#classic-doom-maps-mods

1 messages Β· Page 87 of 1

light prism
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i have a rotary telephone

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so yes

haughty flower
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now welcome to the dark ages, skype users.

vocal crypt
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*Rotary telephone app

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He's lying.

haughty flower
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i've always wanted a rotary telephone.

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just to try it out.

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my cat jumped into my chair and now i don't wanna move it

light prism
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ech

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one of my flute keys is stickin

vocal crypt
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Move it by force.

light prism
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not springing back properly

vocal crypt
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Show it who's boss.

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Talking to Shaggy

light prism
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i tried that, really difficult when playing

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ech it's the A

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thats like my second favourite note

haughty flower
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hey nich

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ya mum gay.

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):<

vocal crypt
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Nich?

haughty flower
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instead of saying nick

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cause you don't deserve it.

vocal crypt
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Well no, she isn't gay, because no woman wants a fatass.

light prism
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i dont think thats how it works

haughty flower
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i cannot understand with my small mind.

light prism
haughty flower
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hehehehe...

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no

vocal crypt
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@haughty flower My mom is fat so she isn't gay because no lesbian would want a fatass.

haughty flower
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idk about that.

vocal crypt
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She also smells.

light prism
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still not how sexuality works

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its almost as if I'm talking to 12 year olds

haughty flower
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i've erased so many messages.

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just alt+a

vocal crypt
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@light prism Close, 11 year olds.

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:>

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jk

haughty flower
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SO MANY TIMES.

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shift a.

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i'm dumb.

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ctrl a.

vocal crypt
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I just get capital As

haughty flower
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still dumb.

vocal crypt
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Ctrl A just highlights the words.

haughty flower
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yeah

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then you delete them.

light prism
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omg it works

haughty flower
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yes

light prism
haughty flower
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477777777777

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.0

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i fucking hate this.

light prism
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thanks

haughty flower
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not that.

vocal crypt
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I fucking love this.

haughty flower
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my cat mashed my keyboard.

vocal crypt
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omg.

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IKR.

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Kittens did that sometimes.

haughty flower
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just started rubbing against everything.

vocal crypt
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Fuckers even broke the PS/2 keyboard I had.

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@royal wave Why aren't u sleeping.

royal wave
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I SAID NO EDGELORD SHIT

haughty flower
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oh shit

vocal crypt
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okay.

royal wave
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REEEEEE

vocal crypt
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cuts wrist.

haughty flower
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we gonna die.,

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and not from all the eyeliner, either.

light prism
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re: REEEEEE

vocal crypt
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I'm gonna fuck your arm until the bone is cracked. @haughty flower

haughty flower
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),:

vocal crypt
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am I Crawling in my craawll?

light prism
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this crawwwwl it will not crawwwwlll

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crawl is how i crawl, crawling what is crawwwwl

haughty flower
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gonna shoot this fucking cat i swear to god.

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but in a not edgy way.

vocal crypt
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Post it on LiveLeak.

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or Snapchat.

haughty flower
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cause i'm not edgy.

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i promise.

light prism
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shoot it with pats

haughty flower
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i don't know

vocal crypt
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BBs.

haughty flower
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i think a knife to the skull is slightly more effective.

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FUCKING CUTS MYSELF

light prism
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someone plz steal this song and use it for something

haughty flower
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preferably me so he can sue me.

wary zealot
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Is this shotgun firing/cocking animation any good?

light prism
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reload is a bit stiff

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heheheeheheh stiff

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but yeah its ok

wary zealot
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Stiff in what way?

light prism
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the cock animation

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hehehehe cock

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its kinda rigid

wary zealot
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that's understandable.

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should i make the pauses when he pushes the grip forward/back shorter?

light prism
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the pause in the middle kinda splits it yeah

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maybe remove the pause altogether and smooth out the frame lengths

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still good jerb

wary zealot
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thanks.

prisma saddle
light prism
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nice but i think you need to do some area checks to ensure you dont get shit like this happening

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{ if(GetSectorFloorZ(0, x-8, y-8) == z && GetSectorFloorZ(0, x+8, y+8) == z) { A_SpawnItemEx("myfloordecal"...); } }

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something like this

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will check two corners at least

prisma saddle
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Alrighty.

light prism
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replace 8 with the radius of your thing

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(radius, not diameter)

timber bridge
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looks kinda good

prisma saddle
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But yeah um, when I figure out how to make the gibbed enemies spawn more blood I'll probably release the mod.

light prism
haughty flower
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using source filmmaker to capture screenshots for mods

vocal crypt
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Wut

haughty flower
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you heard me.

haughty flower
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anybody got like a whole png file of a shit ton of doomguy hands?

prisma saddle
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I'll see what I can do about those overhangs.

carmine badge
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lol i use sfm to make sprites

vocal crypt
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What part of it do you use to make sprites

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or do you just use it for screencaps of yo models?

warped radish
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@royal wave Some people still use wads as components for their pk3s. E.g. a weapon or monster could be packaged into their own owns, and those are then included in the pk3 project.

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@wary zealot I remember playing with that shotgun, and made a new animation for my project. in the end though, i discarded it.

vocal crypt
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Seems a bit lazy than just dumping sprites, sounds, and the DECORATE in the pk3.

warped radish
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@haughty flower just google "zdoom hands" and click Images tab.

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@vocal crypt One upside is that those wads could be easily ported over to other projects because they're self-contained.

carmine badge
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@vocal crypt i pose the guns/arms the way i want them to be posed, render a picture of them, open up photoshop, take the picture i've rendered from sfm and resize it to the size of a doom sprite and remove the background color outlines that are usually left

light prism
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@warped radish - a well organized pk3 is basically just as contained

silent totem
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It's odd to me that a PK3 is literally just a renamed zip file

light prism
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well you can run an uncompressed folder too if that makes you feel any better

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as long as it has the correct file structure

warped radish
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@light prism Not in the same sense, it isn't. All components of a 1 weapon are spread across a variety of folders and sub folders in a pk3, where-as in a .wad, they're all together in one folder. The more organized your pk3 is, the more difficult is it to extract a weapon and all it's assets and effects in a case where you may want to do that.

