#classic-doom-maps-mods

1 messages · Page 86 of 1

flat storm
#

this is very very likely exclusively SP

vocal crypt
#

(Talking to Act)

#

*Arct

silent totem
#

Yeah okay

light prism
#

it is possible to make a mod that is both sp/mp and that runs under both

vocal crypt
#

Also that.

light prism
#

despite the lack of features

vocal crypt
#

But with the Zandro build lacking some features, it's a bit of a pain.

light prism
#

you can usually work around them

silent totem
#

SP - GZ best option
MP - Zandro?

warped radish
#

yeah. zandro is using an older fork of gzdoom

#

still the best multiplayer port, even according to John Romero. but will always lack the latest features of gzdoom. and some of those features are often really needed or beneficial to have.

vocal crypt
#

Prob why you really only see Complex Doom Invasion or Megagame.

#

Or occasional Brutal Doom.

warped radish
#

we had to wait for years just to get things like A_SetScale that came with zandro v3.0 release. with A_SetScale, you can save on hundreds of sprites. instead of having 20 sprites of a flare or smoke shrinking, you can simply have 1 sprite and animated shrinking with A_SetScale

flat storm
light prism
flat storm
#

there will never be cooler dual shotgun's than marathons

#

at least in my eyes

topaz tendon
#

fun fact: schwarzenegger nearly broke multiple fingers attempting to spin-cock a model of that shotgun that wasn't modified for it

light prism
#

i just thought of something

#

since you can use shaders to overbright a pixel value

#

couldnt you then check that pixel value in a screen shader

#

say i want my sky to have god rays, I could overbright a sky texture so all the pixel values are like 10.0+, then check for values over 10.0 in the screen shader to apply the effect

silent totem
#

Idk try it

light prism
#

like... luma keying

#

instead of chroma keying

#

the only issue is that overbright pixels get bloomed as fuck in post

#

i guess you could just push the range wayyy up and then pull it down in screen

#

that might work because no natural graphic is going to have a color value over 1.0

#

so even if the overbright pixel is obscured by some other translucent thing the value will still remain majorly high

light prism
#

hmmm

#

whats the cheapest way to make a laser beam-like weapon

#

i mean calling railshots every tic is too expensive

vocal crypt
#

Wut.

light prism
#

thanks for your input

warped radish
#

could use a model. but, it requires people have opengl

hexed sky
#

gzdoom now supports models in software actually

#

even in the classic carmack renderer (thought they will be distorted by looking up and down, just like world geometry)

distant flower
#

I've recently learnt about portals being possible in Doom. Are there any practical examples of them being used?

hexed sky
#

quirky domain

shadow bone
#

Blade of Agony (though the the way they're used often causes severe performance issues)

hexed sky
distant flower
#

ye im on this thread right now

hexed sky
#

gud

vocal crypt
#

Oh, the "enter a room even though it's small from the outside' thing.

#

TARDIS wen

distant flower
#

non euclidean hyperbolic doom portals when

#

I wish you could put 2 middle textures at once on one side

#

even UDMF doesn't allow that, not that I know

prisma saddle
#

I think Golden Souls 2 uses portals for things.

timber bridge
#

nothing's cooler than dual weilding stuff

light prism
#

[2:56 AM] arkore: could use a model. but, it requires people have opengl(edited)

#

not really what i was getting at

unreal oyster
#

literally nobody doesn't have opengl now anyway

#

and besides gzdoom has models in software mode anyway

#

it's recent, but it's there

light prism
#

i was more wondering what the most efficient method for a continuous laser

#

is

unreal oyster
#

i would use a LineTrace every tick

light prism
#

oh i forgot that even existed

#

thanks

unreal oyster
#

the ZScript function is fairly recent so yeah

light prism
#

i guess nobody is excited by my luma keying shader idea

silent totem
#

I get the idea, it'd just have to be done to have any thoughts on it

light prism
#

i just think it would be better than chroma keying

#

imma try it tonight if i have the gumption

distant flower
#

Why the name of the texture reverts itself the way it was in Slade

#

I'm so mad at this

#

I got a texture pack from the forums, and the creator named a modified version of SUPPORT2 the same, to replace it, but I wanna keep both versions and I cannot rename the texture in TEXTUREx

#

it just reverts itself to SUPPORT2

#

god

light prism
#

rename the new version to something else

#

it depends on how the original is formatted

#

if its a patch that is defined as a texture in TEXTURES that's just how it works

#

'Each TEXTUREx lump uses the last previously-loaded PNAMES lump as a reference (so for example, the IWAD textures always use the IWAD patches).'

#

you would have to open the archive, export the texture, and do something else with it, like put it in a pk3 under the textures\ folder, or in a WAD under the TX_ markers

distant flower
#

got it working finally

#

apparently SUPPORT2N as a new name was discarded, but everything else was accepted

prisma saddle
#

So, how does one go about making a flat sprite?

prisma saddle
#

Nevermind got it working.

vocal crypt
#

lmao.

prisma saddle
#

This knowledge will come in handy some time.

warped radish
#

I wonder what that middle layer of orange is, in the burger.

#

it looks thick enough not to be a sauce

prisma saddle
#

It's like onion rings I think.

#

I can't remember the name of the burger but I've had a picture of it on my PC for years.

#

Mainly because of how ludicrous it looks.

light prism
#

claymore: apparently SUPPORT2N as a new name was discarded, but everything else was accepted

#

that is 9 characters

timber bridge
#

tesco decal

silent totem
#

What exactly are decals

light prism
#

sprites that appear on surfaces

#

and which have their own little animation scripting in DECALDEF

prisma saddle
#

They're used for things like blood and other detail things.

light prism
#

they also 'stick' to surfaces

#

so if a floor raises, a decal will move with its lower texture

#

yeah, primarily blood and scorch marks/bullet holes

#

however you could use it for anything

#

posters, cob webs, wall 'variations'

prisma saddle
#

Floor variations as well if you're using flat sprites.

light prism
#

decals dont work on flats

#

however you can substitute actors as decals yes

prisma saddle
#

Pretty much.

silent totem
#

Ah okay

#

And wait, if decals don't work on floors, what did Ice CreamHatsu do

prisma saddle
#

I used Flatsprites.

#

Which is just a sprite that's flat.

silent totem
#

Gotcha

vocal crypt
#

The map Gotcha?

prisma saddle
#

Some people use 3D models for this purpose as well, but flatsprites work a lot better.

