim City

haughty flower
#

i don't even know now. it just tells me that script with that name not found in game

#

ok screw it. i'll redelegate custom typer to when and if i'll move this to unity3d.

#

i already lost 2 projects to ambition like this, i don't want anymore

haughty flower
#

this mod does it no problem

#

ok i need to take a look inside

past cradle
#

oh man be careful with that

#

a lot of the code is extremely messy ๐Ÿ‘€๐Ÿ’ฆ

#

mostly because a lot of the code are from when I was learning zscript, so it was mostly me throwing things at the wall and keeping what doesn't cause an error

haughty flower
#

@past cradle i see you're overriding pickup messages in zscript

past cradle
#

yeah

haughty flower
#

ever found a way to override door key messages?

past cradle
#

actually, let me check something real quick

#

I think I did so but I can't remember

haughty flower
#

well i just checked your RC and door messages appear at the old locations ยฏ_(ใƒ„)_/ยฏ

past cradle
#

found some code I did in another mod

#
    {
        if(e.ActivatedLine.special==13)
        {
            Console.Printf(""..e.ActivatedLine.args[3]);
            if(!(e.Thing is "Doom64Player"))
            {
                return;
            }
            Doom64Player activatorsixfour = Doom64Player(e.Thing);
            switch(e.ActivatedLine.args[3])
            {
                case 129://Red Key
                    activatorsixfour.UpdateKey(0);
                break;
                case 130://Blue Key
                    activatorsixfour.UpdateKey(1);
                break;
                case 131://Yellow Key
                    activatorsixfour.UpdateKey(2);
                break;
            }
        }
    }```
#

I remember having a lot of issues with it because it wouldn't properly detect locks on the door if I recall correctly

#

let me check exactly how it looks in-game

#

ok so this is mostly the code for what happens after you use the door, not the part that actually hides it

#

to hide the original lock messages I just replace them with blank strings in a language definition lump

#

and thats the most I understand since I haven't touched this code in a while

#

the WorldLinePreActivated function would go into an eventhandler

haughty flower
#

Sweet!

#

@shadow bone looks like that engine level just got superseeded by zscript either

shadow bone
#

Sort of.

past cradle
#

this totally works for tc's

#

but compatibility with existing maps is kinda shakey

haughty flower
#

Yeah, i don't care about compatibility at all

past cradle
#

I believe marisa has made modifications to how hud messages are displayed on screen but I haven't delved into that

#

I don't think the key messages are counted as hud messages anyway

haughty flower
#

The idea is that i want to throw large sentences at player. it would be better if there is a dedicated message hud piece which player can scroll via pg-up/pg-down

#

@past cradle only thing i wonder about, wouldn't it been easier to just override Inventory class?

past cradle
#

a lot of stuff in doom delta was done in decorate and later converted to zscript

#

which meant a lot of the items had different inheritances

#

later on I had a base inventory class

#

for other mods

haughty flower
#

no but i mean all of the pickupables inherit from "Inventory"

past cradle
#

if I overrid Inventory then all the actors that inherited from Inventory would still inherit from the original Inventory

haughty flower
#

Inventory replaces inventory doesn't work?

#

Or rather BetaInventory : Inventory replaces Inventory?

#

Wait.....uh.

#

Yeah nvm

#

Only way to do it is to hard-override Inventory probably and then replicate it's structure 1:1...probably?

#

Does Zscript support hard overrides like decorate does?

#

*pokes @shadow bone *

shadow bone
#

ZScript supports everything Decorate does, yes

haughty flower
#

Heh

#

let's see how fast can i break it DoomTroll

#

action native A_BFGSound();

#

and all other native actions. is there a [extern] call or something?

shadow bone
#

I think native means the function is implemented in c++ internally instead of being exported to ZScript. I may be wrong on that.

#

You shouldn't need to worry about it

haughty flower
#

As i said a few sentences above - i was wondering if i can do it with least amount of blood and just override whole Inventory class

#

alternatively. are there "extensions" methods present? Like in C# to example - in C# i can write an extension which will attach itself to the base class

#

Hold up there are

shadow bone
#

I know certain of the base classes (like actor) can't be overridden or extended for some reason.

#

But yes, ZScript does support extends

haughty flower
#

extend class Name
In place of the class header.``` from wiki
shadow bone
#

In other words, you can extend classes, but only in the same file.

haughty flower
#

oh, only in the same file. ;|

shadow bone
#

So you can't extend anything in gzdoom.pk3

#

Certain functions are virtual and you can overrride those, though

#

Like PlayerPawn's MovePlayer() function

#

I think that can be done with anything marked virtual in GZDoom.pk3

light prism
#

there's nothing really stopping you from creating something that acts like a native class

haughty flower
#

probably

#

@shadow bone sorry for constant pings, but. one more question. how do i make zscript items appear in editor?

shadow bone
#

That I don't know, aside from it being some kind of arcane demonic summoning ritual involving the spilling of virgin neckbeard blood and the burning of a fedora.

haughty flower
#

@past cradle poke

past cradle
#

try loading gzdoom.pk3 as a resource excluded from testing parameters

#

because if you include it gzdoom will perish

#

gzdoom builder needs the zscript defintions from gzdoom.pk3 to figure out what custom zscript means

haughty flower
#

Huh

#

@past cradle okay i got that, but what about putting items into editor?

past cradle
#

do u have doomednums set up yet

#

if u don't or if u don't know what they are lemme get the wiki page

haughty flower
#

that worked. ๐Ÿ˜„

#

thank you

past cradle
#

๐Ÿ‘Œ

light prism
#

you do it from mapinfo i think

#

oops

#

logs ๐Ÿ˜›

haughty flower
#

something weird is going on. i cannot pick up more than 1 object of ammo. either replaced clip or box which inherits from it.

#

oh wait. i see.

#

yeah, ammo has special inheritance rules

haughty flower
#

checks how fonts are made and cutup via textures huh. easier than i thought. i can just use bitmapfont generator with CSV table and then turn it into Textures.font

haughty flower
#

learning how to use excel (or opensource analog such as libre office calc) is 100% necessary if you want to avoid repetitive tasks. such as parsing bmfont (bitmapfont, not bytemapfont) format to textures

light prism
#

that reminds me

#

i wanna write some kind of consolidated toolset for model definitions in python

remote coral
#

Okay, what the hell is wrong with this?

#

Tag 11 consequentially has the specials ID 11, which is Open Door.

#

So why the hell is it not working?

light prism
#

the door wont respect the 3d floors height

remote coral
#

So what do I do then?

#

Remove the 3d floor?

light prism
#

make a tiny sector outside of th emap

#

wait is there stuff above the 3d floor then?

remote coral
#

a tiny gap.

light prism
#

they just look like walls

remote coral
#

it's meant to be in a train.

light prism
#

oic

remote coral
light prism
#

ok

#

make a tiny sector outside of the map

#

then select the door sector and the new sector in that order

#

join them

#

ctrl-j

#

make a new new sector next to the tiny one and set its ceiling height to the height you want the door to open to

remote coral
#

This seems like a really convoluted way to fix a door.

light prism
#

well the thing is that in doom a door is coded to raise its ceiling to the nearest ceiling height

#

but a 3d floor doesn't count as a ceiling height in that instance

remote coral
#

oh, right.

