#classic-doom-maps-mods

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muted wing
#

Reminds me how they did still image cutscene in generals. Hilarious

vocal crypt
#

which generals

light prism
#

im pretty sure there is a whole generation of games that have still image cutscenes

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mid to late 90's

haughty flower
#

god. fucking damn it. Gzdoom builder obj import is such a piece of trite crap, i can't

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i don't think it has been touched for ages, and it is generally full on dogshit

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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

light prism
#

yeah

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i did get a few broken sectors here and there

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but out of 6000 sectors it was pretty minimal

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like maybe 20-30

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that's like 0.5%

haughty flower
light prism
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mmm

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im sure its cool and all but with the flat lighting/texture you lose a lot of detail

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which is a shame

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you just get the general outline

haughty flower
#

detail gonna come from buildings and objects

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this - this is just a canvas

light prism
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this is just a tribute

haughty flower
#

never actually played it. ๐Ÿ˜„

light prism
#

GET

#

OUT

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there are nowhere near enough trees on these floating islands to have a root system strong enough to actually hold those earthen masses together

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also where the fuck does all the water come from

haughty flower
#

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

light prism
#

magic has to draw from something though right

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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

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i kinda prefer the style where the islands are floating but tethered by giant chains

haughty flower
#

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

light prism
#

now they just look empty ๐Ÿ˜›

haughty flower
#

yes, yeah, i am well aware

light prism
#

where are the potholes

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check them for pot

haughty flower
#

can i check a bag of pot for holes instead?

light prism
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the speed limit is 0.25g per line

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also how much lint is in a pocket dimension

haughty flower
#

you don't do lines of pot, wonderbread. you do lines of coke. you smoke pot.

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as for pricing. i don't know - plantlife doesn't quite exist there without sunlight

light prism
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sorry did you not get the 'speed limit' pun

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you do lines of speed fuckface

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and who the fuck talked about pricing

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did you just miss all of my jokes

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my god

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lint.. pockets.. pocket lint.. pocket dimension...

haughty flower
#

did you mean to say "the speed limit is 5g per joint" ?

light prism
#

... a gram of speed is typically split into 4 or 5 lines

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hence 0.25g is the speed limit

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you total and utter dipwank

haughty flower
light prism
#

you complete mousewedge

haughty flower
haughty flower
#

When there is a speed in acs (to example floor_raisebyvalue), what does it refer to? pixels per second?

vocal crypt
#

tics

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It means tics IIRC

haughty flower
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pixels per tics?

vocal crypt
#

No...?

haughty flower
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how much tics does it take to move?

vocal crypt
#

Tic A time interval of 1/35 second. Actor logic (state duration) is based on tics.

haughty flower
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I know what the tic is

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i am asking how does it relate to ACS function

vocal crypt
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you put the # of tics

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it goes the speed of the tics

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If it's 20, it's gon be slow

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if it's 5, it's gon be fast

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example numbers

haughty flower
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<redacted> i just put smaller number to it and it opens slower.

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so, once again, what does speed value affect. Pixels per second? or what?

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i am asking acs function specifically Floor_RaiseByValue

unreal oyster
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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

shadow bone
#

It's map units per tic

haughty flower
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@unreal oyster point taken.

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Okay, that makes sense. now i need to calculate the offset ratio. Goddamn 3d floor doors are a pain

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@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

shadow bone
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TBH I'm going off distant memory

haughty flower
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i'm much confused

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it's not 13 seconds either.

shadow bone
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It's probably either units per tic or 1/8th units per tic

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the original map specials are hardly consistent

haughty flower
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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.

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maybe it's in octics

shadow bone
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could be

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Wow, octics, thats a blast from the past

haughty flower
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nope, it took about 4 seconds or so

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with octics it would've been less than 2

shadow bone
haughty flower
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OOH!

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yeah, i just found that line

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okay, so that means that 8 will be 1 unit per tic. 104/35 = 2.96

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yeah, that aligns

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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);

        }```
light prism
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lol

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going to extreme effort to fix the pegging issue on 3d doors there

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the easy way is to use Sector_SetLink and link its ceiling movement to its floor movement

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of course that will only work if the door has enough space above to hide

haughty flower
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@light prism hold up. setlink from what to what?

light prism
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the floor movement of the control sector to the ceiling movement of the same sector

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it would reduce your script to one line in an ENTER script

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and wouldnt be dependent on speed or distance

haughty flower
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uh.

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i don't...what? what about activators?

