#classic-doom-maps-mods
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Script 1 (void) { Door_CloseWaitOpen(1, 16, 240); Delay(1024); }
then change the line action to run that script instead of directly running door_closewaitopen
using ACS_Execute
it won't interrupt the existing script while it is delaying
Line action of the switch?
Face desk I'm fuckin sorry
For askin these dumb questions
the line action you assigned to the switch line should have been Door_CloseWaitOpen
you would replace that with ACS_Execute (line action #80)
if you want it to run a script like above
I've been using the switch to run a script to close two doors.
Using DoorCloseWaitOpen
do what you like
Well that delay part works.
Is there a command that stops the script from executing?
Or do I have to make a seperate new script.
Invasion gamemode shit, don't want the switch to be turned on when the countdown is goin on.
if(GetInvasionState() == IS_COUNTDOWN) Terminate;
I'm usin Zandronum
Wish they could get on the MP thing
or GZDoom or some shit
How do you use the HUDMSG_FADEINOUT times.
or, the Fixed InTime, fixed outTime part.
Is that in seperate parenthesis?
I saw you typing, Rolpa.
not sure if I'm onto something cool or not
I'm getting a very old FPS vibe.
Looks pretty cool to me
^
Very Vectory
@vocal crypt I thought what an FPS would look like if an original IBM PC had just a little more processing power
Vectors
And original tbh.
Oh, but uh.
Don't have stairs
or elevation.
Just to keep it feeling like a very old FPS.
But really line art like that isn't super common, especially with shooters
Remember, Wolf 3D didn't have elevation.
Wolf 3d also only had 90 degree angles
yes, that's the idea
Good luck
though Pathways Into Darkness was a big influence too
Can anyone help me with the HudMessage tho
@silent totem thanks, I'll need it
nice @flat storm
i was working on something with flat colors and lots of black and white too
@vocal crypt whats the issue with hudmessage
Tryin to figure out if the fixed Times need seperate parenthesis or not for HUDMSG_FADEINOUT
parenthesis in acs are either for function arguments or for math
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?
Sorry caps
I think I'm getting the hang of this
hmm?
Nothing pretty, but I got 3d floors working
not sure, i forget how regular ol' acs works
nice jerb on 3d floors, it can be confusing with the inverted heights thing
and the whole control/dummy sector
but those are useful for other transfer effects too
like #50, transfer brightness
you can use it to make neat light or color gradients
Yeah. where the ceiling of the dummy is the floor of the platform? I don't know about that other stuff
thats a perspective problem really
easier to think in terms of 'top' and 'bottom' than 'ceiling' and 'floor'
Yeah, I got it, just think about it as negative space
try out a brightness transfer
action #50, use it like you use sector_set3dfloor
with an external control sector
What map chu makin anyway, Arcto
Rn? Just random test stuff
I have ideas but they're too far fetched for my current skill level
Over ambitious.
I have that problem.
Especially since I tried making a Counter Strike mod for Doom lol.
counterstrike wouldnt be too hard
i mean there are already teams for some gamemodes
i think it would be more an issue of balancing guns and shit
and making the game feel more counterstrikey
ie slowing doomguy to a crawl
Doomguy runs as fast as a rocket powered cheetah on speed
Any idea how I'd do some sort of simplified PREY looking glass effect with portals and such?
2017 PREY.
Oh.
Basically what I want is a portal that can be destroyed and replaced with a broken glass texture.
do that then
Alrighty.
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
using projectile hits/crosses activation
why is it a portal line though?
cos breaking a window usually doesnt result in the inside of the building ceasing to exist
Well, it's the effect used in PREY 2017 for the looking glass things.
Thanks for the advice Mistercat, got it working in a fairly rough manner.
For some reason, my hudmessage thing is not showing up.
did you do SetHudSize and SetFont beforehand?
...Fuck.
{
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?
