#classic-doom-maps-mods
1 messages · Page 88 of 1
I haven't even started messing with ACS yet
I really should, though.
What map format did you use?
Hexen format
Ah
ACS isn't too hard to get the hang of, but having some programmin experience helps
Also: More misaligned textures.
I'll get those when I revise it
The snapmap block Charron's Keep has a door frame that isn't useable as a door. (no connection is listed for this spot)
Yeah, I saw a few. Why are they dormant, anyway?
Also, what are these structures supposed to be?
they're for decoration I suppose. do they look like they should do something?
lol I put more critters in on the higher difficulty and confused "dormant" with "deaf" and must have overlooked those
when I was removing the "dormant" flag from the others
They don't look like they do anything
They just
Don't look like any normal structure
It just looks weird.
maybe it's the offset one that's making it look weird
confused "dormant" with "deaf"
what editor are you using? if you're using DB2, you should probably update
i ask because newer editors don't tend to call it "deaf" anymore
I was using DB2, but upgraded to a recent version of GZDB
As you should have.
lol
alright then, if you haven't worked it out by now "deaf" is now called "ambush"
also, make sure you're using https://devbuilds.drdteam.org/gzdbbf/ rather than "normal" gzdb
yea, I figured that out and unflagged the critters, but apparently missed a few
👍
I'm using the "bugfix" version
good
is that a doom mod
Yes.
holy crap
Lookin good @light prism
Gives me some Metroid Prime vibes
With added flaming sharkbois
so ... I made a cacodemon drop and armor shard every time its hurt, attacking with the lightning gun, makes alot of shards.
armor shard currency crashing
it does stop spawning them after theres like 100, maybe theres some economical protections in place
What's the correct number of polys I should use for a circular skybox?
There is no right number, just whatever works for you visually.
more than one i suppose?
-2
mario64 uses about 120 polygons for its sky spheres, but with modern hardware you can go way higher than that
Thanks, N64 is a good benchmark for the mod I'm doing.
These days hardware can push thousands if not millions of polies fairly well.
whyyyyy are you making a skybox sphere
unless you're doing skybox-in-a-skybox-in-a-skybox
gldefs lets you write up a skybox definition already
Kirby Doom.
yes
Seems like a neat idea.
caco cousins
christ
Does anybody know know how to make HudMessage use LANGUAGE strings without it completely fucking itself?
wut
Well I got unmuted. Weird
HudMessage(d:senswitch,
l:"JUNSWITCH_LOCK";
HUDMSG_PLAIN, 0, CR_BRICK, 0.5, 0.3, 2);
nice
Anyway when I actually run that ingame, the messaged just stay on the screen forever
and never dissapears
But when I just use regular text it's fine
wait no
nvm
I fucked it up
Still broken with regular text
OH
Right, I used the whole form of 2 instead of 2.0
when the bot sees it's in ``` it will recognise it as a code block and relaxes the spam prevention
since code often has elements which would be treated as spammy in normal conversation
Well RIP input for discord then
Well most bots are shitty compared to a human
just depends on where you set the bar
u jelly
I kinda wanna pick Zelda Doom back up and finish it
because like
I put so much work into it
But on the other hand, the energy and time may be better spent on another project.
he jelly
as long as you take what you learned and apply it in order to learn more
then you are a true pokemon master
Quick redline test turnaround for that one mod I've been meaning to make for years now.
is that a fucking penguin
Oh yeah it does kinda look like that game.
dawwwww
bird or potato
only you can decide
just missing the comically oversized shoes
Got it working in engine, was fun.
borb
When modding a new wad, where or how would I be able to set default player camera height?
You can make a new player class and set the view height property
Thank you 😃
How does one set up sprites for a playerclass?
Look at the original Doom player sprites and gzdoom.pk3 definition?
It's not really different from any other actor
As in apply them to the player.
That still doesn't make any sense
If you just want to replace the graphics, name them the same as the originals
If you're writing completely new state logic or animations for the new player class, then you can use whatever sprite naming you want
Just like a monster
Okay.
Hi, all! Anyone editing on a Mac?
Okay I got it working.
screenshots or bust
so are you filling in the wireframe now or what
There's no limit to what you can do with.... ANIMATION!
inserts Walk Hard Beatles gif here.
The new Black Mesa Xen update looks neat
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
Where did you see the Xen update?
