#classic-doom-maps-mods
1 messages Β· Page 87 of 1
now welcome to the dark ages, skype users.
i've always wanted a rotary telephone.
just to try it out.
my cat jumped into my chair and now i don't wanna move it
Move it by force.
not springing back properly
i tried that, really difficult when playing
ech it's the A
thats like my second favourite note
Nich?
Well no, she isn't gay, because no woman wants a fatass.
i dont think thats how it works
i cannot understand with my small mind.
also take this trash to #172869448863055872 you fuckin edgelords
@haughty flower My mom is fat so she isn't gay because no lesbian would want a fatass.
idk about that.
She also smells.
I just get capital As
still dumb.
Ctrl A just highlights the words.
omg it works
yes
thanks
not that.
I fucking love this.
my cat mashed my keyboard.
just started rubbing against everything.
I SAID NO EDGELORD SHIT
oh shit
okay.
REEEEEE
cuts wrist.
re: REEEEEE
),:
am I Crawling in my craawll?
this crawwwwl it will not crawwwwlll
crawl is how i crawl, crawling what is crawwwwl
shoot it with pats
i don't know
BBs.
preferably me so he can sue me.
Stiff in what way?
that's understandable.
should i make the pauses when he pushes the grip forward/back shorter?
the pause in the middle kinda splits it yeah
maybe remove the pause altogether and smooth out the frame lengths
still good jerb
thanks.
So um, critiques please...
nice but i think you need to do some area checks to ensure you dont get shit like this happening
{ if(GetSectorFloorZ(0, x-8, y-8) == z && GetSectorFloorZ(0, x+8, y+8) == z) { A_SpawnItemEx("myfloordecal"...); } }
something like this
will check two corners at least
Alrighty.
looks kinda good
But yeah um, when I figure out how to make the gibbed enemies spawn more blood I'll probably release the mod.
using source filmmaker to capture screenshots for mods
Wut
you heard me.
anybody got like a whole png file of a shit ton of doomguy hands?
Last few enhancements for the night.
I'll see what I can do about those overhangs.
lol i use sfm to make sprites
What part of it do you use to make sprites
or do you just use it for screencaps of yo models?
@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.
@wary zealot I remember playing with that shotgun, and made a new animation for my project. in the end though, i discarded it.
Seems a bit lazy than just dumping sprites, sounds, and the DECORATE in the pk3.
@haughty flower just google "zdoom hands" and click Images tab.
@vocal crypt One upside is that those wads could be easily ported over to other projects because they're self-contained.
@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
@warped radish - a well organized pk3 is basically just as contained
It's odd to me that a PK3 is literally just a renamed zip file
well you can run an uncompressed folder too if that makes you feel any better
as long as it has the correct file structure
@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.
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.
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'.
[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
Viewing them as text allows me to edit them normally with all the proper DECORATE syntax, but it's temporary and a bit annoying.
when gzdoom sees a wad in a pk3 it has to load the entire thing whether or not the resources are needed
it's also really messy and hard to use in any VCS
and since version control is (imo) essential to any large mod project i'd heavily advise against it
the gzdoom devs have also said that in hindsight more severe restrictions should have been placed on wad-in-pk3
arkore - that's down to the modder really
it is possible to have MOST of the gun in one folder
and if not, its possible to have it organised so that ONLY those gun sprites/whatever are in one folder
sprites/pisscannon/
actors/pisscannon/
not hard to isolate
also a lot easier to integrate into another pk3
unless by 'integrate into pk3' you mean 'stuff .wad file into root'
in which case read gutawers statement above
pisscannon? oh dear
yeah i try to keep mine holstered
Hey, small question.
Is it possible to make projectiles/fast projectiles create blood actors the same way hitscans do?
Well, that's infinitely more easy than I thought it would be.
I often do check the wiki but missed that particular flag. Thanks!
big booms
heh now i made the exploded pieces glow white hot for a couple seconds
is this even still the doom engine?
Yes.
I think that's what he meant π
eesh a_mushroom does so much damage
Fuck me, that's a legit command.
because they're toxic mushrooms
no good for eating
pro tip : ask a doctor if you're not sure a mushroom is edible
Happy Friday, everyone.