#

Mainly because they don't Z-Fight.

light prism
#

flat/wallsprites have pretty much removed the need for single plane models

distant flower
#

I heard that DoomEd allowed creating textures from patches in the utility(or at least place patches directly). Does any modern editor allow this magic, or maybe there's a plugin for GZDB

light prism
#

err you can do it from slade

#

or from a text editor if you dont mind doing it as text

distant flower
#

i was thinking about placing patches directly onto a wall visually

vocal crypt
#

@distant flower I prefer your Reggie pfp better.

distant flower
#

thanks for your input

light prism
#

you would need to extract the patches and put them into a textures\ folder under pk3 or TX_ markers in a WAD

distant flower
#

I see

#

those tx markers are obligatory for UDMF wads?

light prism
#

technically no, in gzdb you can select any image from a resource regardless of where it is (except patches)

#

but its a convention, yes

distant flower
#

Aight, zanks

prisma saddle
#

Only disadvantage to flat sprites is they don't work correctly in software modes/

silent totem
#

Oh?

prisma saddle
#

So I guess that's one thing that 3D models do better for this sort of thing.

prisma saddle
silent totem
#

Hmmm

#

Not enough mutants and big ass metal boomerangs

prisma saddle
#

Yup.

silent totem
#

I'm actually pretty into Rage 2, here's hoping it's good

light prism
#

I'm actually pretty

vocal crypt
#

ugly*

#

You dropped that.

light prism
#

I am rubber, you are glue, everything you say bounces off of me, and homeless people sniff you.

vocal crypt
#

You get skinned on the road from rubber tires.

mental swan
#

Uh, so I'm new to modding and all, and I want to make a mod for Doom, and I wanted to know on how to edit RAW files. Is there some type of conversion process that I can switch between? [RAW2BMP then BMP2RAW]

light prism
#

uhhh there might be, yes

#

you might want to grab Slade3

mental swan
#

I'm using v3.1.1.5

#

Btw, while I was waiting, I imported the Raw in Photoshop CS2, lmao. Placed my texture on top of it, and blammo, there it is. I guess the color palette somehow messed it up, but it does have a nice autumn feel to it.

light prism
#

INTELESTING

#

you can export the palette from doom2.wad btw

#

and load it during conversion to indexed in photoshop

#

as custom palette

mental swan
#

o

vocal crypt
#

How would you edit the palette.

light prism
#

using a program that edits palettes?

#

you realise that under gzdoom you're not limited to paletted images right?

mental swan
silent totem
#

Add a gold ball and a hole, ez

mental swan
#

lol

light prism
#

one of my balls is gold if that counts

silent totem
#

Well I meant golf

#

But

#

A gold ball it is

mental swan
#

lol

light prism
#

I've got a shining moon if that counts

mental swan
#

How do I zoom in onto maps in Slade? I want to get intricate via design.

warped radish
#

why not use gzdb to edit your map?

mental swan
#

First I've heard of this, lmao

prisma saddle
#

GZDoom Builder is the preferred tool for making maps these days.

light prism
#

yeahhh its nice that slade has map editing and all but i can't imagine using anything other than gzdb

#

here's the download page for the latest

mental swan
#

Yup, just went there.

silent totem
#

Yeah GZDB is what I was reccomended

flat storm
#

I third GZDoom builder

mental swan
#

How do I zoom in it?

#

nvm

#

lol

flat storm
mental swan
#

Possibly an algorithm.

light prism
#

geez look at the dates on that

#

probably a walker algorithm, i have made something similar

#

except not in doom map format

mental swan
#

Would def be interesting.

topaz tendon
#

golfdoom

flat storm
#

obviously its an algorithim

#

but I meant how they generated the geometry

#

I mean, you could do it with MODELDEF

#

(s)

silent totem
#

(s)?

flat storm
#

just have a bunch of cube models and spawn them according

#

accordingly*

light prism
#

uhhh its map geometry

#

so either through automation of a map program or by manually generating text lumps for UDMF

#

although yes, for wormsdoom's generator I did make it spawn in cube models

#

and wedge models :3

distant flower
#

Does zandronum generate COLORMAPs if I provide it just the PLAYPAL lump?

#

and why not all textures obey the COLORMAP/PLAYPAL. Some change, but stuff like STARTAN don't care, while STARTAN with decorations does

#

it's so funky

#

is there a way to make the colormap look actually good, this just looks terrible

hexed sky
#

slade can generate colormaps

distant flower
#

yea but it's either me ruining the playpal, or slade not generating them they way I want

#

they look horrible tbh

hexed sky
#

or you can just toss me the playpal and I can try and generate the optimal colormap for it

distant flower
#

why in the texture pack wad im using

#

the texture looks like this

#

but in the editor and ingame it starts using the default palette

#

not the darker one

#

ok i know

#

skulltag_content does not obey the palette

#

since all the textures are just pngs

#

great

#

the startan texture is actually in 3 different resources i'm using

#

the latest one is skulltag_content

#

and it's overwriting the palette somehow

#

ok I fixed it by loading skulltag data before other resources, its textures still don't obey the palette but I can blend them in

#

Is there any reason why skulltag_content.pk3 wouldn't obey the palette and colormap?

distant flower
#

Ok, I couldn't get it fixed any other way, I'm deciding to convert the skulltag_content asset pack from .pk3 to a WAD

distant flower
#

I successfully converted the skulltag_content.pk3 into a .wad, I should get a medal for this lmao

#

and it still doesn't give a damn about the COLORMAP and PLAYPAL lump. What am I doing wrong? Even in the editor it shows that the textures are darker and have a better contrast than with the default Doom palette, yet in the editor and ingame they show up with a normal palette

warped radish
#

maybe change the slade toolbar palette dropdown from doom to Current/Existing

distant flower
#

the thing is that the palette changes textures from all my resource packs

#

except skulltag ones

#

I converted all the patches in skulltag_content to doom graphics format

#

converted it all to .wad from .pk3

#

and added the playpal and colormap lump

#

and it still doesn't change the texture

#

how did the palette magically stop working

warped radish
#

are you sure skulltag is affecting the palette? have you confirmed that by loading this without skulltag.

distant flower
#

I dont think that skulltag is affecting the palette

warped radish
#

is your mouse hovered over the texture which makes it brighter?

distant flower
#

The skulltag_content pack I use for my .wad doesn't care about the palette and thats the problem

#

and i haven't hovered over it

#

the patch is in the correct pallete

#

but the texture itself is not

#

the middle texture is from a different .wad and it reacts to the palette

#

the startan around it is from skulltag_content3.0beta.pk3

#

and it does not

#

I even made a special .wad addon that contains just the palette and i'm loading it last after all the other resources