Or commands?
uhh for x and y just try 960, 540 to see if it appears mid-screen
rather, 960.0, 540.0
the fractional part does alignment
like 960.1 would treat 960x as the left justification point for the message
Wait, I see it.
It's just a blink and you miss it moment.
Though, it seems to be starting a bit before the doors actually open.
I don't want it to be permanent tho.
.0 seems to wokr
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
thats why it was flickering briefly
I still don't like it appearing before the doors actually open.
Am I going to have to use the while thing?
Or the if thing.
oh
you can use TagWait
btw both those closewaitopens are identical - you probably dont need 2 tags, just tag both doors with 1
then do TagWait(1) where you want it to wait for the doors
Well that works, so it seems I'll need to increase the delay number.
...From 1024 tics.
ยฏ_(ใ)_/ยฏ
you can also just use an outirght Delay()
Yeah.
it delays indefinitely until the tagged sector chosen has stopped moving
...I might placed it in the wrong spot tho.
I placed it after the dealy.
Fuck me...
Aw yis, putting it before the delay got me my desired result.
tf was dat TMC.
wrong channel lulz
This invasion map feels like it's missin something, besides you know, places to go to after a # of waves.
height
Oooo, snazzy.
Woooah, that looks so cool! ๐ฎ
i love how bloom is additive to overbright color values
like a color.r value of 8.0 will bloom like fuck whereas 1.0 will just fullbright bloom
I don't speak your language but it makes me horny anyways
but that is a pretty damn cool effect my dude
if you set a pixels color value over 1.0 it will bloom more than is possible otherwise
hence the glowing and flickering
Very atmospheric, I love it. ๐
what exactly is the theme of this highly graphically intricate doom mod you're putting together
fire gun, make dead things
Perfect. 
there will be no fiddle playing in this mod
knowing you there'll definitely be a flute though
really cool
is that just gifs being gifs or is that an fps drop
wait it looks smooth when I don't expand it
mobile discord is a strange thing
Looks fab!
Damn that looks nice
i'm not a modder but i have a question,
how can i change vanilla doomguy pain sounds and make it an addon wad
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.
Loading your mod will supercede the vanilla sounds with your new ones if they have the same name
If you're intending the mod to be used with GZDoom, yes, that's fine
A PK3 is just a zip file, really
ah
So zip your files, and rename it to .pk3
so i can create it with 7zip?
Yep
alright
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
Yeah, I said that
you can figuratively open pk3's with a canopener
doom2 modders. would you think that the majority of effects would not be splashable, therefore your baseeffect (for inheritice) would have +DONTSPLASH ?
good point. i actually have done that for other things, but never thought of doing it for splash.
i recently decided to add +FORCEXYBILLBOARD to the default BaseEffect.
you could always have FlatEffects too
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.
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.
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.
I have used +NOINTERACTION yes
but for stuff that requires bouncing/arcs then I use +NOCLIP instead
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.
+CLIENTSIDEONLY on all non-vital effects definitely
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.
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.
exactly
however if you have something spawning a bunch of clientside actors it would be better if the spawner itself was clientside
Ah, yeah.
I can't decide if the perspective on this is messed up or not
I mean you're pointing it upwards
But Doom weapons weren't ever at a realistic perspective
that does look like you're just aiming at the ceiling
Yeah
and taper it so it becomes wider at the bottom.
rought example, scaled Y by 25%, and skewed left and right sides outward by 15%
@flat storm
neat
squished the barrel down a bit
Red
like red, like sin city
^
Yeah of course
i get that like 90 percent of all my ideas are ass
i already made something like asteroids
ages ago
rather, a topdown space shootery thing
no i'm saying that what would happen if you put it in doom?
well
it's obvious what would happen
but what would it look like or play like?
you queef magnate
no you said you made a top down shooty thingy
queef magnate
i'm saying put it in first person.
that's pretty good
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
otherwise doom is already a first person asteroids clone
you kill the spider mastermind and it splits into multiple smaller spider masterminds
that sounds like a recipe for a clusterfuck
It's a PITA dealing with the Mastermind's hitscan.