Hello people i need help making a pvp map, how do i make radom spawns in my game for players?
im using doom edit zdoom format
deathmatch player spawns.
@haughty flower
yeah
how do i do it, wait let me look for it
player starts
deathmatch
i found it lol
and what's the best way of testing a mulitplayer map?
by myself
put a player 1 start
and press test map.
I think he means testing a deathmatch map for balance and what not.
no, i think he means just run the map.
but that's just me.
make sure the map looks good in the game.
i ticked "multiplayer" on some of the items and their not popping up
that's cause you;re not in multiplayer.
they're*
exactly
just tick off multiplayer if this isn't a campaign.
i get it now, so the multiplayer tick is for campaign only?
wait fuck i messed up my words.
tick off multiplayer if this IS a campaign.
but if it's meant PURELY for deathmatch, tick off multiplayer anyways.
for testing purposes.
it'll still spawn in multiplayer.
ok i see
thanks
BUT
if it's a multiplayer purposed campaign, turn that shit on, my guy.
ok got it
one last thing to make this really complicated.
tick off multiplayer before testing the map
then tick it back on.
ok
π
π
hey can i make respawning enemies in pvp?
deathmatch?
respawning player enemies?
or respawning demonemies?
@haughty flower
demon enemies
i think there's a tick box for that.
let's see here
i don't see it
typically, deathmatch games dont have monsters. are you sure you're making a deathmatch map, or just a regular map for co-op
i want a monster to appear in a pvp match
one or two
idk
nightmare mode works great.
and i think there are options in the zandronum settings.
ah ok i see
i ASSUME you don't wanna script.
yep
well, in that case, your monsters will need the "Multiplayer" flag.
then i think your best bet is zandronum.
@haughty flower You can easily test multiplayer by command "zandronum.exe -host +sv_updatemaster false" I use rocketlauncher to test my stuff. https://github.com/Hypnotoad90/RocketLauncher2 (scroll down for download link). You could also use Doomseeker which comes with Zandronum.
when the server window pops up, just go File -> Join. or press Alt+F, ENTER
that is a real multiplayer server. better than the multiplayer simulation option.
yup.
@haughty flower You may want to make a zan config for your server. Here is an example: https://paste.ofcode.org/UU5VSM45SyB4tZxEKdyF7X and use +exec "<path>" in the command line. Like this:
maybe remove "sv_updatemaster true" from that config, unless you you want your server to be broadcasted live to the internet zandronum serverlist.
if you want to know more server controls, see https://wiki.zandronum.com/Server_Variables or https://wiki.zandronum.com/DMFlags or https://wiki.zandronum.com/Console_Variables
@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.
you know some people are turned on by that
wtf are you talking about @warped radish
he's high
he has the high ground
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?
try googling 'doom wad repository'
i know there are quite a few of them
of course those are mixed bags
there's also stuff like https://static.allfearthesentinel.net/wads/
but that is a lot of online mods and stuff, not just maps
though probably quite a few well-known and replayed megawads in there too
like av20
cool!
Decided to add more structure to the third area of MAP666
Secret map of one of my major projects I've been working on for a long time
okay then
Ok so i just finished my pvp map how do i set it up on Zandronum?
is there ANY way i could use Rocket Launcher to set up a deathmatch game with a custom IWAD?
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
Have you opened your ports and such?
YES! i just figured out π
one problem though
it plays the first level of doom 2
instead of my custom iwad
i made a pvp map
i want that one to be used
What's the map name?
for your viewing pleasure MAP01
maybe i can fix this by making my map into another map, how many maps are in doom 2?
i could put it as one map over the last map on doom 2 so it would run
maybe
these are my settings
Cannot load PWAD 'F:/Games/gzdoom/DOOM2.WAD' as optional because it contains COLORMAP
when i check the "tvpvp" one only then that error shows up^^^
what does that mean?
is anyone there?