#

and it still doesn't care

vocal crypt
#

You sure the pk3 doesn't have a palette of its own?

warped radish
#

what filename is used for that middle texture? what format is it?

distant flower
#

yes. I went through the entire .pk3, I extracted everything from it, made it into a .wad and converted all the graphics from .png to the doom texture format

#

the middle texture comes from doom2.wad and it's STARTAN2

#

the STARTAN1 around it comes from skulltags content pack

vocal crypt
#

You try importing the startan from the Skulltag content pack into its own pk3/wad and see if its affected by the palette?

distant flower
#

they're both in the native doom format

vocal crypt
#

exporting*

distant flower
#

I can try yea

warped radish
#

i noticed zandronum.pk3 has a palette in it. spaldoom.lmp but that shouldn't be an issue if you're correctly overriding palettes use PLAYPAL lump

#

can you show us a screenshot of your slade when you have your palette selected. just to prove what you're saying.

distant flower
#

and this is the skulltag_content wad I made

#

it contains the same exact palette and colormap entries

#

and it's the culprit, it contains the startan1 that isn't modified by the palette

#

in fact, no patches/textures are affected by the palette in this .wad

#

ok a bit of an update

#

I removed the startan1 texture from the skulltag_content wad I made

#

and pasted it into the "palette" only wad

#

and it still doesn't work

#

lmao

#

is that texture bugged beyond anything

warped radish
#

i haven't worked with overriding palettes before. so, i'm unfamiliar with what the COLORMAP's role is in all this.

distant flower
#

yep, even after removing startan1 from every single wad expect the palette one, it still doesn't change the look

#

i'm next to giving up actually

warped radish
#

you need to perform a Process of Elimination. don't use skulltag or the skulltag wad you made. just work with small wads with only that 1 texture. and check doom console in-game, scroll up and look at the wads being loaded and confirm.

#

also, what r#### version of gzdb is that?

distant flower
#

the latest one

warped radish
#

Remember that GZDB-Bugfix is technically not the latest version. "Bugfix" started with a new developer "ZZYZX" because the original developer "MaxED" ragequit. ZZYZX changed some things which may or may not be related to your issue. But, if I were you, I would have another copy of GZDB installed, using the R2787 version, which is the latest version from MaxED.

distant flower
#

yea but ingame it still looks like garbage

#

i'm using zandronum latest too

warped radish
#

well, yeah, okay.

#

but maybe gzdb R2787 would show that the middle texture isn't dark, which would be a hint to you that the issue occurs somewhere deeper/before gzdb/zan.

distant flower
#

even the menu text inside zandronum is affected by the palette

#

I dont see why that content pack would not be

warped radish
#

show a screenshot of your console that shows the wads being loaded here

#

dont use skulltag pk3 or wad. just make a new startan1.wad with only that texture.

#

make this test-case as small as possible.

distant flower
#

ok I made a new configuration for gzdoom builder

#

that contains just doom2.wad

#

and the map itself which i saved using it

#

contains one texture

#

and it's that one fucked one

#

i also imported to the wad the PLAYPAL and COLORMAP lumps

#

both ingame and in the editor

#

it's still broken

#

the middle texture from doom2.wad is reacting properly, changing the shade, the tint and the contrast

#

but the "new" texture, looks exactly the same as it would in the default doom

#

OpenGL is not the issue, most certainly the sourceport isn't either

#

the map editor also shows this behaviour

#

textures from doom2.wad are changed according to the palette entries

#

but the new one isn't

#

I don't get it

#

it loads zandronum.pk3 first, then the palette from zandronum is overwritten by the doom2.wad and test.wad palette

#

so the order is correct

#

I'm seriously lost

warped radish
#

when you copied startn9 to your wad, and converted it to doom Gfx (Paletted) format, there are dropdowns below the preview pictures (in the conversion dialog window) for what palettes to use. I assume they were set to Existing/Global ?

distant flower
#

yep

#

the patches inside the .wad look correct

#

according to the palette

#

the texture is 10 times brighter tho

warped radish
#

and if you right-click startn9 in slade and go Color Remap, you see the doom2 palette in both boxes?

distant flower
#

and this is the one in the color remap window

#

notice how much darker it is in this window, because it's using the proper palette

#

in the texture editor

#

it's 10 times brighter

#

and its built of darker patches

#

once again, the patch itself is correct

#

but the same texture that's built out of the patches uses the default palette

#

am I going colorblind

warped radish
#

i'm seeing a bunch of strange information about how the palette works. and still haven't seen clear instructions on how to generate a new colormap.

distant flower
#

to generate a colormap, you click on your palette

#

and click generate colors

#

thats it

#

ok amazing

#

I GOT IT WORKING

#

ffs

#

doom.wad with the original startan1 and startan2 textures

#

and then the palette on top of it

#

the blend perfectly

warped radish
#

so, what was the solution?

distant flower
#

any additional .wads on top of it

warped radish
#

how did you fix it

distant flower
#

instead of using doom2.wad

#

and adding my own version of startan into the wad

#

I just used doom.wad

#

with both textures

#

and then on top of that in the resources and game configurations panel

#

added the palette wad

#

with my regular resources that I use for mapping(aka custom textures etc.) it fucks up

#

remove skulltag_content3.0beta.pk3

#

and you're back to proper behaviour

#

skulltag

#

has textures

#

that ignore palettes

warped radish
#

i'm a little frustrated because i still don't understand the solution you're trying to explain. i dont understand why we would switch to doom1 from doom2, and your console screenshot showed that you had your palette wad loaded after all other wads.

distant flower
#

Okay, let me explain in one long post:

  1. I tried to get the darker palette working, but the asset pack(skulltag_content.pk3) was ignoring it. (None of the textures from the pack changed their colors to reflect the new palette).
  2. I did what you said, make the absolute minimal scenario to see if it works.
  3. Every texture from doom2.wad and doom.wad after appending the pallete change their color to a darker tone(proper behaviour).
  4. Skulltag_content contains the same texture(STARTAN1), but it doesn't change its color when including the palette, only the textures from IWADs and other PWADs change their tone.
#

I don't have a solution, because I cannot map without skulltag_content.pk3, but it turns out that no texture from skulltag_content reacts to palette changes

#

only pwads and iwads change their color, tone, saturation, when changing the palette

#

skulltag_content's textures don't

#

I dont know why

warped radish
#

i think that's because skulltag_content uses PNG format for their textures. although, there is a PNG Paletted format, which i think would be compatible for your palette.

