#classic-doom-maps-mods

1 messages · Page 88 of 1

marble zealot
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Admittedly, I wanted to make every statue but that one have the torch lit, then when the player would activate the non-lit one, it would light and the door would open, but I haven't figured out how to script that yet

inner zealot
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I haven't even started messing with ACS yet

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I really should, though.

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What map format did you use?

marble zealot
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Hexen format

inner zealot
#

Ah

marble zealot
#

ACS isn't too hard to get the hang of, but having some programmin experience helps

inner zealot
marble zealot
#

I'll get those when I revise it

barren isle
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The snapmap block Charron's Keep has a door frame that isn't useable as a door. (no connection is listed for this spot)

inner zealot
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Gotcha, Skull. ALSO

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What's goin' on with this boy?

marble zealot
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he needs to be made not-dormant. I missed that one D:

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and probably 3 more IIRC

inner zealot
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Yeah, I saw a few. Why are they dormant, anyway?

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Also, what are these structures supposed to be?

marble zealot
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they're for decoration I suppose. do they look like they should do something?

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lol I put more critters in on the higher difficulty and confused "dormant" with "deaf" and must have overlooked those

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when I was removing the "dormant" flag from the others

inner zealot
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They don't look like they do anything

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They just

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Don't look like any normal structure

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It just looks weird.

marble zealot
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maybe it's the offset one that's making it look weird

unreal oyster
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confused "dormant" with "deaf"
what editor are you using? if you're using DB2, you should probably update

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i ask because newer editors don't tend to call it "deaf" anymore

marble zealot
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I was using DB2, but upgraded to a recent version of GZDB

inner zealot
#

As you should have.

marble zealot
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lol

unreal oyster
#

alright then, if you haven't worked it out by now "deaf" is now called "ambush"

marble zealot
#

yea, I figured that out and unflagged the critters, but apparently missed a few

unreal oyster
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👍

marble zealot
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I'm using the "bugfix" version

unreal oyster
#

good

light prism
light prism
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these sharkbois succumbed to the incurable crotchfire disease

haughty flower
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I SWEAR TO GOD

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GIMME

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GIMME THE DEMO

true galleon
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is that a doom mod

prisma saddle
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Yes.

true galleon
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holy crap

silent totem
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Lookin good @light prism

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Gives me some Metroid Prime vibes

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With added flaming sharkbois

barren isle
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so ... I made a cacodemon drop and armor shard every time its hurt, attacking with the lightning gun, makes alot of shards.

timber bridge
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armor shard currency crashing

barren isle
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it does stop spawning them after theres like 100, maybe theres some economical protections in place

light prism
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armor in doom 2016 is stoopid

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by the time you get it, its gone

timber bridge
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yeah

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it feels weak in nightmare

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one could farm the cacos tho

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doom ruescape

edgy lance
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What's the correct number of polys I should use for a circular skybox?

shadow bone
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There is no right number, just whatever works for you visually.

timber bridge
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more than one i suppose?

silent totem
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-2

barren isle
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mario64 uses about 120 polygons for its sky spheres, but with modern hardware you can go way higher than that

edgy lance
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Thanks, N64 is a good benchmark for the mod I'm doing.

prisma saddle
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These days hardware can push thousands if not millions of polies fairly well.

light prism
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whyyyyy are you making a skybox sphere

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unless you're doing skybox-in-a-skybox-in-a-skybox

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gldefs lets you write up a skybox definition already

true galleon
prisma saddle
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Kirby Doom.

true galleon
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yes

prisma saddle
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Seems like a neat idea.

light prism
timber bridge
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caco cousins

golden drum
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christ

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Does anybody know know how to make HudMessage use LANGUAGE strings without it completely fucking itself?

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wut

vocal crypt
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Use ``

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Or ```

golden drum
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Well I got unmuted. Weird

vocal crypt
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No

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Not "

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Both beginning and end of your sentence

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you will get this

golden drum
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OH

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Never knew about that

vocal crypt
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Hopefully bot won't nip you

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Probably will but worth a shot

golden drum
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        HudMessage(d:senswitch,
            l:"JUNSWITCH_LOCK";
            HUDMSG_PLAIN, 0, CR_BRICK, 0.5, 0.3, 2);
#

nice

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Anyway when I actually run that ingame, the messaged just stay on the screen forever

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and never dissapears

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But when I just use regular text it's fine

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wait no

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nvm

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I fucked it up

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Still broken with regular text

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OH

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Right, I used the whole form of 2 instead of 2.0

unreal oyster
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when the bot sees it's in ``` it will recognise it as a code block and relaxes the spam prevention

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since code often has elements which would be treated as spammy in normal conversation

golden drum
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Yeah I never knew about the code text thing

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pgud

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Well that's useful

vocal crypt
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If (Shitty.Bot);
DisableInputForDiscord
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It's a joke

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It's not shitty bot

golden drum
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Well RIP input for discord then

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Well most bots are shitty compared to a human

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just depends on where you set the bar

light prism
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u jelly

inner zealot
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I kinda wanna pick Zelda Doom back up and finish it

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because like

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I put so much work into it

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But on the other hand, the energy and time may be better spent on another project.

light prism
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he jelly

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as long as you take what you learned and apply it in order to learn more

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then you are a true pokemon master

prisma saddle
light prism
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is that a fucking penguin

prisma saddle
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Yes.

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A little penguin to be specific.

light prism
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it does look pretty tiny

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reminds me of new zealand story

prisma saddle
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Oh yeah it does kinda look like that game.

light prism
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dawwwww

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bird or potato

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only you can decide

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just missing the comically oversized shoes

prisma saddle
timber bridge
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borb

orchid crane
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When modding a new wad, where or how would I be able to set default player camera height?

shadow bone
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You can make a new player class and set the view height property

orchid crane
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Thank you 😃

prisma saddle
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How does one set up sprites for a playerclass?

shadow bone
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Look at the original Doom player sprites and gzdoom.pk3 definition?