doom2.wad is not a pwad
its an iwad, the base game resource
you don't load it as an optional file
it loads by default
also the game loads resources in order of selection, so that would be why doom2's MAP01 showed up instead of your map
since it is lower in the load order
Now what makes GZDOOM recognize it as an iwad
having base lumps like COLORMAP, PLAYPAL etc
Because GZDOOM recognizes "The Adventures of Square" as it's own base game
Ah
Okay
also gzdoom specifically has added new definition lumps that let you define the base game name/loading window stuff
@light prism how do i change the load order?
i dont know, click and drag?
i don't know how but i got it to work
how do i get to good coloring like in gzdoom?
sorry to bug you but where is the video settings in doom seeker?
in the game, not doomseeker

im trying to host a pvp deathmatch server and i don't know how i can do it in game hold on
im confused
you know how there's an options menu in the game????
o ok i got confused for a second there
idk why
i found it
it's fixed
lol
i think it's almost ready to go live
GOOD JOB FOR FIVE HOURS AGO
Ok, so no one can download my server wads, what's going on???
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.
Thought it could be a good idea.
So, basically ZDoom Wars.
what's ZDoom Wars.
when you think that you've got an original idea but then it turns out it's already been done
I guess sorta like that, but going through doom (or maybe slaughterfest) style maps summoning monsters to clear out rooms of enemies
rather than what seems to be a unique form of RTS
I believe those type o maps exists.
oof
for ZDoom Wars.
I wonder what I should make once I'm done with Another Generic Squib mod V2.
make Big Head mode
Alrighty, that sounds like fun.
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?
@haughty flower https://www.youtube.com/watch?v=W45ZwX1XEUw
This is a quick re-upload because accidentally pressed the stream key instead of recording key. This is the place where you can host almost everything in our...
maybe it's possible to get it running on Linux, through DXVK
people have gotten it running on linux before, albeit non-perfectly
cba to dig up the thread rn though
Is there a way to make custom bot chatter show up in the chat in gzdoom, like they do in Zandronum?
AFAIK not, https://zdoom.org/wiki/bots
gzdoom/zdoom bots don't support the BOTINFO lump used by zandronum/skulltag
@haughty flower i used the advice you gave me, the gun looks much better now thanks
@covert plover
good job
π π
@covert plover can i see composite shot with it ingame?
Ok
sweet!
<3
now you just gonna need to ease up on those bricks π
not contrast. the fact that there is too much unbroken detail. it creates poor detail compression. Break it up a bit with different details.
windows, grates, bushes, roof overhangs, etc
π¦
@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
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.
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?
MAPINFO music = "$MUSIC_ isn't working for some reason
AND now im saving maps and they are aren't appearing in my save folder but i can still open them in doom builder
WHY ISN'T MY SAVE FILES APPEARING ANYWHERE >.<
ok nvm i found it, it was in a backup folder apparently i forgot i put my path on the backup folder
@distant flower Bummer, was afraid of that. Thanks
@covert plover I like the gun π π
Does a RandomSpawner only spawn one monster? I thought it spawned continuously
no, just one
the point of a randomspawner is to make a random spawn location for a defined list of monsters
not to act like an invasion spawn point or something
@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.
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.
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.
Alrighty.
blue man is desceased
will the barrel industry donate money to his family?
also the barrel seems to bleed
yes, its full of koolaid
oh yeah
why does he remind me of those human shark things that vinesauce joel found on the xbox indie game market
hey at least blue man looks better than the human shark things
is this a door joint
WHO SAID JOINT
What the shit
sharkboi comin for ya
where is lavagirl
in a volcano
she got abducted by gorons
oof
i think i need to make the gibs less 'bouncy'
make em 'roll' when they boucne
rather than resetting their pitch
up to you
HI how do i make a layered sky in GZDoom format?
i did that the second sky doesn't appear
try switching them around
oh and you need the DoubleSky keyword
sky2 is the background
DoubleSky
sky1 = "clouds"
sky2 = "sky"
}```
"my shitty map" lol
π
ok thanks
one more question, does this only work for hexin?
are you running zdoom?
yes
then it works for anything else.
too.
anything that works in hexen will work under zdoom
provided you are under UDMF or Doom-In-Hexen map format
UDMF for lyfe.