I think he was making a joke about the gif
Was in jest @placid magnet
the devs or the floating head thingies @light prism ?
you~
not my decision sorry
besides its literally just some half-coded shit and a test map
i'll
take it
FUCKIGN
KILL THOSE GODDAMN FUCKHEADS AND GIMME THE BETA
THE ALPHA
THE PRE-ALPHA
WHATEVER
GIMME
the omega
the project lead
tell the project lead that i respect his authority and all
but
he needs to not be like this
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?
nah bro
nah u don't understand
just to me
for shoo- i mean
testing
know whaddeye mean?
then you can wait until alpha testing
in the mean time you can play this
but be sure to @ me ; )
my nickname?
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?
Thank You :3
Lemme play this already
is this still on the doom engine
No it's Metroid prime 1993 demake
i dont see whats so impressive that it can't be the doom engine
To be fair 3d models are rarely used and even rarer used well in GZDoom
@light prism so how much is this gonna cost me?
twenty bucks, little man, put that shit, in my hand, if that money doesnt show then you'll owe-me-owe-me-oh
OK, link me to your paybuddy please
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?
It's crazy how far people have taken that GZDoom engine. From a glimpse I thought that was a clip from the new game.
Made a petition because Snapmap needs to return in Doom Eternal so please sign this thx. https://t.co/BC3ElPqoZH
change.org petitions, absolutely famous for working and not being a useless waste of time 99% of the time
i wasnt aware they werent going to keep snapmap anyway
oh, so it isnt
oh well, snapmap is a piece of shit anyway
focusing on singleplayer/coop campaign is more important anyway
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.
I don't wanna be that guy for the second time today
but
the stuff that was put out on snapmap
wasn't exactly inspiring
Doesn't mean it's not worth existing
Oh between those
I'd far and away prefer mod support
Yeah I'd have mod support 100%
because doom's modding community is far more impressive than doom's snapmap community
But idk if we're getting it
ech
am i the first person ever to make a DECORATE-based hud
i must be because its fucking stupid
^
decorate is the code used to program state-based actors
like monsters and guns
its not generally (read: ever) used for status bar/hud
usually you would use SBARINFO which lets g/zdoom use its native drawing funcs to draw a hud
or ACS if you want to do some weird stuff that isn't generally supported
Then why use Decorate?
in order to make the hud 3d
and react to in-game stimulus
like pitching, firing etc
see the gifs above
Ah
I would suggest learning Zscript but let's face it all the documentation on new GZDoom features is garbage.
i guess zscript is pretty generalized
i mean, in that it can be utilized for basically any part of the engine
"Doom 2016 needs modding, not snap map"
Translation:
"I want GZDoom 2016"
yea I would not complain about that
Point of that is people are projecting expectations
said it over and over
GZDoom is >20 years of continuous developmemt
Yeah, I know what you meant
Doom 2016 was three years
wellllllll
its not like id tech was working from nothing, yeah
they are 20+ years of continuous company
Id Tech 24
Yeah but do you seriously expect id Tech 7 to run Doom 1?
...yes
They gutted that out since id Tech 2
but not in a crybaby wah wah stomp stomp way
more in a 'they could have thrown in the old engine on the side' way
i mean they did it for doom 3
I think that wasn't Doom being merged into Doom 3, let me check that
yeah it's a second engine glued on
I'm talking like integrated
because glued on isn't the same as id tech 4 running it, that's just the main course with a side of fries
sure sure
in a brush-based engine they could probably figure out some way to translate bsp to brush
i mean people have already done that before
Source engine is a brush based BSP
source engine is just quake1 on steroids
I usually point people to that when they complain about a modern engine not being moddable
idk something better than steroids if it's still a viable engine
I don't see anyone using any other open engine that old unless it's for an aesthetics choice
Thirty Flights of Loving or Quadrilateral Cowboy for example
what about sauerbraten
The engine supporting the game is entirely original in code & design, and its code is Open Source
are you sure you know your game engines
also semi off topic
Source 2 is amazing.
what
I'd like to see Source 2 become a thing but at this point it's not very exciting.
what i meant is sauerbraten is an open engine that is pretty old
and it has a variety of projects that i vaguely remember
It's pretty limited in terms of built in functionality when compared to the competition, even if it's free.
