#classic-doom-maps-mods
1 messages Β· Page 89 of 1
Idk, @lusty sundial Might he able to explain it better
it's basically a realm located outside of conscious reality
like a dream
or something else
metaphysics: the branch of philosophy that deals with the first principles of things, including abstract concepts such as being, knowing, identity, time, and space.
pretty much
so metaphysical space doesnt exist
basically
why dont you call it 'cool space' or something
'awesome space'
instead of using meaningless buzzwords
I think my idea was that it takes place in a dream
or something like that
some sort of universe created by the collective unconscious of sleeping things
so 'astral plane'
I suppose
which imo is just as ridiculous but at least you can define it
basically destroying a hive mind that took over the astral plane
so what, you would be fighting a bunch of drones?
basically all of the enemies would be parts of the hive mind
normally the astral plane would have no violence or at least nothing that interacts with a person
I guess
idk for sure yet
like if an imp was an enemy in the game, it would be one of the many appendages of the hive mind
so it would just be doom except the concepts behind what is happening is different?
how does that work
no I am using an imp as an example
but you still move around in first person perspective and shoot at things and dodge their attacks?
We could say "nifty high concept idea bro" instead of nitpicking it apart
Just maybe
im interested in how it would work and what it actually means
not in offering generic platitudes
I came up with this earlier today, so I am in the early stages
i guess one of the issues with 'space' is gimbal locking, you don't have true 6-axis movement like something like descent
i mean you can work around it, or just ignore it and say there is a definitive 'up' and 'down'
it is sorta possible to allow one actor to be controlled by another though
and master/minion relationships
It may not be in space, per se
just in the astral plane
which I am already making a map of
no like there is a huge island with different other islands
when i think 'astral plane' i think buzzy space that you can just sorta walk through with massively vibrant stars and living constellations, etc etc
even though there are different islands and sovereign states, that doesn't mean that each country/territory could have it's own set of physical rules
I have one problem facing me: I suck at map design
might as well try anyways
so really you just mean like an alternate dimension
one that exists in the collective unconscious of every sleeping thing in the universe
yeah, that does really sound like 'astral plane', or at least the ways i have seen it depicted in media
each thing might have different ideas of how the universe could work, resulting in different rules
A question about the stairs function in Doom.
- How do I give it sound?
- How do I let the map know which sectors are stairs? The wiki (and GZDoom Builder) only specify the first step.
I don't need to do scripting just so I can make an interactive staircase, do I?
nvm, I think I got it.
Yep, got it now.
Ignore me.
i already was
valuable contribution
to be fair I don't think "nevermind I fixed it" warrants much of a response
but either way we all oughta lock both of ya in the getting along fridge
nah, i helped this guy enough for no thanks, and all i got was attitude
anyone else needs help they can have it for free
if he needs it he can apologize first
@light prism let me explain why this is ridiculous.
Y'remember what I said? "Oh fuck you?"
I said that in the same manner as an Australian would use the word "cunt."
Whenever someone says that, it's not meant to offend. Practically all it is is another way to say "that's not helpful."
I appreciate your advice, I really do.
But when you complain about my screenshots being useless, it's quite annoying, especially when I'm new! I literally don't know what to include in the screenshot (s)!
explaining how you were rude is not an apology
Did you even read what I wrote?
you can apologize or you can keep this up
Did you read it?
Yes, in a nutshell 'im not apologizing because you took it a different way than i meant it'
if youre too proud to apologize outright then youre too proud to ask for help here
Are you saying you were 100% right in this situation?
I am always 100% right about everything
the screenshot was most assuredly useless
the response was overkill
I understand that it was useless.
Kinda hard to provide good screenshots when you don't know what I was supposed to screenshot.
im one of the most experienced people that is here regularly, i even ran the help channels for zandronum for about 6 years
and you, sir, are not grateful
i havent seen a 'thanks' but ive seen a 'fuck you'
I am grateful!
I'm pretty sure I have said "thanks" or "cheers" more than once before, but with the amount that you've helped me, I giess I've kinda gotten used to it.
well then it shouldnt be hard to say 'im sorry for overreacting' without adding 'but its mostly your fault'
I didn't say "fuck you" to you trying to help me.