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So, if I want to export my SuperCyberdemon monster, I can simply export the SuperCyberdemon.wad (which is 1.8mb, 167 lumps) from my pk3 project, in the blink of an eye, and upload it to realm667 if I want (to let others use it), or port it over to another project.

wary zealot
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I'm having a strange issue with SLADE where it often seems to forget that the text files I have set to be read as decorate are actually decorate, and instead shows them as 'unknown'.

unreal oyster
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[15:02] arkore: @kevansevans Some people still use wads as components for their pk3s. E.g. a weapon or monster could be packaged into their own owns, and those are then included in the pk3 project.
nobody should do this, it unnecessarily eats up memory

wary zealot
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Viewing them as text allows me to edit them normally with all the proper DECORATE syntax, but it's temporary and a bit annoying.

unreal oyster
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when gzdoom sees a wad in a pk3 it has to load the entire thing whether or not the resources are needed

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it's also really messy and hard to use in any VCS

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and since version control is (imo) essential to any large mod project i'd heavily advise against it

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the gzdoom devs have also said that in hindsight more severe restrictions should have been placed on wad-in-pk3

light prism
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arkore - that's down to the modder really

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it is possible to have MOST of the gun in one folder

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and if not, its possible to have it organised so that ONLY those gun sprites/whatever are in one folder

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sprites/pisscannon/

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actors/pisscannon/

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not hard to isolate

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also a lot easier to integrate into another pk3

light prism
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unless by 'integrate into pk3' you mean 'stuff .wad file into root'

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in which case read gutawers statement above

hexed sky
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pisscannon? oh dear

light prism
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yeah i try to keep mine holstered

wary zealot
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Hey, small question.

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Is it possible to make projectiles/fast projectiles create blood actors the same way hitscans do?

light prism
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+BLOODSPLATTER

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plz por learn check wiki

wary zealot
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Well, that's infinitely more easy than I thought it would be.

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I often do check the wiki but missed that particular flag. Thanks!

light prism
timber bridge
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big booms

light prism
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heh now i made the exploded pieces glow white hot for a couple seconds

muted wing
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is this even still the doom engine?

vocal crypt
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Yes.

unreal oyster
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no

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it's the gzdoom engine

vocal crypt
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I think that's what he meant πŸ˜›

light prism
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eesh a_mushroom does so much damage

vocal crypt
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Fuck me, that's a legit command.

timber bridge
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because they're toxic mushrooms

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no good for eating

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pro tip : ask a doctor if you're not sure a mushroom is edible

warped radish
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Happy Friday, everyone.

haughty flower
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Hello people i need help making a pvp map, how do i make radom spawns in my game for players?

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im using doom edit zdoom format

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deathmatch player spawns.

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@haughty flower

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yeah

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how do i do it, wait let me look for it

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player starts

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deathmatch

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i found it lol

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and what's the best way of testing a mulitplayer map?

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by myself

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put a player 1 start

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and press test map.

vocal crypt
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I think he means testing a deathmatch map for balance and what not.

haughty flower
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no, i think he means just run the map.

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but that's just me.

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make sure the map looks good in the game.

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i ticked "multiplayer" on some of the items and their not popping up

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that's cause you;re not in multiplayer.

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they're*

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exactly

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just tick off multiplayer if this isn't a campaign.

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i get it now, so the multiplayer tick is for campaign only?

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wait fuck i messed up my words.

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tick off multiplayer if this IS a campaign.

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but if it's meant PURELY for deathmatch, tick off multiplayer anyways.

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for testing purposes.

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it'll still spawn in multiplayer.

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ok i see

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thanks

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BUT

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if it's a multiplayer purposed campaign, turn that shit on, my guy.

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ok got it

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one last thing to make this really complicated.

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tick off multiplayer before testing the map

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then tick it back on.

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ok

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πŸ‘

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πŸ‘

haughty flower
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hey can i make respawning enemies in pvp?

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deathmatch?

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respawning player enemies?

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or respawning demonemies?

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@haughty flower

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demon enemies

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i think there's a tick box for that.

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let's see here

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i don't see it

warped radish
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typically, deathmatch games dont have monsters. are you sure you're making a deathmatch map, or just a regular map for co-op

haughty flower
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i want a monster to appear in a pvp match

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one or two

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idk

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nightmare mode works great.

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and i think there are options in the zandronum settings.

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ah ok i see

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i ASSUME you don't wanna script.

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yep

warped radish
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well, in that case, your monsters will need the "Multiplayer" flag.

haughty flower
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then i think your best bet is zandronum.

warped radish
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when the server window pops up, just go File -> Join. or press Alt+F, ENTER

haughty flower
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you are awesome πŸ˜„

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thank you

warped radish
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that is a real multiplayer server. better than the multiplayer simulation option.

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yup.

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maybe remove "sv_updatemaster true" from that config, unless you you want your server to be broadcasted live to the internet zandronum serverlist.

warped radish
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@haughty flower You may want to wash your face now. It's been several hours now since we last spoke. If you run your finger across your fore-head, and look at it, it will be shiny of grease.

timber bridge
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you know some people are turned on by that

haughty flower
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wtf are you talking about @warped radish

light prism
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he's high

timber bridge
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he has the high ground

light prism
quaint spade
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Hello! I'm new to making maps (and actually somewhat new to Doom in general!), and I was just wondering where you guys got inspiration for your maps. Like, other than Cacowards, is there a good resource for well-made maps?

light prism
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try googling 'doom wad repository'

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i know there are quite a few of them

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of course those are mixed bags

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but that is a lot of online mods and stuff, not just maps

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though probably quite a few well-known and replayed megawads in there too

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like av20

quaint spade
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cool!

inner fulcrum
kindred ether
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MAP666?