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It's not really different from any other actor

light prism
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what do you mean by 'set up sprites'

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how theyre named?

prisma saddle
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As in apply them to the player.

shadow bone
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That still doesn't make any sense

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If you just want to replace the graphics, name them the same as the originals

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If you're writing completely new state logic or animations for the new player class, then you can use whatever sprite naming you want

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Just like a monster

prisma saddle
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Okay.

light prism
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this might be useful

placid magnet
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Hi, all! Anyone editing on a Mac?

prisma saddle
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Okay I got it working.

light prism
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screenshots or bust

prisma saddle
light prism
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so are you filling in the wireframe now or what

prisma saddle
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Eventually.

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Shit now I want to make pencil test doom a thing.

light prism
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animaaaation

placid magnet
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There's no limit to what you can do with.... ANIMATION!

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inserts Walk Hard Beatles gif here.

warped rampart
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The new Black Mesa Xen update looks neat

haughty flower
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i feel like i'm gonna choke someone. Guys. can someone give me one of the voxel format descriptors. one of these kv6, kvx, vox, vox, pnx, binvox, vxl, rawvox - i need to output some 3d point data

placid magnet
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Where did you see the Xen update?

barren isle
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I think he was making a joke about the gif

silent totem
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Was in jest @placid magnet

light prism
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looks better than xen anyway

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assholes

muted wing
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the devs or the floating head thingies @light prism ?

light prism
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you~

haughty flower
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GIVE

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ME

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THE

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BETA

light prism
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not my decision sorry

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besides its literally just some half-coded shit and a test map

haughty flower
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i'll

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take it

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FUCKIGN

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KILL THOSE GODDAMN FUCKHEADS AND GIMME THE BETA

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THE ALPHA

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THE PRE-ALPHA

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WHATEVER

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GIMME

light prism
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the omega

haughty flower
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the fucking

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GIMME

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GIMME I WANT

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GIMMMMEMEMEE

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please

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ily

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suck weewee 4 u

light prism
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plz no spam

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i cant give it out

haughty flower
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who says >: (

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i'll suck their dicks

light prism
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the project lead

haughty flower
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tell the project lead that i respect his authority and all

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but

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he needs to not be like this

light prism
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why, what good would releasing assets planned for a campaign before the campaign is written? into a community where other people would repurpose them and use them before the project is even completed?

haughty flower
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nah bro

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nah u don't understand

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just to me

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for shoo- i mean

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testing

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know whaddeye mean?

light prism
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then you can wait until alpha testing

haughty flower
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: (

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aaaalriiight.

light prism
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in the mean time you can play this

haughty flower
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but be sure to @ me ; )

light prism
haughty flower
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idk

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that thing above it looks more interesting.

light prism
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my nickname?

haughty flower
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sure

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whatever

orchid crane
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When building a player class, is it possible to link a mug to that class, so my custom mug only shows up when I start the game with that player class, and back to Doomguy for the other classes?

orchid crane
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Thank You :3

light prism
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new hud

silent totem
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Lemme play this already

timber bridge
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is this still on the doom engine

silent totem
#

No it's Metroid prime 1993 demake

light prism
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i dont see whats so impressive that it can't be the doom engine

silent totem
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To be fair 3d models are rarely used and even rarer used well in GZDoom

muted wing
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@light prism so how much is this gonna cost me?

light prism
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twenty bucks, little man, put that shit, in my hand, if that money doesnt show then you'll owe-me-owe-me-oh

muted wing
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OK, link me to your paybuddy please

light prism
#

state based hud... so hacky

light prism
orchid crane
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Hi again. Ive been trying to make a custom skin show up for my custom class in the player selection screen, I have the graphics made and put into the graphics folder, set player.face in the DECORATE actor, etc. However it only ever shows up as either default doomguy or a flickering bloody crushed skeleton graphic

How can I fix?

haughty flower
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It's crazy how far people have taken that GZDoom engine. From a glimpse I thought that was a clip from the new game.

hallow dawn
unreal oyster
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change.org petitions, absolutely famous for working and not being a useless waste of time 99% of the time

light prism
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i wasnt aware they werent going to keep snapmap anyway

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oh, so it isnt

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oh well, snapmap is a piece of shit anyway

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focusing on singleplayer/coop campaign is more important anyway

barren isle
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snapmap had some fatal flaws that, if fixed, could have made a very cool mode, we were hoping it would be fixed in the next doom, not removed.

silent totem
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Yeah

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I mean unless they add real mod support

haughty flower
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I don't wanna be that guy for the second time today

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but

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the stuff that was put out on snapmap

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wasn't exactly inspiring

silent totem
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Doesn't mean it's not worth existing

haughty flower
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nah that's fair but

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between snapmap and mod support

silent totem
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Oh between those

haughty flower
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I'd far and away prefer mod support

silent totem
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Yeah I'd have mod support 100%

haughty flower
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because doom's modding community is far more impressive than doom's snapmap community

silent totem
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But idk if we're getting it

haughty flower
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we are

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i don't think we are on launch

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but we are

light prism
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ech

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am i the first person ever to make a DECORATE-based hud

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i must be because its fucking stupid

silent totem
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Is it?

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Gimme a tldr

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Why is it shit

vocal crypt
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^

light prism
#

decorate is the code used to program state-based actors

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like monsters and guns

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its not generally (read: ever) used for status bar/hud

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usually you would use SBARINFO which lets g/zdoom use its native drawing funcs to draw a hud

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or ACS if you want to do some weird stuff that isn't generally supported

silent totem
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Then why use Decorate?

light prism
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in order to make the hud 3d

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and react to in-game stimulus

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like pitching, firing etc

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see the gifs above

silent totem
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Ah

prisma saddle
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I would suggest learning Zscript but let's face it all the documentation on new GZDoom features is garbage.

light prism
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i guess zscript is pretty generalized

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i mean, in that it can be utilized for basically any part of the engine

royal wave
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"Doom 2016 needs modding, not snap map"
Translation:
"I want GZDoom 2016"

silent totem
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I mean

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That'd be fucking lit

haughty flower
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yea I would not complain about that

light prism
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we already have gzdoom 2016

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its called gzdoom

royal wave
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Point of that is people are projecting expectations

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said it over and over

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GZDoom is >20 years of continuous developmemt

silent totem
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Yeah, I know what you meant

royal wave
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Doom 2016 was three years

light prism
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wellllllll

royal wave
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it's fucking obnoxious

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Well id tech 6

light prism
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its not like id tech was working from nothing, yeah

