#classic-doom-maps-mods
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which generals
im pretty sure there is a whole generation of games that have still image cutscenes
mid to late 90's
god. fucking damn it. Gzdoom builder obj import is such a piece of trite crap, i can't
i don't think it has been touched for ages, and it is generally full on dogshit
there is no mesh error detection what so ever. so it results, more often than not - in broken sectors galore. it doesn't even use it's owntrackin algorithm to track if lines cross and put vertices in
yeah
i did get a few broken sectors here and there
but out of 6000 sectors it was pretty minimal
like maybe 20-30
that's like 0.5%
much better.
mmm
im sure its cool and all but with the flat lighting/texture you lose a lot of detail
which is a shame
you just get the general outline
this is just a tribute
This is one of the most soothing and relaxing songs I've ever heard. I could listen to this for hours.
never actually played it. ๐
GET
OUT
there are nowhere near enough trees on these floating islands to have a root system strong enough to actually hold those earthen masses together
also where the fuck does all the water come from
it's a construct. you don't need trees to levitating construct together. just a force field large enough to actually count it in, offsetting mass
magic has to draw from something though right
in chrono trigger i guess they are using the mammon machine to suck power from lavos, so whatevs, maybe they found a way to create water molecules without accidentally creating hydrogen bombs
i kinda prefer the style where the islands are floating but tethered by giant chains
well in my case it's simplier. they are stuck in pocket dimension, torn out. speaking of which - i am so glad i actually started over. now i can have properly sized streets which don't look crammed
now they just look empty ๐
yes, yeah, i am well aware
can i check a bag of pot for holes instead?
you don't do lines of pot, wonderbread. you do lines of coke. you smoke pot.
as for pricing. i don't know - plantlife doesn't quite exist there without sunlight
sorry did you not get the 'speed limit' pun
you do lines of speed fuckface
and who the fuck talked about pricing
did you just miss all of my jokes
my god
lint.. pockets.. pocket lint.. pocket dimension...
did you mean to say "the speed limit is 5g per joint" ?
... a gram of speed is typically split into 4 or 5 lines
hence 0.25g is the speed limit
you total and utter dipwank
you complete mousewedge
did u just say wot m8?
When there is a speed in acs (to example floor_raisebyvalue), what does it refer to? pixels per second?
pixels per tics?
No...?
how much tics does it take to move?
Tic A time interval of 1/35 second. Actor logic (state duration) is based on tics.
you put the # of tics
it goes the speed of the tics
If it's 20, it's gon be slow
if it's 5, it's gon be fast
example numbers
<redacted> i just put smaller number to it and it opens slower.
so, once again, what does speed value affect. Pixels per second? or what?
i am asking acs function specifically Floor_RaiseByValue
smoke do i really have to warn you again about being an asshole? there's no reason to call someone full of shit for being wrong
It's map units per tic
@unreal oyster point taken.
Okay, that makes sense. now i need to calculate the offset ratio. Goddamn 3d floor doors are a pain
@shadow bone are you sure? i put in 8 as speed and 103 units as distance, and if this was map units per tic it would've taken it 13 tics, which is less than a second
TBH I'm going off distant memory
It's probably either units per tic or 1/8th units per tic
the original map specials are hardly consistent
Octic A time interval of 1/8 second. Sector logic (speed and wait for crushers, doors, lifts, raising stairs, etc.) is based on octics, as well as interpolation points for moving cameras and actor movers.
maybe it's in octics
https://zdoom.org/wiki/Definitions#Sector_movement_speed
Many specials take a speed argument, which is usually in eighths of a unit per tic.```
OOH!
yeah, i just found that line
okay, so that means that 8 will be 1 unit per tic. 104/35 = 2.96
yeah, that aligns
for some reason this only sets once
int offset=0;
while(TRUE)
{
if(offset==108) break;
Line_SetTextureOffset(10, 0, offset, SIDE_FRONT,TEXFLAG_MIDDLE );
offset+=1;
Delay(1);
}```
lol
going to extreme effort to fix the pegging issue on 3d doors there
the easy way is to use Sector_SetLink and link its ceiling movement to its floor movement
of course that will only work if the door has enough space above to hide
@light prism hold up. setlink from what to what?
the floor movement of the control sector to the ceiling movement of the same sector
it would reduce your script to one line in an ENTER script
and wouldnt be dependent on speed or distance
uh.
i don't...what? what about activators?
oh wait
Oh, i see
doesn't work :V
oh wait
it does work
if it doesnt work you didnt do it rite
also 5g of weed would make a fucking huge joint
and cost about $80
well not 'fucking huge' but compared to a single rolled paper joint it would be big af
How hard is Doombuilder to use?