Can you show a modern one then? I'd say... no earlier than 2012 because titanfall came out 2014
Titanfall is Source if anyone didn't know
Source engine is just GoldSource on Steroids
Gold Source is just Quake on steroids
Titanfall 2 engine is Source on steroids
Therefore Titanfall 2 has Quake code in it somewhere
It's source 2013
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.
^
Get a VR headset and check out Steam VR
Yeah, Source 2 so far is just for Valve, and they haven't shown us all that much that'll cream our pants
VR stuff is good though
I guess but it's still full of issues that it's competition solved years ago.
What's the best engine in your opinion rn
Source 2 is doing what Source 1 did for the game industry. Not solve issues. Provide solutions that are faster and easier
Best engine? Can't say there's one unless you make me pick between two
For me the best engines for licensing right now are still the big three, UE4, Unity and Cryengine.
Cryengine is not as good as you think
Okay, between Unity and Unreal
lot of people who work on it consider it a nightmare
The only ones I'm not totally incompetent in
Unreal
I'd say they both have their uses.
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
I mean don't get me wrong
UE4 works well for just about everything except maybe 2D, not sure how well it handles sprites.
Paper2D (Unreal's thing) is pretty much worthless
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.
Maybe when Source 2 comes out officially it'll be the best thing ever but I still have my doubts.
Godot engine is looking really good for 2D, thats what I've been using.
can someone help explain to me how the "on encounter percent finished" works on snapmap
maybe the way i'm trying to trigger it is just jacked up
no idea
damn
started working on doom maps again latley 
neat
Could someone help me out with this Switch case?
whats with the parenthesis
case Value:
Thing();
break;
}```
checkactorfloortexture returns true or false
you probably want an if/else chain rather than a switch block
so you're basically using switch wrong
Oh.
that whole thing looks nasty af
I guess I just sorta assumed using a Switch block would be better for this but alright.
Back to the if/else chain it is.
syntax is just wrong for a switch block
@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.
How do I add a custom WeaponSpecial to an existing weapon?
@prisma saddle did you work out your shit?
Yeah.
what is a WeaponSpecial
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.
you mean like a secondary attack?
@prisma saddle - a switch block would have been useful if the thing you were checking returned more than true or false
No, kinda like switching ammo types for the same gun
but yeah i could see that you just tried replacing the if/else block with switch/case
Or launcher, or so forth
@orchid crane - are you reasonably well versed in decorate?
@light prism Not much, im still learning
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
True
like Fire: POOP A 1 A_JumpIf(CountInv("WeaponMode") == 1, "RegularFire") goto OtherFire
Basically Im trying to add a high yield special to that "nuka launcher" mod for BD
i have been doing exactly this recently heh
oh that gif doesn't actually show it though :/
the gun has three fire modes which each have their own secondary attack too
So far my modifications to it include a stronger quake and a microsecond brilliant white flash like with real nukes
this gun is getting pretty fuckin stupid on the a_overlays though
Ja?
lol a_overlay-Ception to the extreme
there is a little bit of overlayception yes
specifically i have a control state loop that is an overlay that creates all the other overlays
which allows your input to not be linked to the length of animations in states
which means you can do stuff like interrupt the minigun barrel winddown to fire up again quickly
Nice
also the hud is an overlay lulzx
you know you can just press print screen and ctrl-v right
well in my code the actual switching part isn't part of the weapon at all
Ja?
I've already defined the higher yield shots and explosions and cgi sexiness, so all that's left is this
its just a bind to an acs script that increases the mode item
like Script "ToggleWeaponMode" (void) { if(CheckInventory("WeaponMode") < 2) GiveInventory("WeaponMode", 1); else TakeInventory("WeaponMode", 2); }
so the value starts at 0, goes up to 2, and is then reset to 0 again
then i just check in the gun for which mode to jump to
Oh snap. Ja beyond my skills still lol
Looking at other weapon mods for examples, I notice some GoTo's direct to Ready+<number>. What exactly does that do?
goto State+offset
like
POOP A 1
POOP B 1
POOP C 1
loop```
goto Ready+1 = POOP B
Ready + 2 = POOP C
The wiki despite having a lot of missing documentation is a good source to figure out how to do things.
the wiki is pretty damn complete in terms of decorate and acs
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.
aka most of them
usually its quicker to take the 'cobbled together' approach as long as it works
but that does cause problems trying to integrate stuff later or bugfix
Ja that's why I came here, Google kept giving me too few results, be they ZDoomWiki posts or forum posts from years ago
imo its more about learning how to navigate the zdoom wiki than it just flat out not having your answers
Ja fair enough. I'm still pretty newbie, admittedly
i wouldnt really resort to googling unless i was super stuck
At least to doom modding lol
True
Right now I think I got the switcher to finally work, now to get it to fire the actual specials
Here's what I have for Fire and the custom fire:
@wary zealot thanks haha, don't worry, I do plan to test it with other gameplay mods and balance that then
In other news this is the current status of my squibs mod.