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Sounds like a creepypasta

inner fulcrum
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Secret map of one of my major projects I've been working on for a long time

kindred ether
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okay then

haughty flower
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Ok so i just finished my pvp map how do i set it up on Zandronum?

light prism
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have you hosted a server before?

haughty flower
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is there ANY way i could use Rocket Launcher to set up a deathmatch game with a custom IWAD?

haughty flower
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ok so i set everything up i don't know why it's not showing up in the doomseeker server list, is there any reason why it wouldn't

prisma saddle
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Have you opened your ports and such?

haughty flower
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YES! i just figured out πŸ˜„

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one problem though

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it plays the first level of doom 2

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instead of my custom iwad

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i made a pvp map

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i want that one to be used

prisma saddle
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What's the map name?

haughty flower
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for your viewing pleasure MAP01

prisma saddle
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Huh.

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Not sure what would be going wrong then.

haughty flower
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maybe i can fix this by making my map into another map, how many maps are in doom 2?

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i could put it as one map over the last map on doom 2 so it would run

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maybe

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these are my settings

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Cannot load PWAD 'F:/Games/gzdoom/DOOM2.WAD' as optional because it contains COLORMAP

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when i check the "tvpvp" one only then that error shows up^^^

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what does that mean?

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is anyone there?

light prism
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doom2.wad is not a pwad

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its an iwad, the base game resource

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you don't load it as an optional file

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it loads by default

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also the game loads resources in order of selection, so that would be why doom2's MAP01 showed up instead of your map

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since it is lower in the load order

silent totem
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Now what makes GZDOOM recognize it as an iwad

light prism
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having base lumps like COLORMAP, PLAYPAL etc

silent totem
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Because GZDOOM recognizes "The Adventures of Square" as it's own base game

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Ah

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Okay

light prism
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also gzdoom specifically has added new definition lumps that let you define the base game name/loading window stuff

haughty flower
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im back

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ok so i deleted the doom2.wad and now it says playpal not found

haughty flower
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@light prism how do i change the load order?

light prism
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i dont know, click and drag?

haughty flower
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i don't know how but i got it to work

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how do i get to good coloring like in gzdoom?

light prism
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wtf

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change your renderer to opengl probably

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under video settings

haughty flower
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sorry to bug you but where is the video settings in doom seeker?

light prism
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in the game, not doomseeker

haughty flower
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im trying to host a pvp deathmatch server and i don't know how i can do it in game hold on

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im confused

light prism
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you know how there's an options menu in the game????

haughty flower
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o ok i got confused for a second there

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idk why

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i found it

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it's fixed

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lol

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i think it's almost ready to go live

light prism
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GOOD JOB FOR FIVE HOURS AGO

haughty flower
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Ok, so no one can download my server wads, what's going on???

knotty plaza
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I had this idea for a doom/hexen/heretic mod. You, rather than fighting all by yourself, summon monsters as your main defence. Of course, you will have backup weapons, but they will be useless when compared to higher tier monster summons.

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Thought it could be a good idea.

vocal crypt
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So, basically ZDoom Wars.

knotty plaza
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what's ZDoom Wars.

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when you think that you've got an original idea but then it turns out it's already been done

vocal crypt
knotty plaza
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I guess sorta like that, but going through doom (or maybe slaughterfest) style maps summoning monsters to clear out rooms of enemies

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rather than what seems to be a unique form of RTS

vocal crypt
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I believe those type o maps exists.

knotty plaza
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oof

vocal crypt
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for ZDoom Wars.

prisma saddle
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I wonder what I should make once I'm done with Another Generic Squib mod V2.

light prism
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make Big Head mode

prisma saddle
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Alrighty, that sounds like fun.

haughty flower
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i need help im getting an error, i can't download my own wad, nor can anyone else in doom seeker. I forwarded all of the ports what could be going on?

warped radish
distant flower
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what does GZDoomBuilder use to render the visual mode?

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what API

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DirectX?

unreal oyster
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yes DX

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it uses SlimDX

distant flower
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maybe it's possible to get it running on Linux, through DXVK

unreal oyster
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people have gotten it running on linux before, albeit non-perfectly

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cba to dig up the thread rn though

distant flower
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I've only ever seen Doom Builder 1 and 2 run on Linux

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not GZDoomBuilder

orchid crane
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Is there a way to make custom bot chatter show up in the chat in gzdoom, like they do in Zandronum?

distant flower
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gzdoom/zdoom bots don't support the BOTINFO lump used by zandronum/skulltag

covert plover
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@haughty flower i used the advice you gave me, the gun looks much better now thanks

haughty flower
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@covert plover zrelieved good job

covert plover
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😎 πŸ‘

haughty flower
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@covert plover can i see composite shot with it ingame?

covert plover
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oh i haven't implemented it yet

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give me 1 minute

haughty flower
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Ok

covert plover
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@haughty flower

haughty flower
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sweet!

covert plover
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<3

haughty flower
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now you just gonna need to ease up on those bricks πŸ˜„

covert plover
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;(

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i already lowered their contrast a lot

haughty flower
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not contrast. the fact that there is too much unbroken detail. it creates poor detail compression. Break it up a bit with different details.

covert plover
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old brick

haughty flower
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windows, grates, bushes, roof overhangs, etc

covert plover
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ahhh

haughty flower
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😦

covert plover
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yeah it needs more i know

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i'll sprite in some bushes

haughty flower
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@covert plover if you're unfamilliar with term - detail compression is amount of detail onscreen which becomes a tiring blur after some time and subsequently hampers image composition. A simplest way to gauge it is to downscale the screenshot to 320x200 and look at it on high-res (1080p) monitor, without staring.

Idea being is that you want to accent important details and leave unimportant ones with less attention drawn to them, by either reducing saturation or reversely adding more saturation to important object. also use of prime or near-prime colors on important objects helps

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human mind works like that with both sight and sound. In music most memorable compositions are ones which have strong lead/strong arpegiated lead/strong melody which can be whistled out. same in visuals.

haughty flower
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Hi! i have a problem, i am making a new map and using resources from another map, the problem is i can't change the music from the map pack im using resources for. How can i fix this?