#

Brain fart.

light prism
#

wait, is the door itself a 3d floor?

remote coral
#

Of course it doesn't work, it raises the upper texture.

#

No, but now that I think about it, it has to be.

light prism
#

that complicates things

remote coral
#

a lot.

#

well

light prism
#

there is no simple 'raise 3d floor door' action

remote coral
#

consider this

light prism
#

you have to link its floor and ceiling movement using Sector_SetLink in ACS

remote coral
#

it's a train that goes in a tunnel slightly.

#

What if I just push the train slightly further back into the tunnel, so that the ceiling won't be visible from the outside?

#

And I could just use a solid ceiling?

light prism
#

that too

remote coral
#

it's a lazy way to go at it, but it's so much better than making a 3D floor door.

#

but-

#

oh

#

oh no

#

oh dios mio

#

I would have to use 3d floor doors there

#

because I'm planning on having the player go in there

#

goddamnit, why didn't I just use Hammer

#

But would sliding doors be simpler?
Or would that complicate things even more?

#

Fuck.

#

Now I have no idea what to do.
I doubt doors that recede into the floor would look all that nice.

light prism
#

ill give you some examples

remote coral
#

Examples of what? 3d doors?

light prism
#

sorry gf burst in and demanded attention

#

yeah, doors and stuff

remote coral
#

oh. Thanks.

light prism
#

@remote coral

remote coral
#

Huh. I kinda had a hunch on how it should be done.

#

Thanks a bunch. I'll probably have to use this for my map.

#

Uh...
Did I do something wrong, or why does my ctrl + J bring up the "randomize sectors" menu?

#

Oh, it's just J.

#

Oh, you don't even need to join them.

light prism
#

oh sorry

#

you would have had to join them if it wasnt a 3d floor

remote coral
#

Ah.

light prism
#

the idea is to have an extra little piece of the same sector that exists outside of the map bounds so you can connect it specifically to travel to whatever height you want

remote coral
#

Doom mapping is basically cheating the system.

light prism
#

but yeah 3d floors and other transfers do a similar thing with little out-of-bounds 'control' sectors

remote coral
#

Wherever and whenever.

#

I was planning on using that.
When I need to push down a rod on a detonator.

#

Y'know those boxy detonators with a big rod at the top that you push down?

#

Anyway, thank you for your generous help.

light prism
#

and then they explode and a bunch of little animals comes out

#

and sonic goes to the next level

#

yes

remote coral
#

Huehue

haughty flower
remote coral
haughty flower
#

Hmmm

#

Do shaders apply to hud images?

unreal oyster
#

yes

haughty flower
#

Perfect. means i can actually make a rotating image

unreal oyster
#

wait on that, actually

#

there's a PR open on gzdoom's github for a triangle drawer

haughty flower
#

what triangle drawer? i'll just rotate UV coordinates

#

it's a simple matrix operation

unreal oyster
#

yes, i know, but using the ZScript triangle drawer to do this would be better once it's in, it's more flexible

haughty flower
#

What do you mean more flexible? I have a coord, i have an offset - i can rotate sampling position however i see fit. i can also do all sorts of basic 2d matrix operations with it

#

Uv coords are in essence 0...1 rectangle

unreal oyster
#

more flexible in that the rotation amount can be controlled by the modder without any hacks

haughty flower
#

Okay now that's something i actually had a question about

unreal oyster
#

and also easier because you don't need to pad your image out to accomodate for rotation

haughty flower
#

i remember shaders having controllable uniforms

unreal oyster
#

only post-processing shaders do

#

not material shaders

#

there are reasons for that, i can't quite remember them though

#

i think graf doesn't want to touch material shaders much because they were designed a long while ago and any changes now could hurt future vulkan support

#

but yeah, the other problem with shader-based rotation is that your images need to be padded out to accomodate for the extra space that could be needed by a rotated image

#

which unecessarily makes things more difficult when creating sprites/textures and also bloats the image filesize

haughty flower
#

sigh

#

Do i REALLY need to make 40~ rotation frames for that hud element now? fuck

unreal oyster
#

have a bit of patience for the ZScript triangle drawer and no

#

once that's in all you'd need to do is apply rotation to the four points of a quad, draw as two triangles and you'd be done

haughty flower
unreal oyster
#

... that's a zelda forum.

haughty flower
#

oh lol

shadow bone
#

Try to stick to the ZDoom wiki and forums.

#

There's a few other languages with the name zscript

haughty flower
#

sigh screw it, i'll make 5 rotations over 90 degrees (aseprite has very stellar pixel-perfect rotation), then add + 90, 180, 270 rotations via textures.

cedar chasm
#

Think it's possible to make a MM6-8 in Z/GZDoom?

haughty flower
#

@cedar chasm what? you mean that megaman mod for zandronum?

cedar chasm
#

@haughty flower Oh, I mean the Might & Magic series

haughty flower
#

Hm. why? I mean there are spriterips from it. probably texture rips so you can probably port those

cedar chasm
#

Already working on getting sprites. Just more wondering on the inventory, spells and the multiple character thing

#

I guess if TheMisterCat manages to make a RTS in Doom. I guess what I'm doing should be possible

haughty flower
#

You know it would be better if you use unity3d instead. thing of the matter is - zdoom is not suited for that type of gameplay. at least technically. You can make almost anything via scripting but the amont of hacky un-straightforward shit you have to endure will be dramatic

#

...At least that would've been the case if not for ZScript ๐Ÿ˜„

cedar chasm
#

Yeah, I figured out that it would be hell to remake all the mechanics that is in those games into ZScript

unreal oyster
#

even with ZScript, my attempts with hacking the game into other genres has generally ended in me deeming it not worth doing to be completely honest

#

ZScript helps a shitton, but gzdoom is still an FPS engine at heart

cedar chasm
#

Calling the M&M 6-8 a FPS is a far stretch, tho it's more akin to Daggerfall I'd say

unreal oyster
#

that's what i mean, even with ZScript it's still not exactly designed for non-FPS

#

you can do it, there are just some oddities you'll run into

cedar chasm
#

oddities? like what

unreal oyster
#

well, for one, from my quick googling on MM6, it seems to be an open (or at least large) world, gzdoom handles them very badly

haughty flower
#

@unreal oyster thing of the matter is - building a grid movement with lockstep logic is braindead easy. you just manage it from script altogether

cedar chasm
#

Open World with load zones

haughty flower
#

even with non-lockstep logic it's still easy since you are still operating on grid cells and running logic from script

cedar chasm
#

MM6 also had this gimmic that you could enter "turnbased mode"

#

But it would be a hell of a overhaul and I'm probably asking for problems with this

unreal oyster
#

smoke: well yeah grid movement is easy, why are you telling me this...? i don't know anything about MM6-8, i was just commenting on an open world being difficult because gzdoom lags pretty hard on large map sizes with lots of 2-sided lines and no sight-blocking lines

cedar chasm
#

I take it that sloped surfaces doesn't block sight?