Is there a limit on variables/do they cause more performance degradation than a non variable float/integer?
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
Alrighty.
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
plenty of bfg divisions
What's that?
its something i made
hudmessages
fair enough
thats how i plan to be remembered after i die making love to your mother
oOF
no, thats an explosion
NO, THIS IS PATRICK
what mod? 🤔
Is that the Boom Power mod?
I was messing around with this one: https://www.moddb.com/mods/brutal-doom/addons/uac-nuclear-missile-launcher
I see.
looking good
good fish AI
we have fish, that moves out the way when you got close it
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?
youll have to explain what 'this' is
because your screenshot isnt really clear
just looks like slade to me
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
i just use a text editor so not sure
nvm i fixed it
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?
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)
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
but from the sounds of it you mean i should define them on the player actor
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. 😃
Hows your project coming along? @light prism
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?
only if it is graphically consistent
its not up to me, im not the project lead, so youll just have to wait
Oh, you're not?
okay so i put the overlays in the player actor
but the modeldef definitions still need to be made on his weapons
Hey, can i ask some idiotic questions?
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?
looking good
lookin' good today
That is lovely
Lookin good
So I'm getting lots of Metroid Prime Vibes, how much of that is inspiration, if at all
i have never played metroid anything
Is that multiplayer?
gzdoom multiplayer even
I can imagine setting it up was a pain.
not really
we have the project shared to work on
so its just two batch files, one to host, one to join
Ah.
my gun was like pew pew pew, and they was like wah wah wahhhh
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
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
yeah i was thinkin about mirrors too
theres no way to 'include' the extra actor as part of the player though?
nah I don't think so
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
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
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
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
it's not
gzdoom only has vertex animation as of now
and even with that precise animation control is impossible
RIP
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
So what exactly are you trying to accomplish?
░▒▓ 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
Ah
you want the torso to be animated seperate from the legs?
Ah
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
Yeah, or use cubemaps for your reflective surfaces
yeah i can fake environment maps if necessary, but the point is that i cant use true reflections
hmmmm
i suppose theres no way for shaders to share functions
ie each one needs to have its own noise generator
"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
you do have no clue what he's trying to do, he's talking about shaders, not C
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
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
oh true true
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
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
trigonometry like that is expensive on a fragment shader
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
Does anyone know why SLADE tends to crash when opening Hoover's texture pack?
Or entering some of the textures into a texturelump
what is a hoovers texture pack
An ultra high res texture pack for Doom
Contains remade textures for Doom 1, 2, and Final Doom
probably because its an ultra high res texture pack
possibly the file formats, i dont know.
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
a direct result of the images being ultra high res
I figured it was something like that
I don't understand why SLADE is unstable with HD textures
What on earth is the Bridge Mode in Zdoom builder?
Is it just for making organic-shaped pathways between rooms?
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?
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
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
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.
No need for the meme reactions
I guess I confused what Doom considers a platform
excuse me?
Into the script editor then
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
I remember doing this once before
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
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
Can't check it rn
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'
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.
Press X to doubt
what a great use of time
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
no yeah i get ya
you have to raise the ceiling too unfortunately
but i explained that yesterday with the sector_setlink thing
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
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
those god damn entities
you could make a polyobject midtex door and have it swing, yes
It works
Mostly
The tops of the doors just don't have a texture
And I don't know what to do
you cant cap it off but you can put more mitexes in
to make it appear slightly more solid
haha
i would probably just run them horizontally
i mean what you did will work but its kinda insane
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
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
I can't find the flag in the settings.
what map format are you using
UDMF I think
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.
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
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.
sounds like personal preference
@remote coral That's how I did it too
What is wrong with this setup?
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
bathe in your hubris
in the future it might pay to post entire screenshots for clarity
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
you still know what I meant
I'll fuck about with that later
but for the meantime
I gotta scram
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.
indeed
Indeed!
indeed
Indeed!
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
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.
Here.