#

so, what happens when you try your custom skulltag wad then?

distant flower
#

the duplicate texture (STARTAN1) uses the default palette

#

skulltags version of the texture replaces the IWADs version of the texture

#

and the palette doesn't change

#

Also, I converted the skulltag_content from .pk3 to .WAD and converted all patches from the PNG format to the native paletted Doom format

#

and it still doesn't work

warped radish
#

so, now we need to figure out why your small test-case works now and why the custom skulltag wad still doesn't work?

distant flower
#

pretty much

#

I can upload the skulltag_content wad

#

I removed some things from it for testing

#

maybe i'm just stupid and this is an obvious issue

#

I dont know

#

i'm converting all skulltag_content graphics from doom graphics back to PNG paletted

#

to see if it will change anything

light prism
#

are you sure you dont just have fake contrast on

distant flower
#

yes, because this issue persists not just ingame, but also in Slade3 map editor, in Slade3 texture editor and in GZDoom Builder

#

also converting them to PNG also didn't fix anything

light prism
#

are you sure they are paletted pngs and not RGB's

distant flower
#

Absolutely

#

I've reconverted them like 5 times

#

back and forth between formats

#

and nothing works the way it should

#

they just dont care about the palette, maybe the TEXTUREx lump has like a flag to ignore palettes or something lmao

light prism
#

texture lump doesnt work that way

#

TEXTURES lump you could affect color but not original TEXTURE1/2

distant flower
#

Skulltag_content doesn't make use pf TEXTURES lump for textures shown in screenshots above

light prism
#

no, it just has regular ol' texture lumps i believe

distant flower
#

It has both

light prism
#

one other question

#

why are you doing this

distant flower
#

I use skulltag_content as my regular resouce pack for weapons, enemies and textures. I've been playing around with palettes today and noticed that a lot of textures look way better with the new palette

#

except that textures from skulltag_content ignore the palette changes completely

light prism
#

the only reason an image would ignore the palette is if it wasn't paletted

#

and even then only if you are in GL mode, under software it would palettize the image internally

warped radish
#

@light prism He made a small-test case, where he copied STARTAN1 from skulltag into a new test wad, and added his PLAYPAL and COLORMAP there, and then removed skulltag from list of wads to load, and got it to work. he made a custom skulltag wad with all textures converted to doom paletted format, and his PLAYPAL still wont affect those.

distant flower
#

neither OpenGL or software palette the texture

#

independant on the format in this case

#

and independant whether it's a .wad or .pk3

#

actually, I noticed something

#

I removed the startan1 texture from skulltag_content,

#

it's the only resource except DOOM.wad that has it

#

and even without that texture defined in the TEXTUREx lump

#

it still changes to the default palette

#

it's the patches themselfs causing this

#

heck

#

The patches that make up STARTAN1 from doom.wad got replaced by the patches in skulltag_content.wad

#

and even though they're the same format, dimensions etc.

#

they don't give a shit about the palette

#

I'm so lost right now

light prism
#

im telling you, the only reason an image wouldn't fit on the palette is if it is RGB

#

there isn't any magic condition that will chang ethat

warped radish
#

let's ignore doom.wad and anything related to that, since that isn't being used. we're using doom2.wad and that should be all that matters in our troubleshooting.

distant flower
#

yea but doom.wad contains STARTAN1, Doom2.wad doesn't

light prism
#

so how can you be sure that the image isn't just different then

warped radish
#

but how does that help us in troubleshooting this issue? let's just choose one and deal with it. doom2.wad is the simplest choice here.

distant flower
warped radish
#

@light prism it isn't different. I compared the two versions of STARTAN1 and STARTAN2 in photoshop.

distant flower
#

and in skulltag wad

warped radish
#

STARTAN1 from skulltag, and STARTAN2 from doom2.wad

distant flower
#

identical patches

#

same filesize

#

everything is identical

#

they're both paletted

warped radish
#

It uses the exact same colors. claymore said he converted skulltag_content pk3 to a wad, converted all patches to doom paletted format, and tried loading that wad instead of skulltag_content pk3.

distant flower
#

why the hell when skulltag_content.wad overwrites any IWAD, textures from it lose the color change

light prism
#

are you sure the palette isn't actually different

distant flower
#

yes

warped radish
#

i would not think there is any difference in how your skulltag_content.wad overrides textures from IWAD and how your test.wad overrides textures from a PWAD, with regard to palette usage.

light prism
#

i highly doubt the issue is that far along, there is likely some change in the file at the point of conversion

warped radish
#

@distant flower please return to having a small-test case by reducing your wads list to only zandronum.pk3, doom2.wad, and test.wad. dont include anything else like nb_recol.wad, lights.pk3 and such. you said you got it working that way. now slowly add in the skulltag_content.wad before your test.wad palette.

light prism
#

worktime

warped radish
#

make note of how you changed the name from startan1 to startn9, which is interesting. i would then think that the next step is to rename it back to startan1, and confirm it's still working. then add skulltag_content.wad before your test.wad, and see if the palette is still overriding.

#

renaming it back to startan1 should still work, because nothing else exists (in the game or wads you're loading) that is startan1 or related to that. don't use doom.wad, because it already has startan1. we want to eliminate things like that until later for further troubleshooting steps.

distant flower
#

it's actually the patch changing stuff not the texture name itself

#

startan1 uses sw12_4 and sw12_5 patches to make the texture

#

without defining the texture in the wad, but with patches in the wad it still changes the behaviour

warped radish
#

well, we don't know that yet. i dont know if doom is using the palette it sees first when making a texture from patches and adding into memory before proceeding to the next wad where it will then see a new palette but not overriding the palette of textures already existing in memory. i have no idea. and you already converted the patches into doom format anyways.

#

i would assume that loading a palette after all wads would overriding everything previously loaded, regardless. but your test results are indicating otherwise.

distant flower
#

I'm loading the palette last always

warped radish
#

i know. but it doesn't make sense how your palette is not affecting your skulltag_content.wad which contains doom format patches.

distant flower
#

yep

#

I know it doesn't,

warped radish
#

no, you don't know

distant flower
#

I know it doesn't make sense, nothing more

#

ok I fixed it

#

I'm a genius

warped radish
#

i dont know that you know, but i know that i know

distant flower
#

I have no clue how

#

Ok

#

I copied the patches that make up startan1

#

aka sw12_4 and sw12_5

#

from doom.wad to skulltag_content.wad

#

literally the same patches that were already there

#

with the same format, name and filesize

#

i removed the old ones

#

made a new texture called STARTAN1 with these "new" patches

#

and it works

#

holy fuck

#

i conclude there's something fundamentally wrong with the conversion process

#

perfect blend of two textures

#

doom2.wad and skulltag_content.wad loaded

warped radish
#

if you overwrote existing patches with same names, why did a new texture need to be created? the existing texture should've used the same patches by filename as before.

distant flower
#

Before I removed that texture

#

and left the patches

#

because I thought it's the texture itself the fault

#

but it just so happens

#

that if you convert from png to doom paletted

#

they dont palette

#

the patches themselfs

#

and these patches overwrite the existing ones, and despite being in the "proper" format, filesize etc.