You might want to use GZDoom builder instead
they both work fundamentally the same
but doombuilder is massively out of date
gzdb is more stable, has better functionality and support
to start out with just start a new map and hit CTRL-D to go into draw mode, draw some sectors, see how that works
Thanks.
https://devbuilds.drdteam.org/doombuilder2-gzdb/ Do I download the updater, the file below that, or both?
look at the dates
just download the latest bugfix edition
thing was last updated 10 days ago
What's the weather? Well we've got one huge cacoball mist here
a tomato storm verging in from the east
no just 2 nuts, im not a mutant
cacos behaviour is kinda shit in that wide open space, they just all float down to meet your z level, was hard to get a shot of them in a cloud like that
Anyone know any good Mp3 to MIDI converters?
not really
i dont think those kinds of converters are very good anyway
trying to convert encoded compressed polyphonic sound into midi data
my shit's out now have fun https://www.moddb.com/mods/no-guts-no-glory/downloads/no-guts-no-glory-demo-v3
h i t s c a n i s f u n
laugh is fun
Alright, boys! Now i have some Megapack Changes added.
-Added Nebula Archvile (Archvile Variant)-
-Added Merideth (Spider Mastermind Variant)-
-Added Stardust Rifle-
-Made some changes to: Hexodenican, Partriarch of Infinity, Prime Yanorit, Maga-Reimu, Uardosel, etc.-
-Changed the sprites of lasers like in LCA-
-Added Cosmos Gun's Alternate Fire.-
-Added Blue Void Spider, Blue Void Revenant-
-Added Domination Bomber (WARNING: This enemy will have a Passenger of Shit Theme), Domination Vile-
-Added a Ion BFG-
i have noooo idea what youre talking about
Probably his add on to complex doom
lca?
no its called Megapack apparently
WHO?!?!?
me
@TheMisterCat Vinesauce Joel
@light prism that guy who attracts extremely autistic viewership
What's your beef with the dude?
I think he wasn't saying Joel was bad he was saying the viewers are bad
In which there are some of THOSE dudes in the comments section of those videos but that's youtube in general
Thankfully I don't have to look anywhere below the videos most of the time
Youtube comments tend to be cancer in general
though it's fun to sometimes laugh at cancer
(please don't take that out of context)

that being said I haven't started watching the doom vids because its the wrong mixture of needing my attention and being really long
so I'm planning on doing that when I got a lot of freetime
crazy question, is there a restriction to morphing a player or can you say... morph one playerpawn into any other existing playerpawn? say I have 2 player classes that I can select from in the new game menu, can I morph from one into the other and keep the inventory or no?
yes
another crazy question. can you save the player at the moment as a global variable? like say
PlayerPawn Currentplayer;
GlobalPlayer Init()
{
let pp=playerpawn("insert reference to player here");
Currentplayer = pp;
return self;
}
Just drafting. but is something like this possible?
@past cradle no i mean even more so. Joel and Vinny attract a lot of genuine autists. I have no idea why.
even more so what ๐ค
even more so autistic than regular commenters.
are you insinuating something my guy
I'm insulating something
He is insunuating an idea
From criticism? 
Hey, i bought The Ultimate DOOM on steam, and DOOM II and i can't figure out how to run it through Doom Builder, i've looked online but none of that helps me
nvm i got it figured out
It just worked
yes
hahaha why would you buy doom
Because not buying it is illegal
i assume you mean 'obtaining it without purchasing it'
because otherwise everyone who doesnt even want to own doom is a criminal ๐
that is exactly what I meant
what is the official stance on obtaining something you have previously paid money for and then lost
I changed the sector color and the sky for the FInal God Lord (True Rainbow/Rainbow Tier Baron of Hell Enemy).
This is gonna be great.
building destruction is always a cool feature, especially in duke3d
oh this is not destruction. building just hangs there.
dimension is unstable, physical laws do not equally apply to the objects. some matter suspended in the air
does changing maps through the console save info over a hub? Or do you have to hit a map exit trigger?
generally map resets everything, changemap is another command which acts as a map exit trigger
i forget
can you apply palette translations to guns
as far as I remember no, but overlays can have their renderstyles changed, and their stencil colors...
@light prism you can just use multiple fixed palette pngs with different palettes, because indexes are essentially the same pk3 will compress the fuck out of them
sexytimes
Still kind of a crapshoot not seeing what color you changed.
I'm talking about looking at the end result
Though slade does have tools to make palleting easier
Whoa, neat.
@light prism is that dom? it looks like dom.
also a shit ton of Vaseline all over the place.
and a kewl minigun
its a vaseline gun
Vaseline DooM.