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MAPINFO music = "$MUSIC_ isn't working for some reason

haughty flower
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AND now im saving maps and they are aren't appearing in my save folder but i can still open them in doom builder

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WHY ISN'T MY SAVE FILES APPEARING ANYWHERE >.<

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ok nvm i found it, it was in a backup folder apparently i forgot i put my path on the backup folder

orchid crane
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@distant flower Bummer, was afraid of that. Thanks

silent totem
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@covert plover I like the gun πŸ‘Œ πŸ‘Œ

covert plover
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thank

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❀

flat storm
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Does a RandomSpawner only spawn one monster? I thought it spawned continuously

light prism
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no, just one

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the point of a randomspawner is to make a random spawn location for a defined list of monsters

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not to act like an invasion spawn point or something

flat storm
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ah

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it si the latter that I want, unfortunately

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it is*

warped radish
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@flat storm You can do that in invasion mode, for zandronum. Otherwise, for co-op, a script is needed. I actually have a project I did called ArkSpawn that does this in a co-op environment. It supports all d2 monsters, weapons, ammo, health/armor, and powerups, with settings for limit and threshold.

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So, if you wanted to spawn 20 barons but only have a max of 5 alive, you could. When a baron dies, the 6th one spawns. until 20 is reached.

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You basically just include ArkSpawn.wad into your pk3 project, and you'll have all the Spawner things in GZDB to work with under the default categories.

prisma saddle
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Critiques would be appreciated.

light prism
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i'm at work

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so my only criticism is 'nice filename'

prisma saddle
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Alrighty.

timber bridge
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blue man is desceased

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will the barrel industry donate money to his family?

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also the barrel seems to bleed

light prism
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yes, its full of koolaid

timber bridge
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oh yeah

slim wigeon
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why does he remind me of those human shark things that vinesauce joel found on the xbox indie game market

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hey at least blue man looks better than the human shark things

timber bridge
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is this a door joint

light prism
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WHO SAID JOINT

timber bridge
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me

silent totem
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What the shit

light prism
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sharkboi comin for ya

past cradle
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where is lavagirl

timber bridge
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in a volcano

light prism
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she got abducted by gorons

timber bridge
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oof

light prism
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i think i need to make the gibs less 'bouncy'

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make em 'roll' when they boucne

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rather than resetting their pitch

timber bridge
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up to you

haughty flower
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HI how do i make a layered sky in GZDoom format?

light prism
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mapinfo

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sky1 = "this"

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sky2 = "that"

haughty flower
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i did that the second sky doesn't appear

light prism
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try switching them around

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oh and you need the DoubleSky keyword

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sky2 is the background

haughty flower
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double sky you say???

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let me look that up

light prism
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DoubleSky
sky1 = "clouds"
sky2 = "sky"
}```
haughty flower
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"my shitty map" lol

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πŸ‘

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ok thanks

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one more question, does this only work for hexin?

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are you running zdoom?

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yes

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then it works for anything else.

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too.

light prism
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anything that works in hexen will work under zdoom

haughty flower
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gz doom

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yes

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works.

light prism
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provided you are under UDMF or Doom-In-Hexen map format

haughty flower
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UDMF for lyfe.

light prism
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yes, not using UDMF is a criminal offense

haughty flower
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im not under the hexen format

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punishable

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by DEATH

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what type are you in then?

light prism
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doublesky will work even outside of doom-in-hexen/udmf

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you just wont be able to access hexen line actions or stuff outside of those

haughty flower
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i got it to work, is there any way the second layer can rotate as you rotate

light prism
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yes

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please read zdoom wiki

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MAPINFO

haughty flower
#

im sorry im looking everywhere but i can't find a way to make a foreground that coincides with your movement or the direction your looking, only a way to make the back and front image move at a constant, not AS you look, ya get what im saying i read through mapinfo

light prism
#

ohhh right

#

you would need actual skyboxes for that

#

not just a texture

haughty flower
#

i can make it happen

#

i just did something really cool

#

i used my sky texture as a middle texture in a skybox

#

it will be like an actual background

#

i'll send pictures when im done

#

i used the terreforming plant from aliens as a well terreforming plant in the background and put mountains in the image

#

it's the skybox

light prism
#

yeah that is one method

#

paper detailing

#

of course you could use a skybox camera and physically map an actual city area too

silent totem
#

Is it possible to make it not obviously a box

#

I can see the edges

light prism
#

YOU'RE OBVIOUSLY A BOX

silent totem
#

Excuse me

#

I am the Squariest of Squares

#

Now help me take down the Circle Menace

light prism
#

sorry, i'm too hip

wary zealot
#

I'm having some trouble with decals.

#

Specifically, explosive projectiles making decals.

#

The issue is that the projectile is able to be toggled between bouncing once, then exploding on the second bounce, to exploding on the first bounce. Since the first bounce redirects to the death state if that's enabled, for some reason the explosion will not create a decal.

#

however if it explodes normally, with the bouncing enabled, it creates a decal.

#

What can I do?

light prism
#

check for flags or properties that could fix it

light prism
timber bridge
#

oh no the shark people

haughty flower
#

so im looking to put text screens in my wad

Text = <line>[, [other line[, ...]]

i seen that line of code in the wiki and i cant for the life of me figure out how it works

#

i'll just try something and see how it goes

#

how do i make a text screen, for a story at the beginning of my map before MAP01?

haughty flower
#

is anyone there?

#

im looking all though the wiki and i can't understand there is no examples of how to format a textscreen

haughty flower
#

no one's answering me i give up

light prism
#

those questions are answered on the wiki

#

they are called intermission screens

haughty flower
#

i know that but it doesn't give an example of how to format a text screen aka an intermission screen

silent totem
#

πŸ€”

haughty flower
#

nvm

#

i'll do without

light prism
#

read and learn

#

dont just ask here and then give up because nobody answerws

#

you fuckin coward

#

we're not here to do the learning for you

vocal crypt
#

Yes we are

light prism
#

ok well he is

#

but he doesnt know naything

#

so make of that what you will

haughty flower
#

coward? that's fucking it im leaving this server die in a fire

#

and im not giving up out of cowardice im giving up out of frustration

light prism
#

well then you need an attitude adjustment

haughty flower
#

he really did leave lol.

timber bridge
#

big rip

light prism
#

good

#

he was clearly unwilling to put in the effort to learn anything

haughty flower
#

just like me

#

: )

light prism
#

yeah but you dont go 'hey how do i do this ive been looking everywhere oh i give up' within 5 minutes

vocal crypt
#

Yes you do

light prism
#

and you dont offer anything to this channel

#

get some learn in you

vocal crypt
#

I'm too busy making SFM shit.