#

they dont get paletted

#

it's actually SLADE's fault

#

boy

#

now i'm mad

#

so I cannot do anything to newly added textures from skulltag_content that aren't paletted

#

great

warped radish
#

can you send me your palette wad and skulltag_content.wad ?

distant flower
#

sure

warped radish
#

got it. i will look into this later, because i'm at work right now.

distant flower
#

sure

#

both wads contain the modified doom palette

#

I still load the palette wad last to make sure everything works

#

even though it's in the skulltag_content wad

light prism
#

theres nothing to stop you from paletting images

distant flower
#

what does that mean

#

they're all converted to the paletted format

light prism
#

claymore: so I cannot do anything to newly added textures from skulltag_content that aren't paletted

#

what does this mean then

distant flower
#

The way I got startan working is by copying the original patches from doom.wad which were paletted, they had the same exact format and filesize and name as the patches that came from skulltag_content wad. For some odd reason replacing the patches made the paletting working, the texture and patches changed their color according to the custom palette, but there are still like 1,3k other patches that are original to skulltag_content, which I cannot copy over from anything, and they don't palette or change their color

#

even thought they're in the right format to do so

light prism
#

honestly i think you are fucking up the process somewhere along the line

#

there is no reason it should be this complex

distant flower
#

I'm convinced I'm not. I have reconverted all the textures from skulltag_content.pk3 from png to doom graphics paletted and moved it all to a separate .wad

light prism
#

except they wouldnt have had this issue in skulltag

distant flower
#

The reason why I extracted them is because they weren't working in the original .pk3

#

ok this is interesting

#

same name, filesize, dimensions etc.

#

but somehow they end up different

warped radish
#

yah, but if you right-click those lumps and go Graphics -> Export as PNG, and look at both in graphics software, they are identical in color range.

#

anyways. it will be impossible to palette sw12_4, and sw12_5 patches (from skulltag_content-3.0-beta01.pk3) because they are in 32bit PNG format. so, at the very least, we are on the right track in testing a custom skulltag_content.wad where these patches have been converted to Doom Gfx (Paletted) format.

distant flower
#

actually

#

no they're not

#

on the left: original doom.wad, on the right: skulltag_content patch

#

they got paletted

#

somehow

warped radish
#

i didn't care about paletting. i simply exported them, and for me, they are the same.

distant flower
#

I exported them in 2 ways. One with the COLORMAP and PLAYPAL entries within the wad

#

and the other is the skulltag patch also with those entries

#

but it did not get affected

#

they're both in Doom GFX paletted

#

i also cloned the original skulltag_content3.0beta.pk3

#

and only converted the patches from PNG to Doom GFX Paletted

#

and it still did not work

#

the pngs inside skulltags_content.pk3 aren't very convertable

#

they do convert but don't work afterwards the way they should

warped radish
#

if we take our palette out of the equation here, and look at the colors used in both of those, they are the same. that's all i was saying, as to confirm there were not slightly different shades of colors being used there. the only difference between the two is that the skulltag one is in 32bit format, which cannot have it's paletted overridden by a PLAYPAL. converting it to doom paletted will fix the format and allow it to be overridden by PLAYPAL.

#

maybe what i said there was obvious and dumb, and which probably had you interpret it differently. so, my bad.

distant flower
#

I have converted all the skulltag patches from 32bit PNG to Doom GFX Paletted

#

with no results

#

this is how it looked like before conversion

#

they're all in 32bit png as you said

#

and they're not affected by the PLAYPAL or COLORMAP

#

but I cloned that .pk3 file

#

twice

#

I gave you the skulltag_content wad

#

with all the patches converted to doom gfx

#

and the second is the same .pk3 with all the patches converted again to doom gfx paletted

#

nothing has changed

#

theyre still not affected by the palette change

warped radish
#

they are for me. i just tried the skulltag_content.wad and pal_plus.wad, and everything is working.

distant flower
#

because the wad I gave you has exchanged the STARTAN patches

#

I replaced the patches that make up that texture with original doom.wad ones,

warped radish
#

ok, i'll restore them from originals an re-convert them from originals.

distant flower
#

yea just open the .pk3 with slade, go to patches, select them all, convert to doom gfx paletted and see in any test map how they look

#

It might be on my side

timber bridge
#

just to get a different texture

distant flower
#

I've spent the entire day on this just to get my palette working yea

#

I'm pretty dedicated

warped radish
#

ok, i've re-produced the problem.

distant flower
#

so this is not just on my end

#

ok

#

Now, what the hell is the problem lmao

#

I'm 90% sure it's converting them from png to doom gfx the wrong way

warped radish
#

ok, i re-fixed the problem. i converted them to Doom Gfx (Paletted) and changed "Existing/Global" dropdown to "Doom" before clicking Convert all.

distant flower
#

what

#

no way

#

where did you change that option

#

screen me that

warped radish
distant flower
#

no way that fixed it

light prism
#

sounds like it

#

i predicted it was probably an issue during conversion

#

and i am always right

distant flower
#

WHY THO

#

I need to know why this works

#

Existing to Existing should be the same thing

warped radish
#

well, I guess Slade is using the PLAYPAL you added as "Existing" then

distant flower
#

OH GOD

#

you're right

#

i'm mad at myself actually

#

I said like 5 hours ago that this is propably something obvious

warped radish
#

the first thing i checked was the palette of the images by going "Color remap" and i noticed that it was using your new palette, instead of the doom one.