#

so it will render what's behind the sloped surfaces?

unreal oyster
#

no type of sector blocks sight

#

only two-sided lines block sight

cedar chasm
#

Yeah.. that's a problem

#

Just attempting to do a MM7 stables ends up with loads of 3d sectors

#

Unity3D would be better for this

haughty flower
#

in fact i made a bit of dungeon crawler code in the past

#

and i was much shitter coder back then either

remote coral
#

Reminds me of Fight Knight

haughty flower
#

Except fight knight is actually good. ๐Ÿ˜„ this one is a prototype done in few hours

remote coral
#

Dude, I know.

#

Fight knight was just the first one to come to mind.

haughty flower
#

odd, because it's nowhere near being etalon in dungeon crawling

remote coral
#

Probably because FK is the only dungeon crawler in this style I've played.

haughty flower
#

i recommend lands of lore

#

first one

#

it's one of the best ones from the old ones.

light prism
#

heee

#

i made dungeon crawler movement code years ago

#

using limited distance lineattacks to ensure player stayed on a 'grid'

haughty flower
#

@light prism throw it at @cedar chasm or he'll probably go nuts

light prism
#

no i think he wants free movement

#

Thimz aka Waro: I guess if TheMisterCat manages to make a RTS in Doom. I guess what I'm doing should be possible

#

i would really like to continue this but i need to figure out how to reconcile pathfinding over network

cedar chasm
#

Would go for free movement, just checking what options i have

haughty flower
#

@light prism that's one of the cornerstones of rts. Classically RTS have star topology/peer to peer networking - everyone is equal client with no server choking others. traditionally that has been done because of the networking speeds. nowadays- you can just run pathfinding serverside and tell units their current movement state

#

Tho..does zandronum even has serverside-only script execution?

#

aka server executes a script and maaaaybe tells client what's up

#

because once that's done - you can make zdoom wars to be a proper goddamn game instead of unit spam with possibility of units actually attacking others

#

๐Ÿ˜„

light prism
#

yeah i kinda figured i would have to do it serverside

#

and yes there is server-side only

#

i would imagine it would be something like 'send local selection, command type and position to server' 'let server calculate route' 'server spawns waypoints and broadcasts the move to all players'

#

the only issue is there's no way to 100% confirm the broadcast is successful over a tic

#

so you have to kinda make a bunch of 'while(value not updated) {update value}' situations

#

and syncing those between client and server is messy

#

the best option i guess is to compress the command/group/position into a single integral value to cut down on communications

haughty flower
#

@light prism no you don't. you shit at them udp style

#

tell them to move a few times - if it already got it - logic will monster to just keep going over same order

#

that's about it

#

you don't want high degree of syncing with this.

#

an occasional check of "where pawn should be" against "Where it's at"

#

and then syncing over that keyframe

light prism
#

i need to confirm the intiial order got through

#

for any given type of ordre

#

some orders might be looser with reaction speed

#

but when you click to say, detonate a nuke strike or something, that shit needs to be ensured the first time

#

you don't want to be clicking twice for a single targetted order

#

so there needs to be reconciliation/a success handshake at the very least

haughty flower
#

Yeah

#

i meant for pathfinding

#

you definitely don't wanna hang up logic via constant synced over that

light prism
#

no, all the actual pathfinding would happen after the initial handshake and only on the server side

haughty flower
#

ooh

#

Use hacky acs shit and set give monster some inventory?

light prism
#

sort of, cvar's are a bit less messy to use than items though

#

and you can sync them between client/server

haughty flower
#

i see

light prism
#

basic implementation is call a clientside script from a regular script that passes the parameter that was changed, clientside script updates its cvar, and you can reverse that by requestscriptpuking with the cvar to a script to update it on the servers end

haughty flower
#

Don't forget to call this thing "Zandronum wars: Now with actual rts control"

#

๐Ÿ˜„

#

i can guaran-fucking-tee you - you'll get Rock paper shotgun coverage from that

#

granted you can propagate it

light prism
#

i have a fair amount of the basic stuff done

#

just no pathfinding atm

haughty flower
#

is it me or camera is a bit jerky?

#

But holy shit this actually looks well done

light prism
#

camera can be controlled via holding right click and moving mouse which might be a bit jerky, or scrolling to the edges of the screen, or movement keys

haughty flower
#

Oh.

#

okay yeah, that explains the jolts of movement, that's fine

light prism
#

the fog of war uses dynamic lights which might be a bit overkill

#

probably better off using a tagged hexgrid, would give me finer control

haughty flower
#

too overkill

#

actually it will be better if you use something like postprocessing shader...granted you can define screen rect correctly only for shader and not for UI, and also..do they even support 2d array uniforms?

light prism
#

this is zandronum, no shaders

haughty flower
#

you sure?

light prism
#

well i havent really been following updates

#

recently

haughty flower
#

it also looks like they have actual fucking uniforms on material shaders

#

graf needs to up his game

haughty flower
#

Switch is for the show, then there is text typer, healthbar is a rotory thingie a-la chiken-o-meter, flipclock part is for the ammo (3 digits) and i'll probably add something else

prisma saddle
#

Make the switch a chicken-o-meter.

haughty flower
#

probably a legend of kyrandia-like inventory bar

#

with shelves with stuff

light prism
#

you are making a point and click?

hidden lagoon
#

that looks like a lucasarts game

#

idk which one

light prism
#

he literally just said

remote coral
#

So I made a 3d door that works as intended.

#

But the texture on the doors won't go up with the door.

#

I've tried both upper and lower unpegged, but neither did anything.

light prism
#

did you look at the script on my example map

#

if you used my method from that map then you need the script too

#

the texture wont scroll up with the floor unless the ceiling is also moving

remote coral
#

I used your method.

light prism
#

look at the script in gzdb

#

(f10)

remote coral
#

Oh, I didn't even know you needed a script for it.

#

My bad, I just got the mechanics from said map.

light prism
#

its simple one line (though you'd need to use the same function for any other doors too)

#

it uses Sector_SetLink to link the movement of the 3d floor's floor to it's ceiling

remote coral
#

The actual door itself works perfectly without the script.
I can open and close it no problem.
It's just the texture that isn't working.

light prism
#

...

#

do what i say

#

question me at your own peril

remote coral
#

I'm not questioning anything, chill.

#

I'm just wondering why the door works well without it.

light prism
#

if you could see the whole door you will notice that only the bottom is rising, the top doesn't move

#

usually with a non-3d floor sector you can use lower/upper unpegged to cause the textures of lines in that sector to follow the movement of the floor or the ceiling

#

but that doesn't work with 3d floors, the texture is inextricably linked to the ceiling height

#

so if you want the texture to move upwards, you need to link the movement of the floor to the movement of the ceiling

#

which is what the script does

remote coral
#

Right.

#

that got me wondering.
How well would making it a pseudo-elevator work then?

#

It's just the base elevator tags don't return where you called it.

light prism
#

what

remote coral
#

elevators move both the floor and ceiling of a sector.

#

This is me mostly thinking out loud, I won't be using it.

