#classic-doom-maps-mods

1 messages ยท Page 85 of 1

light prism
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like you could do

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Script 1 (void) { Door_CloseWaitOpen(1, 16, 240); Delay(1024); }

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then change the line action to run that script instead of directly running door_closewaitopen

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using ACS_Execute

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it won't interrupt the existing script while it is delaying

vocal crypt
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Line action of the switch?

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Face desk I'm fuckin sorry

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For askin these dumb questions

light prism
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the line action you assigned to the switch line should have been Door_CloseWaitOpen

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you would replace that with ACS_Execute (line action #80)

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if you want it to run a script like above

vocal crypt
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I've been using the switch to run a script to close two doors.

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Using DoorCloseWaitOpen

light prism
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do what you like

vocal crypt
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Well that delay part works.

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Is there a command that stops the script from executing?

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Or do I have to make a seperate new script.

light prism
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what

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why

vocal crypt
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Invasion gamemode shit, don't want the switch to be turned on when the countdown is goin on.

light prism
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if(GetInvasionState() == IS_COUNTDOWN) Terminate;

vocal crypt
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Oh, terminate.

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Fuck me.

light prism
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if you are using zandronum i guess

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wont work on custom scripted invasion modes

vocal crypt
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I'm usin Zandronum

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Wish they could get on the MP thing

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or GZDoom or some shit

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How do you use the HUDMSG_FADEINOUT times.

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or, the Fixed InTime, fixed outTime part.

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Is that in seperate parenthesis?

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I saw you typing, Rolpa.

flat storm
vocal crypt
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I'm getting a very old FPS vibe.

flat storm
shadow bone
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Looks pretty cool to me

vocal crypt
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^

silent totem
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Very Vectory

flat storm
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@vocal crypt I thought what an FPS would look like if an original IBM PC had just a little more processing power

vocal crypt
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Wew.

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Nice artstyle/aesthetic.

silent totem
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Vectors

vocal crypt
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And original tbh.

silent totem
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More vectors

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All the vectors

vocal crypt
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Oh, but uh.

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Don't have stairs

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or elevation.

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Just to keep it feeling like a very old FPS.

silent totem
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But really line art like that isn't super common, especially with shooters

vocal crypt
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Remember, Wolf 3D didn't have elevation.

silent totem
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Wolf 3d also only had 90 degree angles

flat storm
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yes, that's the idea

silent totem
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Good luck

flat storm
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though Pathways Into Darkness was a big influence too

vocal crypt
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Can anyone help me with the HudMessage tho

flat storm
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@silent totem thanks, I'll need it

light prism
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nice @flat storm

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i was working on something with flat colors and lots of black and white too

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@vocal crypt whats the issue with hudmessage

vocal crypt
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Tryin to figure out if the fixed Times need seperate parenthesis or not for HUDMSG_FADEINOUT

light prism
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uhhh no

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what gives you that idea?

vocal crypt
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I don't know, organization stuff.

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But apparently it isn't.

light prism
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parenthesis in acs are either for function arguments or for math

vocal crypt
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HudMessage(s:"The doors are ready for use."; HUDMSG_FADEINOUT, 0, CR_RED, 5.0, 5.0, 5, 2, 2);
Do I have this right?

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Sorry caps

silent totem
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I think I'm getting the hang of this

vocal crypt
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hmm?

light prism
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looks correctish

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i think all the values are floats though

silent totem
light prism
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not sure, i forget how regular ol' acs works

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nice jerb on 3d floors, it can be confusing with the inverted heights thing

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and the whole control/dummy sector

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but those are useful for other transfer effects too

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like #50, transfer brightness

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you can use it to make neat light or color gradients

silent totem
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Yeah. where the ceiling of the dummy is the floor of the platform? I don't know about that other stuff

light prism
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thats a perspective problem really

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easier to think in terms of 'top' and 'bottom' than 'ceiling' and 'floor'

silent totem
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Yeah, I got it, just think about it as negative space

light prism
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try out a brightness transfer

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action #50, use it like you use sector_set3dfloor

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with an external control sector

vocal crypt
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What map chu makin anyway, Arcto

silent totem
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Rn? Just random test stuff

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I have ideas but they're too far fetched for my current skill level

vocal crypt
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Over ambitious.

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I have that problem.

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Especially since I tried making a Counter Strike mod for Doom lol.

light prism
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counterstrike wouldnt be too hard

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i mean there are already teams for some gamemodes

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i think it would be more an issue of balancing guns and shit

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and making the game feel more counterstrikey

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ie slowing doomguy to a crawl

silent totem
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Doomguy runs as fast as a rocket powered cheetah on speed

prisma saddle
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Any idea how I'd do some sort of simplified PREY looking glass effect with portals and such?

light prism
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its been a while, if you mean the original prey

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what exactly do you mean?

prisma saddle
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2017 PREY.

light prism
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just a reflective surface?

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never played it

prisma saddle
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Oh.

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Basically what I want is a portal that can be destroyed and replaced with a broken glass texture.

light prism
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do that then

prisma saddle
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Alrighty.

light prism
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make a portal line with a line in front of it that activates a script to change the portal line's reference to 0 and changes the texture to broken glass

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using projectile hits/crosses activation

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why is it a portal line though?

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cos breaking a window usually doesnt result in the inside of the building ceasing to exist

silent totem
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I don't know how to use portals tho

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That might be good to learn

prisma saddle
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Well, it's the effect used in PREY 2017 for the looking glass things.

light prism
prisma saddle
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Thanks for the advice Mistercat, got it working in a fairly rough manner.

vocal crypt
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For some reason, my hudmessage thing is not showing up.

light prism
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did you do SetHudSize and SetFont beforehand?

vocal crypt
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...Fuck.

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{
if(GetInvasionState() == IS_FIRSTCOUNTDOWN) Terminate;
if(GetInvasionState() == IS_COUNTDOWN) Terminate;
    Door_CloseWaitOpen(1,16,240,0);
    Door_CloseWaitOpen(2,16,240,0);
    Delay(1024);
    SetHudSize(1920,1080,TRUE);
    SetFont ("BIGFONT");
    HudMessage(s:"The doors are ready for use.";
    HUDMSG_FADEINOUT, 1, CR_RED, 1.5, 0.5, 5, 3, 3);```
Is the message being screwed up or something?
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Or commands?

light prism
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uhh for x and y just try 960, 540 to see if it appears mid-screen

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rather, 960.0, 540.0

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the fractional part does alignment

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like 960.1 would treat 960x as the left justification point for the message

vocal crypt
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Wait, I see it.