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they are 20+ years of continuous company

silent totem
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Id Tech 24

royal wave
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Yeah but do you seriously expect id Tech 7 to run Doom 1?

light prism
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...yes

royal wave
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They gutted that out since id Tech 2

light prism
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but not in a crybaby wah wah stomp stomp way

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more in a 'they could have thrown in the old engine on the side' way

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i mean they did it for doom 3

royal wave
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I think that wasn't Doom being merged into Doom 3, let me check that

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yeah it's a second engine glued on

light prism
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no yeah

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thats what i mean

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just chuck it in on the side

royal wave
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I'm talking like integrated

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because glued on isn't the same as id tech 4 running it, that's just the main course with a side of fries

light prism
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sure sure

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in a brush-based engine they could probably figure out some way to translate bsp to brush

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i mean people have already done that before

royal wave
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Source engine is a brush based BSP

light prism
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source engine is just quake1 on steroids

royal wave
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I usually point people to that when they complain about a modern engine not being moddable

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idk something better than steroids if it's still a viable engine

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I don't see anyone using any other open engine that old unless it's for an aesthetics choice

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Thirty Flights of Loving or Quadrilateral Cowboy for example

light prism
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what about sauerbraten

royal wave
#

that's a sausage

light prism
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ok

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what about cube 2

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also you're a sausage

royal wave
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The engine supporting the game is entirely original in code & design, and its code is Open Source

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are you sure you know your game engines

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also semi off topic

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Source 2 is amazing.

light prism
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what

prisma saddle
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I'd like to see Source 2 become a thing but at this point it's not very exciting.

light prism
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what i meant is sauerbraten is an open engine that is pretty old

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and it has a variety of projects that i vaguely remember

prisma saddle
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It's pretty limited in terms of built in functionality when compared to the competition, even if it's free.

royal wave
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Can you show a modern one then? I'd say... no earlier than 2012 because titanfall came out 2014

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Titanfall is Source if anyone didn't know

silent totem
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Source engine is just GoldSource on Steroids

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Gold Source is just Quake on steroids

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Titanfall 2 engine is Source on steroids

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Therefore Titanfall 2 has Quake code in it somewhere

royal wave
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It's source 2013

prisma saddle
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Source 2 sorta exists at this point but it's only used in a couple of things and those things don't really show off anything that's that exciting about it.

silent totem
#

^

royal wave
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Get a VR headset and check out Steam VR

silent totem
#

Yeah, Source 2 so far is just for Valve, and they haven't shown us all that much that'll cream our pants

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VR stuff is good though

royal wave
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Source 2 Hammer alone is amazing

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Like I can't describe how.... Solid it feels

prisma saddle
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I guess but it's still full of issues that it's competition solved years ago.

silent totem
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What's the best engine in your opinion rn

royal wave
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Source 2 is doing what Source 1 did for the game industry. Not solve issues. Provide solutions that are faster and easier

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Best engine? Can't say there's one unless you make me pick between two

prisma saddle
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For me the best engines for licensing right now are still the big three, UE4, Unity and Cryengine.

royal wave
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Cryengine is not as good as you think

silent totem
#

Okay, between Unity and Unreal

royal wave
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lot of people who work on it consider it a nightmare

silent totem
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The only ones I'm not totally incompetent in

royal wave
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Unreal

silent totem
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I agree

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Yes

prisma saddle
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I'd say they both have their uses.

royal wave
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Unity can be just as good, but it's only paved the bare minimum. Unreal sort of... Gears itself depending on the project you need

silent totem
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I mean don't get me wrong

prisma saddle
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UE4 works well for just about everything except maybe 2D, not sure how well it handles sprites.

silent totem
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Paper2D (Unreal's thing) is pretty much worthless

prisma saddle
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If you intend on doing something in 2D either make your own engine or use Unity, maybe Gamemaker if you want to deal with the dated design choices it still has.

royal wave
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OpenFL

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it's built on Haxe so you get to have your game on *everything*

prisma saddle
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Maybe when Source 2 comes out officially it'll be the best thing ever but I still have my doubts.

silent totem
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^

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And it's a shame that Id Tech is only for Zenimax now

barren isle
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Godot engine is looking really good for 2D, thats what I've been using.

silent totem
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Yeah

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I'd say Godot is good for 2d

hollow portal
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can someone help explain to me how the "on encounter percent finished" works on snapmap

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maybe the way i'm trying to trigger it is just jacked up

light prism
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no idea

hollow portal
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damn

umbral sail
smoky oracle
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neat

prisma saddle
light prism
#

whats with the parenthesis

#
    case Value:
    Thing();
    break;
}```
#

checkactorfloortexture returns true or false

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you probably want an if/else chain rather than a switch block

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so you're basically using switch wrong

prisma saddle
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Oh.

light prism
#

that whole thing looks nasty af

prisma saddle
#

I guess I just sorta assumed using a Switch block would be better for this but alright.

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Back to the if/else chain it is.

light prism
#

syntax is just wrong for a switch block

wary zealot
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@umbral sail looks neat and atmospheric! don't waste your talent by making it with brutal dewm in mind.

#

i'm finally working on my own dumb mod again.

orchid crane
#

How do I add a custom WeaponSpecial to an existing weapon?

light prism
#

@prisma saddle did you work out your shit?

prisma saddle
#

Yeah.

light prism
#

what is a WeaponSpecial

prisma saddle
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I was originally using an else if case but I assumed that a switch block would be better, now I just reverted back to it.

light prism
#

you mean like a secondary attack?