#

So worry not.

light prism
#

there is no 'raise wait lower' option

#

it would require extra scripting

remote coral
#

mmhm.

light prism
#

thats why i used platform

remote coral
#

If it was, there wouldn't need to be scripting.

#

But alas.

#

Yep, it works now.

#

Thanks a bunch.

light prism
#

I AM A GOD

remote coral
#

Huh.

#

TIL Doom doesn't have a flowing lava texture.

#

That complicates things.

light prism
#

there are scroll specials

remote coral
#

Yeah, I ended up using one.

brisk flax
#

Hello, I am back for some more updates to tell you, amazing people.
Enemy Updates
Maga-Reimu will be a Domination-Tier/Rainbow-Tier Archvile enemy, because she's kinda OP.
Exo Imp will have many new attacks: Power Ball, Power Dash, etc.
Weapons Added
Added a Cosmos Gun. Looks like the Brutal Doom v20c but purple. And the pickup sound for now it says "The gun is good" from Zardos.
Added a Double UAC-Chainsaw. Basically from Realm667.
Enemies Added
Added Sampi, a Domination-Tier Cyberdemon enemy. Beware, his attacks are dangerous AF (Some of them)
Added a Purple Oblivion Imp, a Rainbow-Tier Imp enemy.
Added Ultraspeller, a Domination-Tier Cyberdemon enemy.
Added Ultima Enker, a Omega-Tier Imp enemy.
Added Sergei Bleakwinter (Dark Blue Magicman), a Super Rare Archvile enemy.
Projectile Changes
Some of the Power Balls will have the KAMEHAMEHA sound from Zharkov goes to the store. (I had to)
Now the upcoming features:
Upcoming Weapons
Plasmatic Minigun
Solar Rifle
Nebula Sakugarne
Upcoming Enemies
Aetherion (Super Rare)
Valrum (Super Rare)
Holyan (Ultra RARE)
Worunu (Legendary)
Domination Archvile (DOMINATION)
Mainyu (Omega Rare)

flat storm
#

how exactly do you import custom enemies (say, from realm 66) into your wad?

remote coral
#

When you're making a wad with GZDoom Builder, you're asked to get the IWAD you'll be using.

#

Along with DOOM2.wad, just import the wad you want to get assets from.

flat storm
#

and it will automatically save it into my wad?

remote coral
#

not really.

#

You'll have to use SLADE to import the file(s) completely into your own wad.

#

If you don't, you'll have to launch GZDoom with both your map wad and your asset wad(s).

flat storm
#

ack, that sound like a pain

#

then again this is for a community megawad, so I think when my wad gets added to the pk3 everything should be included

remote coral
#

Eh, you just need to download SLADE and transfer those files.

#

If you need more help, just ask here.

haughty flower
#

@light prism no i am not but i do want to give inventory some space since i am using setsize(64, 640, 400)

#

should be enough breathing room for inventory items

light prism
#

haha

#

but you are using the base inventory class still?

#

not some struct or something

haughty flower
#

i think so

light prism
#

my inventory system is pretty abstract

haughty flower
#

oh jeezuz

#

you actually have full inventory system

#

only thing to make it even better would be ultima approach of no-grid but by-weight inventory @light prism ๐Ÿ˜„

#

with sacks

light prism
#

you're a sack

#

current system supports in-inventory containers

#

and any-actor containers that can take a set of initialization items in their args

#

and some extra options for size

#

the brown window is the barrel, for example

#

i doubt the veracity of 'better' considering how easy it was to lose a ring under a pile of thousands of other items

#

but i wouldnt actually need to change much to adapt it - since item instances take a vec2 for position on a grid, it would just be a matter of removing the snapping/sorting etc

#

i like this more though, its more diablo-esque, and i can make items stack to represent lesser weights anyway

haughty flower
#

yeah yeah, hence why i put it in ` s

haughty flower
#

You know at this point you really should move this to unity. Or actually get visual studio and start adding classes to native code

#

extend native hud class at the very least.

unreal oyster
#

you wouldn't want to extend the hud system for inventories though

#

you'd use a ZScript menu

#

which is a basically completely undocumented system that's difficult to work with

past cradle
#

how would u get a zscript menu to interact with the world ๐Ÿ‘€

unreal oyster
#

network events

shadow bone
#

In short, the menu sends a trigger to let the playsim know it needs to update something

#

There's a simple one in DarkDoomZ that lets you preview the light level changes without leaving the menu

#

Just remembered that's not specifically using ZScript menus, but eh.

haughty flower
#

@unreal oyster yes you do when you want to add faster drawers and better data interfaces

#

i mean look at cat - he's using data tables

#

and then doing a tedious plugging

#

this can be refactored into something like INVENTORYDEFS file with better format

unreal oyster
#

i can fairly confidently say that something that broad would not be accepted into gzdoom tbh

#

especially with ZScript, that's something you can do yourself without C++ help

#

and it's something you'd probably be expected to do

haughty flower
#

Who said he needs to have it accepted back? Branch it, do the full release with sources provided

unreal oyster
#

there's no "one size fits all" inventory system

haughty flower
#

if roboblast did it, and action doom 2 did it - there is no reason why he also couldn't do it

#

i mean ffs - he is already doing full on game anyway

unreal oyster
#

anyway besides all that, you read my message wrong, i was just commenting on it being a bad idea to use the hud system for an inventory screen

#

the hud system is for (no surprise here) huds

#

ZScript has a menu system so if you felt the need to extend anything it'd be that

#

considering it's designed for making menus

haughty flower
#

...inventory is not a menu, it's a piece of player gui

#

Unless you're playing old-ass roguelike such as nethack

unreal oyster
#

the screenshot tmc posted is absolutely a menu

haughty flower
#

it isn't

#

it's in game. he has a container opened from player interaction

#

and main inventory to drag items

unreal oyster
#

yeah, and the best way to implement that in ZScript is via the menu system which has built-in consistent mouse support

#

menus in gzdoom don't need to have a faded background, or even pause the game

past cradle
#

yea zscript menus allow direct interaction with the mouse

#

instead of acs mouse systems

light prism
#

yeah except mine is acs ๐Ÿ˜ฆ

shadow bone
#

absolutelydisgusting.jpg

light prism
#

sure

#

its not like some messy shit written in doombuilder at least

#

its a nice neat organized system that ive tried to implement as simply as possible

#

anyway worktime

haughty flower
#

part of me wants to rewrite drpg in zscript to avoid acs funk but oh god I don't think I'll ever finish that project.

haughty flower
#

ok i am confused. i am testing inventory with standard params, but at 64,640,480 this is how it shows up

flat storm
#

how do you stop a moving floor/ceiling from within ACS?

light prism
#

if you started a perpetual mover i dont think you can stop it

flat storm
#

really? You have to wait until it stops?

#

I want to move a very big floor in the opposite direction once the player kills a certain number of enemies

light prism
#

a perpetual mover cant stop

#

but no i dont think you can stop any form of movement actually

#

what does your want have to do with STOPPING a sector

#

oh, it is already moving, and you want it to change direction after a killcount?