I was saying "oh fuck you" to you complaining about my screenshots.
I never said it's mostly your fault.
I'm just saying the way you talk seems like you're acting like you weren't in the wrong at all.
I'm not in the wrong at all. Everything I say is true, I am a charismatic supergod with the knowledge of a thousand tibetan gurus, I am literally your god
Jesus must be your roommate then
still not seeing an 'im sorry'
I was being sarcastic with the jesus comment.
ok byebye
damn you really made a big deal out of nothing
The situation just begged for this.
No it didn't.
hey, i just try to help people out, but when I get a 'fuck you' then I'm less inclined
still not seeing a sorry though
It wasn't a "fuck you".
It was an "oh, fuck you."
its like youre allergic to apologies
I just want you to finally stop twisting my words.
From what I've seen he really isn't.
lets say youre at a party and you turn around and accidentally elbow somebody in the face, you dont then say 'oh geez i was just turning around it wasnt intentional'
you say 'im sorry'
except there's a difference between "oh fuck you" and "fuck you".
I would've used the latter if my intention was to piss you off.
no, this whole conversation is turning into a giant 'fuck you'
youre digging a hole you have no chance of climbing out of
you had a chance to just say two words and instead you act like this?
hell man even if you do apologize now you can suck it with any future problems
geezus christ
Never mind then.
I guess we'll both just stay bitter and stare at eah other, both unwilling to admit to anything.
im not bitter - im offended by your attitude
it puts me off wanting to help you with anything
no
just stop
this is over, you had a chance to say sorry and you didnt, im not stretching this bullshit out further
grow up, goodbye
Here's the thing.
All I want you to do is understand my initial intention. For you to stop thinking I was deliberately being ungrateful to your help.
I want you to understand what I meant by the "oh fuck you".
I could've easily apologized for it, had you actually understood what I mean by that and not twisted my words.
there is no clear difference between "oh fuck you" and "fuck you"
i have him blocked now, dont even bother with this shit
Maybe you should've apologized for coming off as rude
I would've, if he would've understood my intention.
yep I understand why he blocked you now
Eh.
Still, thanks for all your help thus far.
You helped me get to grips with GZDoom Builder, and I'm grateful for that.
As much as that statement matters anymore.
I feel like one of the best ways to learn some more advanced stuff would be to just datamine existing WADs
like coding different character selections
its suppose to be like a fps team based class based shooter mod
like TF2 or Overwatch but in my take
those are the languages used to make actors
srry im kinda new at this, oh
Thank you!
Y'know any maps that have airlocks?
Guys, beside SLADE, GZDoom Builder and Doom Builder, which editing tools do you consider essential to making both maps and gameplay mods?
Or partial/total conversions?
Pretty sure yiu can just get rid of Doom Builder.
GZDoom Builder is basically a superior version to it in every way.
If you want to make custom sprites, any image editing program (even MS paint) works, but a specific spriting program like Asesprite help.
didnt you ask this the other day
i use explorer.exe, notepad++, blender and photoshop
slade is non-essential but useful for minor stuff like aligning sprites
doing all file handling natively through explorer is far better than dealing with .WAD format
g/zdoom can run file folders as projects as long as they follow the .pk3 conventions
notepad++ has customizable syntax highlighting and is just allround the best text editor available
I did
It's just that my account was acting weird so I lost the replies
Only now I saw them
What is explorer.exe? Just window's normal file explorer?
So notepad++ is good for DECORATE and ZScript, Blender for 3d models, Photoshop for sprites and textures. What about sound editing?
Pretty much any program any other gamedev uses for sound editing.
FL studio is the first to come to mind.
yeah, just regular old file explorer
like i have projects\myprojectname\pk3\
then you just drag the pk3\ folder onto gzdoom.exe and it will load
the benefits this way is that you can use syncing/revision tools to keep online backups
and it only needs to update files as you modify them
instead of just having a .wad or .pk3 file that needs updating every time you change a single file
What was the hotkey for deselecting a surface in 3D view?