@light prism great, it appears that you helping @vocal badge after all. ๐
@light prism you mentioned midtex lines+ models to create advanced map geometry
can you elaborate?
oh wait, i just make it walkable
yeah
just use a texture of your desired height
flag as walkable midtex
set alpha to 0
this is weird
i did set it to no gravity, -solid and noclip
and yet it is either below the midtex floor
or above it
fuck it, i made it smaller than skips
i feel like i'm making chasm the abyss with all these f'ing models
okay now, a question. is there a way to set sector gravity at map creation time, or do i need to make a trigger when player crosses the line and is in the sector
nah you can do it on enter
oh! somehow i missed that one. Thanks cat. gravity-less shaft seems better because original idea is to let player go vertically up, up and more up until he reaches pinnacle of the map where electrical generator is, player slides cellolium rod in, restores power and gets access to several areas on the map.
because it's 2018 so fuck it - I am making a vertical map
Hmm
scratching head so how do i make some sort of energy pillar effect....recalls oh wait. ps1 era effects
N U T#9816 has been warned
wow
looks like a minecraft beacon
bacon
it needs a ladder
What a thrill...
With darkness and silence through the night...
Snake eaaater
dumb question
is it possible to bypass the default behaviour of restarting the map when attack or use is pressed after death?
Yes
super duper
You can override the DeathThink virtual on the playerpawn in Zscript
cool cool
IIRC
ill have to learn how to do what you just said
thanks
im still a zscript scrub
that stuff you pasted me helped
is the reference material becoming easier to read?
The wiki's not really progressed that much because nobody feels like they understand ZScript enough to write documentation on it
There's a large difference between understanding a language and understanding it to the point that you can write comprehensive docs
Normally it's the job of the language/API creator to do that... grumble grumble
some simple examples would go down super though
of usage of some of the broader functionality
as it is I feel like most of what I want to do can be done with decorate/anonymous functions and gdcc
wowza, energy
it gives you blue balls
oof, that's bad
hmmmm
im trying to call A_Overlay from a custominventory
not sure if my offsets are just wrong or if the model isnt rendering for some reason
call suzie instead
decided not to fuck with multiple stacked sectors beyond first one, and made second floating island via simple 3d floor and bottom is just a model
yeah that seems like the smart way to go
get busy living or get busy with your left hand
oof, a white noise
sweet, you can apply shaders to model textures ๐ฎ
why does this happen and how can i fix it
Doom spits out some hacky stuff when building the nodes. In most cases its an unclosed sector. This kind of stuff used to happen all the time in older editors. The Doombuilders are pretty good at keeping it from happening and closing sectors for you in the way you intended but sometimes some weird stuff slips through the cracks and causes these things to happen
What you could do is maybe draw a sector on top of the offending area and delete it. If that doesn't work, try deleting the surrounding sectors and redrawing them too
make sure all your vertices are 100% grid-aligned
how do I split lighting segments?
I want to make only the floor light up and not the whole room
under UDMF you can affect the floor and ceiling lighting seperately
under sector properties
Can text input boxes be done with ACS? I would like to do a conversation system like Pathways Into Darkness
I wonder if something could be done with MENUDEF and SetCVar in ACS
with zscript you can access individual keys i think
but under acs you can only access INPUT_ buttons
like if(GetPlayerInput(-1, INPUT_BUTTONS) & BT_JUMP)
I know you can do textboxes in MENUDEF menus
and use those to set CVARS
so I'm thinking that you can set a PLAYER_CONVO cvar, and then script for the the entity picks up on that and sets another CVAR for the response
I don;t know if text labels set to a CVAR refresh in realtime though
what do you mean 'refresh in real time'
If the label updates the displayed value as soon as the corresponding cvar is changed
all the input would be handled by MENUDEF
ACS would basically take the value the player iputted out of the CVAR and get the appropriate response to put back into the conversation window
sure
and you have to write your own text parser then too heh
which is plausible but would be much neater under something like python ๐
the other way to do typing in acs is to use keyconf to bind literally every alpha key to a 'pukename typeletter (index)' script
which is uggerz af
i cant make a distortion shader can i
texturespace cant read screenspace
i mean, i can make screen distortion, but i cant make texture distortion which affects screen space
assuming that setting a pixel to 0 alpha in a process shader just returns black
guessing there is no easy way around this issue
smoke planes extrude from the left side of the gun to the cutoff point on the arm
the 0 alpha of the smoke must be interpretting as a global value for drawing purposes
doesnt matter what layer the arm is on
it renames a single digit upwards on the sprite name for each 26 frames
though that limits you to 260 frames
Guys, i still have my emergency 3d modelling comissions open https://artistsnclients.com/people/SmokeTH
no i've just put middle textures all across the map lol
that sounds horrific
a wallsprite actor would look the same but only require placing actors
Wouldn't placing decorative actors be better.
yeah but i don't want my grass to turn around and face the player at all times
i'll look into it then
though can i define textures where i want them and where i don't want them
what?