I put Doomguy in a cage so you can't wander off.
Another question
what's the hotkey for quickly applying the stock texture to surfaces lacking any?
doesn't seem to do anything
nope
eh, whatever
are transparent walls possible?
I think they are?
What kind of ungodly abomination did I find
This is at 9000% zoom
lol what
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?
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
there we go
turtle boi
Why is doomguy a ninja turtle
When I find a nice map online to use for personal use, but it has no Deathmatch ability, how do I fix that?
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
is it possible to use the swivel door support in GZdoom to make perpetually spinning sectors?
Like turbine blades
use door joints 🚪
By door swing, I basically meant the ability to have rotating secotrs in general
still, thanks
i wish the USEACTORPITCH/ROLL in modeldef could be applied selectively
i think this may sound really simple and dumb, but did you try splitting the model into multiple actors?
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
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
Can anyone explain why in SLADE textures that start with "flat-" don't register in the TEXTUREx?
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
if anyoen has even a remotely plausible idea on how to solve my player actor visibility problem i would be happy to entertain it
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
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"); }
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
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
Not really, the most elegant solution is a skeletal model format which is also planned for... Eventually :P
There was progress made on skeletal, but it got canned because it simply wouldn't work at all with the traditional states syntax
BONEDEF
yeah i remember using that argument
how would it even be implemented with states
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
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
anyone up for solving a floor/ceiling portal issue I'm having?
what is it
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
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
press tilde
(its above tab)
basically you can't have a hole in the floor that leads to the ceiling of the same room
or series of rooms
If I've set the brightness this different in the editor
Why is there no brightness difference in-game?
What's the equivalent of Line Identification with UDMF format? It doesn't seem to exist
@remote coral you might need to change your lightmode in-game
@vast plaza lines in UDMF can have tags assigned to them, so lineID's are useless
How would I do that? From the settings?
Also, that was my dinky attempt at making a map
yes, its under options->graphics->opengl i think
I would've made it slanted too, but that would've taken positively ages
also why is making a breakable vent/window super diff
youll want it set to 'doom/dark'
can't do it right now though, I have Doom installed on my laptop
its not, you just need to run a script that changes the tagged line's texture, with activation as projectile hits
which I'm not on rn
i've tried for awhile now but can't make it to work
i gotta go to work now
To be fair, I couldn't get a door to open upon getting hit by a rocket/imp fireball
so there must be something wrong under the hood
line probably facing the wrong way or you picked the wrong activation flag
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?
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?
Extract the extra PNames to a file outside of the pk3? Or somewhere else?
Ja I did extract to external files into an easy folder to start out with
No matter what settings I fiddle with, I can't get the brightness working
Does it not work because there's a 3D sector above it?
That was it!
What the fuck am I supposed to do then?
oh right
yeah the sector light level of the 3d control will determine the light underneath it
youll just have to work around that
like, create more 3d floors with different light levels, or flag using sector lights and rely on dynamic lights
there is also surface lighting in UDMF but i believe 3d floor lighting overrides it
also there's a flag in Sector_Set3DFloor that disables its lighting entirely
but that means that the entire area will share the same light level
oh boy
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
Another question: why the hell does moving this one sector move LITERALLY EVERYTHING around it?!
your screenshots are really useless
oh fuck you
ok bye
How the fuck should I know what to post in my screenshots?!
just an observation, every time your screenshots have not helped deduce the problem at all
but thanks for the attitude, have fun figuring out your shit
Says the person complaining about a screenshot someone posted for help, even though they don't know what to screenshot because they're new
Is it possible to make midtextures repeat their texture upwards only a couple of times?
The texture I want to use isn't tall enough for the surface I need, but I can't wrap it either.
Do I really need to fire up SLADE just for one more texture?
That could be skipped too if I learned how to use .PK3's though
Not possible unfortunately. You would have to create a new texture at the height you want
a question about portal lines.
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?
Does the end need to have the same exact two-story portal line?
As a general rule, yes
At very least, it needs to be the same shape (height/length).
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.
I had this idea for a game using the Zdoom engine that involves destroying a hive mind in metaphysical space
what is 'metaphysical space'
Probably something involving high fantasy in SPAAAAAAAAACE
so its just regular space?
also wouldnt destroying a hive mind just be like destroying a bunch of regular minds
I think he means more like, theres regular outer space, and then theres a magical outer space that interacts with this one