Thus far, I've just hit Q twice.
as far as sound editing, audacity is fine for samples, for music I use FL Studio, but it's not super great for editing individual samples compared to other DAW's
i also have a few python scripts i wrote to help generate bulk definitions and such
Let's be honest here, what haven't you done?
is it a terry map?
custom map, building an RPG system but i'm looking to make sure my triggers are separate for both parties
oh, this is for 2016?
it is
whats it called
how do i test it then
make it snappy
good to go ill shoot ya the code in a min
shit
can i add ya on steam?
guess i can't invite otherwise
TheMisterCat
added
well that was fun
Nice, is this using the build engine method for mirrors?
ehwut
acutally, I just read about zdoom portals, maybe that? Or is this even gzdoom. sorry nvm, though this was doom engine lel.
its just a line action, i dont know how the internals work
i assume it takes everything from the lines perspective, flips it, and basically double-renders the scene
also the point of the gif is not the mirror
oh so it is, ok. I've never messed with that. That's pretty cool. I mean everything else in the gif looks sweet too. Just wondering about that effect.
I've been studying up on the zdoom wiki, just recently got back into mapping (never released anything) but trying to finish something this time.
the lighting on the wep model is pretty sweet too
so in the docs it mentions that you need to have equivalent space behind the mirror for what it will reflect, which tells me it's similar to the duke3d style mirrors, though those areas (behind the mirror) I think had to be pre built by the mapper. zdoom seems to handle the geometry for you though, as long as you leave enough void.. cool.
What kind of mod is that you're working on?
im not sure how to answer that question
what kind of answer are you expecting
'its a mod where you shoot things with guns'
Just wondering. Didnt know if you were adding any new gameplay elements or anything. Looks cool either way.
well
instead of ammo and different guns your weapon uses a generator and coolant, and the barrels can change position for different firing modes
it also has three different ammo types for a rock-paper-scissors damage system
what if the rock monsters have paper immunities
Oh that sounds interesting. It's pretty amazing what you can do with gzdoom.
if rock had paper immunity then it wouldnt be a fuckin rock-paper-scissors system now would it
Line_Mirror is essentially a visual only portal, yeah
So yes it renders twice
Which makes mirrors a real situational tool
Hence why very few newer games have reflective mirrors
That can change with RTX, though
To a degree, anyway
yeah, its not something you want to do a lot really, hence why you only see it used in places like closed off bathrooms
im just using it here to test my character animations
I think when people ask about doom maps/mods they usually mean theme
because either it's just a doom map with maybe some custom stuff
or it's got a theme to it
i got big doors now
big boy door
the weirdest quirk of this setup is that the player is actually the targetting reticle
Hey guys, I have a question regarding modding, if I wanted to create a multiplayer mod including a custom game mode, where would I start?
well
zandronum is the source port everyone uses for multiplayer mostly
but gzdoom is working on an overhaul of its netcode
so either hold off or learn zandro's client/server system
zandro is a bit behind in terms of functionality but its enough to make custom game modes for sure
@light prism those gifs... Is that a mod you're making?
Looks amazing
yep yep
been working on refining the controls for ages
just started making a test enemy model
What is it supposed to be? A standalone game? Total conversion? A metroid-like with space flight?
standalone game
and yeah kind of errr metroid cross fallout sorta approach i think
im not the lead but i think he wants it to be semi open world but with metroidvania style locks
as well as some far cry ish elemenets, like towers that unlock doors within a certain area
and sieged areas
I've never seen any mod that evens come close to this scale before
Doesn't even look like doom!
Did you use the same techniques Doom Slayer Chronicles used to make the textures look so good?
i dont know what it does, but if you mean pbr textures, yeah using those
though most of the stuff in space atm is shaders
Yeah pbr textures, forgot the name for a sec
How can the engine even handle open world?
Is it still based on GZDoom, or some other engine?
its gzdoom
semi-open world, so it would be more like hexen but with skyboxes that approimate the surrounding areas
I see
How much of it is complete? I'd love to maybe help the project out with the little skills I have
its not very complete at all yet
are mods for games using doom's engine, such as Hexen, Heretic and Strife, welcome here?
aight
The first level of the heretic mod I'm working on. Go on E1M1.
do a barrel roll!