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It's just a blink and you miss it moment.

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Though, it seems to be starting a bit before the doors actually open.

light prism
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oh right

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set the holdtime to 0

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for it to stay indefinitely

vocal crypt
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I don't want it to be permanent tho.

light prism
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oh

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try adding .0 to all of the time values

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like 5.0 3.0

vocal crypt
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.0 seems to wokr

light prism
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yeah, its in seconds, which is a fixed point value, when you pass it a regular ol int it treats it like a tiiiiiny little fractional number

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thats why it was flickering briefly

vocal crypt
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I still don't like it appearing before the doors actually open.

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Am I going to have to use the while thing?

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Or the if thing.

light prism
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oh

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you can use TagWait

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btw both those closewaitopens are identical - you probably dont need 2 tags, just tag both doors with 1

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then do TagWait(1) where you want it to wait for the doors

vocal crypt
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Well that works, so it seems I'll need to increase the delay number.

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...From 1024 tics.

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ยฏ_(ใƒ„)_/ยฏ

light prism
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you can also just use an outirght Delay()

vocal crypt
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I...Am using that.

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In the script.

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I'm increasing it from 1024 tics.

light prism
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oh i didnt even notice

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did you read what i said about TagWait?

vocal crypt
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Yeah.

light prism
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it delays indefinitely until the tagged sector chosen has stopped moving

vocal crypt
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...I might placed it in the wrong spot tho.

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I placed it after the dealy.

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Fuck me...

light prism
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oh

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it can replace the delay entirely

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or be before it

vocal crypt
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Aw yis, putting it before the delay got me my desired result.

vocal crypt
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tf was dat TMC.

light prism
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wrong channel lulz

vocal crypt
light prism
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height

light prism
prisma saddle
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Oooo, snazzy.

somber stream
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Woooah, that looks so cool! ๐Ÿ˜ฎ

light prism
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i love how bloom is additive to overbright color values

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like a color.r value of 8.0 will bloom like fuck whereas 1.0 will just fullbright bloom

topaz tendon
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I don't speak your language but it makes me horny anyways

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but that is a pretty damn cool effect my dude

light prism
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if you set a pixels color value over 1.0 it will bloom more than is possible otherwise

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hence the glowing and flickering

somber stream
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Very atmospheric, I love it. ๐Ÿ˜„

topaz tendon
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what exactly is the theme of this highly graphically intricate doom mod you're putting together

light prism
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fire gun, make dead things

somber stream
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Perfect. doomguy_god

topaz tendon
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god damnit

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played us like a damn fiddle

light prism
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there will be no fiddle playing in this mod

topaz tendon
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knowing you there'll definitely be a flute though

light prism
light prism
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bright variant

topaz tendon
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really cool

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is that just gifs being gifs or is that an fps drop

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wait it looks smooth when I don't expand it

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mobile discord is a strange thing

somber stream
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Looks fab!

light prism
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the gif does have its frames cut a bit

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but i assure you it is running 60fps

silent totem
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Damn that looks nice

vocal crypt
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^

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You sure that's a Doom mod.

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:>

rugged shore
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i'm not a modder but i have a question,

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how can i change vanilla doomguy pain sounds and make it an addon wad

shadow bone
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Put your new sounds in a .wad file (or .pk3 if you're making a mod for GZDoom) and name the sounds the same as the vanilla doom pain sounds.

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Loading your mod will supercede the vanilla sounds with your new ones if they have the same name

rugged shore
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ah

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wait can they be mp3 and wav files?

shadow bone
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If you're intending the mod to be used with GZDoom, yes, that's fine

rugged shore
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alright

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how can i create a .pk3?

shadow bone
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A PK3 is just a zip file, really

rugged shore
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ah

shadow bone
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So zip your files, and rename it to .pk3

rugged shore
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so i can create it with 7zip?

shadow bone
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Yep

rugged shore
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alright

shadow bone
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Hang on

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Check that page

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Put your sounds in a sounds folder in the pk3/zip

rugged shore
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what are the names of doomguy pain sounds?

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always hard to remember them tbh

shadow bone
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you can either open the IWAD in Slade and look at the sounds there, or you can look at the SNDINFO lump in GZDoom.pk3, which defines the sound names as well

rugged shore
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alright

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thanks!

shadow bone
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No problem ๐Ÿ˜‰

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Good luck

next lagoon
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You can literally open pk3s in winrar or 7zip

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lol

shadow bone
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Yeah, I said that

light prism
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you can figuratively open pk3's with a canopener

warped radish
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doom2 modders. would you think that the majority of effects would not be splashable, therefore your baseeffect (for inheritice) would have +DONTSPLASH ?

light prism
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why not have both

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actor BaseEffect {} actor BaseSplash{}

warped radish
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good point. i actually have done that for other things, but never thought of doing it for splash.

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i recently decided to add +FORCEXYBILLBOARD to the default BaseEffect.

light prism
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you could always have FlatEffects too

warped radish
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True. I guess this all goes back to following a pattern of having Base{Type}Effect parent actors. e.g. BaseFlatEffect or whatever category of effects you're doing, e.g. BasePuddleEffect.

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Tell me. Do you include +NOINTERACTION for your BaseParticleEffect ? And if so, is there even a need for +NOBLOCKMAP ? And I'm curious if you've ever used +NOCLIP in any of your BaseEffect actors. Like BaseSmokeEffect for example.

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at this point, I guess I'm curious what flags you use in your root BaseEffect actor. or what flags is recommended. I've been through this many times, and now have reached a point where I want to hear from someone else on the topic.

light prism
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I have used +NOINTERACTION yes

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but for stuff that requires bouncing/arcs then I use +NOCLIP instead

warped radish
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I see, thanks. One last question, have you ever used Zandronum flags +CLIENTSIDEONLY and +NONETID ? I have, and they worked for a while, but then once I experienced an issue where the game wouldn't spawn the actors. I can't remember if it was +CLIENTSIDEONLY or +NONETID causing it.

light prism
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+CLIENTSIDEONLY on all non-vital effects definitely

warped radish
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And I can't seem to understand the difference between using SXF_CLIENTSIDE flag in A_SpawnItemEx or +CLIENTSIDEONLY. If the actor being spawned already has +CLIENTSIDEONLY, then I would assume SXF_CLIENTSIDE flag is not needed.