#

i would do something like

#
{
    TagWait(movingsectortag);
    Floor_MoveSpecial(movingsectortag, speed);
}
desirednumber = n;
while(killcount < desirednumber)
{
    TagWait(movingsectortag);
    Floor_OppositeDirectionMoveSpecial(movingsectortag, speed);
}
#

pls note my fictional functions

#

actually thats too vague

#

you want to move it over a specified distance each iteration, then wait until it reaches that height, and reiterate

#

to create the illusion of smooth continuous movement

#

TagWait waits until the specified tagged sector has stopped moving (in any direction)

flat storm
#

I dont necessarily want to wait until it reaches a certain height

light prism
#

yes but you cant stop a mover once it has been called

flat storm
#

ok

light prism
#

so you have to compromise

#

say, have it move 16 units per loop

flat storm
#

ah, I see what you are saying

surreal meteor
#

Hey did anyone submit a map to Vargskelethors doom contest?

light prism
#

who?!?!?

surreal meteor
#

Vargskelthor, he's hosting a doom mapping competition.

light prism
#

who?!??!

surreal meteor
#

my nigga plz

red peak
#

everyone send him a picture of your toilet on a wall texture

light prism
#

now thats comedy

haughty flower
timber bridge
#

beep boop

haughty flower
#

only thing is that that thing to the right of screen is actually turning counter for hp. currently graphic is not very good. as i want to eventually add painted evening sky translating to nightsky

#

this gets underlayed under the window

#

armor counter is probably added on top of it as a thick-needle gauge

#

but still under the window

#

a thing after that is a hole for flip-counter ammo. i think 4 digits would suffice

#

not sure about animating it tho

#

Does zscript provide dynamic texture scaling?

#

oh nvm, it does

light prism
#

looks ok so far

#

dunno about the health wheel colours

haughty flower
#

Uh

#

how does zscript use graphics from TEXTURES file?

#

ok nvm

haughty flower
#

....Do fontedefs have empty character?

#

aka space

vocal crypt
#

ooh goodie, the HUD even reminds me of the Fallout thing

haughty flower
#

yeah, i partially based it on it. partially.

vocal crypt
#

I'm seein the influence a bit

haughty flower
#

yeah, this should do it i think

#

Now typer remains.

#

oof wish me luck

flat storm
#

I'm having a weird bug with a moving floor

light prism
#

please tell me youre not just going to repeat the problem from yesterday

flat storm
#

nope

light prism
#

good

#

i would murder you

flat storm
#

I worked around that. ๐Ÿ˜ƒ

#

But I have gore hanging from a 3d floor. When the the 3d floor moves down, the gore sticks with it just fine

#

but when it moves back up, the goor falls to the underlying sector

light prism
#

falls?

#

like it sits on the floor? or it tries to 'hang' from the underside of the base sector?

light prism
#

mmm that might just be a quirk of actors using +SPAWNCEILING unfortunately

flat storm
#

that's what I was afraid of

shadow bone
#

Are you using zscript?

light prism
#

rather, their behaviour works fine, its just 3d floors didnt exist back then

#

i dont think so

flat storm
#

ACS

shadow bone
#

Maybe try setting +ceilinghugger as well?

#

Dunno if it works for non-projectiles

haughty flower
#

Wait no.

#

are you sure it has nogravity set?

flat storm
#

its the default actor for all four things

haughty flower
#

or rather set gravity to zero in udmf format

#

it might be just using inherit gravity ๐Ÿ˜„

flat storm
#

where in the lump do I define that? this is for a doomworld community wad, first time ever doing anything non vanilla

haughty flower
#

@shadow bone how do casts work? can i just int test=(int)somedouble?

flat storm
#

this whole thing has been a learning process for me

shadow bone
#

haha, I'm the wrong person to ask. Casts are like insane black box magic to me.

light prism
#

bro these are default decorations

#

they have +SPAWNCEILING and thats about it

#

i think +CEILINGHUGGER would only actually have any effect if they were moving laterally

#

+MOVEWITHSECTOR might stand more of a chance

#

but why should he have to modify default decorations at all

haughty flower
#

@light prism @flat storm well as i said - if they fall at start of the map - they using gravity and disregarding 3d floor. you need to set gravity of them to zero and manually adjust height in editor

#

that is - if you're using UDMF format

flat storm
#

I am

#

tried setting gravity to 0

#

still the exact same effect

haughty flower
#

weird

#

guess you gonna need to inherit them and edit flags

flat storm
#

think I got it

#

use +RELATIVETOFLOOR

#

and +MOVEWITHSECTOR

haughty flower
#

very good.

#

how the fuck did it truncate it if it's still longer

#
string trnk="*"..message1;
        if(trnk.Length()>26)
        {
            double lng=trnk.Length();
            lng=ceil(lng/26);
            int cnt=int(lng);
            for(int q=cnt-1; q>=0; q--)
            {
                AddMessage(trnk.Mid(q*26, ((q+1)*26)), message2);
            }
        }
        else
        {
            AddMessage(message1, message2);
        }```
#

also font i made turned out to be utter shit, but that will have to wait for later after i'm done actually implementing functional

light prism
#

uhhhh is it a monospaced font?

#

it looks like it

haughty flower
#

that's the problem - it isn't.

light prism
#

odd, it does look monospace

haughty flower
#

i have no idea how to force hud to display it as not monospace

light prism
#

not sure if thats possible

haughty flower
#

yeah, i figured as much

light prism
#

all internal fonts are monospace so all font handling would be monospace

haughty flower
#

That's retarded ๐Ÿ˜„

light prism
#

the game was made in 1993

haughty flower
#

yes. Buuuuuuut.

#

I am perfectly well aware why original did it that way.

#

However.

#

We are not in '93 anymore

#

oh for fucks sake.

#

i need to set it's LENGTH, not ENDPOINT

#

fucking hell i'm an idiot

light prism
#

that's what she said

haughty flower
#

@past cradle psst, check this shit out

past cradle
#

Those I's have ''bigg space''

#

Oops

muted wing
#

what mod are you making?

past cradle
#

That was supposed to look fancy for emphasis

#

But otherwise looks cool

muted wing
#

same, Kinda want to nick the same concept for my mod

haughty flower
#

This? this is terminus virtute 2

#

i decided to revisit that map and properly expand it

flat storm
#

I know probably nobody cares, but those two flags did the trick

haughty flower
#

@past cradle yeah those I's and L's ...also rest of the symbols. i need to edit them to be centered i guess. or better yet - throw this font into garbage and get one which is actually not shit

#

fuck it, i'm gonna go raid bytemap font repository. something should come up

#

one more thing is to split by word rather than by plain length. after that i'll need to add line special callouts

light prism
#

heh yeah i raided BMF repo too

#

and i have code for all this formatting junk also

#

though its in gdcc/acs

haughty flower
#

should bind keys to scroll up/down through the log. after all - it is 64 lines deep.