also drpyspy your name sounds a little familiar to me
i mean as in
do i need to somehow edit a texture to have +wallsprite coded into it
its not a texture, its an actor
ah
+WALLSPRITE
States
{
Spawn:
GRSS A -1
stop
}
}
then make a sprite of your texture called GRSSA0
then place actor number 19000 everywhere
alright cheers
change its angle to change the rotation of the flat plane
question - is there a way to offset models on the hud/weapon layer?
other than by MODELDEF offsets
does A_OverlayOffset/WeaponOffset work on models, basically
Hey, I'm probably just a complete idiot, but I looked around a bunch online and couldn't find anything that helped: I'm trying to set up aliases to quickly take clean screenshots, but the actual screenshot command doesn't work in an alias. It works fine when I type it directly into the console, but triggering it through an alias spits out a "Cannot execute unsafe command screenshot" error message. I'm running GZD 3.4.1.
ok weapon/overlay offset does not work on models
didnt think so
uhhh no idea about screenshot
it might be blocked due to the potential for abuse by looping scripts taking a billion screenshots
smoke shader.. looks a lil less realistic but is far better than rendering hundreds of frames of animation
that looks great
u look great
ran into a problem with the +wallsprite thing
in gzdoom builder it looks fine
but ingame it's just a red question mark
i've put the sprites inbetween s_start and s_end markers
what am i doing wrong
the markers for sprites are ss_start and ss_end
tried that too, same result
grass at (xyz) is missing frames
and yes, gzdoom
nevermind i've got it fixed
turns out i needed to name the sprites like GRSSA0
Is spidey's font generator completely broken?
Every time I try to save out a font lump it just completely crashes
i have never found a font generator that works for me
i just browse the bytemap font index instead
same
bytemap font index?
google it
you can just chuck em in your pk3 root or wad
and setfont("name")
done
some of them wont work and some don't like being color translated
eesh how can i offset a hud model
weapon bobbing does it so i should be able to do it manually
what is this
as long as it dosen't shoot a gazillion bfg shots that's fine
well it does shoot buolz of energy
do they deal octillions of damage
no idea yet. i haven't designed it that far
i'm still rendering and processing sprites
well i hope it is balanced
uh. how do i call goto in zscript subfunction
SHAS B 0
{
if(Random(1,100)>85)
{
Goto HugeMissle;
}
else
{
Goto SmallMissle;
}
}``` this doesn't work
ok, that works i guess
@haughty flower - Yeah except I don't mean a permanent model offset via MODELDEF
I mean something dynamic that you can alter via decorate
yeah that shit dont work
i would have thought maybe it would affect X/Z of models, but no, it does absolutely nothing
i have my HUD linked to the players angle/pitch so it interpolates to the new view over a few tics, I just want the weapon to act similarly
i mean yes, i could assign some frames to tilt left/right or pitch up/down but that would break animation when A_WeaponReady returns to a new state
so I'd prefer to be able to offset or angle
weapon offset only tilts hud models
thats fine, if it actually worked
i tried and it did nuffinks
ill have another go tonight
hmmmm
im guessing the quickest easiest way to make a pain indicator is to use SBARINFO's pain mugshots
amirite
otherwise some buggery about overriding shit in zscript that I don't know
is it alright to make the credits song of my mod an mp3 instead of a midi
Why wouldn't it be?
yeah but i mean
its literally just a static screen with zombiemen
and other enemies
Then have some song that sounds finale ish
The format of the song doesn't really matter, IMO
I'm just curious why you think MP3 wouldn't be okay?
idk i just think purists wouldnt be a big fan of including an mp3 in a doom wad
It really depends on which engine you're targeting, and to a lesser extent which audience.
im going for gzdoom and a crowd who thinks doom 3 is underrated
and that doom should have a good story too
If you're targeting vanilla/chocolate doom (the purest of the pure) then you have to use midi because that's all it'll support. But if you're using GZDoom to play with advanced mapping features, scripting, visuals, etc, then use whatever you want
ok thanks
I mean, think about it
Wouldn't it be silly if I said "I want a better story and doom3-like visuals BUT I DRAW THE LINE AT MP3!!!"
well it isnt doom 3 visuals
its original doom textures mostly but it still takes the "story" bit from doom 3
but yeah you do make a good point
but still i want to go for most of the music being midi for performance reasons
Performance-wise there won't be any difference. Midi is smaller files, that's about it.
and just that doom feel you know
but since the end its a static screen so i feel like itd be alright to fit an mp3 in there
will it be too much of a jump from midi to mp3
It might be jarring, but that's a design decision you'll have to make.