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@prisma saddle - a switch block would have been useful if the thing you were checking returned more than true or false

orchid crane
#

No, kinda like switching ammo types for the same gun

light prism
#

but yeah i could see that you just tried replacing the if/else block with switch/case

orchid crane
#

Or launcher, or so forth

light prism
#

@orchid crane - are you reasonably well versed in decorate?

orchid crane
#

@light prism Not much, im still learning

light prism
#

well youre asking about a semi-advanced topic

#

really it just comes down to having some item to check for in your fire state though

orchid crane
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True

light prism
#

like Fire: POOP A 1 A_JumpIf(CountInv("WeaponMode") == 1, "RegularFire") goto OtherFire

orchid crane
#

Basically Im trying to add a high yield special to that "nuka launcher" mod for BD

light prism
#

i have been doing exactly this recently heh

orchid crane
#

It already has a right click option to Mirv the shit out of our enemies

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lol nice

light prism
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oh that gif doesn't actually show it though :/

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the gun has three fire modes which each have their own secondary attack too

orchid crane
#

So far my modifications to it include a stronger quake and a microsecond brilliant white flash like with real nukes

light prism
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this gun is getting pretty fuckin stupid on the a_overlays though

orchid crane
#

Ja?

light prism
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in fact there are quite a few pages of just 'if this then a_overlay(that)'

orchid crane
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lol a_overlay-Ception to the extreme

light prism
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there is a little bit of overlayception yes

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specifically i have a control state loop that is an overlay that creates all the other overlays

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which allows your input to not be linked to the length of animations in states

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which means you can do stuff like interrupt the minigun barrel winddown to fire up again quickly

orchid crane
#

Nice

light prism
#

also the hud is an overlay lulzx

orchid crane
#

This is where Ive been going in circles atm. Sowwy for phone quality

light prism
#

you know you can just press print screen and ctrl-v right

orchid crane
#

Ja I probably should lol

light prism
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well in my code the actual switching part isn't part of the weapon at all

orchid crane
#

Ja?

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I've already defined the higher yield shots and explosions and cgi sexiness, so all that's left is this

light prism
#

its just a bind to an acs script that increases the mode item

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like Script "ToggleWeaponMode" (void) { if(CheckInventory("WeaponMode") < 2) GiveInventory("WeaponMode", 1); else TakeInventory("WeaponMode", 2); }

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so the value starts at 0, goes up to 2, and is then reset to 0 again

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then i just check in the gun for which mode to jump to

orchid crane
#

And that goes into the weapon's DECORATE too?

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Or a different lump?

light prism
#

no, that is ACS

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so you'd need to learn how to compile that into a library

orchid crane
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Oh snap. Ja beyond my skills still lol

light prism
#

its all on the wiki bro

orchid crane
#

Looking at other weapon mods for examples, I notice some GoTo's direct to Ready+<number>. What exactly does that do?

light prism
#

goto State+offset

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like

#
POOP A 1
POOP B 1
POOP C 1
loop```
#

goto Ready+1 = POOP B

#

Ready + 2 = POOP C

prisma saddle
#

The wiki despite having a lot of missing documentation is a good source to figure out how to do things.

light prism
#

the wiki is pretty damn complete in terms of decorate and acs

prisma saddle
#

That and just look at how other mods handle problems like these, don't directly plagiarise but it doesn't hurt browsing a mods source code to learn,

#

Unless that mod is really poorly programmed.

light prism
#

aka most of them

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usually its quicker to take the 'cobbled together' approach as long as it works

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but that does cause problems trying to integrate stuff later or bugfix

orchid crane
#

Ja that's why I came here, Google kept giving me too few results, be they ZDoomWiki posts or forum posts from years ago

light prism
#

imo its more about learning how to navigate the zdoom wiki than it just flat out not having your answers

orchid crane
#

Ja fair enough. I'm still pretty newbie, admittedly

light prism
#

i wouldnt really resort to googling unless i was super stuck

orchid crane
#

At least to doom modding lol

light prism
#

because most google results end up with zdoom.org forum posts from like 2011

orchid crane
#

True

#

Right now I think I got the switcher to finally work, now to get it to fire the actual specials

umbral sail
#

@wary zealot thanks haha, don't worry, I do plan to test it with other gameplay mods and balance that then

prisma saddle
prisma saddle
#

Is there a limit on variables/do they cause more performance degradation than a non variable float/integer?

light prism
#

uhhhh

#

there is probably some hard limit but i doubt you'll reach it

#

global variables have a limit under regular ol' acs

#

64 i believe

prisma saddle
#

Alrighty.

light prism
#

i also wouldnt be super concerned about performance degradation unless you are trying to do something stupid complex

#

i mean this is all hudmessages

#

and plenty of division

#

for distance checkings

timber bridge
#

plenty of bfg divisions

haughty flower
#

What's that?

light prism
#

its something i made

hexed sky
#

hudmessages

light prism
#

hey its not a mess

#

its all on a grid

#

thats like ocd tidiness

hexed sky
#

but it's still hudmessages

#

one of the grossest hacks in zdoom history

light prism
#

fair enough

#

thats how i plan to be remembered after i die making love to your mother

timber bridge
#

oOF

light prism
#

no, thats an explosion

light prism
#

NO, THIS IS PATRICK

timber bridge
#

what mod? 🤔

toxic terrace
#

Is that the Boom Power mod?

orchid crane
toxic terrace
#

I see.

light prism
umbral sail
#

looking good

timber bridge
#

good fish AI

umbral sail
#

we have fish, that moves out the way when you got close it

timber bridge
#

omg

#

game of the century folks

silent totem
#

Liking it

#

Can't wait to try

brisk flax
#

Hey there. Sorry for posting that but, what did i do to my Slade? When I started Slade, it was normal. But when i'm trying to do my MAPINFO, it did this. Can you explain this?

light prism
#

youll have to explain what 'this' is

#

because your screenshot isnt really clear

#

just looks like slade to me

brisk flax
#

So, i made a new mod for Megapack. Which is a separate wad with a custom menu and a hexen startup (but not complete). But when i tried to make a MAPINFO thing, i accidentally moved my cursor and clicking it at the same time and the entries tab has got a bit bigger. I liked the original size of the entries tab, but it got bigger. And i can't resize it to the original.

#

My current Slade version is: Slade 3.1.5 Beta 5

light prism
#

i just use a text editor so not sure

brisk flax
#

nvm i fixed it

light prism
#

hmmm odd question

#

a_overlay can be called from weapons, but also custominventory items or the player

#

if it is called from a non-weapon... which is the originating actor to whom the sprites belong?

#

the actor which activates the a_overlay, the player, or their weapon?

unreal oyster
#

Sprites from anything creating a PSprite layer will always be on the player, they just use the states from the calling actor

#

Sprites with A_Overlay are stored as PSprite objects on the player which can be gotten by player.findPSprite(layer)

light prism
#

im just wondering because i don't know which actor to bind to in MODELDEF

#

i tried the custominventory actor and the player and they wouldn't show up

light prism
#

but from the sounds of it you mean i should define them on the player actor

placid magnet
#

This is probably an out there question...