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oh wait

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Oh, i see

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doesn't work :V

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oh wait

light prism
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it does work

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if it doesnt work you didnt do it rite

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also 5g of weed would make a fucking huge joint

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and cost about $80

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well not 'fucking huge' but compared to a single rolled paper joint it would be big af

haughty flower
#

How hard is Doombuilder to use?

muted wing
#

You might want to use GZDoom builder instead

haughty flower
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What are the advantages?

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And do both work the same way?

light prism
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they both work fundamentally the same

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but doombuilder is massively out of date

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gzdb is more stable, has better functionality and support

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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

haughty flower
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Thanks.

light prism
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look at the dates

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just download the latest bugfix edition

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thing was last updated 10 days ago

haughty flower
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Many thanks.

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๐Ÿ‘

light prism
dapper vault
#

What's the weather? Well we've got one huge cacoball mist here

light prism
#

a tomato storm verging in from the east

haughty flower
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@light prism nuts 4?

light prism
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no just 2 nuts, im not a mutant

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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

haughty flower
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Anyone know any good Mp3 to MIDI converters?

light prism
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not really

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i dont think those kinds of converters are very good anyway

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trying to convert encoded compressed polyphonic sound into midi data

carmine badge
surreal meteor
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h i t s c a n i s f u n

light prism
#

laugh is fun

brisk flax
#

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-

light prism
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i have noooo idea what youre talking about

muted wing
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Probably his add on to complex doom

dapper vault
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lca?

light prism
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no its called Megapack apparently

surreal meteor
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Finally played my map

light prism
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WHO?!?!?

surreal meteor
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me

muted wing
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@TheMisterCat Vinesauce Joel

light prism
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WHO!>?!#%?!#?%

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fail mention btw

haughty flower
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@light prism that guy who attracts extremely autistic viewership

muted wing
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What's your beef with the dude?

past cradle
#

I think he wasn't saying Joel was bad he was saying the viewers are bad

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In which there are some of THOSE dudes in the comments section of those videos but that's youtube in general

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Thankfully I don't have to look anywhere below the videos most of the time

muted wing
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Youtube comments tend to be cancer in general

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though it's fun to sometimes laugh at cancer

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(please don't take that out of context)

past cradle
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that being said I haven't started watching the doom vids because its the wrong mixture of needing my attention and being really long

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so I'm planning on doing that when I got a lot of freetime

muted wing
#

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?

light prism
#

yes

muted wing
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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?

light prism
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dunnoes

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dat zscript

haughty flower
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@past cradle no i mean even more so. Joel and Vinny attract a lot of genuine autists. I have no idea why.

past cradle
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even more so what ๐Ÿค”

haughty flower
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even more so autistic than regular commenters.

past cradle
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oh I see what you were saying

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that was confusing

surreal meteor
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are you insinuating something my guy

light prism
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I'm insulating something

muted wing
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He is insunuating an idea

haughty flower
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From criticism? DoomTroll

balmy trench
#

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

balmy trench
#

nvm i got it figured out

dapper vault
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It just worked

balmy trench
#

yes

surreal meteor
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hahaha why would you buy doom

shadow bone
#

Because not buying it is illegal

light prism
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i assume you mean 'obtaining it without purchasing it'

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because otherwise everyone who doesnt even want to own doom is a criminal ๐Ÿ˜›

surreal meteor
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that is exactly what I meant

light prism
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what is the official stance on obtaining something you have previously paid money for and then lost

brisk flax
haughty flower
dapper vault
#

building destruction is always a cool feature, especially in duke3d

haughty flower
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oh this is not destruction. building just hangs there.

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dimension is unstable, physical laws do not equally apply to the objects. some matter suspended in the air

flat storm
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does changing maps through the console save info over a hub? Or do you have to hit a map exit trigger?

unreal oyster
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generally map resets everything, changemap is another command which acts as a map exit trigger

flat storm
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ah

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thanks!

light prism
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i forget

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can you apply palette translations to guns

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as far as I remember no, but overlays can have their renderstyles changed, and their stencil colors...

haughty flower
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@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

light prism
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i just meant via code

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oh wait you can

haughty flower
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oh

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nice

light prism
#

sexytimes

muted wing
#

Still kind of a crapshoot not seeing what color you changed.

light prism
#

what?

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thats what this page is for...

muted wing
#

I'm talking about looking at the end result

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Though slade does have tools to make palleting easier

light prism
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meh

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its not something that comes up a lot for me

light prism
prisma saddle
#

Whoa, neat.

muted wing
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@light prism is that dom? it looks like dom.

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also a shit ton of Vaseline all over the place.

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and a kewl minigun

light prism
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its a vaseline gun

prisma saddle
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Vaseline DooM.

haughty flower
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@light prism great, it appears that you helping @vocal badge after all. ๐Ÿ˜

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@light prism you mentioned midtex lines+ models to create advanced map geometry

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can you elaborate?