what if there was no limit to how small things got, they just kept splitting into tinier and tinier enemies
eventually you have billions of enemies that aren't even a fraction of a pixel
So, unfair shit.
the smaller they got, the damage goes with them.
by 1 pixel they do literally .1 damage.
that wouldnt be too hard
1 pixel they literally do 1 damage.
just yeah, annoying
mhm.
it's not about the gameplay experience itself
it's about the fact that we can do it.
asteroids that shoot back.
that was pretty good actually.
that was my first foray into making something completely non-doom in doom
you made that?
gimme your twitter if you post updates on it cause i wanna try more.
How the hell
How do people make such good looking stuff in GZDOOM
sacrifices to the elder gods
and decorate.
they accept socks
I mean my end goal is total conversion stuff
actually 'good looking' has nothing to do with ACS really
you can make something look good without any modding changes if you have the right assets
like photoshop and skill
or if youre a good mapper or whatever
i couldn't develop a map if you gave me a book on it.
ye
That's a .7z, right?
all zdoom/ports can run uncompressed folders too
like gzdoom -file mygame\pk3\
as long as the file structure is the same
I have ideas for weapons, gonna figure that out
How close does that look?
Those are models?
just click it
I meant drawn
Sad, Zandronum can't do fade apparently or something.
?
Ah
have you checked your zandro display settings?
that kind of fade/fog originates from hexen so i highly doubt it is missing
where would it be in display settings
nvm
Found fog
it shows it now
Also, hopin the sector damaging dissuades playas from goin out.
Because inconsistent stuff.
just have it play vuvuzela sounds continuous looped until you return to the play area
What
It's so playas don't go outside.
Damage only does so much
even if it's -20 a second.
Then why let them go outside?
repetitive vuvuzela actually sounds like a great boundary deterrent for map design
Not sure it'd fit the tone tho.
Just make it give you seizures when you exit
you already give me seizures
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.
But it opens when the map starts.
Or is it space sensitive.
i think you want AND rather than OR
while ((GetInvasionWave() != 3) && (GetInvasionState() != IS_COUNTDOWN))
actually the whole thing is phrased kinda bad
while wave IS NOT 3 AND state IS NOT countdown
this will still activate on map start
Aand it's now giving me a syntax error in expression.
For some reason.
while ((GetInvasionWave() = 3) && (GetInvasionState ( ) = IS_COUNTDOWN))
Also, somehow the ! works for the round noise.
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. */ }
how about while(GetInvasionWave() < 3) Delay(1); while(GetInvasionState() != IS_COUNTDOWN) Delay(1); Door_Open(4, 64);
It's still bitching about Line 23.
while ((GetInvasionWave() < 3) Delay (1);
hold up.
too many brackets you jack of all trades
well it's complaining about 24 having too few brackets.
While (GetInvasionState ( ) ! = IS_COUNTDOWN)
I don't know.
it goes 'functionName(Arguments)'
actually ! = is probably breaking
its !=
aka 'not equals'
Aand, still not workin.
read arkores thing
Do it the way I posted. That's how Zandronum says to do it.
Ah.
@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.
Hasn't stuff like Delta Invasion had doors open after a previous wave tho.
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?
I get it.
hmmm now i need to make a similarly awesome water shader
Isn't it just a 3D model that spawns and scales outwards until it disappears?
Well, the BD one.
Fuq, I think I's missin something.
I need moar detail maybe.
Invasion gamemode btw.
I don't think detail is the issue here, it just feels flat at the core of it.
just an idea but if the blood and the floor are on the same level, make it seep into the same area?
also fugg outta here bech
The section just doesn't have a lot of verticality to support the texture changes.
maybe add a pillar.
Especially with the sky.
with tekwall4 on it.
There should be a lip separating the sky from the ceiling.
lift the sky up a tad maybe.