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I guess the only benefit to using SXF_CLIENTSIDE flag is when spawning an actor that doesn't have +CLIENTSIDEONLY and you want it to at that moment of spawning, for whatever reason.

light prism
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exactly

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however if you have something spawning a bunch of clientside actors it would be better if the spawner itself was clientside

warped radish
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Ah, yeah.

flat storm
silent totem
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I mean you're pointing it upwards

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But Doom weapons weren't ever at a realistic perspective

topaz tendon
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that does look like you're just aiming at the ceiling

silent totem
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Yeah

flat storm
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Hmm

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Wonder if lowering the offset would help

warped radish
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and taper it so it becomes wider at the bottom.

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@flat storm

silent totem
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Looks better already

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Might wanna round out the barrel more now

flat storm
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Oof. That's way better.

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Yea, I think I'll do something like that

light prism
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neat

flat storm
light prism
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you should have like

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just one color

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to accentuate things

silent totem
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Red

light prism
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like red, like sin city

silent totem
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^

light prism
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doesnt have to be though

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depends on your theme

silent totem
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Yeah of course

haughty flower
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here's a fun idea.

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hows about asteroids in doom?

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like the game.

silent totem
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He's going for those old vector graphics

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But in gameplay?

haughty flower
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i get that like 90 percent of all my ideas are ass

light prism
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i already made something like asteroids

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ages ago

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rather, a topdown space shootery thing

haughty flower
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no i'm saying that what would happen if you put it in doom?

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well

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it's obvious what would happen

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but what would it look like or play like?

light prism
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that is literally what i just said I did

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you fucking gumbo

topaz tendon
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gumbo as an insult

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I like it.

light prism
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you queef magnate

haughty flower
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no you said you made a top down shooty thingy

topaz tendon
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queef magnate

haughty flower
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i'm saying put it in first person.

topaz tendon
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that's pretty good

light prism
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oh in first person

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that would be fuckin awful

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if it was vector graphics

haughty flower
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a mod for doom, whether it looks like the original game or asteroids with all new enemies that look like asteroids or just keep the same enemies and what-not

light prism
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otherwise doom is already a first person asteroids clone

haughty flower
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whether you can make it in acs or decorate.

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it doesn't matter.

topaz tendon
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you kill the spider mastermind and it splits into multiple smaller spider masterminds

haughty flower
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EXACTLY.

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THANK YOU

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i didn't know how to word it.

vocal crypt
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nooo.

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Hitscan nightmare.

topaz tendon
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that sounds like a recipe for a clusterfuck

haughty flower
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of course they don't shoot back.

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but that would be on another difficulty level.

vocal crypt
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It's a PITA dealing with the Mastermind's hitscan.

topaz tendon
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what if there was no limit to how small things got, they just kept splitting into tinier and tinier enemies

haughty flower
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to a point where you can't see them at all.

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just blindly shooting at nothing.

topaz tendon
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eventually you have billions of enemies that aren't even a fraction of a pixel

haughty flower
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my god.

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no

vocal crypt
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So, unfair shit.

haughty flower
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the smaller they got, the damage goes with them.

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by 1 pixel they do literally .1 damage.

light prism
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that wouldnt be too hard

haughty flower
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1 pixel they literally do 1 damage.

light prism
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just yeah, annoying

haughty flower
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mhm.

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it's not about the gameplay experience itself

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it's about the fact that we can do it.

light prism
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you can do anything with doom

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also at zombocom

haughty flower
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asteroids that shoot back.

silent totem
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I

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I'm, I'm stunned

haughty flower
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chant it with me now

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G-Z-DOOM

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G-Z-DOOM

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G-Z-DOOM

light prism
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you can do this

haughty flower
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i'm not sure i wanna click on it.

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but i'm going to.

silent totem
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Should I be agraid

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*afraid

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HOLY

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SHIT

haughty flower
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that was pretty good actually.

light prism
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that was my first foray into making something completely non-doom in doom

haughty flower
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you made that?

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gimme your twitter if you post updates on it cause i wanna try more.

silent totem
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How the hell

light prism
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pff i havent touched it since i made it

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i do have the source code though

haughty flower
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no i don't wanna make it.

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wait

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i'mma stfu right there and then.

topaz tendon
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reminds me of the donkey kong country remake

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in gzdoom

silent totem
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How do people make such good looking stuff in GZDOOM

haughty flower
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three letters

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A-C-S

topaz tendon
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sacrifices to the elder gods

haughty flower
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and decorate.

topaz tendon
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they accept socks

silent totem
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I mean my end goal is total conversion stuff

light prism
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actually 'good looking' has nothing to do with ACS really

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you can make something look good without any modding changes if you have the right assets

haughty flower
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like photoshop and skill

light prism
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or if youre a good mapper or whatever

haughty flower
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i couldn't develop a map if you gave me a book on it.

silent totem
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I'm learning

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It's all default Doom 2 assets though

haughty flower
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i can do it, it just never looks good.

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like, never.

silent totem
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Also, a PK3 is literally a ZIP

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Interesting

haughty flower
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ye

light prism
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yep

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so is a pk7

silent totem
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That's a .7z, right?

light prism
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all zdoom/ports can run uncompressed folders too

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like gzdoom -file mygame\pk3\

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as long as the file structure is the same

silent totem
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I have ideas for weapons, gonna figure that out

vocal crypt
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hardest part for me is the sprites

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if I were to make a new weapon

light prism
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thats why i do models

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easy to render to sprites, easier to manipulate

silent totem
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Yeah

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But, I like the whole sprite look

light prism
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sure, but you can imitate that with renders

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by say, removing antialiasing

silent totem
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How close does that look?

light prism
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wow discord refuses to play that one

silent totem
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Those are models?

light prism
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just click it

silent totem
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I can click it an see

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Although that's nice I'll probably try to stick to sprites

light prism
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those are sprites

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rendered from models

silent totem
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I meant drawn

vocal crypt
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Sad, Zandronum can't do fade apparently or something.

silent totem
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?

light prism
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what

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fade what, in what sense

vocal crypt
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It shows this in GZDoom Builder.

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But no fade in Zandronum

silent totem
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Ah

vocal crypt
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I'd show a pic, but StartButton+Prtscrn isn't showing it properly.