#

RN.

#

or some shit

light prism
#

fair enough

silent totem
#

Is it okay to steal sprites if they're already stolen

#

Only for a placeholder rn

light prism
#

depends

#

i mean really sprite stealing at all is lame

#

but if they were user created and the user said 'you can use this for whatever' then okay

haughty flower
#

i used stock photos of an old man]

#

so it doesn't count

silent totem
#

What's a good tool for pixel art?

haughty flower
#

photoshop scale tool with nearest neighbor on.

#

@silent totem

#

the worst part is is that that isn't a troll.

#

that's how a lot of us do it.

light prism
#

yeah

#

people claim photoshop is shit but you just have to have the right settings

haughty flower
#

old white dude

#

the fill tool works great

light prism
#

needs butler voice

haughty flower
#

he was just gonna shoot briefcases tbh.

#

attack with a cane or some shit

#

and only have 4 directions cause i couldn't find a perfect 90 degree angle of the fucker.

light prism
#

'I do believe sir has shot me, how embarrassing'

haughty flower
#

you live in the uk?

light prism
#

'If sir might be as kind to dismiss one to tend to one's wounds'

vocal crypt
#

He's NZ

haughty flower
#

if he can do an old rich entitled dude's voice hmu

light prism
#

ill try when i finish owrk

haughty flower
#

cause i got some big plans for this fucking mod and i'm gonna see this one through.

#

it'll be hella vanilla, but that doesn't matter

#

it'll look great

#

and you'll be happy with these fuckin' results.

#

official promises

#

catch me in a month or two.

#

or not

#

i'm just excited to see something through.

light prism
#

im at work sorry

#

i cant be super excited

silent totem
#

God I suck at this

#

I'll just get someone to do it for me

light prism
#

are you... giving up

silent totem
#

No

#

Just giving up for today

light prism
#

go smoke a fat bowl

#

brb lunch

topaz tendon
#

terrifying

silent totem
#

He looks like he'll watch me in my sleep

light prism
#

he will watch over you

#

protect your soul from corruption

#

and he also makes a good cup of tea

timber bridge
#

he's a fancy door hinge

cerulean frigate
#

Can someone who knows zscript help me understand how to handle a script someone gave me?

#

I don't know zscript or coding in general, but I want to try and wrap my head around at least some of this script to get the result I want

#

The purpose of the script is to go through a level on start up and automatically spawn dynamic lights on all ceiling and wall textures that have lights in their design

#
    {
        for(int i = 0; i < level.Sectors.Size(); i++)
        {
            TextureID tex = level.Sectors[i].GetTexture(pos);
            if(tex == TexMan.CheckForTexture(texture,TexMan.Type_Any)) 
            {
                //Texture was found!
                return level.Sectors[i];
            }
        }
        return null;
    } 
    
    
    
    
    Sector sec = findSectorTex("TLITE6_5",1);
    if(sec)
    {
        Spawn("TexLight",(sec.centerspot.x,sec.centerspot.y,sec.GetPlaneTexZ(1)));
    }```
#

I'm trying to test it out using TLITE6_5

#

I don't know what part of it I am supposed to enter info for what light to spawn, or where to enter the x and y coordinates for where on the texture to spawn the lights

#

And how many to spawn

light prism
light prism
#

sorry uac9000 that sounds like a clever idea but i dont know zscript 😦

#

i would assume you'd have some sort of static array of predefined texture names alongside coordinates for lights on those textures

wary zealot
#

I'm tryin' to learn making a hud, and it's going well, but there's a little black box at the top left of my screen.

wary zealot
#

Nevermind!

prisma saddle
#

Zscript needs better documentation.

wary zealot
#

I'm stuck on something very dumb right now with SBARINFO.

#

So, my mod includes a custom hud for fullscreen. However, I want to include the standard zdoom HUD for other screen-sizes.

#

There's a top-level command on shown on the zdoom wiki called "Base (game)" that allows you to make the HUD just be the HUD from a specific game. Like Doom's status bar, or Zdoom's HUD.

#

But I can't figure out how to get it to work properly without also overriding the custom HUD.

#

...nevermind, I figured it out and I'm borderline pissed how easy it was to fix.

#

You just put the "Base Doom;" before your custom HUD.

light prism
topaz tendon
#

what does he intend to do with that blender he's holding

light prism
#

margarita mondaaaaaayyyysss

prisma saddle
#

Ooo, floor fog.

light prism
#

i made it so their alpha is dependant on their distance to you

#

so when you get up close you don't get a healthy dose of additive burnout

timber bridge
#

lotta fog

distant flower
#

what map format should you use for mapping glarethink

#

I play vanilla megawads with qzdoom with the software renderer, but my wads are UDMF, should I start using the "Boom format" or whatever is vanilla compatible?

light prism
#

depends if youre planning on making stuff to be played on vanilla

#

or if you want to utilize newer features

#

UDMF will limit people to gzdoom but it offers so much more flexibility

silent totem
#

Yeah ^

light prism
vocal crypt
#

are the doom textures you using placeholders

#

because IDK why, but it feels kinda jarring.

light prism
#

yes

vocal crypt
#

okay

light prism
#

we have a guy working on textures now

vocal crypt
#

we?

#

This a team?

light prism
#

yes

vocal crypt
#

wew

light prism
#

i didn't make the sharkboi model, i did all the animations and extra armor/weapon etc

#

some examples of his textures here

#

not the hexfloor though

#

though i did make that hexfloor from scratch

silent totem
#

What are you even going for

#

Concept wise

wary zealot
#

So I fucking suck at ACS and setting up cvars

#

I have a cvar ready, BUT.

#

I can't figure out how to make a projectile's speed change depending on the cvar.

#

Seeing as I can't put "CallACS" in an actor's properties.