A lip?
(that's what i said)
Pretty much. the sky should be elevated more to separate from the ceiling.
yeah
Looks a bit jarring otherwise.
kinda bump it up 8 pixels.
ye
Yup.
that looks good.
Simple trick to making a map look less flat without over detailing.
Might have overdetailed it...
it's kinda raping my mind.
A little bit, constantly using sectors to detail can get a bit unmanageable.
is this the part where i troll a little?
sure
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
How dis
Looks better.
I'm wanting to make it look like the "infected" parts are dripping blood, and filling it up.
you want to make it an illusion or you want it actually filling up?
Illusion
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
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.
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.
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?
most games do, why break tradition
I mean, I guess Quake skipped the somewhat useless thing by giving you a shotgun straight off the bat.
yeah except it is superseded by ssg pretty quick
One idea I had was take that starter weapon and more or less replace it further in with a better version
More like just the pistol
Hey, is it possible to get the strife damage indicator in Doom?
how beautifully unfitting.
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
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
It's this little red arrow that pops up and can show where you're getting hit from
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
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
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
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
i didnt notice it in the video heh
Are you sure this isn't a Strife VE feature
It might be?
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
Yeah it looks like a VE thing
The video I found with it came out after VE, one without it came out before
you can use the sbarinfo mugshot to access left, center and right pain sprites
and use those as indicators
hijack that shit
@unreal oyster there wasn't a PR open for it, actually, but I just opened it now
I honestly forgot to do so
Oh heh
It looks interesting. Would look better without the .gif compression
Any chance of using streamable / webm / mp4 instead?
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
woter
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.
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
Ah, okay.
Can zdoom do a strife style inventory bar in Doom 2?
let's do the dew
HTDF?
Rumoured to be.
the only interest I paid to hdtf was the yahtzee review
that explained that it's just generally poorly put together
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
too many chefs
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
heh, modeldef generation
yos
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
Is there a way to pack a wad with all the resources, custom textures and mods that were used to make it?
@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
How tho
but you shouldnt really pack in other peoples mods
and it becomes increasingly more complex to do so the more mods you have
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
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
just say 'hey this needs skulltag data'
yeah
the files arent hard to come across
Is there a way to avoid getting 500 errors in the map editor, whenever I launch the game configuration with those packs tho
dont use them ๐
could be that you're having conflicts between mods or that the mods are just badly made
The majority are GLDEFS warnings and DECORATE warnings from skulltag_actors pack
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
and the rest comes directly from skulltag
yeah those are all skulltag_actors errors indeed
I dont really know why these errors appear if pretty much everything works
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
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
though 'unable to find class 'weapon'' is worrying
fi it cant find that class then a base resource is definitely missing or being loaded in the wrong order
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
skulltag doesnt modify the base weapons though, only its own weapons
then I don't know why it cannot find the base resources
I have 5 hard drives
zandronum config should literally just be doom2.wad
Yea I tend to just include everything into game configurations so I dont have to include it ever again
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'
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
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
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
or making a second state system that runs alongside the existing one
that is exactly how
mesh animation playback should happen independently from states
but how would you sync actions to animation
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?
@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
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
@distant flower actors is included in that. you only need skulltag_content-3.0-beta01.pk3 now.
I liked your Mitchell PFP better.
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.
@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
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.
OwO
this conversation had me very confused because i thought we were talking about Nintendo Reggie lmao
ok there's still hope in humanity, I wondered why so many people recognized my avatar actually
I actually just happen to have a lot of furry friends. Comes with the Pokรฉmon fandom
Can you be furry and not trash though? I wonder 
ye but I can't really give you examples off the top of my head
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
Just using Slade to move it from one to the other
#classic-doom-maps-mods is the optimal place for discussion of furries
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
i am now FIREBLU, destroyer of eyes
and bitrates
is there any better documentation of using inventory bars in SBARINFO besides whats on the zdoom wiki?
wanted to draw something like this but in doom
I kind of wish GZDoomBuilder would have a way to automatically build dummy sectors for 3d objects
i think someone might have written an addon for that
but really once you have built one it takes seconds to copypaste and modify
I wonder if I should use more color for small things like items
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.