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oh wait, i just make it walkable

light prism
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yeah

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just use a texture of your desired height

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flag as walkable midtex

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set alpha to 0

haughty flower
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i did set it to no gravity, -solid and noclip

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and yet it is either below the midtex floor

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or above it

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fuck it, i made it smaller than skips

haughty flower
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i feel like i'm making chasm the abyss with all these f'ing models

light prism
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there are some times where a sloped 3d floor with 0 alpha would be better

haughty flower
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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

light prism
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nah you can do it on enter

haughty flower
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i mean gravity at a specific sector

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i need a gravity-less elevator shaft

haughty flower
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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.

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because it's 2018 so fuck it - I am making a vertical map

haughty flower
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Hmm

haughty flower
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scratching head so how do i make some sort of energy pillar effect....recalls oh wait. ps1 era effects

hard elmBOT
#

dynoSuccess N U T#9816 has been warned

surreal meteor
#

wow

light prism
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looks like a minecraft beacon

timber bridge
#

bacon

dapper vault
#

it needs a ladder

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What a thrill...

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With darkness and silence through the night...

shadow bone
#

Snake eaaater

light prism
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you shouldnt eat snakes

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before dinner

light prism
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dumb question

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is it possible to bypass the default behaviour of restarting the map when attack or use is pressed after death?

unreal oyster
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Yes

light prism
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super duper

unreal oyster
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You can override the DeathThink virtual on the playerpawn in Zscript

light prism
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cool cool

unreal oyster
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IIRC

light prism
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ill have to learn how to do what you just said

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thanks

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im still a zscript scrub

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that stuff you pasted me helped

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is the reference material becoming easier to read?

unreal oyster
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The wiki's not really progressed that much because nobody feels like they understand ZScript enough to write documentation on it

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There's a large difference between understanding a language and understanding it to the point that you can write comprehensive docs

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Normally it's the job of the language/API creator to do that... grumble grumble

vocal crypt
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fuck the ZScript creator then, am i rite

light prism
#

some simple examples would go down super though

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of usage of some of the broader functionality

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as it is I feel like most of what I want to do can be done with decorate/anonymous functions and gdcc

light prism
timber bridge
#

wowza, energy

light prism
#

it gives you blue balls

timber bridge
#

oof, that's bad

light prism
#

hmmmm

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im trying to call A_Overlay from a custominventory

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not sure if my offsets are just wrong or if the model isnt rendering for some reason

timber bridge
#

call suzie instead

haughty flower
#

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

light prism
#

yeah that seems like the smart way to go

topaz tendon
#

work harder, not smarter

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wait

light prism
#

get busy living or get busy with your left hand

timber bridge
#

oof, a white noise

light prism
#

sweet, you can apply shaders to model textures ๐Ÿ˜ฎ

timber bridge
#

wowza

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such technology

dusk terrace
vernal topaz
#

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

hexed sky
#

make sure all your vertices are 100% grid-aligned

patent citrus
#

how do I split lighting segments?

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I want to make only the floor light up and not the whole room

light prism
#

under UDMF you can affect the floor and ceiling lighting seperately

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under sector properties

flat storm
#

I wonder if something could be done with MENUDEF and SetCVar in ACS

light prism
#

with zscript you can access individual keys i think

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but under acs you can only access INPUT_ buttons

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like if(GetPlayerInput(-1, INPUT_BUTTONS) & BT_JUMP)

flat storm
#

I know you can do textboxes in MENUDEF menus

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and use those to set CVARS

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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

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I don;t know if text labels set to a CVAR refresh in realtime though

light prism
#

what do you mean 'refresh in real time'

flat storm
#

If the label updates the displayed value as soon as the corresponding cvar is changed

light prism
#

oh under MENUDEF? dunno

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in ACS you would need to manually update, yeah

flat storm
#

all the input would be handled by MENUDEF

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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

light prism
#

sure

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and you have to write your own text parser then too heh

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which is plausible but would be much neater under something like python ๐Ÿ˜›

flat storm
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Well, of course

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But I would probably just do a simple keyword scan like Pathways did

light prism
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the other way to do typing in acs is to use keyconf to bind literally every alpha key to a 'pukename typeletter (index)' script

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which is uggerz af

light prism
#

i cant make a distortion shader can i

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texturespace cant read screenspace

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i mean, i can make screen distortion, but i cant make texture distortion which affects screen space

light prism
#

assuming that setting a pixel to 0 alpha in a process shader just returns black

light prism
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guessing there is no easy way around this issue

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smoke planes extrude from the left side of the gun to the cutoff point on the arm

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the 0 alpha of the smoke must be interpretting as a global value for drawing purposes

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doesnt matter what layer the arm is on

light prism
#

it renames a single digit upwards on the sprite name for each 26 frames

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though that limits you to 260 frames

carmine badge
haughty flower
light prism
#

nice grass, is it +FLATSPRITE?