#

Since it gives an error about it not being a constant.

light prism
#

concept is not mine

#

a cvar, not a uservar?

wary zealot
#

well, it's probably a uservar,

#

i'm just calling it cvar.

#

But yeah, TL:DR how can I put callacs in an actor's properties?

light prism
#

i need to know exactly if it is a cvar or a uservar first

#

because the method would be different for both

#

is it a cvar you are changing in console, or a uservar that is set on the actor

wary zealot
#

Oh, it's a cvar changing in console.

#

Sorry, I misinterpreted your question.

light prism
#

oh oka

#

uhhh

#

GetCvar is the decorate expression

#

you shouldnt need to call a script to get it

wary zealot
#

Okay!

#

I'll give that a shot, thanks

#

Yeah, unfortunately that still produces the same error.

#

Script error, "Samguns.zip:decorate/generic.dec" line 103:
SC_GetFloat: Bad numeric constant "GetCvar".

#

It's asking for a numeric constant and, well, commands aren't numeric constants.

light prism
#

yeah you cant do that

#

uh

#

what property are you trying to set again

wary zealot
#

Speed.

light prism
#

speed

wary zealot
#

It's a fastprojectile

light prism
#

oh that might complicate things

#

but you could try setting its speed on its first tic

wary zealot
#

I'm not very tech savvy, at least when it comes to performance. This wouldn't cause any sort of slowdown, right?

light prism
#

depends entirely on what your fastprojectile is doing

#

they interpolate their position between every movement they make, so if its a fastprojectile going 128 it does 127 checks per movement

wary zealot
#

Gotcha.

#

Hm, using A_SetSpeed on the projectile doesn't seem to do anything...

light prism
#

yeah, im not sure it would on a fastprojectile

#

due to their unique movement properties

wary zealot
#

well darn.

#

There goes my idea for a bullet speed option.

light prism
#

not necessarily

#

you could just make different fastprojectiles with different set speeds

#

then have the gun code itself determine which one to fire based on the cvar

#

i mean thats similar to what im doing with my mod

#

{ if(GetCVar("gun_mode") == 1) { A_FireBullets(This); } else if(blah) { A_SpawnProjectile(That); } }

wary zealot
#

I'm getting ridiculously frustrated trying to get cvars to work and... for some reason only one of them does.

#

NEVERMIND, fuckin' finally.

#

I'm starting to think me complaining to someone else is the 'secret sauce' that gets my horrendous code to 'work'.

inner zealot
#

Not dead

#

Also, I made a texture.

prisma saddle
#

Doesn't really tile very well from the looks of it.

light prism
#

yeah you need to decrease that horizontal streak

inner zealot
#

I definitely agree.

#

I didn't create it with much technique

#

Just a loose pattern ran through a bunch of filters until I got something that looked kinda a'ight.

#

Then touched up so it'd wrap around seamlessly.

#

It looks a bit better when used in smaller doses than on a huge wall like that.

#

It's require less effort to just make a better one than to fix this one.

#

That being said, I might anyway.

haughty flower
#

i think it looks good

topaz tendon
#

my cat stepped on a macro

#

whoops

distant flower
royal wave
#

Editor probably doesn't have them loaded in as a potential resource. Double check that all the wads you need are in the resources list

inner zealot
#

That sounds about right. I've got the exact same problem in one of my maps. The water texture just doesn't show up, for whatever reason.

#

The weird part is that it's in the same WAD as the map itself, which is loaded in the resource list.

#

Every other texture shows up in the editor, except for that one.

#

It doesn't keep me from working on the map, though. So I don't bother.

#

Also, I fiddled around with that texture from last night a bit more.

#

And got this brick looking thing.

#

It doesn't wrap properly, but it looks kinda neat.

light prism
#

at least it has definitive vertical breakup now

inner zealot
#

Definitely an improvement.

light prism
#

did you offset it so the tiling point is slightly to the right there?

#

i mean slightly out from the right

inner zealot
#

It's possible, but I don't think so.

light prism
#

i can see a definite seam there

inner zealot
#

Like I said, doesn't wrap properly

#

The vertical wrap isn't as bad as the horizontal.

light prism
#

i would say try clone stamping but that might be hard with brick patterns

#

the vertical wrap is highlighted by the dark streaks but i assumed that was intentional

#

a lot of vanilla textures do horizontal banding anyway

inner zealot
#

I see three options, currently.

#

A: Try fiddling with it until it wraps properly.

#

B: Make a new texture using the same methods, but actually keep wrapping in mind.

#

C: Use it in its current state, but have the map's geometry break up the texture.

#

Like a support beam over the seam or something.

light prism
#

it would have to be broken up a lot

#

like every time

inner zealot
#

Which would mean I (most likely) wouldn't be able to use the texture that much.

#

It'd be effective where I could use it, though.

#

I like working with limitations, but that's a limitation that I really shouldn't have.

#

It feels kinda lazy.

light prism
#

the tiling cloud layer is going to be quite noticeable from a distance too

inner zealot
#

Absolutely.

#

Although I should fix the texture

#

this kinda makes me want to make a catacombs type map.

#

Because that works with the restrictions of "Texture shouldn't be too far away" and "Texture cannot tile properly"

inner zealot
#

Maps are fun.

#

The floor's shiny because I forgot to turn it off but I might go somewhere with it.

silent totem
#

Too shiny in my opinion, but I like the effect

inner zealot
#

I agree.

#

I'm gonna try tinting it red and adding a few blood puddles

#

Might not use it right here, but if it looks good I'll use it somewhere else.

wary zealot
#

I'm having some odd troubles with A_SpawnProjectile.

#

My monsters use it to spawn their tracers, and they work fine UNTIL I introduce any kind of randomization to their pitch. With the CMF_OffsetPitch flag (causes pitch on A_SpawnProjectile to act as an offset on the monster's aim) enabled, when above a monster they'll instead shoot at the floor in front of them.

#

I can remove that flag and the pitch randomization, but that renders their tracer spread completely horizontal, which isn't what I want.

#

What do I do?

#

Okay, so after some quick testing it seems their aiming pitch is inverted.