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In Zandronum

light prism
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oh you mean fog?

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rather, the 'fade' parameter for a sector in UDMF mode

vocal crypt
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I'm using the fade thing under the colours tab.

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But I guess

light prism
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have you checked your zandro display settings?

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that kind of fade/fog originates from hexen so i highly doubt it is missing

vocal crypt
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where would it be in display settings

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nvm

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Found fog

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it shows it now

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Also, hopin the sector damaging dissuades playas from goin out.

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Because inconsistent stuff.

light prism
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just have it play vuvuzela sounds continuous looped until you return to the play area

vocal crypt
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lolno.

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I'm contemplating on using block players for a linedef

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IDK why.

silent totem
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What

vocal crypt
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It's so playas don't go outside.

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Damage only does so much

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even if it's -20 a second.

silent totem
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Then why let them go outside?

topaz tendon
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repetitive vuvuzela actually sounds like a great boundary deterrent for map design

vocal crypt
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Not sure it'd fit the tone tho.

silent totem
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Just make it give you seizures when you exit

light prism
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you already give me seizures

vocal crypt
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Script 15 OPEN { while ((GetInvasionWave() != 3) ||(GetInvasionState ( ) != IS_COUNTDOWN)) Door_Open(4,64); }
I'm wanting the sector to open like a door when wave 3 comes.

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But it opens when the map starts.

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Or is it space sensitive.

light prism
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i think you want AND rather than OR

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while ((GetInvasionWave() != 3) && (GetInvasionState() != IS_COUNTDOWN))

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actually the whole thing is phrased kinda bad

vocal crypt
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Zdoom wiki example modified.

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;_;

light prism
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while wave IS NOT 3 AND state IS NOT countdown

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this will still activate on map start

vocal crypt
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Aand it's now giving me a syntax error in expression.

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For some reason.

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while ((GetInvasionWave() = 3) && (GetInvasionState ( ) = IS_COUNTDOWN))

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Also, somehow the ! works for the round noise.

warped radish
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while((GetInvasionWave() != 1) || (GetInvasionState() != IS_WAVECOMPLETE)) { delay(1); /* Wave 1 running. / } / Wave finished. Put code here to open door. Hurry, you only have a few seconds. / while((GetInvasionWave() != 2) || (GetInvasionState() != IS_WAVECOMPLETE)) { delay(1); / Wave 2 running. */ }

light prism
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how about while(GetInvasionWave() < 3) Delay(1); while(GetInvasionState() != IS_COUNTDOWN) Delay(1); Door_Open(4, 64);

vocal crypt
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It's still bitching about Line 23.

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while ((GetInvasionWave() < 3) Delay (1);

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hold up.

light prism
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too many brackets you jack of all trades

warped radish
light prism
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should be while (GetInvasionWave() < 3) Delay(1);

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you had an extra bracket

vocal crypt
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well it's complaining about 24 having too few brackets.

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While (GetInvasionState ( ) ! = IS_COUNTDOWN)

light prism
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whats with the spaces

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they dont affect anything but its ugly

vocal crypt
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I don't know.

light prism
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it goes 'functionName(Arguments)'

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actually ! = is probably breaking

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its !=

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aka 'not equals'

vocal crypt
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Yeah, that might be it.

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Since it's not bitching.

warped radish
vocal crypt
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Aand, still not workin.

light prism
#

read arkores thing

warped radish
#

Do it the way I posted. That's how Zandronum says to do it.

vocal crypt
#

Ah.

warped radish
#

@vocal crypt You might want to put a delay before DoorOpen, to give your game a better feel. Like, Delay(5 * 35); because when a wave ends, the game announcer will say stuff, and it takes a few seconds before the countdown to next wave begins. at that point you might like the door to open, instead of the door opening immediately after the previous wave ended.

vocal crypt
#

Hasn't stuff like Delta Invasion had doors open after a previous wave tho.

warped radish
#

Delay(5*35); // Delay 5 seconds.
Door_Open(???, 24);

#

Yes, I'm just saying you might want a delay right before your Door_Open().

#

Because players are first distracted by the on-screen messaging from the wave being finished. So, give it a breather for that messaging to finish, then open the door and players are more likely to notice the door opening. You know what I mean?

vocal crypt
#

I get it.

light prism
#

hmmm now i need to make a similarly awesome water shader

vocal crypt
#

Steal BD's shader.

light prism
#

no thanks

#

more fun learning how it works and making one myself

prisma saddle
#

Isn't it just a 3D model that spawns and scales outwards until it disappears?

#

Well, the BD one.

vocal crypt
#

I need moar detail maybe.

#

Invasion gamemode btw.

prisma saddle
#

I don't think detail is the issue here, it just feels flat at the core of it.

vocal crypt
#

Elaborate

#

Does it feel empty?

#

No.

#

Go away. @haughty flower if you're trolling.

haughty flower
#

just an idea but if the blood and the floor are on the same level, make it seep into the same area?

vocal crypt
#

Oh.

#

Sorry.

haughty flower
#

also fugg outta here bech

prisma saddle
#

The section just doesn't have a lot of verticality to support the texture changes.

haughty flower
#

maybe add a pillar.

prisma saddle
#

Especially with the sky.

haughty flower
#

with tekwall4 on it.

prisma saddle
#

There should be a lip separating the sky from the ceiling.

haughty flower
#

lift the sky up a tad maybe.

vocal crypt
#

A lip?

haughty flower
#

(that's what i said)

prisma saddle
#

Pretty much. the sky should be elevated more to separate from the ceiling.

haughty flower
#

yeah

prisma saddle
#

Looks a bit jarring otherwise.

haughty flower
#

kinda bump it up 8 pixels.

vocal crypt
#

Better?

haughty flower
#

ye

prisma saddle
#

Yup.

haughty flower
#

that looks good.

prisma saddle
#

Simple trick to making a map look less flat without over detailing.

vocal crypt
haughty flower
#

it's kinda raping my mind.

prisma saddle
#

A little bit, constantly using sectors to detail can get a bit unmanageable.

haughty flower
#

is this the part where i troll a little?

vocal crypt
#

So remove that

#

and just have it look like it's "infecting" the "courtyard"?

haughty flower
#

sure

prisma saddle
#

Good map visual design tends to be more about variance in height and good texture work, if you don't have good variance in height your good texture work won't matter and vice versa

vocal crypt
prisma saddle
#

Looks better.

vocal crypt
#

I'm wanting to make it look like the "infected" parts are dripping blood, and filling it up.

haughty flower
#

you want to make it an illusion or you want it actually filling up?

vocal crypt
#

Illusion

haughty flower
#

oh i've done this before.