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i mean +WALLSPRITE

carmine badge
#

no i've just put middle textures all across the map lol

light prism
#

that sounds horrific

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a wallsprite actor would look the same but only require placing actors

vocal crypt
#

Wouldn't placing decorative actors be better.

carmine badge
#

yeah but i don't want my grass to turn around and face the player at all times

light prism
#

+WALLSPRITE actor...

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they dont do that

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they act like a flat plane

carmine badge
#

i'll look into it then

past cradle
#

yea it'd produce same effect but without linedefs

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which is good

carmine badge
#

though can i define textures where i want them and where i don't want them

light prism
#

what?

carmine badge
#

also drpyspy your name sounds a little familiar to me

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i mean as in

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do i need to somehow edit a texture to have +wallsprite coded into it

light prism
#

its not a texture, its an actor

carmine badge
#

ah

light prism
#
+WALLSPRITE

States
{
    Spawn:
    GRSS A -1
    stop
}
}
#

then make a sprite of your texture called GRSSA0

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then place actor number 19000 everywhere

carmine badge
#

alright cheers

light prism
#

change its angle to change the rotation of the flat plane

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question - is there a way to offset models on the hud/weapon layer?

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other than by MODELDEF offsets

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does A_OverlayOffset/WeaponOffset work on models, basically

bold heron
#

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.

light prism
#

ok weapon/overlay offset does not work on models

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didnt think so

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uhhh no idea about screenshot

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it might be blocked due to the potential for abuse by looping scripts taking a billion screenshots

bold heron
#

Makes sense, yeah.

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I'll just key it all in manually, then.

light prism
#

smoke shader.. looks a lil less realistic but is far better than rendering hundreds of frames of animation

timber bridge
#

that looks great

light prism
#

u look great

carmine badge
#

ran into a problem with the +wallsprite thing

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in gzdoom builder it looks fine

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but ingame it's just a red question mark

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i've put the sprites inbetween s_start and s_end markers

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what am i doing wrong

hexed sky
#

the markers for sprites are ss_start and ss_end

carmine badge
#

tried that too, same result

light prism
#

do you see any error in console

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also what 'ingame' are you using.. gzdoom?

carmine badge
#

grass at (xyz) is missing frames
and yes, gzdoom

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nevermind i've got it fixed

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turns out i needed to name the sprites like GRSSA0

flat storm
#

Is spidey's font generator completely broken?

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Every time I try to save out a font lump it just completely crashes

light prism
#

i have never found a font generator that works for me

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i just browse the bytemap font index instead

past cradle
#

same

flat storm
#

bytemap font index?

light prism
#

google it

flat storm
#

I did

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found it

light prism
#

you can just chuck em in your pk3 root or wad

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and setfont("name")

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done

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some of them wont work and some don't like being color translated

light prism
#

eesh how can i offset a hud model

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weapon bobbing does it so i should be able to do it manually

haughty flower
#

@light prism same way you offset every model lol

timber bridge
#

what is this

haughty flower
#

A floating shadow.

timber bridge
#

as long as it dosen't shoot a gazillion bfg shots that's fine

haughty flower
#

well it does shoot buolz of energy

timber bridge
#

do they deal octillions of damage

haughty flower
#

no idea yet. i haven't designed it that far

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i'm still rendering and processing sprites

timber bridge
#

well i hope it is balanced

haughty flower
#

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
unreal oyster
#

return resolveState("HugeMissle");

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btw, it's spelt Missile ๐Ÿ˜›

haughty flower
light prism
#

@haughty flower - Yeah except I don't mean a permanent model offset via MODELDEF

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I mean something dynamic that you can alter via decorate

past cradle
#

wait the offset stuff doesn't work for models?