Is there any reason you can't use a midi for the credits screen like the rest of the mod?
i can
but i feel like mp3 will be better cause its a static screen
its like toy story for the genesis where they got a mod file playing because the title screen took up little memory
TBH I'm not sure why you're thinking that mp3 would "work better" because it's a "static screen"
there's like zero relation there
i feel that it would fit more because there isnt any action going on and theres nothing to process
But why is mp3 better for that?
because its a more quality audio file
and instead of midis for gameplay levels where action is high
whatever ill just make it midi
I'm just saying there's no correlation between music file format and suitability for "action" or "static"
i was just thinking
like the example i used before the toy story genesis title screen
they fit an entire tracker module on the title screen because it wasnt resource intensive
Well, there's no limitations like that
mp3 and midi have pretty much the same resource usage
What you're talking about was a limitation of the medium
im starting to see your point now
In your current use case, you have no limitation
so the only choice you have to make is an aesthetic one
One other thing to consider is that most people have varying midi setups
So if you have all your music in midi, except one track which was midi but you recorded to MP3, that track might sound completely out of place to someone who has a different midi setup than you used.
are menudef text fields case sensitive?
I don't believe so?
having trouble checking an input against a string
yes, in ACS
so you need to make sure your ACS can handle mixed-case results
Try using https://zdoom.org/wiki/StrCmp
Your condition would look something like cpp if (strcmp(input, "DEATH") == 0) {
I think
Strings in ACS are weird
thanks man
I'm a relatively experienced coder; I feel dumb for not catching that
I guess I assumed because it was a scripting language
> acs
> scripting language
Hah, barely
ACS is pretty much for simple "open this door if this many monsters is killed" stuff
Much more than that and it starts getting really hacky
true
I'm just trying to do a simple pathways into darkness style conversation system
This is like 90% of it, I'm just left trying to figure out if I can display the contents of a CVAR in a MENUDEF
[17:35] Rolpa: It's probably comparing memory addresses
close, but it's actually comparing indexes into the ACS string table
ACS is abstracted away enough that it doesn't really have the concept of memory addresses
ah
if you're using GDCC, you're also not using ACS
you're using C
so this changes nothing
Is it possible to change a player into another playerclass mid-game?
oh hey uh
how do i use uservars on a weapon actor
i know i define them in both the player and the weapon
but it seems like whenever I a_get/set it gives a console error
Working on a DooM format map, because it's probably better that I take those fancy ZDooM tools away from me and just focus on the engine in it's purest form.
@light prism anyway to do that with a statictext?
@light prism yeah no, Just tried it... all it does is make me shit a clone of the class I want to be and gives me fists
after more experimentation, I got the player to properly morph
bad news: I'm stuck with fists and can't pick up weapons
or I'm stuck with only 1 weapon
@surreal meteor press tab
TAB will fix it at the expense of turning off all non-vanilla rendering effects
ALT-V fixes it more specifically
@muted wing did you read the wiki on morphactor
its based off the heretic morph ovum code so yes you get stuck with one weapon by default
the point is I want to be able to BE like a normal player and was finding solutions FOR that
@light prism
i wish when i got highlighted it was for people answering my questions ๐ฆ
@muted wing - https://zdoom.org/wiki/Classes:MorphProjectile
this lists the flags that also work for MorphActor
also cvars on weapon actor, can't zscipt already do that? @light prism
im at work
or if you need to do it the decorate way, make an ACS script that returns the CVAR and then run the ACS script in decorate
oh, sorry
I want to reference the cvar in the weapon
like { if(user_this) == that) { dothis; } }
I think this has something you need. I think it can work for weapons too
Discussion about ZDoom
yeah you're going to have to go the ACS route
basicaly you run the ACS script that gets the cvar with CallACSor the like and place CallACS wherever you were gonna put that string or variable
I think I can whip up an example, hold on
How can one get started in the mod/map sphere
install GZdoombuilder and slade
Okay I can guess what GZDoombuilder is, but what exactly is slade?
i dont want to go the ACS route, I shouldnt need to
ya kinda have to
the wiki says uservars on weapons work as long as they are defined on the player
uservars do, cvars dont
TNT1 A 0 A_CustomPunch(CallACS("Axe_DMG") * random(2, 3), TRUE)
im talking about uservars...
...I read cvars... hold on
Oh yeah I remember now, uservars can be used if reffered to inside the weapon
i have them defined on the player and weapon
but it brings up an error when called with set/get
wait in both the weapon and the player?
did you try removing the one in the weapon?
Defining the user variables is completely unnecessary on weapons as they are never stored.
something about non-deterministic
also you may need to add something like invoker. or self.
either way, I remember why I avoided uservars like the plague
as above, you're going to have to call the player's variables somehow
feh easier to just use a damn inventory item at this point
I think that might be better, this is a problem dating back to when randi was the main developer
just adds a slight complication of offsetting the value since i need negatives
..Idea, just make it so that the count inventory is always deducted by a specific value
Customisable pickup and weapon switching for morphed players and things like that are being considered on the "to do" list, but may not be possible until DoomScript. You can give a morphed class the +PICKUP actor flag, but this causes a lot of trouble with weapon switching; for full details and additional notes, please refer to the MorphProjectile class.