Why even call it Doom anymore?
zoom
vroom
attack of the insidious dolphins and their race of inbred hypersoldiers
AotIDatRoIH
attack of the defenders
attack of the defs
i wonder if i can make hyperspace any more extravagant
without triggering peoples epilepsy
that looks really good
yep
""""""""doom""""""""
I feel like that helmet overlay might be a little claustrophobic on smaller displays or for people that don't play on high FOV
good
if that's a conscious design choice then carry on
but if it's not you might wanna consider an option to disable the edge bits that aren't vital to the hud
it already has an alpha value
I'm fully aware of that, but still thought necessary to bring it up
If anything that should make it easier to make an option for
it.. already has one
well you could've said that
maybe you need a user_footinmouth var
maybe you need a car wash
those alien bastards are gonna pay for washing my car
starfox sure changed
you speak a big game for a line
hms yes
Inventory.PickupSound does not want to work for me
no sound at all
is there a way i can fix it?
does your sound work if you do 'playsound (soundname)' in console
it doesnt error out but nothing plays
oh sorry i fell asleep
@dusk terrace - if you have it defined in SNDINFO properly and nothing is playing, the sound is either a) too quiet to the point of being inaudible or b) using a codec that gzdoom does not support properly
did you save it as VBR?
because i dont think those work
try saving a constant bitrate version
still nothing
ok, show me your file structure and the definition in SNDINFO
oh ok
rename them to be equal or less than 8 charcters
change 'pickup' to 'pkup' or something
but i have a super shotgun that uses its barrel closing sound for pickup and it works π€
and what is its filename
weapons/sshotc
which is less than 8 characters
actually thats its nicename btw
just rename them plz
these are the names of the files of the ssg
once again, those are 8 characters
your new ones are 9 characters
rename them to be 8 characters
do it
changed pickup to pkup and still no sound
the filenames or the nicenames?
you only needed to change the filenames
but the ammo pickup worked after name change
remember doom is from the halcyon days of yore when filenames were limited to 8 characters + 3 extension
so by default thats what it looks for
Ive notices that in some mods, such as PB, monsters' active sounds are not heard globally; only when you get near them. If Im making my own monster to be loaded after PB for example, how do I make sure their active sound is heard globally?
in SNDINFO do $attenuation mysound/nicename 0
There is a Portal mod coming but it is in a very early state but the mod looks well made so far
there is already a portal mod
Can anyone give me tips and how to setup stuff for starting with Doom Builder, please?
Yeah there is a portal mod but this one coming out will be better by alot
https://www.dropbox.com/s/hx55ragro6akwiz/loadsamoney.wad im gonna put my unfinished kinda finished mod with no commentary here
im just gonna say
pick up the chainsaw
requires newer gzdooms because of the use of "A_SetInventory"
has many issues and has a currently broken feature
and wont work on zandronum because of the aforementioned "A_SetInventory"
from what i tested
Sometimes I try to put a certain mod in and sometimes it doesn't work
what kind of mod
Can anyone tell me why these bolts turn on the player occasionally?
The way I had it set up is that I have the Mjolnir hammer fire a projectile that does these MWeapLightning attacks in a spread
But somehow, sometimes, the lightning attacks turn on the player and start attacking them instead of travelling in the predicted trajectory
and, it seems like it happens whenever the attacks are done on the same tic an anemy dies
I dont know only certain mods
depends how they are coded
@livid hearth would really need to see the actors in question
@light prism
which projectile is doing it in particular?
oh, the one with A_MLightningAttack?
yes
hmmm ive never used that before
but uh
SXF_ORIGINATOR - Only useful for missiles. By default, when projectiles use SET pointer flags, the monster who did the spawning is the one that is the master. This flag allows said missile actors to set themselves as the master of the spawned actors instead, if SXF_SETMASTER, TARGET, or TRACER is used.
try adding this to your spawnitemex's
Still didn't work
sorry, i dont know much about a lot of the hardcoded functions
you might need to research its exact behaviour
Is modding and making maps for for doom 1 and 2 complicated or is there an easy way of learning?
the easiest way to learn is to just do it
That isnt really any help
hmm...actually, missiletype can be used to manipulate the projectiles called
I'll try this after shower
Have you tried like...making it work right you know...like...f
actually its pretty straightforward and the zdoom wiki is pretty complete
and there are plenty of tutorials
Update : I am able to manipulate the projectile type the lightning types fired, but I have found no way to prevent it from attacking players
At least I haven't been able to figure it out
this?