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have u tried a_weaponoffset yet

light prism
#

yeah that shit dont work

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i would have thought maybe it would affect X/Z of models, but no, it does absolutely nothing

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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

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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

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so I'd prefer to be able to offset or angle

hexed sky
#

weapon offset only tilts hud models

light prism
#

thats fine, if it actually worked

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i tried and it did nuffinks

#

ill have another go tonight

light prism
#

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

light prism
#

oh okay

#

a_weaponoffset did work - but not with WOF_ADD for some reason

dusky relic
#

is it alright to make the credits song of my mod an mp3 instead of a midi

shadow bone
#

Why wouldn't it be?

vocal crypt
#

Because old school feel

dusky relic
#

yeah but i mean

#

its literally just a static screen with zombiemen

#

and other enemies

vocal crypt
#

Then have some song that sounds finale ish

shadow bone
#

The format of the song doesn't really matter, IMO

#

I'm just curious why you think MP3 wouldn't be okay?

dusky relic
#

idk i just think purists wouldnt be a big fan of including an mp3 in a doom wad

shadow bone
#

It really depends on which engine you're targeting, and to a lesser extent which audience.

dusky relic
#

im going for gzdoom and a crowd who thinks doom 3 is underrated

#

and that doom should have a good story too

shadow bone
#

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

dusky relic
#

ok thanks

shadow bone
#

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!!!"

dusky relic
#

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

shadow bone
#

Performance-wise there won't be any difference. Midi is smaller files, that's about it.

dusky relic
#

and just that doom feel you know

shadow bone
#

Yeah

#

And that's fine

dusky relic
#

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

shadow bone
#

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?

dusky relic
#

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

unreal oyster
#

You shouldn't use mp3 because it's a bad format :P

#

.ogg is better

shadow bone
#

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

dusky relic
#

i feel that it would fit more because there isnt any action going on and theres nothing to process

shadow bone
#

But why is mp3 better for that?

dusky relic
#

because its a more quality audio file

#

and instead of midis for gameplay levels where action is high

#

whatever ill just make it midi

shadow bone
#

I'm just saying there's no correlation between music file format and suitability for "action" or "static"

dusky relic
#

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

shadow bone
#

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

dusky relic
#

im starting to see your point now

shadow bone
#

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.

flat storm
#

are menudef text fields case sensitive?

shadow bone
#

I don't believe so?

flat storm
#

having trouble checking an input against a string

shadow bone
#

Well, that'd be on your check side, right?

#

Not the menudef side

flat storm
#

yes, in ACS

shadow bone
#

so you need to make sure your ACS can handle mixed-case results

flat storm
#

I just tried to pasthe my code but the spambot got mad

#

paste*

shadow bone
#

Use pastebin or hastebin or github gists

#

The bot doesn't like long messages

shadow bone
#

Your condition would look something like cpp if (strcmp(input, "DEATH") == 0) {

#

I think

#

Strings in ACS are weird

flat storm
#

Oh shit

#

It's probably comparing memory addresses

#

I'm dumv

#

dumb*

#

now it works

shadow bone
#

sweet

#

gg

flat storm
#

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

shadow bone
#

> 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

flat storm
#

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

unreal oyster
#

[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

flat storm
#

ah

light prism
#

unless youre using gdcc

#

@flat storm - yes you can

unreal oyster
#

if you're using GDCC, you're also not using ACS

#

you're using C

#

so this changes nothing

light prism
#

Slider "MyCVarNiceName", "cvar_mycvar", 0, 1, 0.05... etc

#

fair enough

muted wing
#

Is it possible to change a player into another playerclass mid-game?

light prism
#

yep

#

morphactor

light prism
#

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

prisma saddle
#

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.

surreal meteor
#

how do you remove these menaces?

#

asking for a friend

flat storm
#

@light prism anyway to do that with a statictext?

muted wing
#

@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

muted wing
#

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

royal wave
#

@surreal meteor press tab

unreal oyster
#

TAB will fix it at the expense of turning off all non-vanilla rendering effects

#

ALT-V fixes it more specifically

light prism
#

@muted wing did you read the wiki on morphactor

light prism
#

its based off the heretic morph ovum code so yes you get stuck with one weapon by default

muted wing
#

the point is I want to be able to BE like a normal player and was finding solutions FOR that

#

@light prism

light prism
#

i wish when i got highlighted it was for people answering my questions ๐Ÿ˜ฆ

#

this lists the flags that also work for MorphActor

muted wing
#

also cvars on weapon actor, can't zscipt already do that? @light prism

light prism
#

im at work

muted wing
#

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

light prism
#

I want to reference the cvar in the weapon

#

like { if(user_this) == that) { dothis; } }

muted wing
#

I think this has something you need. I think it can work for weapons too

light prism
#

I'm using DECORATE

#

with anonymous functions

muted wing
#

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

silent totem
#

How can one get started in the mod/map sphere

muted wing
#

install GZdoombuilder and slade

silent totem
#

Okay I can guess what GZDoombuilder is, but what exactly is slade?

light prism
#

i dont want to go the ACS route, I shouldnt need to

muted wing
#

ya kinda have to

light prism
#

the wiki says uservars on weapons work as long as they are defined on the player

muted wing
#

uservars do, cvars dont

#

TNT1 A 0 A_CustomPunch(CallACS("Axe_DMG") * random(2, 3), TRUE)

light prism
#

im talking about uservars...

muted wing
#

...I read cvars... hold on

#

Oh yeah I remember now, uservars can be used if reffered to inside the weapon

light prism
#

i have them defined on the player and weapon

#

but it brings up an error when called with set/get

muted wing
#

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.

light prism
#

something about non-deterministic

muted wing
#

also you may need to add something like invoker. or self.

light prism
#

DECORATE....