#

This aim inversion seems to be caused exclusively by CMF_Offsetpitch.

light prism
#

ehwut

#

pitch is inverted by default

#

-90 is straight up

wary zealot
#

i'm aware, i mean that if i ascend the zombie fires downwards, and vice versa.

#

turns out the fix is another flag, "cmf_badpitch"

light prism
#

monsters have always had issues with pitch

#

since they dont natively use it

light prism
haughty flower
silent totem
#

It sounds like someone making the song out of wet farts

light prism
#

new update on hammerheads

#

made hi def model

silent totem
#

Hyper real

timber bridge
#

hi def

spark pelican
#

I want that.

light prism
#

the darker skulls

#

of course you could always add some non-uniform detail to help too

inner zealot
#

I was going to give them different offsets.

#

Just trying to finalize the aesthetic before fine tuning it.

#

U P G R A D E

prisma saddle
#

Looks nice.

light prism
#

you look nice

#

+wink+

inner zealot
#

Does anyone have a functioning example of stacked sectors?

#

The ZDoom wiki really should come with pictures or videos or something

#

I've been contemplating a similar project myself. Finding info on (G)ZDoom's features isn't difficult, but it's rarely presented well.

inner zealot
#

AHA

#

I FIGURED IT OUT

#

That was painful

prisma saddle
#

I'd love someone to make video tutorials for Zdoom stuff.

inner zealot
#

If enough people express interest, I'm jumping on it.

#

Like

#

Here's a prime example

#

First video that comes up when you look up how to make a door. It is nearly thirteen minutes long. It does not need to be thirteen minutes long.

#

I could explain how to make a door in less than a minute.

#

In most cases, from my observation, tutorials either go on too long, or don't exist outside of a hard-to-follow forum post.

prisma saddle
#

Yeah, if it had to be 13 minutes I'd expect it to explain every method and format for making a door.

inner zealot
#

My aim would be to produce a lot of really clear and concise explanations of both straight forward and not-so-straight-forward concepts.

#

Sort of build a visual encyclopedia to exist alongside the ZDoom Wiki

#

Haven't been certain of the demand, though.

#

Update: Having figured out Stacked Sectors, I have learned that they are a massive pain in the ass to work with.

dusky relic
#

we need a 3kliksphilip for doom mapping

inner zealot
#

I'll get back to you on that.

#

I must conquer stacked sectors, for now

#

I understand why you barely see these things in action, now

unreal oyster
#

Which I know is a good tutorial

light prism
#

i wouldnt mind doing some tutorials at some point

barren isle
#

this darn mancubus keeps finding ways to climb up through my gear mesh floor

#

(normally he is set to spawn below)

#

never realized how climby the demons are in D2016, they go wherever they please

timber bridge
#

they heck the rules

#

also interesting design

barren isle
#

I'm trying to create a traditional singleplayer level

#

the biggest issue right now is all the rooms are so darn big

#

and theres no (easy) way to make the gears spin

light prism
#

darncubus

timber bridge
#

climcubus

#

he wanna get fit

light prism
#

i made sharkbois be able to climb ledges :3

#

and also jump over gaps of up to 256 map units

prisma saddle
#

Radical.

light prism
#

well the big ones (gladiators)

past cradle
#

I tried to make a monster that climbs up walls but they kept climbing into the ceiling

light prism
#

yeah its tough, mine probably bug out in certain situations

#

but I just used GetZAt((x in front), 0) with some other height checks

past cradle
#

wait

#

does getzat do what I think it does πŸ‘€

light prism
#

it gets the z at

#

what did you think it did

#

made you a fuckin sandwich

past cradle
#

well I am hungry

light prism
#

you can even use pointers with it

past cradle
#

but getting the z at a position works too

light prism
#

so you can get target positions etc

past cradle
#

this sounds pretty good

#

gonna play around with it now πŸ‘€

inner zealot
#

@unreal oyster I apologize for my arrogance, and thank you for bringing this resource to my attention.

light prism
#

hey

#

be careful now

#

throwing phrases like 'i apologize for my arrogance' around

#

over the internet

inner zealot
#

Bah.

light prism
#

dat skull to spine ratio

barren isle
#

anyone know of a better way to get a spinning gear in snapmap?

#

this solution is 8 gears that I show and hide on a loop, but I always end up with it flickering out of existance between frames (seems like it has a <0.1 sec delay on showing a hidden prop), if I let there be some overlap between frames, it still has flickering issues

#

the shadow flicker goes away if you are far away from it, so it might be related to the dynamic shadow system

light prism
#

nope

#

i know i could make a spinning gear without those issues and far less hackily under gzdoom

inner zealot
#

GZDoom: 1 Doom (2016): 0

topaz tendon
#

if you want to talk mapping and modding capabilities I think GZDoom's score is a good bit higher and Doom 2016's a little lower

inner zealot
#

Doom (2016) not having mod support was a mistake.

prisma saddle
#

The technology isn't there yet, the file sizes of mods would be massive and creating the modding tools would probably just end up underused.

#

RAGE technically has modding support, not sure how good that support is but I do know that it's been very very underused.

silent totem
#

Huh

#

Well then

#

But yeah Rage didn't do all that great so it doesn't surprise me it has underutilized mod support

prisma saddle
#

That and the modding tools were 35 gig.

silent totem
#

That'd do it too

barren isle
#

and who would want to mod a game that randomly crashes in its vanilla state

#

and has stupid resolution/framerate restrictions

sterile wasp
#

whats new doom mapping like in 2018?

barren isle
#

improved quite a bit since launch, but its still snapmap

#

the new props that were added give a ton more options for making nice looking levels, especially the stone/brick stuff in the hell category

#

you can also put textures on blocking volumes and just make whatever you want, although the ai has issues with maps made entirely of those kinds of blocks

#

I think the limits on how must stuff you can place have been raised as well

#

like the hell stuff looks really good

#

you can make outdoors sections too

#

heres my whole level layout right now, at this point i'm hitting up against the limits pretty hard

light prism
#

'crashes in its vanilla state' what

barren isle
#

rage crashed all the time on my pc

#

like every 3 hours or so

light prism
#

oh i thought you meant gzdoom πŸ˜›

dusky relic
silent totem
#

Damn cheats

timber bridge
#

god dang liquids

final remnant
#

Random question: I found out I can insert a doom WAD into another old game (Birthright:Gorgons Alliance) and open WADs for it in Slade. I'm not sure if there is a way I could extract them all out of the game though