#

but does anyone have the ISO of the "Tricks of the DOOM Programming Gurus" book?

#

The CD came in the back of the book in a sleeve. I have the book but it looks like I lost the CD in transport.

#

I'm not looking for the 3D Game Alchemy disc (the newer version of the book), I'm specifically looking for the Gurus CD.

#

If anyone has it, I'd appreciate it. 😃

silent totem
#

Hows your project coming along? @light prism

light prism
#

nothing new worth showing yet

#

mostly cleaning up stuff and codework

silent totem
#

When will we be able to try it out? It really does look pretty great

#

Is it worth it to use models in Doom modding?

light prism
#

only if it is graphically consistent

#

its not up to me, im not the project lead, so youll just have to wait

silent totem
#

Oh, you're not?

light prism
#

okay so i put the overlays in the player actor

#

but the modeldef definitions still need to be made on his weapons

jade swift
#

Hey, can i ask some idiotic questions?todd

haughty flower
#

Hello everyone. I was wondering, is there any kind of save editor for the PC version of Doom 2016? Currently, my understanding is that components of a save profile, such as "weapon points redeemed/remaining", "weapon mods purchased","praetor tokens redeemed/remaining", etc. , have their own save file within the "master save". Without a save editor, to make backups, what I do is keep a backup of each stage after the first. I primarily did this because when I was recording my playthrough, I wanted the starting of each stage recording to be fresh (that is, the stage prologue on the loading screen instead of the generic random loading screen that appears after a mission has already started). Anyway, does the particular saving structure, make it difficult or impossible to make a save editor for this game?

umbral sail
#

looking good

light prism
#

matched the gun, no pbr yet

timber bridge
#

lookin' good today

haughty flower
#

That is lovely

silent totem
#

Lookin good

#

So I'm getting lots of Metroid Prime Vibes, how much of that is inspiration, if at all

light prism
#

i have never played metroid anything

silent totem
#

Hm

#

Interesting

#

Even if it's unintended, it's a good vibe

prisma saddle
#

Is that multiplayer?

light prism
#

gzdoom multiplayer even

prisma saddle
#

I can imagine setting it up was a pain.

light prism
#

not really

#

we have the project shared to work on

#

so its just two batch files, one to host, one to join

prisma saddle
#

Ah.

light prism
light prism
#

is there any way to make a multi-actor player actor who can't see his 'other' pieces?

#

like i can warp together some parts to make one full creature but i cant prevent the player from being able to say, see his legs

past cradle
#

you can make it so that they don't appear if the current viewpoint is the player's viewpoint, but it won't show up in mirrors

light prism
#

yeah i was thinkin about mirrors too

#

theres no way to 'include' the extra actor as part of the player though?

past cradle
#

nah I don't think so

light prism
#

otherwise i would just be using the visibleto properties

#

poopy doopies

#

i thought zscript might have some trick

#

that makes me wonder, how did quake 1 player aiming work

#

it pitched the model but not absurdly

light prism
#

rise of the sharkbois

hexed sky
#

UE1 had a thing for making stuff not visible for the player but visible in mirrors

#

it's how the shield belt overlay worked, for example

light prism
#

i just want to be able to pitch my player without making him michael jackson lean until he's literally lying on the ground

#

if there was some other method like limiting the visible pitch change even

wet rover
#

idk about zdoom or those older engines, but with UE4 you use poses/animations (minimum of 3, could be more if you want) of looking straight up, looking forwards, looking straight down, etc, and interpolate between them based on the player pitch to make the player model 'look'.

#

that may not be possible in zdoom, but if it is, it might be worth a try

unreal oyster
#

it's not

#

gzdoom only has vertex animation as of now

#

and even with that precise animation control is impossible

wet rover
#

RIP

light prism
#

welllll its not 100% impossible but it would be super super hacky

#

and i wouldnt be able to interpolate between them based on pitch, interpolation only works as a delta between frame lengths

#

but i could say, remove the USEACTORPITCH bit and then do 1-tic checks in a control state to set a uservar, then that uservar is checked in all the regular player states (see, missile, etc) whre it would jump to versions of that state with different pitches

#

but that would mean prebaking animation for a whole mess of angles

#

which would be less if I could successfully split the actor to allow for independant leg/torso control

#

well I can split em its just that you can see the piece that isn't your base actor

silent totem
#

So what exactly are you trying to accomplish?

light prism
#

░▒▓ TheMisterCat ▓▒░: i just want to be able to pitch my player without making him michael jackson lean until he's literally lying on the ground

silent totem
#

Ah

edgy lance
#

you want the torso to be animated seperate from the legs?

light prism
#

well yes

#

and i can achieve that

#

but the issue is that you can SEE your legs

silent totem
#

Ah

light prism
#

if the game is going to contain no reflective surfaces then i can just use visibleto

#

so everyone other than you can see them

#

but if you saw a mirror you would be a floating torso

edgy lance
#

Yeah, or use cubemaps for your reflective surfaces

light prism
#

yeah i can fake environment maps if necessary, but the point is that i cant use true reflections

light prism
#

hmmmm

#

i suppose theres no way for shaders to share functions

#

ie each one needs to have its own noise generator

hexed sky
#

yeah

#

no includes

haughty flower
#

"shaders to share functions" sounds familiar to me? well i am not an expert, but intermediate C programming is my level atm. Are u programming in C?