#

Now to finally try and add line special callouts. I will paint them golden instead of green, to differentiate

#

@past cradle if you gonna re-touch your mod i suggest you do the same and add different colors for secret specials

light prism
#

re-touch yourself

haughty flower
light prism
#

that actually would piss me off pretty bad, i have tinnitus

haughty flower
#

@past cradle your code doesn't seem to do anything <_>

past cradle
#

What code you lookin at

haughty flower
#

doesn't even print anything to console

#

and yes i did include that file to ZScript.txt in root

#
version "3.3"
#include "Actors/TW2Player.zsc"
#include "Actors/QuestItems.zsc"
#include "Actors/Projectiles.zsc"
#include "Actors/Ammo.zsc"
#include "Actors/Weapons.zsc"
#include "ZScripts/TWHud.zsc"
#include "ZScripts/Custom.zsc"```
past cradle
#

Did you add eventhandler to mapinfo

haughty flower
#

...OH!

#

FFS. Right

#

yep, works now

#

now. Last thing. how do i call a zscript function from ACS?

#

i need to move all manual typers to this hud as well

#

ok it's ScriptCall

haughty flower
#

Phew

past cradle
#

What kind of liquids my dude

vocal crypt
#

and waht chu mean with liquids

#

like, simple texturing

#

or you can swim in em

surreal meteor
#

Like stuff where you can swim in it and part of the sector is transparent blue or green for water or nukage and where it has the swimmable part only in the actual swimmable part

muted wing
#

yo @surreal meteor , might want to remove that word, Caligari (Admin) might not be so kind

#

the question is fine, just edit the word

surreal meteor
#

Huh, another one looking to suppress my first amendment right.

muted wing
#

not suppressing anything, I would just hate to see people banned or warned for minor infractions

surreal meteor
#

Oh no, not you.

#

You're good my guy

#

Thanks btw.

muted wing
#

Is this what you're looking for?

surreal meteor
#

Yes

#

thank you.

haughty flower
#

@past cradle once again - thanks a ton dude.

past cradle
#

๐Ÿ‘Œ

haughty flower
#

now i probably need to rework logging a bit. i guess it wouldn't be too much harm to use dynamic arrays instead. tho i am worried for the speed - i want to add a questlog to this and have typers to grab from an array.

light prism
#

is it just a string array atm?

haughty flower
#

fixed length, yes

light prism
#

is there any way you could use pointers to a language file rather than a string array? im sure that would be neater and cheaper, though a bit more trouble to organize

haughty flower
#

Nah, that's not the problem. You see - right now i serve incoming string only once - when it gets written to that array. split onto words if length > 26, and add as many strings as needed until every one of them less than said 26 length

light prism
#

yeah, i have a similar set of functions

#

with whitespace checking and such

haughty flower
#

With more dynamic and multi-view system i will need to keep that array reorganized, probably as words and \ns and type it in dynamically while current line length is good enough

haughty flower
#

Tho i am weary of the quantity of words it should hold.

light prism
#

yeah, thats why i suggest pointers to strings, then you shift the load to the conversion process

haughty flower
#

Cat, i rather have this system more flexible.

light prism
#

it would actually be more flexible to parse your strings as they come rather than on intiialization

#

example: multiple formatting styles

haughty flower
#

what do you think i am doing?

haughty flower
#

i eat text from actors with pickup overrides and also custom class which checks whenever i get keys

light prism
#

my bad, misinterpretation of previous statement

haughty flower
#

it's the temp storage of text log i am thinking about

light prism
#

well thats where storing pointers would be cheaper and more manageable i think

haughty flower
#

@light prism cat, again, it doesn't matter. as i said - i need 2 representations. Once truncates lines at length 26 , other one goes up to 100. Currently only first one working via storage of pre-truncated lines to 26.

There are 2 ways to implement this. Way 1 - keep rotory log and add second log with truncation at 100.
Way 2 - unify into dynamic array of words and dynamically read out of it, truncating on the fly.

I am pretty damn sure latter one will be much more intense since i'll be running large iterators every ui update

#

well. Truncates and adds new line with rest of text

warped rampart
#

I actually really love that HUD @smoke_th#3764

haughty flower
#

@warped rampart thank you ^^

shadow bone
zinc egret
#

The blood decals are from the Droplets mod and the author has been MIA for quite some time so it's probably not mod related but spotlight related like Nash mentioned

haughty flower
#

thinkeyes Okay i think i had enough fucking with that map, time to rebuild it. The worst part is because i'm using 3 continuous wall portals at garage - goddamn lags like hell whenever garage is in the view. gonna have to rebuild it using 3d floors. also this diagonal lighting might be cool trick, but i'm finding it increasingly difficult to work it into every nook and cranny, especially because i did comparison shots in 3dsmax direct lighting - it's always off.

#

on top of that even though i did try to do proper scale - houses feel very crammed. especially comparing against duke 3d.

light prism
#

houses are crammed

#

i certainly cant run around dodging fireballs in my bedroom

haughty flower
#

yes but this is a videogame god damn it. recall duke3d. all the buildings there have something like 1.25/1.5 scale. making duke (and monsters) look like a teen by height

#

well, teen or a shortguy

light prism
#

yes, its all about the scale

#

but also fun over form

haughty flower
#

yeah

light prism
#

im pretty sure there are a lot more palatial mansions in video games than dusty shacks

haughty flower
#

sim city makes up for quantities of dusty shacks

#

๐Ÿ˜„

#

another problem is that human sight angle is bigger than what 16:9 screen has to offer, so rooms irl feel more volumetric than they do on screen

light prism
#

yeah

haughty flower
#

on top of that i played eday recently. goddamn thing has several nice city maps

light prism
#

yeah sgt mark is actually pretty decent mapper

#

well i say that even though they're adapted maps from other mapsets mostly

haughty flower
light prism
#

naw

#

all buildings same height

#

cities are not like that

haughty flower
#

it's not about just height

#

but about overall composition

#

a very dumb question but important. does anyone know where these came from? i've been using them for several small mapping projects, taken them from another wad but have no idea http://i.imgur.com/dUFvu.png

light prism
#

that looks like an apogee starfield

#

probably some random generator website tbh

flat storm
#

any easy way to clear all weapon and ammo pickups on a map? including dropped by monsters?

light prism
#

no

flat storm
#

damn

#

is there any way to do it all? maybe with custom actors?

light prism
#

possibly a dmflag?

#

hmm you can remove health and powerups but not weapons and ammo

#

theres probably a way using zscript but it would involve modifying code for every pickup

#

same with decorate

muted wing
#

How can you resurrect the player though methods not involving the command console or mapinfo?

Basically how do I resurrect the player using ACS or zscript?

light prism
#

there is a zandronum dmflag SV_ForceRespawn, however that just makes you appear instantly after death

#

i dont think there is any function that will allow you to control when respawning happens

#

maybe under zscript

vocal badge
#

Yo

#

Fun little discord you all have going on here.

#

there's no sub for Doom Modding though. Anybody here work with mods at all?

true lion
#

Correct me if I'm wrong

#

But isn't this the modding channel?

#

Also, gonna throw a question out there: using wind to push a player, doesn't work underwater. Is there a variant that I can use for both underwater and above water? Im using "ocean currents" to keep players from swimming out infinitely

vocal badge
#

I guess it is the modding channel

light prism
#

odd, wind should still affect player

#

have you tried using the generic 'pusher's

#

ahh....