#

if its not defined on the weapon it won't recognize the variable name

muted wing
#

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

light prism
#

feh easier to just use a damn inventory item at this point

muted wing
#

I think that might be better, this is a problem dating back to when randi was the main developer

light prism
#

just adds a slight complication of offsetting the value since i need negatives

muted wing
#

..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?

prisma saddle
#

Um, Mistercat, what's the hotkey for quick vertical texture alignment?

royal wave
#

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

light prism
#

shift a

#

a = horizontal contiguous

#

shift-a = vertical contiguous

#

ctrl-alt-a - align scale to linedef

prisma saddle
#

Ah.

light prism
#

ctrl-a is for pusses

prisma saddle
#

Doesn't seem to work in DooM format I guess.

light prism
#

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)

prisma saddle
#

Ah.

light prism
#

its okay

#

maybe a bit linear for my tastes but with some texture work it could be a serviceable map01

prisma saddle
#

I do tend to like making more linear maps.

#

Hopefully the tight corridors with zombiemen aren't too bad of a design choice.

light prism
#

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

royal wave
#

@light prism You say that to my face

light prism
#

@royal wave - that to my face

royal wave
#

Good boy

light prism
#

(you lovely pusson)

royal wave
#

I'm sorry, what was that?

#

That's what I thought

light prism
#

thank god for phone authentication

royal wave
#

More puss than you'll ever get

light prism
#

say that to my puss

royal wave
#

what puss

light prism
royal wave
#

more like a neglected snatch

light prism
#

wow

#

youre a mean one, mr k, you reaaallyy aaaare a heeeeel

vocal crypt
#

Hey man.

#

He's not a good guy.

#

He's not a bad guy.

#

He's the guy.

light prism
#

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

vocal crypt
#

Yeah no.

light prism
#

you get the reference right

vocal crypt
#

I do.

#

But I'm not I doing you in the marriage way.

light prism
#

you'll do me right

#

do me tender

vocal crypt
#

Relax your neck.

haughty flower
#

trying to make a large preview for the 'shadow soldier' monster. so far it looks like a retarded child's painting in photoshop.

haughty flower
#

any comments?

light prism
#

needs some harder lines to show limbs

#

also why not use a shader :3

light prism
#

speaking of shaders i wonder if I can godray in postprocess

haughty flower
#

@light prism why bother with shader when you can do all sorts of visual transforms in substance designer ๐Ÿ˜„

light prism
#

because then you dont have to iterate through a million frames in your states

haughty flower
#

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

light prism
#

sure but will it look that nice in-game

light prism
#

doesnt look as good as the above sprite

#

just looks like a vague solid blur

haughty flower
#

As a shadow should?

#

@light prism liek srsly. how would a walking/flying shadow look?

light prism
#

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

haughty flower
#

Too crystal looking. i want player to still be able to see the damn thing

light prism
#

maybe just give it some more translucency gradient to the edges then

light prism
vocal crypt
#

I love the checkerboard skybox.

#

Adds to the atmosphere.

light prism
#

map is for testing, not beauty

#

i suppose i could chuck a sky in though

covert plover
timber bridge
#

put some hexagons

covert plover
#

fuck

timber bridge
#

idk man, maybe pentagons?

covert plover
#

dont mind the fuckery in the far background

keen night
hexed sky
#

those hexagons look stealable

keen night
haughty flower
#

@covert plover gun is at the wrong offset. unless hero's holding it at 45 degree angle :V

#

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

light prism
#

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

haughty flower
#

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

light prism
#

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

haughty flower
#

Oh right, i could just use textures. :V

light prism
#

neat

light prism
vocal crypt
#

How do you use models for guns. Or are these really smooth sprites of models, like rips.

silent totem
#

I don't know, but I think I saw a mod that had them as models, same with the enemies

vocal crypt
#

Psychophobia?