#

@light prism

#

I just know that everything works sequent, so you can call one function from main, but you can also call the same function from a different C-file, well xD are u on linux? I guess u are tryign to use shared libraries? Maybe I have no clue what you are trying to do, but "share functions" sounds really familiar to me

unreal oyster
#

you do have no clue what he's trying to do, he's talking about shaders, not C

light prism
#

also not everything works sequentially in c

#

if you set it up properly

#

but yeah its a shame you can't share a noise function, that would definitely be a benefit

#

most i have seen use so much division

#
    return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453)*timer;
}```
#

this is the cheapest one i use

hexed sky
#

a better noise function would sample from a noise texture

#

that way it would be scalable

#

not to mention noise functions like those have a tendency of breaking in some GPUs

#

e.g.: intel

light prism
#

oh true true

hexed sky
#

I seem to remember glsl used to have its own noise function in the past that sampled from an internal texture, but doesn't anymore

#

huh wait

#

I thought they were deprecated

#

oh

#

they're not supported on nvidia

light prism
#

probably cheaper to use a noise texture overall

#

i mean im not even getting any degradation from using 5+ noise generator algorithms but still probably worth it

hexed sky
#

trigonometry like that is expensive on a fragment shader

light prism
#

mmm

#

ill look into it when i get home

#

im sure an input image will be cheaper but i also dont want to destroy the effects i already have

cerulean frigate
#

Does anyone know why SLADE tends to crash when opening Hoover's texture pack?

#

Or entering some of the textures into a texturelump

light prism
#

what is a hoovers texture pack

cerulean frigate
#

An ultra high res texture pack for Doom

#

Contains remade textures for Doom 1, 2, and Final Doom

light prism
#

probably because its an ultra high res texture pack

#

possibly the file formats, i dont know.

cerulean frigate
#

I think it has something to do with the size, because the file is 1.8 gb in size and crashes when trying to load up in SLADE

#

If I take half the files out it loads

#

But trying to add them to the texturedefs caused it to crash on one

light prism
#

a direct result of the images being ultra high res

cerulean frigate
#

I figured it was something like that

#

I don't understand why SLADE is unstable with HD textures

remote coral
#

What on earth is the Bridge Mode in Zdoom builder?

#

Is it just for making organic-shaped pathways between rooms?

topaz tendon
#

organic-shaped pathways

#

that sounds like part of an awful pickup line

remote coral
#

Oh god

#

Let's say that I have a completely hypothetical map scenatio where a player has to traverse through an uphill river of lava.
How would I handle the points where the player can't just jump/walk to the higher ledge?

light prism
#

you what

#

'just map it that way'?

remote coral
#

?

#

I'm also wondering if I should make the lava swimmable

remote coral
#

Mmh

#

Gotta love having to fuck about with section functions, only to press a switch and have it do fuck-all

#

Even though you did everything right

light prism
#

i see a flaw in that statement

#

5 points if you can tell me what it is

remote coral
#

I still sand by my statement
I did everything right
The program just doesn't want it to work
I am perfect
The program isn't

#

Obligatory /s

#

Seriously though, does Plat_UpByValue (65) not work for 3D floors? Do I need to use raise to highest floor?

#

Now that I think about it, that's what I used for 3D floor doors

light prism
#

ok so

#

platforms are floors that raise right?

#

and a 3d floor uses the floor height as the underside of the 3d floor, right?

#

so instead you need the ceiling to move, or preferably, both, for the 3d floor to move like a 3d platform.

remote coral
#

No need for the meme reactions
I guess I confused what Doom considers a platform

light prism
#

excuse me?

remote coral
#

Into the script editor then

light prism
#

i will post memes whereever i damn like

#

so what you want to do

#

is tag the control sector of the 3d floor

#

then have a script that uses Sector_SetLink to link the movement of the floor to the movement of the ceiling

#

so like your control sector is tagged 6 - Script "MyPlatformInit" ENTER { Sector_SetLink(6, 6, 1, 1); }

#

this links the movement of the control sectors ceiling to the control sector floor

remote coral
#

I remember doing this once before

light prism
#

then you can activate it in a map as per usual

#

with line cross or switches or whatever

#

as long as you reference the tag of the control sector of the 3d floor

#

not the tag of the sector the 3d floor appears in, the dummy

remote coral
#

I'll need to scour through my test map

#

Because I remember there being some talk about sector links

#

Wait

#

Couldn't you just link two sectors with a hotkey?

#

Instead of doing it through a script

#

I'll have to look into this

light prism
#

there is a difference between sectors being 'joined' and sectors being 'linked'

remote coral
#

Can't check it rn

light prism
#

if you read the page i just linked above you would maybe understand

#

what do you mean you cant check it, are you asking a question about something youre not even actively trying to do?

#

'on my phone at the gym, just wondering about 3d floor platforms'

remote coral
#

I have schooldays with three hours of nothing between lessons

#

There's time to work on doom maps

#

I can't check it right now because a lesson started. I'll check it once I have free time again (which is soon).
So please.
Chill.

light prism
#

NO YOU CHILL I AM PLENTY CHILL

#

CANT YOU TELL

remote coral
#

Press X to doubt

edgy lance
light prism
#

what a great use of time

remote coral
#

So

#

Is it really impossible to make a 3D floor/door that opens that only raises the bottom (meaning the sector making the object has its floor raise), and the texture of the 3D door raises with it?

#

I explained that horribly

#

I can make a 3D door that opens by only lifting the bottom

#

But the texture stays the same

light prism
#

no yeah i get ya

#

you have to raise the ceiling too unfortunately

#

but i explained that yesterday with the sector_setlink thing

remote coral
#

The problem is that it's a closet door

#

The top shouldn't raise with it

#

The only other logical solution would be to make it a swivel door

#

I've yet to learn even sliding doors

#

Eh

#

Youtube shall be my savior

light prism
#

uhh

#

oh so you would see it on the outside of the closet structure

remote coral
#

On top of it if I make it a moving 3D platform, yes

#

So I'll probably have to just make a swinging door instead

#

But then again

#

It still isn't touching the ceiling

#

So entities might jump on top of it

light prism
#

those god damn entities

#

you could make a polyobject midtex door and have it swing, yes

remote coral
#

It works
Mostly

#

The tops of the doors just don't have a texture

#

And I don't know what to do

light prism
#

you cant cap it off but you can put more mitexes in

#

to make it appear slightly more solid

remote coral
#

Mitex?

#

Mid texture?

light prism
#

haha

#

i would probably just run them horizontally

#

i mean what you did will work but its kinda insane

remote coral
#

TBH, even though I kinda know what you mean by using the 3D middle textures, I don't understand who I could crop the midtextures to just the very top of the doors

#

And I'll probably drop the amount of midtexes to 8 or so

#

it's a trivial issue, I know, but still annoying

light prism
#

a polyobject is usually a shape made up of singlesided lines

#

but it can work with middletextures with the 'walkable/3d midtex' flag

#

which makes it a movable object made of middle textures

remote coral
#

I can't find the flag in the settings.

light prism
#

what map format are you using

remote coral
#

UDMF I think

light prism
remote coral
#

Oh there it is

#

I was looking for the wrong thing

#

So what exactly does that do?