Actually @light prism This would be better, a link : https://www.dropbox.com/s/izkb1hc458q1mmm/QStuff_UltraV2-Reloaded-CurrentBuild.pk3?dl=0
The whole thing is targeting Zandronum
I tried adding the Zapper damage type to these actors, and then have a powerup be given to players in co-op mode that makes them immune to zapper damage, but I still take damage from it
Can someone explain how to define pointlights in gldefs?
{
color 2.0 0.2 0.2
size 60
offset 0 0 0
}```
I have this set up working fine, but the wiki lists classes like PointLightAdditive and SectorPointLight, but I don't know how I am suppose to set that up in GLdefs
rgb values are floats between 0 and 1.0
not sure about additive but it looks like shit 99% of the time so why bother
{
color <RED> <GREEN> <BLUE>
scale <SCALE>
[offset <X> <Z> <Y>]
[subtractive <SUB>]
[attenuate <ATT>]
[dontlightself <DLS>]
}```
on the wiki
SectorLight works fine, but I thought there was another one that was meant to be "SectorPointLight"
Or is that just referring to the settings you can change on the regular light?
I modded and combined that Nuke Launcher mod with a Nuclear Barrels mod I found, so the nukes we lauch get similar graphics :3
Modded the "NukaLauncher" mod from JJoJJo, from ModDB. I upgraded the nuke graphics and added a high yield version for Project Brutality :3
hey guys, how would i lock certain switches like doors without the prompt for a key? i want a door to open from the top and bottom in the middle without the floor moving without the key
how would i get that to be locked
(please mind my autism)
You'll probably want to write an ACS script for that. something like this (pseudocode! will not work by itself!) csharp script FancyDoor (void) { CeilingRaise(parameters); if (player has key) { LowerFloor(parameters); } }Your door line calls the script when the player presses [use]
Here's the wiki page for ACS if you need reference: https://zdoom.org/wiki/ACS
thanks, I will take a look at it.
Which type do i need to use? my map is in GZDoom Doom 2 UDMF
ZDoom ACS then
Although to be clear, that's just the syntax highlighting, it doesn't actually change the type of file.
What you want is to make sure you have the proper ACS compiler downloaded (available from ZDoom.org) and have SLADE pointed to it as a compiler.
Currently I'm using GZdoom Builders built in script editor, should I use it's or slades?
Either one is fine. I think GZDB already includes the updated ACS compiler so you shouldn't need to do anything else.
With parenthesis: (void)
oh
now I have two errors, 1 being "Syntax error in constant expression" and 2 being"script number must be between 1 and 32767"
nvm
Script "FancyDoor" (void)
the functions you want to happen after an if condition should be braced { }
like if(condition) { DoThis(); AndThis(); }
It's also fine to put them on multiple lines, of course: if(condition) { DoThis(); AndThis(); }As long as the braces are there
dang
Good grief vega
lol
Okay, just give him a minute to calm down and then try again π
well i'm trying to get the syntax to match how I remember learning in a class I took a year ago lmao
I'm really rusty
Keep in minds that ACS doesn't have a lot in common with C++ or Java or anything
So check the Wiki for examples
Yeah thats what i've been doing
I never got very far with whatever I was using anyway, I just remember that the structure is pretty similar i guess
Yeah, it's superficially similar
By the way, you can try using Pastebin, Hastebin, or Github Gists if you need to post code and Vega's being a dick
vega's spam protection is way less on code blocks, the problem is that the code was put in quotes
Oh, really?
yes iirc
#include "zcommon.acs"
script "FancyDoor" (void)
{
if (CheckInventory("T_BLUESKULLKEY")){
Floor_LowerToLowest (4,16);
Door_Open (6,16);
}
else{
Print(s:"You need the Blue Skull for this door.");
}
} ```
There we go!
I think I have it working now tho
Sweet
I just have to change the line to FancyDoor instead of 1
well
Print works but when I have the key it still prints instead of opening
I guess I defined the Key wrong or something
i'm a bit confused as to why checkinventory is being used here, you can use ACS_LockedExecuteDoor special to do this
or UDMF's lock field
I might have misinterpreted the request when I suggested doing it this way
I thought he wanted the top half of the door to open always, but the bottom to only open if the key was present
No, I just wanted the doors to open from the middle vertically
Ah, okay.