#

the horribly aged mod

silent totem
#

No no no

#

Ew Psychophobia

vocal crypt
#

yeh

#

wtf with monster models

silent totem
#

This

vocal crypt
#

aw yeh

#

That does it properly

silent totem
#

Yeah

#

I think the sprite style has aged better than this kind, but it's done well

light prism
#

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

prisma saddle
#

They're fancy Schmancy PBR models.

light prism
#

and a fuckton of a_overlay

vocal crypt
#

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.

vocal crypt
#

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?

light prism
#

not sure

#

i dont think i have ever made an invasion gamemode map

haughty flower
#

i'm getting all sorts of confused. how do i make multiple stacked sectors?

wary zealot
#

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.

haughty flower
#

@wary zealot well, usually it's making your own.

wary zealot
#

that's a good point.

haughty flower
#

ok nvm, i got them working. forgot a few things

vocal crypt
#

tfw you can't gauge how difficult an invasion map is because you're playing it alone ๐Ÿ˜ฉ

light prism
keen night
#

das is gud

vocal crypt
#

Nice

#

It seems TCs are all the rage now

#

RIP me in shit

light prism
#

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

unreal oyster
#

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

light prism
#

yeah i tried selecting multiple objects but the script i have was just exporting the last one i chose

haughty flower
#

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.

light prism
#

cool

#

i have a bunch of handpainted ones ๐Ÿ˜›

haughty flower
#

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

light prism
#

you could do that in photoshop with the action menu too

#

modify one action in a list

haughty flower
#

not enough control or step previews

#

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

light prism
#

secret illuminati messages

#

nice

haughty flower
#

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

light prism
#

i made some that glow blue briefly yesterday

haughty flower
#

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

light prism
#

because grey background

haughty flower
#

no it is geniuenly grey. side color probably gets from under the alpha

#

should probably add a shader and make it pulsate

#

but that's later

light prism
#

ive been getting heavy into shaders

silent totem
#

Time to get into Doom modding myself

haughty flower
#

@silent totem you are not prepared, mortal

light prism
#

actor Arctodus : Candlestick { +FRIGHTENED }

haughty flower
#

๐Ÿ˜„

vocal crypt
#

Man, making a score system sucks.

vocal crypt
#

Or at least, looking up how.

light prism
#

lol?

#

just give target some score item in death state

vocal crypt
#

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_(ใƒ„)_/ยฏ

#

I'm dumb with this, so.

light prism
#

freezing is usually an infinite loop in your code somewhere

vocal crypt
#

Ah.

vocal crypt
#

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.

light prism
#

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

remote coral
#

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

light prism
#

portal lines

remote coral
#

I guess I'll just check out each of the maps individually

light prism
#

here

remote coral
#

Well that was fast.

#

Damn.

light prism
#

here's one i cooked earlier

remote coral
#

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?

light prism
#

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

remote coral
#

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

vocal crypt
#

tfwy you really don't have a specific goal you're working on and just work on whatever for your mod

haughty flower
#

@vocal crypt ๐Ÿ˜ฉ

vocal crypt
#

one moment you're working on the map, the other you're working on a monster.

haughty flower
#

tho to be fair it's usually within same guideline or idea..right?

vocal crypt
#

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...

haughty flower
#

@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

vocal crypt
#

Ain't that all complicated.

haughty flower
#

you don't need to be a guesser here, you need to be an analyst and look at the data

vocal crypt
#

Or somethin

#

Plus, I really ain't got not testers

haughty flower
#

Not at all. replays have standardized formats

vocal crypt
#

just me

haughty flower
#

Then get some testers, bucko

vocal crypt
#

Yeh, but how.

prisma saddle
#

There's testers here.

haughty flower
#

@vocal crypt sittin' on your ass all day and contemplating wouldn't accomplish anything either. ๐Ÿ˜›

vocal crypt
#

hmmm

#

actaully

#

I might have too many obstacles

#

which makes moving a pita.

#

And doesn't really help for cover.

light prism
vocal crypt
#

Hears Quad Damage sound in the distance

light prism
#

shows what you know

#

its only double damage

haughty flower
#

Omega

#

@light prism shouldn't omega be juggernaunt buff? So double damage, double attack speed, high resistance and megasphere?

haughty flower
#

uh. guys. how do i set dynamic light color on projectile?

light prism
#

WAT

#

through gldefs

timber bridge
#

helo

silent totem
#

How do I start down the rabbit hole

light prism
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what do you want to do

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the wiki has a lot of tutorials

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disclaimer: some content may be outdated

silent totem
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Right now? Just a general idea of what the fuck I'm doing

light prism
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well

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code is split into several types

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base lumps define all manner of game or map specific information

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and each has its own simple format

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examples like KEYCONF, MAPINFO, DECALDEFS, GLDEFS

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actors are created using DECORATE or ZSCRIPT

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map or global scripting is done via ACS or ZSCRIPT

silent totem
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What programs do I need?

light prism
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you can do literally all of the above just using a text editor

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i use notepad++

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or you can use a lump management program like SLADE

vocal crypt
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Slade's better.

light prism
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i disagree

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i find it much quicker to work in pk3 format with just uncompressed folders and text files

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rather than the linear list of a .WAD

silent totem
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So how do I get started

light prism
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depends

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on what you want to do

silent totem
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What are my options? I really am starting from nothing

vocal crypt
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Simple gameplay change?