#

well

#

kinda

#

i've only had the ceiling drip blood and make it a middle texture that you can walk through.

#

that's my best solution here.

#

and then i took a closer look and realized i was dumb

vocal crypt
#

IDK, is what I have rn giving the illusion of that @prisma saddle, or does it look like it's just a hard blood floor.

haughty flower
#

oh i have an idea.

#

you make a few more sectors on the blood and use shift to pull them up less than 8 pixels

#

you make only some parts of the infected walls have blood dripping down it.

#

idk if it's what you wanted but for right now but it's my best solution.

silent totem
#

If I make custom weapons, do you think they should follow the standard fps weapons and order?

i.e. Melee thing, somewhat useless thing, shotgun thing, fast thing, projectile things, uberweapon?

light prism
#

most games do, why break tradition

prisma saddle
#

I mean, I guess Quake skipped the somewhat useless thing by giving you a shotgun straight off the bat.

light prism
#

yeah except it is superseded by ssg pretty quick

silent totem
#

One idea I had was take that starter weapon and more or less replace it further in with a better version

vocal crypt
#

So something like the shotgun and ssg in Doom?

#

But with all slots

#

?

silent totem
#

More like just the pistol

vocal crypt
#

An Uzi.

#

Like the Island.

#

Except without it feeling like a tech demo.

silent totem
#

Hey, is it possible to get the strife damage indicator in Doom?

haughty flower
light prism
#

@silent totem - probably

#

i mean zdoom supports strife so most likely

silent totem
#

Yeah that'd make sense, I just don't know how.

Maybe I'll look at Strife's code, not sure I'd be able to find it

light prism
#

im not actually 100% sure of what youre after

#

can you describe it

#

like when and why it happens and from and to what

#

then i can probably pinpoint the functions you need

silent totem
#

It's this little red arrow that pops up and can show where you're getting hit from

light prism
#

oh ok

#

sheez im not actually sure

#

its not a decorate function, it might be hard coded into strife or the strifeplayer actor

#

man these games are a mess of extremely specific functions

#

A_TossArm

#

shit like that

silent totem
#

I mean this was made back in mostly the original Doom engine, so they might've had to do some black magic fuckery to make things work

light prism
#

well there are similar pointers in doom

#

like there is the standard A_Chase and then there is a variant for the arachnotron that makes them play the metal stomp sound as they move

#

etc etc

#

each enemy had its own hardcoded attack function

#

im just watching some strife footage and i dont see the arrow you mean

#

damage just flashes red like doom

silent totem
#

Hm, I could've sworn it was Strife

#

Near the middle

light prism
#

oic

#

can it point in all directoins?

silent totem
#

Well it's locked to a circle area it looks like, so I think so

#

Like it's on a circle track

#

So anything in 360ยฐ

light prism
#

ic...

#

i really dont recall this

silent totem
#

Yeah

#

When you said it wasn't I had to go watch a video to see

light prism
#

i didnt notice it in the video heh

unreal oyster
#

Are you sure this isn't a Strife VE feature

silent totem
#

It might be?

unreal oyster
#

Because Zscript literally doesn't have the capability to draw something rotated right now

#

There's a PR open for a triangle drawer that would fix this but it's gone quiet for some reason

#

I wouldn't be surprised if this is hardcoded into VE

#

But that also answers your question anyway, no, it's not possible

#

Not yet

silent totem
#

Yeah it looks like a VE thing

#

The video I found with it came out after VE, one without it came out before

light prism
#

you can use the sbarinfo mugshot to access left, center and right pain sprites

#

and use those as indicators

#

hijack that shit

hexed sky
#

@unreal oyster there wasn't a PR open for it, actually, but I just opened it now

#

I honestly forgot to do so

unreal oyster
#

Oh heh

light prism
#

i have no idea if this looks good or bad

shadow bone
#

It looks interesting. Would look better without the .gif compression

#

Any chance of using streamable / webm / mp4 instead?

light prism
#

uses realmedia

#

its like a perlin noise wave with some contrast applied to the highlights

#

i was initially trying to do water but it looks silly on water

#

too much turbulence for a flat texture

timber bridge
#

woter

warped radish
#

is there supposed to be more of a tiled pattern to that liquid? it looks like there's something in the middle, like a drowned object.

#

i mean, it looks realistic. im just wondering if players will be distracted by that.

#

the blue water looks to have more of a tiled pattern.

light prism
#

it is tiled

#

the nukage has variation on its greens though

#

i wanted to make it more liike there were solid chunks floating in it, or like a soup skin

#

they are both variations on the same shader code

#

the nukage has deeper octaves and contrasts on the hilights, and has an additional warp applied on top

#

this is what the base texture looks like

warped radish
#

Ah, okay.

flat storm
#

Can zdoom do a strife style inventory bar in Doom 2?

light prism
#

how did strife do it?

#

wasnt that the separate fullscreen inventory?

vocal crypt
#

Let's just do it the HDTF way.

silent totem
#

No

#

Let's not

light prism
#

let's do the dew

flat storm
#

HTDF?

vocal crypt
#

Hunt Down the Freeman

#

The game that wants to be Opposing Force 2.