yes, not using UDMF is a criminal offense
doublesky will work even outside of doom-in-hexen/udmf
you just wont be able to access hexen line actions or stuff outside of those
i got it to work, is there any way the second layer can rotate as you rotate
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

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
yeah that is one method
paper detailing
of course you could use a skybox camera and physically map an actual city area too
YOU'RE OBVIOUSLY A BOX
sorry, i'm too hip
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?
check for flags or properties that could fix it
oh no the shark people
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?
is anyone there?
im looking all though the wiki and i can't understand there is no examples of how to format a textscreen
no one's answering me i give up
i know that but it doesn't give an example of how to format a text screen aka an intermission screen
π€
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
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
well then you need an attitude adjustment
he really did leave lol.
big rip
yeah but you dont go 'hey how do i do this ive been looking everywhere oh i give up' within 5 minutes
fair enough
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
What's a good tool for pixel art?
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.
needs butler voice
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.
'I do believe sir has shot me, how embarrassing'
you live in the uk?
'If sir might be as kind to dismiss one to tend to one's wounds'
He's NZ
if he can do an old rich entitled dude's voice hmu
ill try when i finish owrk
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.
are you... giving up
terrifying
He looks like he'll watch me in my sleep
he will watch over you
protect your soul from corruption
and he also makes a good cup of tea
he's a fancy door hinge
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
sorry uac9000 that sounds like a clever idea but i dont know zscript π¦
i would assume you'd have some sort of static array of predefined texture names alongside coordinates for lights on those textures
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.
Nevermind!
Zscript needs better documentation.
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.
what does he intend to do with that blender he's holding
margarita mondaaaaaayyyysss
Ooo, floor fog.
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
lotta fog
what map format should you use for mapping 
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?
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
Yeah ^
are the doom textures you using placeholders
because IDK why, but it feels kinda jarring.
yes
okay
we have a guy working on textures now
yes
wew
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
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.
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?
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
oh oka
uhhh
GetCvar is the decorate expression
you shouldnt need to call a script to get it
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.
Speed.
speed
It's a fastprojectile
oh that might complicate things
but you could try setting its speed on its first tic
I'm not very tech savvy, at least when it comes to performance. This wouldn't cause any sort of slowdown, right?
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
yeah, im not sure it would on a fastprojectile
due to their unique movement properties
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); } }
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'.
Doesn't really tile very well from the looks of it.
yeah you need to decrease that horizontal streak
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.
i think it looks good
Why these flats show normal ingame but not in the map editor?
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
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.
at least it has definitive vertical breakup now
Definitely an improvement.
did you offset it so the tiling point is slightly to the right there?
i mean slightly out from the right
It's possible, but I don't think so.
i can see a definite seam there
Like I said, doesn't wrap properly
The vertical wrap isn't as bad as the horizontal.
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
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.
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.
the tiling cloud layer is going to be quite noticeable from a distance too
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"
Maps are fun.
The floor's shiny because I forgot to turn it off but I might go somewhere with it.
Too shiny in my opinion, but I like the effect
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.
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.
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"
Here's a question. Has anyone made a mock wad using this one? https://youtu.be/qG2HwH1JkAI
One of my favorite songs from the 32x port of Doom :)
It sounds like someone making the song out of wet farts
Hyper real
I want that.
the darker skulls
of course you could always add some non-uniform detail to help too
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
Looks nice.
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.
I'd love someone to make video tutorials for Zdoom stuff.
If enough people express interest, I'm jumping on it.
Like
Here's a prime example
In this video I show you how to create simple doors in Doom builder 2. It's really easy and after you get the hang of it, it only takes about 10 seconds to m...
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.
Yeah, if it had to be 13 minutes I'd expect it to explain every method and format for making a door.