#

as an example, here is Alien Vedetta's map 1 inserted into it

light prism
#

amazing.

final remnant
#

I was pretty excited when I discovered this

#

I had downloaded an old patch and noticed a "wads" folder. Has a couple WADs in it as patches for maps in the game.

light prism
#

there are plenty of games that use the doom engine

#

so yes a lot of them will be 'cross compatible'

#

in that you can at least run them

#

no promises if anything will work

vocal crypt
#

Hexen and Strife

#

A proper RPG

final remnant
#

I always thought this portion of the game was doomy

#

since the rest of the game is Strategy on an overworld map

prisma saddle
#

So um, how does one compile ACS in SLADE?

light prism
#

does slade come with the compiler?

#

acc

haughty flower
#

penis

inner zealot
#

According to the Wikipedia page (much thorough research, yes)

#

"The adventure game engine was a Doom II engine clone: a 2D/3D engine which has essentially a flat layout map which used three resolutions of avatars that were hot swapped in depending on the distance from the viewer and the amount of memory on the hardware."

haughty flower
#

@inner zealot sounds like a load of shit

#

hm. maybe not.

#

i'm looking at Birthright: The Gorgon's Alliance

final remnant
#

It always looked that way, I wasn’t sure if it was meant to mean (calling it a doom clone) a doom lookalike or if it was a modified engine

dusky relic
#

is it a cliche for your first level music to be a remix of e1m1

shadow bone
#

Yes, but no one really cares

dusky relic
#

@shadow bone what if its a really good remix

shadow bone
#

I'm just saying you can do whatever you want

#

Half the time maps don't define any custom music at all

#

Yes, it's a cliche. you can still do it though.

dusky relic
#

ok

shadow bone
#

I personally disable music 90% of the time

inner zealot
#

It's almost a wright of passage to recreate something from the original Doom.

light prism
#

a wrack of passage

silent totem
#

Wrack, I hear

topaz tendon
#

knack

silent totem
#

KNACK 2 BABEE

light prism
timber bridge
#

green stuff

hexed sky
#

the stuffiest of stuff

prisma saddle
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Sludgy.

true galleon
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woah neat

haughty flower
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we better be able to play this fucking game soon.

silent totem
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^

barren isle
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theres a hidden bfg somewhere in this picture

light prism
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im sure this looks fine in-game

vocal crypt
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It's not Yandere Dev code

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So compare your code to his if you want to feel superior

prisma saddle
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Yup, not an else if fest in the slightest.

light prism
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make a pig actor then make its see state See: PIGG OINKOINK 4 A_Wander loop

light prism
inner zealot
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Handy.

barren isle
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Investigating the dps of various weapons in snapmap, the gattling mod on the chaingun doesn't seem to do anything significant. The unmodded chaingun can shoot almost instantly without needing to spin up and the damages are the same.

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Its basically cosmetic

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The weapons in 2016 are so fragmented between the modes too

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the grenade launcher is only in multiplayer, tripple chaingun is only in singleplayer, and while i havn't timed it I think the snapmap pistol charges faster than the one in the single and multiplayer

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the vortex rifle is very OP

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on a single enemy it out preforms the guass (in smapmap)

marble zealot
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I'm new to Doom Engine level editing and have this 3-level Hexen hub in a testable state. I'd like your feedback, good and bad.

barren isle
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and like half the weapons use cells

barren isle
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I would add this to the wiki but its locked down for spam reasons

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here are the stats I got for testing every weapon in snapmap

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Vortex Rifle and Super Shotgun are the best weapons considering dps and ammo consumption. Besides the Guass/BFG which can clear multiple enemies at once.

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The flat out worst weapon is the static rifle, its outclassed by everything.

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Ligtning gun is pretty bad too but really sucks in ammo consumption.

inner zealot
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@marble zealot Playing through your thing right now.

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Right off the bat, that weird secret thingy right next to the entrance

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Walk towards the blue mana and then go through the wall

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That was jarring as hell

light prism
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oops i ran it in doom

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ah shit whre is my hexen.wad

inner zealot
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Also, it really wouldn't have hurt to put a torch or to somewhere for that part

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It is dark

topaz tendon
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not playing your doom/hexen wads blindfolded to mimick the experience of a tibetan monk in training

inner zealot
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I played through a few maps of Quake blindfolded.

topaz tendon
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On a more serious note do the hexen games hold up today the way ultimate doom does

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And that's pretty impressive

inner zealot
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Hexen isn't a perfect game, and it's not for everyone. But it is a good game.

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Not really the topic of this channel, though

topaz tendon
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Tru tru

inner zealot
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@marble zealot I just found the torch, I redact my previous comment.

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I got to this part before I officially got lost.

marble zealot
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@inner zealot check the statues

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@inner zealot did you find the secret entrance with the mana jarring as in β€œdo not want” or β€œHOo-hoo gud1 m8”

inner zealot
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It didn't feel right.

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At first I thought it was a trap, honestly.

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It completely threw me off my bearings.

marble zealot
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ahh maybe I'll just make it a regular, non-secret alcove

inner zealot
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That'd be better.

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Also, on the statue thing.

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The idea isn't bad, but you really should telegraph that a bit better

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Do something to indicate that something's going on over there

marble zealot
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I was trying to do that with the mushrooms and the single mana but my husband found it confusing when I showed it to him, but he's also not a Doom-like player

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that's probably not obvious to anyone but me though

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the area's**

inner zealot
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Yeah, it's easy to flow through a map when you made it.

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You've got to look at the map like someone who's never played through it.

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Getting people to playtest it helps.

marble zealot
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exactly

inner zealot
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But yeah, don't make things cryptic. No one likes cryptic.

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Change a texture

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Make the statue a different color

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Make a light flash around it

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Something to differentiate it