#

But fails.

flat storm
#

oh shit, I heard about that

#

didn't it steal like half it's assets from other mods?

vocal crypt
#

Rumoured to be.

topaz tendon
#

the only interest I paid to hdtf was the yahtzee review

#

that explained that it's just generally poorly put together

silent totem
#

Yeah about @flat storm

#

Yeah, it's pretty insane to think that it was a conscious decision, it almost feels like it just sort of spontaneously appeared when enough shit rubs together

light prism
#

too many chefs

topaz tendon
#

oh god

#

the flashbacks

#

it takes a lot to make a stew

light prism
#

bugfixed my modeldef generator python script

#

made it more user friendly

#

now you can just filebrowse to your model/skin files

#

and it can auto generate a basic actor, either as SPRT A -1 or with a spawn state equal to the frame length

#

and appends an #include to your existing decorate file

hexed sky
#

heh, modeldef generation

timber bridge
#

yos

hexed sky
#

it can be hell to do modeldef entries for stuff with hundreds of frames of animation

#

we really do need an overhaul of how animation playback works

distant flower
#

Is there a way to pack a wad with all the resources, custom textures and mods that were used to make it?

light prism
#

@hexed sky - yeah but how would you do that without either havig to completely change how states work or making a second state system that runs alongside the existing one

#

@distant flower - yes

distant flower
#

How tho

light prism
#

but you shouldnt really pack in other peoples mods

#

and it becomes increasingly more complex to do so the more mods you have

distant flower
#

Yea but otherwise the map is completely incompatible with anything else, also the majority of custom resources come from skulltag_data pack and they don't come/work with GZDoom/ZDoom

unreal oyster
#

you should absolutely pack in a texture pack, beyond that yeah, just say you need that mod to run it

#

texture packs are designed to be inserted into other mods

#

anything else is theft

light prism
#

just say 'hey this needs skulltag data'

unreal oyster
#

yeah

light prism
#

the files arent hard to come across

distant flower
#

Is there a way to avoid getting 500 errors in the map editor, whenever I launch the game configuration with those packs tho

light prism
#

dont use them ๐Ÿ˜ƒ

#

could be that you're having conflicts between mods or that the mods are just badly made

distant flower
#

The majority are GLDEFS warnings and DECORATE warnings from skulltag_actors pack

light prism
#

uhhhh

#

load order then maybe?

#

what kind of errors

#

duplicate definitions?

distant flower
#

IWAD(doom2.wad) -> skulltag_actors(required for skulltag_data) -> additional texture packs and at the end a mod

#

the gldefs are all about the last mod and how decorate classes do not exist

light prism
#

yeah those are all skulltag_actors errors indeed

distant flower
#

I dont really know why these errors appear if pretty much everything works

light prism
#

you might be missing a base resource in your game configuration

#

like gzdoom.pk3

#

or you have the load order for data/actors switched around

distant flower
#

zandronum.pk3 completely crashes and does not launch the engine with it in the resources

#

and i know for sure that actors have to be loaded before the rest of skulltags data

light prism
#

though 'unable to find class 'weapon'' is worrying

distant flower
#

or else it doesnt work at all

#

yea a bit

light prism
#

fi it cant find that class then a base resource is definitely missing or being loaded in the wrong order

distant flower
#

I'm pretty sure it's because doom2 weapons are being not only modified by skulltag's data file but also by the later mod

#

maybe

#

this is why i wanted to pack the majority of this

#

and just add the mod as a requirement

light prism
#

skulltag doesnt modify the base weapons though, only its own weapons

distant flower
#

then I don't know why it cannot find the base resources

light prism
#

show your f2 screen

#

in editor

distant flower
#

lul

light prism
#

ok not useful

#

show your game configurations screen for zandronum doom2 (udmf)

distant flower
#

you won't be suprised

#

but it's also unreadable

light prism
#

what the fuck is wrong with you

#

those arent base resources

distant flower
#

I have 5 hard drives

light prism
#

zandronum config should literally just be doom2.wad

distant flower
#

Yea I tend to just include everything into game configurations so I dont have to include it ever again

light prism
#

only the basest of resources belong to the game configuration

#

well go through all of them and make sure none are being excluded at runtime or anything

#

this is seeming more a case of 'youve made your bed now lie in it'

distant flower
#

in order (from top to bottom): DOOM2.WAD, skulltag_actors.pk3, skulltag_data1.pk3, DFTextures.pk3 (only contains textures and flats, nothing else), NB_RECOL.WAD (I don't even remember where I got it from, but it only has textures ) and complex doom at the end

#

I use textures from all these wads/pk3 in my map and all of them are working and appearing when testing

#

so they cannot be excluded or anything like that

#

I think

light prism
#

complex is a huge mod, i can see it generating errors when loaded with other shit, but im still worried by the lack of 'weapon' class

distant flower
#

I don't really think that moving additional resources from game configurations, to the F2 screen (aka per map basis), would change anything, since i'm including the same stuff in the same exact order

#

the full commandline used to launch zandronum with all these mods is also right and in order

hexed sky
#

or making a second state system that runs alongside the existing one

#

that is exactly how

#

mesh animation playback should happen independently from states

light prism
#

but how would you sync actions to animation

hexed sky
#

through timing

#

you'd still have states for that

light prism
#

im confused as to how it would be that different really

#

you'd still need to define at least the start/end points of animation ranges

#

regardless of method

#

imo wouldnt it be easier just to make changes to how MODELDEF works to make it less fucky?

warped radish
#

@distant flower I personally have doom2.wad, zandronum.pk3, and GZDoom/lights.pk3 loaded as my base resources for zandronum UDMF, in GZDB. also remember that skulltag_data was changed to skulltag_content-3.0-beta01.pk3 now. also, checkout my video on how to make a new game configuration in GZDB, which is nice for separate projects and also makes it easier for you to do collaborative work with other mappers to work on the same map shared in dropbox without a conflict in resource paths in the generated .dbs file of the map. https://www.youtube.com/watch?v=A4jtUCVKcbs

distant flower
#

wow I was actually not aware that skulltag data was changed

#

is it still necessary to include skulltag actors and such, and if should I do it before skulltag_content?

#

@warped radish

warped radish
#

@distant flower actors is included in that. you only need skulltag_content-3.0-beta01.pk3 now.

dusky relic
vocal crypt
#

I liked your Mitchell PFP better.

royal wave
#

grape windows theme

#

Reggie avatar

#

this place never fails to surprise me

vocal crypt
#

What?

#

Oh.

#

I was going to ask if he/she was a furry, but that would've been irrelevant in the times I would have.

distant flower
#

@royal wave grape is actually based on the Arc GTK theme from XFCE for linux. I tried to recreate it on my windows 7 machine but yea, windows is not very customizable

vocal crypt
#

You still have a Reggie avatar.

#

Gay furfag.

distant flower
#

and you have zootopia

#

w<

vocal crypt
#

And?

#

It's a Disney film.

#

Not furry trash.

#

smh you furries sexualize everything, retards.

#

yes I'm joking.

#

in seriousness, I'm a furry as well.

distant flower
#

OwO

unreal oyster
#

this conversation had me very confused because i thought we were talking about Nintendo Reggie lmao

distant flower
#

ok there's still hope in humanity, I wondered why so many people recognized my avatar actually

unreal oyster
#

oh i recognised it ๐Ÿ˜›

#

but afterwards

#

hence my confusion

vocal crypt
#

we're all furry trash.