#

make sure they use the doom palette.

distant flower
#

so by converting them with the existing palette

#

when you use the new palette

#

they adapt to it

#

by looking the same

warped radish
#

it seems Slade uses the existing PLAYPAL lump as the Existing palette, yeah.

distant flower
#

daMN

#

yep

#

that worked

#

holy shit

#

thanks a fuck ton

#

I would've never figured it out

warped radish
#

yup

distant flower
#

i would propably end up trying to paint the textures in photoshop the way they're supposed to look

#

tfw I could've finished my map

light prism
#

tfw this method of extracting textures is overkill

distant flower
#

but instead I spent the entire day working out why I'm not converting my textures properly

warped radish
#

this is technically an example of why skulltag_content-3.0-beta01.pk3 is called beta. 😃 there should be a skulltag_content-3.0-beta02.pk3 which converts all these 32bit patches (which are clearly not needing to be in 32bit, and clearly use colors only that of the doom palette) to Doom Gfx (Paletted) format.

distant flower
#

is there a way you can get skulltag_content working for gzdoom tho

#

inb4 next 12 hours spent trying to get it working

warped radish
#

i'm sure some textures cannot be converted, because they use new colors. but at least it would've supported your case scenario of PLAYPAL overriding.

#

for those particular patches.

distant flower
#

I'm pretty sure the old skulltag_data1.pk3 didn't have converted textures either

#

I might be wrong tho

#

yea

#

they're all in png too

warped radish
#

well, skulltag is mainly for zandronum. in fact, zandronum used to be called skulltag.

distant flower
#

yea I know

#

I still have skulltag installed

warped radish
#

no, you didn't know. i'm helpful.

distant flower
#

lul

#

But you can't get them working in gzdoom or?

#

Zandronum is not just built on top of skulltag, it's built on top of gzdoom too

warped radish
#

i never bothered with gzdoom. i'm a zandronum modder only. what errors do you get with skulltag_content on zdoom?

distant flower
#

too long to send here

#

script related ones

warped radish
#

i mean, it's really just the textures you want from skulltag, right? so, you could just export those or copy those into your project.

distant flower
#

true that

#

yea I just want the textures

#

time to go through this again

warped radish
#

i remember doing that once for one of my projects.

distant flower
#

the actors and decorate scripts are compiled for Zandronum ACS

#

I'm pretty sure ZDOOM ACS has different stuff so it doesn't really want to cooperate

warped radish
#

zdoom and zandronum acs are 99% identical. so, that 1% could pose a problem.

distant flower
#

and ofc it does in this case lul

#

but yea thanks for help

#

I'm tired because of all of this

#

going to go to sleep

warped radish
#

yup.

prisma saddle
#

So um, I'm trying to set a random angle for a flat sprite when it spawns. How would I go about doing this?

warped radish
#

Spawn:
TNT1 A 0
TNT1 A 0 A_SetAngle(Random(0,359)+angle)
DEMO A -1
Stop

prisma saddle
#

Okay now it's working.

#

Thanks for the tips.

warped radish
#

@prisma saddle What do you mean "now"? Can you share your solution

prisma saddle
#

TNT1 A 0 A_setangle(random(0,359)+angle,0)

#

That's what got it working.

warped radish
#

Thx

prisma saddle
#

But yeah, now my generic squib mod doesn't have decals that are all rotated the same way.

warped radish
#

You could add a property for "RandomizeRotation" with value of 1 or 0 for yes or no.

prisma saddle
silent totem
#

I'll try in a bit

warped radish
#

ACTOR Squid
{
//$Arg0 "RandomizeRotation"
//$Angled
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_JumpIf(Args[0] == 1, "Rotate")
Idle:
DEMO A -1
Stop
Rotate:
TNT1 A 0 A_SetAngle(random(0,359)+angle, 0)
Goto Idle
}
}

#

press F8 in gzdb to reload your resources, then open your squid properties and find RandomizeRotation property you can set value to 1 or 0

silent totem
#

What

#

It blocked my message because it thought it was explicit

vocal crypt
#

you feckin perv.

light prism
#

what did you say

#

hitler was right?

flat storm
#

Jet fuel can't melt steel beams?

warped radish
#

@prisma saddle Did you try that?

prisma saddle
#

I don't really see the point in making it an optional thing.

warped radish
#

because you said "now my generic squib mod doesn't have decals that are all rotated the same way."

#

It sounded like you had generic ones, and wanted only certain ones to have random rotation.

prisma saddle
#

That was meant to state that I got what I wanted but alright.

light prism
#

who you calling a squib

haughty flower
#

how exactly would i turn of rocket damage on the firing player?

#

nevermind i got it.

royal wave
#

I'm going to point out that if you're using the no damage radius flag, that makes the player immune to any explosive damage. You'll need to assign a custom damage type to the specific explosion and set the players damage factor to 0 if you need a specific weapon to not deal self damage

haughty flower
#

nah man i got it

royal wave
#

¯_(ツ)_/¯

haughty flower
#

nah man i got it.

vocal crypt
#

Man's Last Words before asking for help again.

haughty flower
#

no like seriously i already had it.

vocal crypt
#

so you say.

royal wave
#

We're not psychic bro

light prism
#

its common courtesy to explain how you fixed your problem

vocal crypt
#

Or don't.

#

That's fine.

light prism
#

or at least that's how we did it in #zamapping

vocal crypt
#

We'll keep judging yoy.

royal wave
#

and pointing out all the mistakes you might be making

light prism
#

and offering tribute to the moderators

vocal crypt
#

And sucking off the POTUS

#

....But who want's to suck the current one off.

haughty flower
#

0 on the tags for my rocket.

light prism
#

tags?

haughty flower
#

a_explode.

royal wave
#

you want your rocket to specifically deal no damage to anything?

haughty flower
#

it'll do less damage.

royal wave
#

well no explosive damage specifically

light prism
#

less than no damage

haughty flower
#

what matters is they die.

#

the projectile was just for effect.

light prism
#

they die from laughter

#

ah

#

why is it even a projectile then

haughty flower
#

they would NOT die from laughter.

royal wave
#

You're doing tracer rounds then?

#

or an effect similar

light prism
#

that's how the minigun works in my current project

#

the tracers are just for show

#

really its just good ol reliable a_bullets

royal wave
#

That's how TF2 works too, fun fact

light prism
#

isnt that how real life tracers work too 😛

vocal crypt
#

Don't you mean a_firebullets*, TMC?

light prism
#

i mean they are 'tracers' for a reason

haughty flower
light prism
#

no i literally just type 'a_bullet' and the game knows what i mean

royal wave
#

I have seen doom mods where the bullets aren't hitscan

haughty flower
#

this is it.

#

i'm done.

light prism
#

yeah kevan, me too, and it never works as well as a hitscan

haughty flower
#

it's wrapped and under the tree.