I just didnt express that well
So yeah, no need to check for the key in the script
Have the line check it with https://zdoom.org/wiki/ACS_LockedExecute
And then do your sector moves inside the script
Ive been working on my own modpack, and I've been striving for compatibility with at least PB and BD. However in both of those, Ive noticed that certain grenade launchers will only ever shoot blanks/sparks when I have my modpack loaded. I have not added any grenade launchers of my own. What might be the issue here?
You might be accidentally replacing the actor name they're using for the launched grenades?
Hard to say
Try checking the actor name that the launcher fires in PB / BD and see if you have an actor with the same name in your mod
Apparently there arent any with the same name π¬
if thats the case you can check the console for it
well really you should check the console regardless
Do you guys know how to fix dynamic lights bleeding through sectors?
There's no "fix" really. You can turn on shadowmapping, but it has a significant performance hit and only works on 1-sided lines
That worked for most of the issues i was having, thanks. Also I'm running some pretty decent hardware so I didn't notice a performance hit at all.
yeah shadowmapping isnt going to stop light from spilling through doorframes
only single sided lines will block dynamic light
Yeah that was the problem, rooms were too close together so there would be random lights spilling through the walls
ohhh right
Have any of you guys tried the Doom64 retribution wad?
Im 'remastering' one of my maps with the d64 assets because imo they look a lot nicer than vanilla
god fucking damn it, why won't this work?
I am trying to make items home in on the closest player, but I just cou;dn't get the warp to function properly
here's the relevant code if anyone could help : https://pastebin.com/e067YW9X
the idea is to have the monster spawn a pilot entity when killed, the pilot then spawns the item, looks for the closest player, points that player as the target, and then homes in on that target, then the item homes in on the master, the pilot. When the item contacts the player, the item delivers its payload, kills the pilot and then removes itself
the problem here is, the pilot just doesn't seem to want to warp to the player and when the item gets picked up, it doesn't kill the pilot
Does anyone here have any ideas?
When writing custom intermission text in MAPINFO, how do I get it to show up/word wrap correctly in game?
@orchid crane you probably need to include manual line breaks in the text string. Usually it's \n
Show off some new mechanics of the mod, where you can gain rune powers by taking damage from certain attacks, killing certain enemies, and from having cell a...
@shadow bone Would the line breaks be inside the quotes or outside?
Inside, they're called "escapes" meaning they do a special action inside the string when normally everything in there is taken literally.
string = "So you'd be typing your text\nlike this with line breaks\ninside your quotes and it\nwould show up like this"
like this with line breaks
inside your quotes and it
would show up like this```
Ja thats what I did tho. If you look at my screenshot, you'll see a \n immediately after the word villainous
Huh.
Well, I'm not sure then
Maybe those screens work differently than I'm aware
Ask in ZDoom if you haven't already, there's probably more knowledgable people there
Alrighty, thank you :)
Update: With a little more trial and error, I figured out that in the MapInfo lump, no \n's seem to be needed when writing ExitText. Instead, just a coma between two quoted sentences, no spaces; like so:
Hope this helps! :3
oic oic
Hey @light prism got any experience making items gravitate towards closest players within a threshold?
I tried yesterday to make it work, but no dice
well there is a_jumpifcloser but that works based off the AAPTR_TARGET field i believe
although...
its the gaining of target that is the tough part
you have to guarantee that you are targetting a player
sorry i just got home so i need to have dinner before i even try to think
Eat your couch.
ESCUSE ME
well excuuuuuuuse meeeeee princess
couch was dinner on tuesday
@livid hearth when you say 'items' you mean inventory/pickups?