#

'Wind also called pushers or pullers: a floor carrying actors present inside it, including flying or floating actors. Constant wind does not apply to actors that are underwater (with waterlevel set to 3); point-based wind ignores deep water.'

#

from the wiki

#

you could probably write a script activated and deactivated by player enters/leaves sector

#

that just adds velocity in your chosen direction

haughty flower
#

more often than not strong player-moving wind is a gimmick

#

so make sure to either use it sparingly or n a meaningful way which wouldn't annoy the player

true lion
#

The level starts with them in a boat that just landed on a coast. They can go out into the ocean, but the currents push them back after a while

#

I could just use an impassable line, but eh. I feel like this would break immersion a bit less

light prism
#

@haughty flower - it was useful in wormsdoom ๐Ÿ˜›

past cradle
#

when release wormsdoom ๐Ÿ‘€

vocal badge
#

I am hands down ready to start working on my own doom mod

#

Keeping oculus rift in mind, for a good VR experience

#

I'm inspired by the mod Total Chaos, it's incredible what they've done

#

I think I can deliver something similar, if not equally as good

vocal crypt
#

wew

#

ambitious

vocal badge
#

Who here writes scripts for doom mods?

#

I'll pay you to write for me

#

While I can, I want to focus on art and level design

#

PM me if you're reading this and you're interested. We will make thousands together

haughty flower
#

@vocal badge how much are you paying?

vocal badge
#

Depending on the complexity, $50 a script

haughty flower
#

Sign me up. seems like an easy buck

vocal badge
#

Nice, let me PM you

past cradle
#

make each script a zscript class extension carmackulus

haughty flower
light prism
#

i would release wormsdoom if someone would help me test it on the regular

#

$50 a script lols

#

Script 1 (void) { Print(s:"Give me fiddy bucks"); }

#

p.s. @vocal badge i wrote most of the GUI functionality of Total Chaos

vocal badge
#

@light prism dude

#

really? thats awesome. That mod is so sweet.

#

I'll help you test a worms doom if you help me with some scripts as well.

#

I actually have the HUD ready for my Mod already lol.

muted wing
#

@past cradle Just something I noticed, the beta in doom delta

pressing next item or previous item results in a crash

past cradle
#

will fix ๐Ÿ‘€

#

this is caused by a missing inventory bar defintion

haughty flower
#

@light prism not a bad price honestly. Besides these do not require any extra-high gear cognitive function to be written. Now if this was a procedural generation with node analysis, location gauging, encounter heatmapping and the sort - sure, i would've taken crapton more. ๐Ÿ˜›

muted wing
#

@past cradle Is the beta in the doom forums the latest one?

light prism
#

sure sure

#

@vocal badge - really i think i need someone who is in my time zone who can test at a moments notice and be willing to put up with game-breaking bugs

#

@haughty flower - sure but you wouldnt pay $50 for my above example print script ๐Ÿ˜›

haughty flower
#

No but i conversed with him - he wants full scripts. as in weapon scripts and complex scripts

light prism
#

also did you say procedural generation

muted wing
#

how do you do that menu, I need to know, also is that in ACS or zscript?

light prism
#

acs (gdcc)

#

basically hold mouse coordinates and clicking in an array/struct, buttons are functions that return true when clicked within their area (passed as coordinates)

#

then you just have a big ol' looping script calling all the button functions to draw and wait for clickage

#

like if(button(x, y, x2, y2, image)) { do button click stuff here }

haughty flower
#

Cat, this is too rudimentary. i'm talking proper generation. i've been toying with it for several years now. can generate planets via 3d noise. Tho i'm yet to implement proper polar coordinate thermal weathering and erosion algorithms

light prism
#

it works for my purpose

#

ie implementing destructible 2d terrain for a worms-like game

haughty flower
#

yeah, i understand

light prism
#

in doom ๐Ÿ˜›

#

i mean you could build all that shit on top of it if you really wanted to

haughty flower
light prism
#

also this is 'proper' generation, its a perlin generator

haughty flower
#

naked perlin is as worthless as it gets. you need to post-process it in order to make the most out of it

light prism
#

sure, not on a limited 2d grid though

haughty flower
#

obviously

light prism
#

it does do a few passes but pointless doing more when its tile-based

haughty flower
#

worms actually doing it other way around. at least sometimes. even originals - they have preset shapes they mash together, then determine tops and bottoms (for grass pixels) and then some other stuff, like placement of additional features

#

later games like armageddon added tad more noise generation, but it's very dialed down.

light prism
#

yeah, i figured they did it like that

#

in fact my first iteration did it similarly

#

with randomized line and shape drawing

#

of course theirs wasnt tilebased heh

#

but its doom, its not like i have many options to make destrucible landscape in the same way

haughty flower
#

You might wanna stop bothering to do it in doom and instead make a small clone of worms in unity3d, then just throw it to itch.io for fun.

light prism
#

meh

#

the whole point was to see if i could do it in doom

#

and back in my previous version i did have quite a decent playerbase that would play for hours on end

#

so i was doing something right

#

the original version didnt even have destructible landscape, it was all regular ol doom bsp maps

haughty flower
#

M8, there is actually more challenge of doing it in freeform rather than in doom. For one - actually implementing multiplayer

light prism
#

admittedly the shooter-style multiplayer/lag compensation doesnt work super well for 2d movement

#

but it worked well enough to be playable and fun

haughty flower
#

worms are turn based anyway ๐Ÿ˜„

#

so building basic multiplayer shouldn't be that hard

light prism
#

its not something i really want to build from the ground up for the third time

haughty flower
#

fair

royal wave
#

iirc Worms uses Quadtrees to stay precise without wasting power

haughty flower
#

@royal wave do they? heh, that's actually...pretty damn clever

light prism
#

that is actually what i need to implement

#

atm the map optimizes itself by consolidating contiguous solid areas into larger single tile actors

#

and i need to split em up when an explosion happens to determine which sized tiles should spawn after removing the larger one

royal wave
prisma saddle
#

Kevan, stop making side projects.

#

You have too many.

royal wave
#

nu

red peak
#

1000 side projects

#

none of them complete

haughty flower
#

@royal wave what's your Main project?

light prism
#

ah

#

but what happens when one of your side projects finds out about the other

haughty flower
#

@light prism they both link up into the misery chain, author abandons them and goes to make another side project

#

Okay, apparently gzdb cannot do full rooms, only terrain. i'm gonna write a parser which will offset and invert vertices then. which should be easy - UDMF is a text format, all blocks are defined

light prism
#

talkin bout importing?