#

try it out.

royal wave
#

Yeah I was under the impression that a fuck ton of doom mods that use traces avoid hitscan all together

light prism
#

ok i laughed

vocal crypt
#

lol.

haughty flower
#

did i mention it was a shitpost?

vocal crypt
#

a shitwad*

#

it's not a shitty wad

light prism
#

a terrance wad

haughty flower
#

does it truly matter though?

vocal crypt
#

It's a shitwad.

#

Yes.

#

It needs proper consistent terminology.

light prism
#

Terrance P. Whifflemeier

royal wave
#

eh too easy of a joke to make

haughty flower
#

i'm a beginner at this kinda stuff.

#

not much experience.

royal wave
#

You'll catch on. Doom modding is uber simple

haughty flower
#

give me like 2, 3 years.

royal wave
#

the really fancy stuff are the mods that manage to pull off shit that aren't officially added features

haughty flower
#

it sounds like a long time but it'll fade.

light prism
#

(kevan is talking about wormsdoom omg)

royal wave
#

What was that one doom mod that took advantage of an old zdoom glitch that graf fucking hates?

vocal crypt
#

¯_(ツ)_/¯

light prism
#

hard to say, graf seems to hate everything and everyone

royal wave
#

No he specifically made a rant because it won a cacoward

vocal crypt
#

We must seize the means of ZDOOMing

light prism
#

oh, i vaguely remember that, but not what the mod was

vocal crypt
#

Take it away from Graf

#

😆

royal wave
#

It was this super corrupted looking map pack that was a mix of deliberately corrupted textures and abusing a zdoom glitch that mad maps look corrupted

#

lilith

#

that's some impressive stuff on a technical level

vocal crypt
#

Let me guess, Graf hates it because people could use it and fuck up ZDoom options?

#

Stuff like that?

#

¯_(ツ)_/¯

royal wave
#

Yup

#

abuses a bug

#

he's a perfectionist

light prism
#

"The thread for this mod has been reinstated."

#

lol

royal wave
#

I don't blame him, his actual job expects perfection in his programming

#

but he's also a die hard purist of Doom as well

#

How people have managed to convince him to add even a tenth of what's in zdoom baffles me

light prism
#

like a vanilla purist

#

which is ironic

haughty flower
#

stay tuned for version 2.0 where literally everything in the map dies when you fire.

royal wave
#

Actually better idea

#

Instead of it actually doing anything

#

It alerts every enemy in the map

haughty flower
#

oh wow.

#

now we're talking.

vocal crypt
#

Oh.

royal wave
#

Sets them to fast mode

vocal crypt
#

That adds more to the shitposting.

haughty flower
#

the "useless" version.

#

ver-1.0

vocal crypt
#

Oh fuck me, you're adding more good ideas Kevans.

royal wave
#

and every time fired, just puts them in their pain state, no damage

vocal crypt
#

To this shitwad.

light prism
#

i really want to make...

#

a scripted music video of 'oh yeah'

#

with a mancubus and an archvile

#

and scrolling fireblu

silent totem
#

But y

royal wave
#

I want to work on a gameplay mutator that makes killing enemies much more dangerous

#

you can shoot an arm off, and that arm will become its own thing

light prism
#

every enemy you kill has its health redistributed to other monsters

silent totem
#

Hm

#

That'd make the final monster a bitch

royal wave
#

Last enemy has ridiculous high amounts of health? I don't think the maps would be balanced for that

light prism
#

yep

#

maps arent balanced for anything

#

except vanilla

vocal crypt
#

Yis.

light prism
#

unless they are specifically made for a mod

royal wave
#

you can definitely balance a mutator around vanilla maps

light prism
#

sure

silent totem
#

So to help it, at the start every enemy is weak af, one hit kills with pistol and weak

haughty flower
#

added 10 zeros to the radius

#

gzdoom crashed.

silent totem
#

So the first half is okay

light prism
#

map radius is -32768 - 32768

silent totem
#

it just gets harder and harxer

light prism
#

so yes

#

i can see why that would happen

haughty flower
#

don't tell me what to do, dad.

silent totem
#

That's a specific number

#

Hm

haughty flower
#

now it's 99999.

#

good enough, i guess.

royal wave
#

People are adorable when they disregard experienced members

light prism
#

32768 is not really a 'specific number' - well, all numbers are specific numbers

#

its an exponential value and represents the maximum value that can be attained within 8 bits

silent totem
#

Ah

light prism
#

1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768

silent totem
#

I thought it might involve bits

royal wave
#

Haha that's right, Doom was funily enough 8 bit

silent totem
#

🤔

light prism
#

the map range is actually 16 bit since it goes from -32768 to 32768

#

wait what am i talking about

royal wave
#

Ah yeah that is true

light prism
#

i think i have the bits wrong

royal wave
#

That is a int16 value

light prism
#

16 and 32 bit

royal wave
#

Now I'm confused

light prism
#

not 8 and 16

royal wave
#

Doom was definitely not around for when 32 bit software was catching on

light prism
#

sure but do vanilla maps have the same limits?

royal wave
#

That's definitely an int16 limit, so yes, it's definitely a 16 bit software

light prism
#

hmm maybe im just mentally drained

silent totem
#

128 bit when

light prism
#

been wasting my brain on python scripts at work

royal wave
#

Like never

vocal crypt
#

No it isn't, it's totally 64 bit, it wouldn't run on 8.1 if it was.

silent totem
#

Terabyte Doom Maps pls

light prism
#

speaking of python scripts i've been considering expanding my modeldef generator script into a decorate generator

royal wave
#

we're nowhere near the limit of 64 bit, making a 128 bit anything would be a waste of time

light prism
#

but I'd need a library to include for rendering md3 models

haughty flower
#

if i knew how low i was gonna put the word discord i would've made the warp larger.

vocal crypt
#

The thing Doomguy was holding did look illegible to me.

light prism
#

i found some rudimentary python shit for drawing polys but i have no idea how to read md3

#

i figured out what it was pretty quick heh

royal wave
#

I'm sure there's documentations

light prism
#

yeah, its a pretty old format though

#

not sure if I have the effort stored up to put into it right now

#

i have some idea of how i would do it though

#

a decorate generator that is

royal wave
#

Old format means easier to implement

light prism
#

a dropdown state list with +add button, you would choose frames and lengths from a preview box, drag them in, same with functions

#

then there would be a visual display of the state playing

royal wave
#

I have had thoughts of making a decorate generator. Sort of like Slade, but it does a lot of hand holding for you and comes with a lot of documentations

light prism
#

and when you do stuff that has origin points (spawning projectiles, warping, etc) it would have little origin indicators

#

which would make making multi-actor constructs easier

#

my modeldef generator has a lot of handholding, every single input box/checkbox etc has a tooltip

#

and it lets you browse for the required files

#

and auto-fills out the directory stuff

#

you can manually type it in if you want though

#

sadly it only works in an uncompressed pk3\ folder setup

#

but where else would you be doing modeldefs anyway

royal wave
#

I don't know why anyone would use the old wad format anyways.

vocal crypt
#

you mean .wad?

royal wave
#

I mean the internal structure

vocal crypt
#

I like pk3s, more organized.