Was this ever rectified?
Um, Mistercat, what's the hotkey for quick vertical texture alignment?
Just use ctrl+a for everything
Look at the texture you want all the other textures you want to align to when you use it
shift a
a = horizontal contiguous
shift-a = vertical contiguous
ctrl-alt-a - align scale to linedef
Ah.
ctrl-a is for pusses
Doesn't seem to work in DooM format I guess.
ctrl-alt-a wont, no
and alignment in doom format is different
under UDMF there are seperate alignments for upper, mid, lower
doom lines just have one alignment
so you have to use upper or lower unpegged to get contiguous alignment
(u, l hotkeys)
its okay
maybe a bit linear for my tastes but with some texture work it could be a serviceable map01
I do tend to like making more linear maps.
Hopefully the tight corridors with zombiemen aren't too bad of a design choice.
well for a map01 its not too bad
you wouldnt want to be doing that throughout a whole mappack though
as long as there is a balance between open arenas and mazelike corridors
@light prism You say that to my face
@royal wave - that to my face
Good boy
(you lovely pusson)
thank god for phone authentication
More puss than you'll ever get
say that to my puss
what puss
more like a neglected snatch
but.. but.. i wanna be the...
very best, the best there ever was
to catch them is my real test, to train them is my cause
Yeah no.
you get the reference right
Relax your neck.
trying to make a large preview for the 'shadow soldier' monster. so far it looks like a retarded child's painting in photoshop.
i need to figure out how to properly upscale this with enough flair to look good
any comments?
speaking of shaders i wonder if I can godray in postprocess
@light prism why bother with shader when you can do all sorts of visual transforms in substance designer ๐
because then you dont have to iterate through a million frames in your states
oh lol no
this one is for production/monster encyclopedia
the sprite above is the quality which will be used ingame. which is, by the way, generated using substance designer and batching tools out of simple outline. which i pre-rendered in 3dsmax
here's the original outline
sure but will it look that nice in-game
As a shadow should?
@light prism liek srsly. how would a walking/flying shadow look?
more like a spectre
some translucency or something
have you seen that FillSpectre shader that uses chroma keying to make a distortion-like effect?
something like that
Too crystal looking. i want player to still be able to see the damn thing
maybe just give it some more translucency gradient to the edges then
im really struggeling with trying to make this rubble look good, anyone got any advice on how i could do it differently?
put some hexagons
idk man, maybe pentagons?

those hexagons look stealable

@covert plover gun is at the wrong offset. unless hero's holding it at 45 degree angle :V
@covert plover here, i made this one awhile ago, but should be relevant. https://www.deviantart.com/smoketh/art/Smells-like-DooM-spriting-tutorial-507861882
Basic tutorial which shows how to make doom-like sprites out of 3d models. Here are multiple sprites of hands:ย dl.dropboxusercontent.com/u/92โฆ Credits: Doom by ID software, credit for o...
Okay. so. for some reason model doesn't show up in gzdoom. It does show up in editor. but in gzdoom there is nothing, not even warning. it is a md3, not md2 like i did before
huh. apparently it didn't like empty sprites
@covert plover Also, rubble generally doesn't look like cobblestone. what you might wanna try is you might wanna look up some pictures of actual rubble and cartoonize from there
yeah you have to bind a model frame to a sprite frame that actuall exists or has been defined
but only the first frame the actor uses
like if you have Actor PoopSlinger { States { Spawn: POOP CDEFGH 4 loop See: POOP AB 4 loop
you'd need to either have POOPC0 in your sprites folder or have it defined in TEXTURES
but the rest dont need to exist
yes, but the problem is it did exist - i copied over TNT1 26 times (A-Z) which is 1x1 pixel, but it didn't like it at all
my point is you only need one file, and for the most part it can be shared by all your model actors, unless they require multiple spritenames
i just have 'texture NULLA0, 1, 1 { patch NULL, 0, 0 }' in my textures
Oh right, i could just use textures. :V
anyway, i decided to bring the monolith back as well. but now in THREEE DEEE.
sure is better than flat 2d sprite
neat
How do you use models for guns. Or are these really smooth sprites of models, like rips.
I don't know, but I think I saw a mod that had them as models, same with the enemies
You know something's up when the first thing an unarmed scientist thinks to do is punch the guy with heavy weaponry in the face. Welcome to Gene-Tech, no sha...
This
those are models
models for guns are the same as models for anything else
just the offset is a bit different
if you dont get it at all, gzdoom provides an extra text lump that defines what models to use to replace what sprite names
looks like this
They're fancy Schmancy PBR models.
and a fuckton of a_overlay
Outta curiosity, is it possible for a sound effect to play whenever a wave starts in the Invasion gamemode?