#

sounds like a mission, you would have to figure out how to translate vertical space into 3d floor controls in an optimized way

haughty flower
#

@light prism oh no lol. i already imported but inverted. what i'm gonna do is i'm gonna iterate through UDMF blocks and, get vertices and just subtract from them, then shit it out back

#

or rather multiply them by -1

#

and switch from ZFloor to ZCeiling

#

code is crap tho. because i've been much shittier coder back then - there is a crapton of funky stuff going around. like using a ton of reflection

light prism
#

oh i see

#

udmf parser for unity

#

cool

haughty flower
#

yeah, i was kinda building it to be a drop-in replacement for gzdoom, even started working on monster ai but....EH. Burned out

#

still, i suppose you could use it after some polishing as an actual level tool for your own projects

light prism
#

true

haughty flower
#

only handful of line specials were implemented tho. didn't even got to vertex slopes

light prism
#

no 3d floors then

haughty flower
#

Well, i made a "polyobjects" out of doors. as in doors are built as separate objects. you can see in the beginning door rolling out of the way

light prism
#

i imagine polyobjects are actually better under this than natively though

haughty flower
#

they're easier too. i expanded that doombuilder - got to heavily use extra fields for configuring them

#

still burned out

#

tried to co-opt hocus doom author into working with me - dependancy on me would've added at least some desire to progress (for me back then in that mental state i was in). Nope, didn't happen.

light prism
#

yeah its pretty tough trying to take on a whole big project by yourself

haughty flower
#

at least as far as pure altruism goes. add a bit of monetary incentive - and you can plow through it like nobody's business

brisk flax
#

i'm back

dusk terrace
#

is it possible to turn off the music with decorate or atleast acs and then when the weapon is deselected the music goes back on?

dusk terrace
#

i made 2 scripts with setmusic and it works

light prism
#

who's a clever nubkin

carmine badge
remote coral
#

Jesus

#

That seems impressive.

carmine badge
#

thanks but i don't know how will i even finish the map

#

i have to do deathmatch and coop support too

#

i'm ditching difficulty because i don't feel like it

light prism
#

wtf thats my map

#

how did you get it

remote coral
#

Wot

light prism
#

he hasnt denied it yet

#

and its been like 5 hours

#

so it must be my map

haughty flower
#

๐Ÿ˜„

#

okay, i got opengl context running - i'm gonna finalize that bulk vertex utility for udmf in no time

light prism
#

dem nawmuls

carmine badge
#

i was asleep and i will now kick your ass for trying to claim my map

light prism
#

i'd like to see you try

#

i'm 6'3" of pure grade A hunk beef

#

and I know 15 different fighting styles

#

i mean, i dont know how to perform them, i just know that they exist

carmine badge
#

yeah well i've got a gun so

light prism
#

i am a vampire and

carmine badge
haughty flower
haughty flower
#

it is relevant since it is udmf map i am loading

haughty flower
#

ok, 50% done. these bulk tools for vertex z(y, height) will be very useful in a moment. i have several floating islands i need to plug around the map via stacked sectors

haughty flower
#

@light prism Cat this might be useful to you when you'll start making caves and shit

haughty flower
remote coral
#

Holy shit

#

that might be really useful for me

warped rampart
#

That looks awesome

haughty flower
#

i'll finish it when i wake up ๐Ÿ˜„

#

keep in mind serialization i am writing is very minimalistic so it will not include any things or line specials. sole purpose is to import obj to gzdb, save, invert it, replace textmap lump, then export resulting thing into prefab

carmine badge
light prism
#

how is ti complete if it has no monsters

carmine badge
#

nigga the final 2 rooms don't have monsters

light prism
#

well thats a letdown

haughty flower
#

hello, i want to make cyberdemon die, ending the level using:
SpecialAction_ExitLevel

CyberdemonSpecial

#

in map info

#

can i have an example of how i would implement it in the text

#

nvm i got it to work

vocal crypt
#

What's the bitrate of the Doom sounds?

#

nvm

surreal meteor
#

@carmine badge when do we get the download my guy? map looks sweet!

surreal meteor
past cradle
#

making some mugshots based off of the major from doom 2 rpg

past cradle
#

first tier done ๐Ÿ‘€

surreal meteor
#

Looking good! @past cradle

past cradle
#

thnx

haughty flower
#

i made this

#

a wall texture

#

it's part of a new wad i made with new monster and everything

#

marble wall

#

a marble door

surreal meteor
#

Hey aren't the textures SP_FACE 1 and the tentacles supposed to be animated? I specifically remember them being that way.

light prism
#

that glowing texture looks a lot like a sega or snes game background texture

#

like something from one of sonic's stages

haughty flower
#

yes, the death egg zone, that's were i took inspiration

#

sonic & knuckles

past cradle
dusky relic
#

i cant help but think of this as an emo doom guy

#

and i love it

light prism
#

yeah, it looks well done but i cant imagine a military dude with an emo flop

#

would be massively counterproductive to have that shit in your face when you're trying to aim down your sights

surreal meteor
light prism
#

that...

#

is....

#

....hilarious

past cradle
#

also workin on a dude based off of the doom vfr dude

cosmic hatch
#

ASP!

hidden lagoon
#

woah

#

nice work @past cradle

past cradle
#

thnx

past cradle
#

he bleed

muted wing
#

what are each of the colors supposed to be?

prisma saddle
#

You mean Dr Peters right?

past cradle
#

ye

#

light blue is normal, green is happy, red is angry, white is pained, orange is paniced

prisma saddle
#

I hope Dr peters returns in DOOM Eternal.

muted wing
#

what happened at the end of VFR?

light prism
#

the game ends

haughty flower
#

and that's only a small portion

haughty flower
#

alright. it is done. Keep in mind - no specials, no things. This is puerly for mass editing vertices and/or sector heights - mass swaps, height copying, offsetting, mult (against 0)

light prism
#

what

#

use blender you puss puss

#

'id like tastier food' +steals caviar+

#

'id like a better hand' +slips four aces out of sleeve+

#

you dont do metaphors either apparently

vocal crypt
#

Why would I

#

considering I was called a pussy because I didn't want to use blender.

light prism
#

btw dont talk about pirating shit here

vocal crypt
#

oh

#

fuck

#

rip

#

this never happened.

light prism
#

use blender

#

its free

vocal crypt
#

I'll just use something with a better UI

light prism
#

p.s. moderators can see your deleted messages

vocal crypt
#

Don't care

#

peace of mind

light prism
#

also ur a pussy

vocal crypt
#

Remind me to call you names when you ask for advice from someone ๐Ÿ˜›

light prism
#

you didnt ask for advice, you said blender sucks and then said you would pirate 3dsmax

#

heres advice: learn to live with what is dealt to you

vocal crypt
#

Oh, I have things to do you know what

#

so I'm living with what I'm dealt to me

light prism
#

i tell you hwut

vocal crypt
#

that was implying the latter of what you said

#

before "learn to live with what is dealt to you"

surreal meteor
#

calling someone a pussy for pirating software >name has cat in it

light prism
#

So?

#

Maybe I should call him a fuckwit instead?

surreal meteor
#

yes

haughty flower
#

for your crimes, u shall have to play plutonia on uv with only a mouse

vocal crypt
#

you mean Go 2 It

light prism
#

mouse movement

#

horrendous

surreal meteor
#

my favorite doom was TNT fight me

light prism
#

my favourite doom was catacomb 3d

prisma saddle
#

More of a fan of Hovertank personally.

light prism
#

hoverdoom 1d

#

someone should do a 1d mod

#

its just black with a single dot in the middle

#

you cant even move the dot because that would be a delta along a 2d axis

vocal crypt
#

A camera pointing at a texture

#

a permanent camera

light prism
#

you're a permanent camera