#

Provided the maker organizes shit.

royal wave
#

that's the whole point of the PK3 anyways

vocal crypt
#

They are basically ZIP files, right.

royal wave
#

pretty much

#

idk who settled on the .pk3 extension, but it did no favors conveying the difference

#

proposal we change the extension to .gzdz

vocal crypt
#

.DZip

#

DoomZip

royal wave
#

GZDoom Zip

vocal crypt
#

or .DZ

#

.GDZ

#

.DZ is better.

#

Because it's not for just one source port.

royal wave
#

.zdz

vocal crypt
#

You keep excluding Zandronum

#

;_;

royal wave
#

ZanDronum Zip

#

Zandronum Doom Zip

vocal crypt
#

We need unification of a zip file.

#

smh

royal wave
#

I know

#

PK4

vocal crypt
#

You want change from PK3

#

But you say PK4.

#

gg

royal wave
#

that's the joke

vocal crypt
#

I still thinkg DZip or .DZ is better name.

#

...Then again, there is PK7, so it might be named PK3 for consistency.

royal wave
#

pk7 is a quake thing though?

vocal crypt
#

Consistency.

#

¯_(ツ)_/¯

royal wave
#

I think it was called PK3 because that's what also Quake uses

#

one of the quakes

#

I need to check

#

Okay so I got zero results they use PK3

light prism
#

i like how non-namespace folders are just ignored

royal wave
#

But Thirty Flights of Loving, which uses the quake 2 engine, has them

light prism
#

so you can do shit like sprites\monsters\imp\attack

royal wave
#

And Super Noah's Ark 3D also uses it

#

Which I have some suspisions it's a zdoom port

vocal crypt
#

I get Super 3D Noah's Ark

royal wave
#

Okay the search finished

#

Quake 3 uses them

#

Return to Castle Wolfenstein uses them

light prism
#

rtcw is quake3 so that makes sense

royal wave
#

So it was an id tech 3 thing

light prism
#

american mcgee's alice probably does too then

royal wave
#

OMG

#

IT IS ZDOOM

vocal crypt
#

Does that mean GZDoom is id tech 3? 🤔

#

jk

royal wave
light prism
#

well that is just creepy

royal wave
#

They ported it to the zdoom engine wow

haughty flower
#

🤔

light prism
#

Delete that image. People will get more from the idea it represented than for the mod it actually was.

haughty flower
#

no...

#

the public need to see it!

vocal crypt
#

a christian propaganda wad?

#

🤔

#

jk

light prism
#

christian bale propoganda

vocal crypt
#

real christian propaganda is God's Not Dead.

royal wave
#

Looks like the .wad is a traditional wad, I can't open it with 7zip

vocal crypt
#

Slade 3 time.

royal wave
#

I don't have it installed rn

light prism
#

god looking back at a pk3 i made like a decade ago

#

it has wads in it 😦

vocal crypt
#

But but.

#

Maps.

#

MAPS./

light prism
#

non-map wads

vocal crypt
#

MAPS!!!!-

#

oh

light prism
#

resource wads in the root dir

vocal crypt
#

ouch

royal wave
#

My first PK3? I modified the zdoom.pk3 not understanding how zdoom mods worked

light prism
#

ok bot blocked my image

#

weird

vocal crypt
#

you uploading child porno?

light prism
#

maybe it thought the glowing eyes were boobs

royal wave
#

that's not how it works

haughty flower
#

oh..

light prism
#

well clearly it doesnt work how its supposed to work because that cat sprite is certainly not explicit or pornographic

vocal crypt
#

Yes it is.

#

It's showing pussy.

haughty flower
#

so i just got another idea for a wad.

vocal crypt
haughty flower
#

to be continued

#

nah but seriously it's just a tiddie that shoots milk.

#

well, not seriously.

#

but whatever.

vocal crypt
#

HDoom then.

royal wave
#

that's been done

haughty flower
#

except you can't fuck the monsters.

royal wave
#

not in hdoom

#

but someone thought they were being cool and made a wad where you could do that

#

seriously don't

haughty flower
#

wasn't going to.

royal wave
#

you're not being cool

haughty flower
#

who said i was calling myself cool?

royal wave
#

it's implied that you are if you seriously thought that was a good idea

light prism
#

volume warning

haughty flower
#

i never thought it was a good idea.

#

the discord thing i just did to spite some bois.

vocal crypt
#

Didn't spite anyone.

#

Just made a shitwad.

haughty flower
#

not u bois.

#

other bois.

light prism
#

i still have that mac10 that i took poor quality sprties of with a webcam

#

it used to be a functioning bb gun but springs broke

vocal crypt
#

You took pictures and then sprited them?

#

Wew, the Doom way.

light prism
#

yes, with a webcam from the 90's

vocal crypt
#

And not "make a model and sprite it"

royal wave
#

I'm off to bed

haughty flower
#

MY GOD WHAT THE HELL IS THAT THING JESUS CHRIST.

royal wave
#

none of y'all try to be edgelords, jokes been done to death

light prism
#

its a baron of hell

haughty flower
#

being edgy is actually making the titty wad.

#

making a joke is

#

actually.

#

i'm not really sure where the line is.

light prism
#

being edgy requires being congruent to two faces

haughty flower
#

ha.

vocal crypt
#

I should get back to work on my invasion map.

#

Or not.

#

I'm too ambitious.

haughty flower
#

nah

#

you should stay with us.

#

and keep talking with us.

#

forever...

vocal crypt
#

I could also play MTM2.

haughty flower
#

also i just got another idea.

#

but this one is kind of a joke but not really.

vocal crypt
#

Monster Truck Doom?

haughty flower
#

well, mostly.

#

you play as the discord icon and run around in computers moving skype shortcuts to the trash can.

#

work your way up to the main servers and destroy it from the inside.

#

the big meme is skype is trash.

light prism
#

HAY WATS UR SKIPE

#

god those were the days

#

ignoring people asking that question

#

'uhhh i dont have skype'

haughty flower
#

lol.

vocal crypt
#

Hey what's your Skype.

haughty flower
#

"do you live in the dark ages, old man?"