#

Give midtextures collision?

#

I did try this for an experiment. Not very elegant, but it works.

light prism
#

yes, it makes them solid up to their height

#

and yeah thats what i meant to do

#

horizontal lines across to give it false thickness

remote coral
#

with now this is 64+8 high

#

so I'll prolly just make the actual door shorter (60) and give the "top middle" texture the door's texture

#

problem semi-solved

#

speaking of swinging doors

#

the tutorial I watched claimed that I should almost always have the door angle at 65. why is that?

#

It's not degrees from what I've seen.

#

65 is a bit over 90 degrees and 130 is almost 180.

light prism
#

sounds like personal preference

edgy lance
#

@remote coral That's how I did it too

remote coral
#

The tag 11 line is set to the tag 12 line and vice versa

#

they don't have the impassable flag

#

the only flag they have is doublesided

#

there's space behind them for the player to walk

#

and they're set to interactive

#

I did try it with simple teleporter too, but that didn't really do anything different to interactive

#

there are no other line portals in the map either

#

never mind, I just didn't have enough space behind them for doomguy to go through completely

#

problem solved

light prism
#

bathe in your hubris

#

in the future it might pay to post entire screenshots for clarity

remote coral
#

I cropped it because it had all the information required

#

I just repeated what was in the image

#

anyway
Can portal lines be made on floors? I remember being able to fall through a hole in the ground to access the lower floor via a sneaky teleporter in golden Souls 2

light prism
#

lines can never be made on floors, they are lines

#

this is what you want

remote coral
#

you still know what I meant

#

I'll fuck about with that later

#

but for the meantime

#

I gotta scram

remote coral
#

A question about the sector portals.

#

Do the sectors I want to connect really need to have their respective floor and ceiling on the same level?

#

If that's the case, it would reduce the amount of chances for non-euclidean geometry significantly.

hexed sky
#

indeed

hard elmBOT
#

Indeed!

light prism
#

indeed

hard elmBOT
#

Indeed!

light prism
#

i notice that ai pathing is a little better with line portals now

#

before they used to just plain ignore the portal entirely

#

and path linear to you

remote coral
#

Oh joy

#

I must've missed yet another miniscule detail in the guide I was following

#

causing the portal to act like it doesn't have a texture when looked at from afar (not sure if that's just engine limitations), and I (nor my bullets) can pass through it.

#

It works visually though.

#

From close range.

#

I can send the WAD to you.
It has a bunch of other shite too, but I'll move the character to near the portal.

remote coral
#

Another question

#

what's the hotkey for quickly applying the stock texture to surfaces lacking any?

light prism
#

i didnt think there was one

#

but shift-middle click will flood fill

remote coral
#

doesn't seem to do anything

light prism
#

you need to have a selection

#

ctrl-c on something

remote coral
#

nope

#

eh, whatever

#

are transparent walls possible?

#

I think they are?

#

This is at 9000% zoom

hexed sky
#

lol what

remote coral
#

Don't ask me

#

I'm just as cconfused as you are

#

how do abominations like these even come to exist

#

still

#

could someone check what went wrong with my portal?

light prism
#

what do you mean 'nope'

#

im talking about 3d mode

#

copy a texture to clipboard by pointing at it and hitting ctrl-c

#

then point at your missing texture lines and hit shift-middle mouse

#

this works 110% guarantee

#

and yes transparent walls are possible, but only two-sided lines

remote coral
#

there we go

timber bridge
#

make that a secret area and it's gonna take 27 years before they find it

light prism
timber bridge
#

turtle boi

silent totem
#

Why is doomguy a ninja turtle

orchid crane
#

When I find a nice map online to use for personal use, but it has no Deathmatch ability, how do I fix that?

light prism
#

eesh i almost have this player model perfectly split so the legs are independant of the torso and only the torso pitches with aim

#

there has to be a way for the upper body to not render from the viewport

remote coral
#

is it possible to use the swivel door support in GZdoom to make perpetually spinning sectors?

#

Like turbine blades

light prism
#

yes

#

but dont use door swing

#

use polyobject_rotateleft/right

timber bridge
#

use door joints 🚪

remote coral
#

By door swing, I basically meant the ability to have rotating secotrs in general

#

still, thanks

light prism
#

i wish the USEACTORPITCH/ROLL in modeldef could be applied selectively

wet rover
#

i think this may sound really simple and dumb, but did you try splitting the model into multiple actors?

light prism
#

that is exactly what i did

#

the actual 'playerpawn' is the legs

#

the body inherits pitch with A_Warp (WARPF_COPYPITCH) and its modeldef uses USEACTORPITCH

#

however this means that your viewpoint is inside the body model

#

if there was some opposite to DistanceCheck (do not render if within the cvar value) then I could at least prevent it from appearing when within player radius

light prism
#

the only current options are VisibleTo, but that is based on classes or teams, rather than a pointer

#

and VisibleToTeam doesnt seem to function at all

cerulean frigate
#

Can anyone explain why in SLADE textures that start with "flat-" don't register in the TEXTUREx?

light prism
#

because in vanilla flats are seperate from textures

#

all flats are 64x64 images that are strictly for floors and ceilings (hence 'flat')

#

this distinction was removed under zdoom where you can use any image on any surface

cerulean frigate
#

I see

#

Thanks for explaining

light prism
#

if anyoen has even a remotely plausible idea on how to solve my player actor visibility problem i would be happy to entertain it

orchid crane
#

Is it possible to have an actor, such as a projectile, simply disappear after it falls below a certain speed? I tried A_JumpIf(Speed == 20,"Death"), however it refuses to work

light prism
#

speed is an actor property, its a set value

#

what you actually want to refer to is 'velocity'

#

velx, vely, velz

#

if(abs(velx+vely+velz) < minspeedvalue) { return state("ProjectileDies"); }

unreal oyster
#

velx + vely + velz isn't gonna give you speed, it needs to be sqrt(velx^2 + vely^2 + velz^2)