Or mod one in, if that makes sense.
yes, it's possible
Am I going to have to make a script for each wvve?
wave?*
Or can I have it set to each wave?
i'm getting all sorts of confused. how do i make multiple stacked sectors?
Hey, I'm finally experimentiing with modding again and I have a dumb question.
What's a good place to find weapon resources?
Sprites and etcetera.
I'm using Realm667 and the Zdoom forum's resource section, but...
Still having trouble finding what I need.
@wary zealot well, usually it's making your own.
that's a good point.
tfw you can't gauge how difficult an invasion map is because you're playing it alone ๐ฉ
das is gud
how do I use surfaceskin
atm i am splitting models into pieces and assigning skins
how do I define a 'material group' in blender that will export with the md3
Iirc its something to do with having multiple objects while exporting
Blender internally gives each object an index which maps to the surface skin
Or something along those lines
yeah i tried selecting multiple objects but the script i have was just exporting the last one i chose
One of the strong points of substance designer is huge library of additional generators. like here - 15 minutes into it and i've been able to generate myself a crack in the surface alpha which i can now colorize and have myself a texture ready to go
additional upshot to that is that both greyscale workflow and color workflow are internally processed as 32bit per channel color so levels and histogram selection work flawlessly :V
AND. this is procedural. meaning that i can just change seed of original crack generator and it will shit out different shape.
substance painter still wins, especially when consider that it's a node workflow- so every single action can be adjusted. imagine if you could go to any previous action in photoshop and adjust it but keep every next action the same, resulting in overall change
not enough control or step previews
i can go to any node and adjust it and it will recompute on the fly
only downside is that you need to import any hand-painted masks which you couldn't efficiently generate. tho that kinda becomes irrelevant when you consider just how much information you can extract/post-generate out of a simple greyscale image. including heightmaps, normals, etc
and when you go further into 3d with painter - holy shit. i mean look at this. this is generated. it extracts and computes edge thickness etc
this is as good as hand painted.
only you can apply it to any mesh
i should work on color of the energy oozing from the cracks some more but besides that - it's ready
i made some that glow blue briefly yesterday
this works i think :V
i just need to run it through doom palette with some diffuse dithering to see
god damn it
a moment
yeah
i should probably replace dirt outline with something neutral as well
for some reason it shows up as brown on discord. hold up
weird. if you open original it shows proper colors
Now i need to plop it on top of a sector and use that sector as a portal
because grey background
no it is geniuenly grey. side color probably gets from under the alpha
anyway.
should probably add a shader and make it pulsate
but that's later
ive been getting heavy into shaders
Time to get into Doom modding myself
@silent totem you are not prepared, mortal
actor Arctodus : Candlestick { +FRIGHTENED }
๐
Man, making a score system sucks.
Or at least, looking up how.
As in like makin some score item, and then do the a_givetotarget thing
because if I do that, Zandronum freezes up. It's probably me fucking up somewhere.
ยฏ_(ใ)_/ยฏ
I'm dumb with this, so.
freezing is usually an infinite loop in your code somewhere
Ah.
Rip.
Didn't finish the death state.
Foolish assumption it'd inherit the rest of the death state despite me adding a line that adds such points.
Now to set up a counter to show scores.
Maybe.
to inherit the inherited death state do
BLAH A 1 A_Poop(1)
goto Super::Death```
so like
TNT1 A 0 A_GiveToTarget("ScoreItem", 1000)
goto Super::Death```
should be enough
I love how I wanted to check if I could see how some seamless teleportations and non-euclidean geometries were done in Golden Souls 2
But none of the map WADs in the PK3 are named
They're just MAP22 or something
portal lines
I guess I'll just check out each of the maps individually
here's one i cooked earlier
I'm more amazed by the subway train TBH.
Also, how do you make the portal line so the player won't be visible?
Don't have the tagged area at the same exact point?
you can't really
but only in that specific case
where you have a portal line facing outward to itself
i know there is a console command to hide player through portal, but it really doesnt make any sense to do it
when you see thin air getting attacked by imps and suddenly realise its you
Besides, I'm using the portal for non-euclidean geometry anyway
That, and making maps for double-floored buildings
Like what Golden Souls 2 did
tfwy you really don't have a specific goal you're working on and just work on whatever for your mod
@vocal crypt ๐ฉ
one moment you're working on the map, the other you're working on a monster.
tho to be fair it's usually within same guideline or idea..right?
if you mean working on it for a single mod, yeh.
unfortunately I think sound is going to be a problem for me
because I have my volume lowered
And what might not be loud to me might be loud af for someone else
Another thing I have a problem with
gauging difficulty
because invasion gamemode.
yeah...
@vocal crypt should be relatively easy. you need testing and tools to determine how players do things. Get player to play several dozen matches, record demos. and build a tool which would map all the monster kills, player deaths, monster presence in form of heatmaps overlayed on top of 2d representation of the map
Ain't that all complicated.
you don't need to be a guesser here, you need to be an analyst and look at the data
Not at all. replays have standardized formats
just me
Then get some testers, bucko
Yeh, but how.