#

Some of us just keep it in a closet.

royal wave
#

I actually just happen to have a lot of furry friends. Comes with the Pokรฉmon fandom

vocal crypt
#

Closet furries, they're labeling themselves as Pokemon fans.

#

๐Ÿ™ƒ

timber bridge
#

helo

#

i'm no furry i'm avian

#

๐Ÿ™ƒ

somber stream
#

Can you be furry and not trash though? I wonder doomguy_thonk

distant flower
#

ye but I can't really give you examples off the top of my head

vocal crypt
#

I just saw that tumblr post of Reggie.

#

Not this second

#

but earlier

distant flower
#

I still have no idea how to copy textures from a specific texture pack for mappers, into my actual wad

#

is there a tool to do this or is it literally using slade3 and moving it from one wad to another

shadow bone
#

Just using Slade to move it from one to the other

dusky relic
light prism
#

how to copy textures: stand hard up against the surface you wish to copy, focus on your chromatophores, eventually you will have copied the texture

timber bridge
#

i am now FIREBLU, destroyer of eyes

hexed sky
#

and bitrates

flat storm
#

is there any better documentation of using inventory bars in SBARINFO besides whats on the zdoom wiki?

silent totem
#

I kind of wish GZDoomBuilder would have a way to automatically build dummy sectors for 3d objects

light prism
#

i think someone might have written an addon for that

#

but really once you have built one it takes seconds to copypaste and modify

flat storm
prisma saddle
#

I like the visuals so far but I do think the red could be used for things that could damage you.

#

Sorta like how Downwell does it.

silent totem
#

I like the idea of red and black and white

light prism
#

i think for items you should go with unique and easily identifiable shapes

silent totem
#

I'm just gonna steal gun designs

#

๐Ÿ‘Œ

light prism
#

you and every period shooter from the past 20 years

vocal crypt
#

Steal from Realm667 or Zdoom Forums. @silent totem

#

๐Ÿ™ƒ

silent totem
#

Thanks

prisma saddle
#

I've probably been having way too much fun playing with Line Def portals.

silent totem
#

Hmmm

#

Me too

#

And I think I have a decent idea

#

The idea is to make it look like an airship is flying over a moving ground

Now at first I thought that to get the effect, everything would have to be made of 3d floors, but I've figured that I can have the interior be normal and have portals lead to the outdoor area, where 3d floors are actually used

#

Dunno if that's a good explanation

light prism
#

the other way to do that would be with a moving skybox viewpoint

prisma saddle
#

Portals can also be used for Room over room I guess.

silent totem
#

I don't know how to do that @light prism

#

But that'd probably be better

#

Oh

#

Hmmm

#

After looking it up this looks a lot better

prisma saddle
#

Not sure why sound isn't transferring through the door.

light prism
#

that works fine

#

but yeah portals lack sound propogation and ai can't see through it properly

prisma saddle
#

Ah.

#

Good to know.

light prism
#

which is why they're best used sparingly

prisma saddle
#

Good to know their limitations.

light prism
#

and in situations where those issues wont be a problem

#

like duke3d first map, falling down the vent

silent totem
#

I also think about using models with certain things, not for enemies or weapons but a few places

#

And not super high quality models either, like Quake level of detail

light prism
#

yes, you can use models as mapobjects

#

but you need to define their collision via invisible blocking stuff, actors or midtexes

#

unless the model is perfectly cubic

prisma saddle
#

Detailing with basic models tends to be a lot more convenient than using sectors in my opinion, aside from like the collision stuff.

#

I'm tempted to set up some systems for placeable static floor decals for map detailing and such.

light prism
#

you dont really need models for that

#

when you can use +FLATSPRITE

prisma saddle
#

That's mainly what I was thinking of.

light prism
#

i wish there was some equivalent to A_Overlay for non-weapon actors

#

i know you can just a_warp stuff together but its a bit clumsy and things can break apart in certain situations

brisk flax
vocal crypt
#

I'm feeling triggered by how the floor isn't all shiny.

#

that, or how it abruptly cuts off.

distant flower
#

I'm getting a weird error when trying to run my map inside the editor

#

zandronum_final/zandronum.pk3 is overriding core lump mapinfo/doom2.txt.

#

Execution could not continue

vocal crypt
#

What ediotr?

#

editor?

#

Slade 3?

distant flower
#

GZDoomBuilder

#

bugfix

vocal crypt
#

Did you edit the pk3?

distant flower
#

of zandronum.pk3? Nope

#

maybe it's supposed to be excluded from testing parameters

#

lul

unreal oyster
#

you shouldn't be loading zandronum.pk3/gzdoom.pk3 as a resource

#

it is

vocal crypt
#

Yeah.

distant flower
#

why include it then tho

unreal oyster
#

you generally don't have to for zandronum.pk3 iirc, you do need to include gzdoom.pk3 if you want to use ZScript but that's another thing entirely

distant flower
#

Yea but @warped radish in his video includes zandronum.pk3, maybe it's for zandronum's extensions in ACS? I don't really know

#

he sent me it after I asked about like 500 errors when opening a map with my configurations

vocal crypt
#

Dude, you should only have an iwad with testing paremeters unless you're using pwads.

#

Or something like that.

distant flower
#

well I got doom2.wad, skulltag_content, and 4 texture packs

#

nothing game changing really

vocal crypt
#

And that's it? Because I think I'm seeing more when you're trying to use Zandronum.pk3 ๐Ÿ˜›

distant flower
#

well yea I had that but i removed it

#

cuz i couldnt launch the game lmao

vocal crypt
#

What are you making anyway.

distant flower
#

a map

vocal crypt
#

What kind of map.

distant flower
#

singleplayer

#

with GTA San Andreas theme as midi lul

#

nothing special really

vocal crypt
#

"midi" or the midi used in Doom 2.

distant flower
#

literally GTA SA.mid inside my wad

vocal crypt
#

Does it sound like a bunch of pianos though

#

Or no

distant flower
#

no?