#

With regards to your visibility thing, my response would be that you absolutely can't do this in a future proof way because gzdoom just isn't designed for it, being deterministic p2p

#

So basically, wait for client/server, which will come... Eventually. We don't really know

light prism
#

ok yes

#

i lazed the math

#

i think the most elegant solution to this particular issue would be allowing MODELDEF to flag only certain model indexes to use actor pitch/roll

#

that way decorate/zscript wouldnt need to be touched

#

since the parameters already exist

unreal oyster
#

Not really, the most elegant solution is a skeletal model format which is also planned for... Eventually :P

light prism
#

well yes

#

that too

unreal oyster
#

There was progress made on skeletal, but it got canned because it simply wouldn't work at all with the traditional states syntax

light prism
#

BONEDEF

#

yeah i remember using that argument

#

how would it even be implemented with states

unreal oyster
#

It wouldn't, a state format which completely decouples animation and code would be necessary

#

Somewhat like UE1

#

but no-one wants to program that lol

light prism
#

well i guess the other option would be like.. prebaked

#

which is kinda defeatist, but at least would let you couple models to animations at will

#

i like how a_overlay on a player can sorta let you 'fake decouple' by having an invisible control state that can call any other state at will

#

its a shame you cant do it on monsters too

remote coral
#

anyone up for solving a floor/ceiling portal issue I'm having?

light prism
#

what is it

remote coral
#

Actually, no

#

hold on, don't get that

#

that's the unedited one

#

I'll send a cropped one

#

there's the one

#

for some reason, the portal I made works visually, but doesn't let the player or any projectiles/hitscans go through it

light prism
#

you see the error in the console?

#

'has both sides in same group'

#

this means that the portalled areas are connected by sector space, they need to be disparate, disconnected areas

#

like i did this

#

and it works

remote coral
#

where do you check the console again?

#

Goddamn engine limitations

light prism
#

press tilde

#

(its above tab)

#

basically you can't have a hole in the floor that leads to the ceiling of the same room

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or series of rooms

remote coral
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There are no two different vertices

light prism
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thats a midtex overlaying a missing lower tex

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delete the midtex

remote coral
vast plaza
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What's the equivalent of Line Identification with UDMF format? It doesn't seem to exist

light prism
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@remote coral you might need to change your lightmode in-game

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@vast plaza lines in UDMF can have tags assigned to them, so lineID's are useless

vast plaza
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ah

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i figured, just wanted to make sure

remote coral
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How would I do that? From the settings?

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Also, that was my dinky attempt at making a map

light prism
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yes, its under options->graphics->opengl i think

remote coral
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I would've made it slanted too, but that would've taken positively ages

vast plaza
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also why is making a breakable vent/window super diff

light prism
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youll want it set to 'doom/dark'

remote coral
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can't do it right now though, I have Doom installed on my laptop

light prism
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its not, you just need to run a script that changes the tagged line's texture, with activation as projectile hits

remote coral
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which I'm not on rn

vast plaza
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i've tried for awhile now but can't make it to work

light prism
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i gotta go to work now

remote coral
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To be fair, I couldn't get a door to open upon getting hit by a rocket/imp fireball

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so there must be something wrong under the hood

light prism
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line probably facing the wrong way or you picked the wrong activation flag

orchid crane
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Is it possible to merge multiple PNAMES files into one automatically in Slade? Or does it need to be done by hand? Either way, how?

light prism
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im pretty sure you can generate a PNAMES/TEXTURE1 lump so you'd just have to extract every patch and then generate based on them?

orchid crane
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Extract the extra PNames to a file outside of the pk3? Or somewhere else?

light prism
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i dont really know

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just a guess

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i havent made textures from patches in forever

orchid crane
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Ja I did extract to external files into an easy folder to start out with

remote coral
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No matter what settings I fiddle with, I can't get the brightness working

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Does it not work because there's a 3D sector above it?

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That was it!

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What the fuck am I supposed to do then?

light prism
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oh right

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yeah the sector light level of the 3d control will determine the light underneath it

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youll just have to work around that

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like, create more 3d floors with different light levels, or flag using sector lights and rely on dynamic lights

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there is also surface lighting in UDMF but i believe 3d floor lighting overrides it

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also there's a flag in Sector_Set3DFloor that disables its lighting entirely

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but that means that the entire area will share the same light level

remote coral
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oh boy

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so I spent about half an hour fucking up my map and breaking it completely just to move the area to a location that didn't have a 3D foor above it

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Another question: why the hell does moving this one sector move LITERALLY EVERYTHING around it?!

light prism
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your screenshots are really useless

remote coral
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oh fuck you

light prism
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ok bye

remote coral
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How the fuck should I know what to post in my screenshots?!

light prism
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just an observation, every time your screenshots have not helped deduce the problem at all

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but thanks for the attitude, have fun figuring out your shit

remote coral
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Says the person complaining about a screenshot someone posted for help, even though they don't know what to screenshot because they're new

remote coral
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Is it possible to make midtextures repeat their texture upwards only a couple of times?

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The texture I want to use isn't tall enough for the surface I need, but I can't wrap it either.

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Do I really need to fire up SLADE just for one more texture?

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That could be skipped too if I learned how to use .PK3's though

shadow bone
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Not possible unfortunately. You would have to create a new texture at the height you want

remote coral
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Shoot.

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Eh, I can work around it.

remote coral
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a question about portal lines.

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If I have a portal line where the player can access it from two different heights (a la 3D floors), I'm assuming they both take the player to the same end point?
Or does that even work?

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Does the end need to have the same exact two-story portal line?

shadow bone
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As a general rule, yes

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At very least, it needs to be the same shape (height/length).

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If you're using the "interactive" type, the lines also need to be the same z-level, and if you're using the "static/linked" type the lines need to be the same angle.

lusty sundial
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I had this idea for a game using the Zdoom engine that involves destroying a hive mind in metaphysical space

light prism
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what is 'metaphysical space'

orchid crane
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Probably something involving high fantasy in SPAAAAAAAAACE

light prism
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so its just regular space?

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also wouldnt destroying a hive mind just be like destroying a bunch of regular minds

orchid crane
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I think he means more like, theres regular outer space, and then theres a magical outer space that interacts with this one