There's testers here.
@vocal crypt sittin' on your ass all day and contemplating wouldn't accomplish anything either. ๐
hmmm
actaully
I might have too many obstacles
which makes moving a pita.
And doesn't really help for cover.
Hears Quad Damage sound in the distance
Omega
@light prism shouldn't omega be juggernaunt buff? So double damage, double attack speed, high resistance and megasphere?
uh. guys. how do i set dynamic light color on projectile?
helo
How do I start down the rabbit hole
what do you want to do
the wiki has a lot of tutorials
disclaimer: some content may be outdated
Right now? Just a general idea of what the fuck I'm doing
well
code is split into several types
base lumps define all manner of game or map specific information
and each has its own simple format
examples like KEYCONF, MAPINFO, DECALDEFS, GLDEFS
actors are created using DECORATE or ZSCRIPT
map or global scripting is done via ACS or ZSCRIPT
What programs do I need?
you can do literally all of the above just using a text editor
i use notepad++
or you can use a lump management program like SLADE
Slade's better.
i disagree
i find it much quicker to work in pk3 format with just uncompressed folders and text files
rather than the linear list of a .WAD
So how do I get started
What are my options? I really am starting from nothing
make a change to existing weapons or actors, make a new actor, make a new weapon...
New stuff
I guess
Look I really don't know anything
Sorry if I'm sounding pretty dumb
Gotcha
once you have a basic understanding you can open other peoples projects and see how its all put together
Okay, so I've built a door, and the walls inside the door move with it
There's got to be a way to fix this, right?
you mean they scroll up?
when the door raises?
its either lower or upper unpegged setting on the lines
i forget which
NPPPPPP
I've probably been working on this for too long so I'll just leave this here.
Well, working on it on and off for too long.
question
why in the everloving fuck is it "Ice (SPACE) CreamHatsu" and not "IceCream (SPACE) Hatsu"
I don't understand
Good question actually.
it's like the earlier weapon view topic
centre or right corner, it doesn't matter as long as it's the same for all of them
as long as it takes up at least 70% of the screen at any given time
casul
I specifically mod my doom games to make every weapon take up a minimum of 95% of the screen
How do people make new weapons and enemies
SLADE is the sort of thing you want to use for that.
Any good tutorials?
I haven't found many good video tutorials but the Zdoom wiki is a good place to go for text tutorials and such.
Thanks
@silent totem Actor ActorName { Property Value +FLAG -FLAG States { StateName: FRAM A 1 loop } }
eg``` Actor SquidBeast {
Health 100
Radius 20
Height 56
MONSTER
States
{
Spawn:
SQID A 2 A_Look
loop
See:
SQID ABAB 4 A_Chase
loop
Missile:
SQID CDE 2
SQID F 2 A_TroopAttack
goto See
Death:
SQID GHIJKL 2
SQID L -1
stop
}
}```
Properties and Flags can be found on the wiki
along with functions, the things called after the states above (A_Look, A_Chase etc)
Wait.. adddefaultmap does not work on existing maps? why?
yeah its dumb
in other news
i made a python script that can generate huge swathes of modeldef definitions
it automatically splits sprite names for lengths longer than 26 frames, so POS0 A-Z POS1 A-Z etc
it can also cycle through skins by appending an index number to the end of the skin name
and it can create an actor decorate file to go alongside, with some options for creating a default animated state and to inherit from some base classes i made
when you hit generate it will make both files and then append an #include to the DECORATE file in the pk3 root
or rather, anyone who hasnt already written a similar tool
oops it has a slight glitch with skin animation, my bad
Is it possible for somethin to be on a time limit when it's closed before openin again?
So it's more or less a tool to help get 3d models?
Using a switch, I should clarify*
its a tool to generate the definitions you need to write up in order to utilize models
specifically, it is most useful for models with large amounts of frame animation or that use skin animations (a different skin for different frames)
like it can generate thousands of lines instantly that would take a fair amount of time with copy/pasting
@vocal crypt depends on your map format, but the above function is in Doom-In-Hexen and UDMF
Ok good.
in which case just assign it to a line and set 'when player presses use'
that is what setting 'player presses use' on a line does
if it has a switch texture the switch will activate
if not it will still work
Damn it, what's the # of octics for roughly a second?
Oh, also, is it possible you make it where gotta wait until you can use the switch again for the door.
Would I use the delay command?
sorry
hi
an octic is 1/8th of a second
the switch should only function after the sector tag it is assigned to has finished its action/s
I meant the switch is unusable until a certain number of tics/seconds have passed.
After the action
yes, what im saying is it should do that by default
Can I extend the time then?
not without manually scripting it