I like the idea of red and black and white
i think for items you should go with unique and easily identifiable shapes
you and every period shooter from the past 20 years
Thanks
I've probably been having way too much fun playing with Line Def portals.
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
the other way to do that would be with a moving skybox viewpoint
Portals can also be used for Room over room I guess.
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
So um, how would you say this is in terms of room over room?
Not sure why sound isn't transferring through the door.
that works fine
but yeah portals lack sound propogation and ai can't see through it properly
which is why they're best used sparingly
Good to know their limitations.
and in situations where those issues wont be a problem
like duke3d first map, falling down the vent
Discussion about ZDoom
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
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
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.
That's mainly what I was thinking of.
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
Added some GL Defs to Supreme Zombie Man and Exo Imp. Here's a pic. Also that new weapon is "Remote Detonator" and it's from the DOS Game "Blood".
I'm feeling triggered by how the floor isn't all shiny.
that, or how it abruptly cuts off.
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
Did you edit the pk3?
of zandronum.pk3? Nope
maybe it's supposed to be excluded from testing parameters
lul
Yeah.
why include it then tho
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
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
Dude, you should only have an iwad with testing paremeters unless you're using pwads.
Or something like that.
well I got doom2.wad, skulltag_content, and 4 texture packs
nothing game changing really
And that's it? Because I think I'm seeing more when you're trying to use Zandronum.pk3 ๐
What are you making anyway.
a map
What kind of map.
"midi" or the midi used in Doom 2.
literally GTA SA.mid inside my wad
the internet
where on the internet.
i just googled gta san andreas theme midi
and went to the first link
why asking tho
Because people are memeing with midi and using a converter.
i hate that shit tbh
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
smh, no midi for Half Life Military Precision
rip
if you know the score I can try make one
using a tracker or with fl studio 12
I don't do music much so rip.
gimme
Yep.
I don't even remember when that theme plays in-game in hl1
Hell, I keep having the idea of Doom Guy's mind, but he's bored af from constantly killing demons.
actually ross did that one for an april fool's
Yeah but that was him being a badass.
Not "oh another demon to kill, funsies" sarcasm.
yeah I would love a more true-to-story doomguy rather than the comic/bdguy
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.
@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
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
it's because zandronum is already configured to load doom2 when you installed zandronum.
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
G if memory serves correctly
yeah g is for gravity
is there anyway to make sprites on the ground billboard completely face up?
This is my sprite
You could use a middle texture for a line.
Or you can create a thing
An actor, if you will.
Is it decorative, or no?
at first I thought you were joking but no, that's actual zdoom syntax
@flat storm
that makes sence. I read it as "forcey billboard"
So did I.
like "rooty tooty point n shooty"
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".
Forcey Bill Board
uhhh what
exactly
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
true. so, it would be interesting to know what his actor code currently is.
what flags are you using on that actor
+NOBLOCKMAP
+MOVEWITHSECTOR
+DONTSPLASH
+FORCEYBILLBOARD
hmm. any scale settings? does your actor extend another actor?
nope
well, something is wrong then.
i mean, first of all, your sprite looks squished on the Y axis. what's doing that
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
if it was set just to y axis it would be clearly NOT squished
pastebin the entire actor
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.
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
}
}
lol
which I just realized I do
in fact from the angle the screenshot is taken Y and XY would look pretty much the same
I want it to decal on the ground like a texture though, if that makes sense
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
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
yeah, zandro is zandro
Zandro is "we can't update the GZDoom version we're using because MP."
the suicide demons in wormsdoom were just a single plane .md3 :3
well, yeah it is. but if you're making a multiplayer mod, you may want to be compatible with zandronum.