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Make your pistol shoot a rocket instead?

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or a bfg blast?

light prism
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make a change to existing weapons or actors, make a new actor, make a new weapon...

silent totem
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New stuff

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I guess

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Look I really don't know anything

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Sorry if I'm sounding pretty dumb

light prism
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read the wiki

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i linked you tutorials above

silent totem
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Gotcha

light prism
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once you have a basic understanding you can open other peoples projects and see how its all put together

silent totem
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Okay, so I've built a door, and the walls inside the door move with it

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There's got to be a way to fix this, right?

light prism
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you mean they scroll up?

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when the door raises?

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its either lower or upper unpegged setting on the lines

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i forget which

silent totem
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Yeah, lower

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Thanks

light prism
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NPPPPPP

prisma saddle
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Well, working on it on and off for too long.

topaz tendon
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question

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why in the everloving fuck is it "Ice (SPACE) CreamHatsu" and not "IceCream (SPACE) Hatsu"

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I don't understand

prisma saddle
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Good question actually.

topaz tendon
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it's like the earlier weapon view topic

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centre or right corner, it doesn't matter as long as it's the same for all of them

light prism
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as long as it takes up at least 70% of the screen at any given time

topaz tendon
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casul

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I specifically mod my doom games to make every weapon take up a minimum of 95% of the screen

light prism
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short and sweet @prisma saddle

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now it needs a texture job

silent totem
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How do people make new weapons and enemies

prisma saddle
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SLADE is the sort of thing you want to use for that.

silent totem
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Any good tutorials?

prisma saddle
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I haven't found many good video tutorials but the Zdoom wiki is a good place to go for text tutorials and such.

silent totem
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Thanks

light prism
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@silent totem Actor ActorName { Property Value +FLAG -FLAG States { StateName: FRAM A 1 loop } }

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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
}
}```

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Properties and Flags can be found on the wiki

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along with functions, the things called after the states above (A_Look, A_Chase etc)

muted wing
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Wait.. adddefaultmap does not work on existing maps? why?

light prism
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yeah its dumb

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in other news

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i made a python script that can generate huge swathes of modeldef definitions

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it automatically splits sprite names for lengths longer than 26 frames, so POS0 A-Z POS1 A-Z etc

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it can also cycle through skins by appending an index number to the end of the skin name

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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

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when you hit generate it will make both files and then append an #include to the DECORATE file in the pk3 root

light prism
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for anyone interested

light prism
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or rather, anyone who hasnt already written a similar tool

light prism
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oops it has a slight glitch with skin animation, my bad

vocal crypt
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Is it possible for somethin to be on a time limit when it's closed before openin again?

silent totem
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So it's more or less a tool to help get 3d models?

vocal crypt
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Using a switch, I should clarify*

light prism
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its a tool to generate the definitions you need to write up in order to utilize models

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specifically, it is most useful for models with large amounts of frame animation or that use skin animations (a different skin for different frames)

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like it can generate thousands of lines instantly that would take a fair amount of time with copy/pasting

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@vocal crypt depends on your map format, but the above function is in Doom-In-Hexen and UDMF

vocal crypt
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Ok good.

light prism
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in which case just assign it to a line and set 'when player presses use'

vocal crypt
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But it can be used with a switch, yes?

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Sorry if I'm nubish.

light prism
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that is what setting 'player presses use' on a line does

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if it has a switch texture the switch will activate

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if not it will still work

vocal crypt
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Damn it, what's the # of octics for roughly a second?

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Oh, also, is it possible you make it where gotta wait until you can use the switch again for the door.

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Would I use the delay command?

light prism
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sorry

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hi

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an octic is 1/8th of a second

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the switch should only function after the sector tag it is assigned to has finished its action/s

vocal crypt
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I meant the switch is unusable until a certain number of tics/seconds have passed.

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After the action

light prism
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yes, what im saying is it should do that by default

vocal crypt
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Can I extend the time then?

light prism
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not without manually scripting it