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.
we need a 3kliksphilip for doom mapping
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
You clearly didn't look very hard because googling "zdoom portals tutorial" gives me this https://www.dfdoom.com/gzdoom-portal-tutorial/
Which I know is a good tutorial
i wouldnt mind doing some tutorials at some point
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
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
darncubus
i made sharkbois be able to climb ledges :3
and also jump over gaps of up to 256 map units
Radical.
well the big ones (gladiators)
I tried to make a monster that climbs up walls but they kept climbing into the ceiling
yeah its tough, mine probably bug out in certain situations
but I just used GetZAt((x in front), 0) with some other height checks
well I am hungry
you can even use pointers with it
but getting the z at a position works too
so you can get target positions etc
@unreal oyster I apologize for my arrogance, and thank you for bringing this resource to my attention.
hey
be careful now
throwing phrases like 'i apologize for my arrogance' around
over the internet
Bah.
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
nope
i know i could make a spinning gear without those issues and far less hackily under gzdoom
GZDoom: 1 Doom (2016): 0
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
Doom (2016) not having mod support was a mistake.
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.
Huh
Well then
But yeah Rage didn't do all that great so it doesn't surprise me it has underutilized mod support
That and the modding tools were 35 gig.
That'd do it too
and who would want to mod a game that randomly crashes in its vanilla state
and has stupid resolution/framerate restrictions
whats new doom mapping like in 2018?
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
'crashes in its vanilla state' what
oh i thought you meant gzdoom π
i cheated
Damn cheats
god dang liquids
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
amazing.
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.
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
I always thought this portion of the game was doomy
since the rest of the game is Strategy on an overworld map
So um, how does one compile ACS in SLADE?
penis
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."
@inner zealot sounds like a load of shit
hm. maybe not.
i'm looking at Birthright: The Gorgon's Alliance
It always looked that way, I wasnβt sure if it was meant to mean (calling it a doom clone) a doom lookalike or if it was a modified engine
is it a cliche for your first level music to be a remix of e1m1
Yes, but no one really cares
@shadow bone what if its a really good remix
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.
ok
I personally disable music 90% of the time
It's almost a wright of passage to recreate something from the original Doom.
a wrack of passage
Wrack, I hear
knack
KNACK 2 BABEE
green stuff
the stuffiest of stuff
Sludgy.
woah neat
we better be able to play this fucking game soon.
^
Yup, not an else if fest in the slightest.
make a pig actor then make its see state See: PIGG OINKOINK 4 A_Wander loop
Handy.
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.
Its basically cosmetic
The weapons in 2016 are so fragmented between the modes too
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
the vortex rifle is very OP
on a single enemy it out preforms the guass (in smapmap)
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.
and like half the weapons use cells
I would add this to the wiki but its locked down for spam reasons
here are the stats I got for testing every weapon in snapmap
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.
The flat out worst weapon is the static rifle, its outclassed by everything.
Ligtning gun is pretty bad too but really sucks in ammo consumption.
@marble zealot Playing through your thing right now.
Right off the bat, that weird secret thingy right next to the entrance
Walk towards the blue mana and then go through the wall
That was jarring as hell
The textures on this side of the staircase aren't aligned properly, though they are on the other side.
Also, it really wouldn't have hurt to put a torch or to somewhere for that part
It is dark
not playing your doom/hexen wads blindfolded to mimick the experience of a tibetan monk in training
I played through a few maps of Quake blindfolded.
On a more serious note do the hexen games hold up today the way ultimate doom does
And that's pretty impressive
Hexen isn't a perfect game, and it's not for everyone. But it is a good game.
Not really the topic of this channel, though
Tru tru
@marble zealot I just found the torch, I redact my previous comment.
I got to this part before I officially got lost.
@inner zealot check the statues
@inner zealot did you find the secret entrance with the mana jarring as in βdo not wantβ or βHOo-hoo gud1 m8β
It didn't feel right.
At first I thought it was a trap, honestly.
It completely threw me off my bearings.
ahh maybe I'll just make it a regular, non-secret alcove
That'd be better.
Also, on the statue thing.
The idea isn't bad, but you really should telegraph that a bit better
Do something to indicate that something's going on over there
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
that's probably not obvious to anyone but me though
the area's**
Yeah, it's easy to flow through a map when you made it.
You've got to look at the map like someone who's never played through it.
Getting people to playtest it helps.
exactly