#

i havent used a converter lul

vocal crypt
#

lol

#

Where you get it from then

distant flower
#

the internet

vocal crypt
#

where on the internet.

distant flower
#

i just googled gta san andreas theme midi

#

and went to the first link

#

why asking tho

vocal crypt
#

Because people are memeing with midi and using a converter.

distant flower
#

i hate that shit tbh

vocal crypt
#

ikr

#

started with Joel from Vinesauce

distant flower
#

I got all my doom sourceports configured with timidity and like a 60 mb soundfont

#

even slade got it set up

#

and midi sounds gorgeous with it

vocal crypt
#

smh, no midi for Half Life Military Precision

distant flower
#

rip

#

if you know the score I can try make one

#

using a tracker or with fl studio 12

vocal crypt
#

I don't do music much so rip.

distant flower
#

not some converter cancer

#

yea I do tho

vocal crypt
#

I can't give you much other than the music on Youtube.

#

I don't know the score.

distant flower
#

gimme

distant flower
#

not that hard actually

#

might try to make it by ear

hexed sky
#

ahhhh

#

freeman's mind

vocal crypt
#

Yep.

hexed sky
#

I don't even remember when that theme plays in-game in hl1

vocal crypt
#

Hell, I keep having the idea of Doom Guy's mind, but he's bored af from constantly killing demons.

hexed sky
#

actually ross did that one for an april fool's

vocal crypt
#

Yeah but that was him being a badass.

#

Not "oh another demon to kill, funsies" sarcasm.

hexed sky
#

yeah I would love a more true-to-story doomguy rather than the comic/bdguy

vocal crypt
#

Eh, my idea would've had him be bored, except he'd be angry and be comic/bdguy if he was beserked up.

#

Of course he'd revert to normal when it was over.

warped radish
#

@distant flower when you add resources in gzdb, you can check box to exclude them from testing. you do this for doom2.wad, zan pk3 and lights pk3

distant flower
#

why exclude doom2 from testing

#

is it because zandro can find doom2 on it's own or because it's in the directory of the sourceport

warped radish
#

it's because zandronum is already configured to load doom2 when you installed zandronum.

silent totem
#

Okay, so in GZDOOM builder, in viewport mode, all of a sudden I'm not flying, I'm moving like a player

#

What button did I press

unreal oyster
#

G if memory serves correctly

light prism
#

yeah g is for gravity

flat storm
vocal crypt
#

You could use a middle texture for a line.

#

Or you can create a thing

#

An actor, if you will.

flat storm
#

it is an actor

#

basically that scroll creates a teleport sigil on the gound

vocal crypt
#

Is it decorative, or no?

warped radish
#

add +FORCEYBILLBOARD to your actor

topaz tendon
#

at first I thought you were joking but no, that's actual zdoom syntax

warped radish
#

@flat storm

vocal crypt
#

Well, the Y would be the axis so.

#

It's not like it's +ASSCHEEKS

topaz tendon
#

that makes sence. I read it as "forcey billboard"

vocal crypt
#

So did I.

topaz tendon
#

like "rooty tooty point n shooty"

warped radish
#

I think I understood what unstoppable was feeling with that comment, because the answer is literally what the question was, using the term billboard. The answer was "too good to be true".

silent totem
#

Forcey Bill Board

light prism
#

uhhh what

topaz tendon
#

exactly

light prism
#

sprites should not be flat like that

#

unless you are using +FLATSPRITE

#

which will never billboard

#

because that is the entire point of +FLATSPRITE

#

and those look like +FLATSPRITE's

warped radish
#

true. so, it would be interesting to know what his actor code currently is.

flat storm
#

tried the forcey flag

#

still the same result

warped radish
#

what flags are you using on that actor

flat storm
#

+NOBLOCKMAP
+MOVEWITHSECTOR
+DONTSPLASH
+FORCEYBILLBOARD

warped radish
#

hmm. any scale settings? does your actor extend another actor?

flat storm
#

nope

warped radish
#

well, something is wrong then.

#

i mean, first of all, your sprite looks squished on the Y axis. what's doing that

vocal crypt
#

Maybe a problem with his GZdoom?

#

I'm just throwing ideas out there.

flat storm
#

I wonder if it's my billboard settings

#

ikts set to just y axis

#

I change it to x/Y but got the same thing tho

light prism
#

if it was set just to y axis it would be clearly NOT squished

#

pastebin the entire actor

warped radish
#

I mean, the only thing that would squish a sprite on Y axis, is if you had a property of YScale 0.5 in your actor. heh.

flat storm
#

ACTOR ChaosSigil
{
Radius 8
Height 4
Renderstyle Add
Scale 0.5
yScale 0.05

var int user_sigil;

+NOBLOCKMAP
+MOVEWITHSECTOR
+DONTSPLASH
+FORCEYBILLBOARD

States
{
Spawn:
CSIG A 8 bright A_SpawnItemEx("TeleGlitter1", randomTeleGlitter-16, randomTeleGlitter-16, 0, 0, 0, 0.25)
CSIG A 0 bright A_SpawnItemEx ("ChaosSigilTeleporter", 0, 0, 0, 0, 0, 8, 0, 0, 0)
CSIG A 0 bright A_SetUserVar ("user_sigil", user_sigil + 1)
CSIG A 0 bright A_JumpIf(user_sigil == 64, "Death")
Loop
Death:
CSIG A 4 bright A_FadeOut(0.1)
Loop
}
}

warped radish
#

lol

flat storm
#

which I just realized I do

light prism
#

in fact from the angle the screenshot is taken Y and XY would look pretty much the same

flat storm
#

I want it to decal on the ground like a texture though, if that makes sense

light prism
#

use +FLATSPRITE then

#

the y-scale 0.05 is probably doing it

#

remove all your scale settings

#

just use +FLATSPRITE by itself

#

remove the billboarding flag too

flat storm
#

I did, and it worked

#

thanks fellas

warped radish
#

i didn't know about +FLATSPRITE. heh. not sure if zandronum supports that yet or not. the only other way was a hack, using .md3 models, of a flat square

light prism
#

yeah, zandro is zandro

vocal crypt
#

Zandro is "we can't update the GZDoom version we're using because MP."

light prism
#

the suicide demons in wormsdoom were just a single plane .md3 :3

flat storm
#

this is probably a GZDOOM only mod

silent totem
#

Best source port?

#

For modding

warped radish
#

well, yeah it is. but if you're making a multiplayer mod, you may want to be compatible with zandronum.

vocal crypt
#

It depends on the mod goal.

#

Is it mostly SP?