yes
hmmmmmmmmmmm
i think you might need to find a hacky way around
even if you can get inventory pickups to travel towards a player, the player wont actually pick them up unless the player is moving
yeah
{
Species "GameItem"
-NOGRAVITY
+ISMONSTER
+NEVERTARGET
+NOTAUTOAIMED
+SOLID
-SHOOTABLE
+DONTBLAST
+BUMPSPECIAL
Activation THINGSPEC_Switch | THINGSPEC_ThingTargets
height 6
radius 8
States
{
Spawn:
Inactive:
NULL A -1
stop
Active:
NULL A 1
goto Inactive
Success:
NULL A 0 { CallACS("HUD_Flash", 2); }
NULL AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnParticle ("0F0FFF", SPF_FULLBRIGHT | SPF_NOTIMEFREEZE, random(15, 40), frandom(0.2, 1.25), random(0,360), random(-4, 4), random(-4, 4), random(0, 4), 0, 0, random(1, 5), 0, 0, 0, 1.0, 0.015, 0.25)
NULL A 1
stop
}
}
this is a 'fake item' class i amde
base class rather, the Active state is overwritten by inheritors
with the checking/giving of specific item
an even hackier way would be to have the enemy fire a "death projectile" at its killer, and do an A_RadiusGive when it dies
might have the same issue with bumpspecial actually, i havent tried a moving one
sure, that is prone to a margin of error though
like something else getting in the way
yeah
then i can have an Jumpif statement and embed that codepointer in the conditional statement
so it just spits out a standard non homing inventory item if it collides with a bleeding actor, dies, and no player receives the item
well that depends what youre going for
like what the end result is supposed to achieve
the idea I had is that I have an item that enemies spit out that is supposed to represent rune of elder power
and I imagined those items flying into the player and empowering them
kind of like a soul absorbing effect
....
I think I know why there is no way to access player inventory info from a projectile, spawned from a monster projectile
as soon as it sees a target, the player is cleared from the pointer field, and replaced with the monster
And the master pointer is set to the actor that called it by default
are you working strictly with decorate or is zscript acceptable? with zscript you could override some functions and do the 'flying' and pickup effects
@livid hearth
i'll try to think of something, but i'm not sure if it'll be possible
is this supposed to be multiplayer compatible? if not i could use AAPTR_PLAYER...
i think this may need some acs
can't really figure out a way of getting closest player using pure decorate
Yeah
here's all i could do @livid hearth . Don't know why homing isn't working
it would probably be possible under gzdoom with stuff like a_rearrangepointers
Is there a size limit to pk3 files that are texture mods?
I'm working on adding PBR mats to an already big mod, and at this point I can't add more textures to it or else they stop loading up in game
The file is 1.9gb in size
Is there a limitation in gzdoom where crossing that size causes the mod to stop working altogether?
Yeah, in theory the only limit is your RAM
you could probably strip 50% of that filesize by PNGOUT'ing everything
also if you have variants that are just rotations you can write those up in TEXTURES LUMP
For example, if you've got 4GB of RAM and you're running your OS, Slade, GZDB, a web browser with a few tabs, maybe a media player and the Discord client open, trying to load a 2GB mod is most likely gonna have problems.
and of course variants of the same patterns can share pbr files
1.9gb just sounds ridiculous
It doesn't crash the mod
It's just when I go over a certain limit the HD textures don't load up anymore
I don't get any error messages in the console, they just stop loading up
It's not the files, I've double checked all of that
Only thing making a difference is going just over 2gb in the file size
i stil claim this is insane
theres no reason the mod should be that large ever
also i hope that its at the very least split into data & resource files
I split it into two different pk3 files and it's working now
The 2gb being a threshold is the only explanation I have
there really shouldnt be a threshold
but honestly man you should work on optimizing your resources if you have hit 2gb
^
If you're using 32 bit gzdoom, a 2gb threshold would be reasonable
But yeah really the solution here is to not use such a stupid large file
Im connected at 300baud on my commodore 64
I can't help the file size, Hoover's pack is just under 2 gigs on it's own since they are 2k and 4k textures, and I just went and made normal and spec maps for all of them
Even after compressing everything in Photoshop it still didn't get it below 2 gigs
4k is fuckin ridiculous
Should I use gzdoom
yes
gzdoom sucks for like everything except testing maps
Ok what do I do first to get it 64 but rght
any of you exit doombuilder and the exe and shortcuts delete themselves?
the program folder and all my saves are okay just the exe and shortcuts deleted themselves
maybe your antivirus
ya thats true I do have an antivirus
I'm trying to inherit the CacoBall for use as part of a player weapon; how do I get it to work?
the original actor needs to be defined before the inheritor
like actor InheritedFrom { blah... } actor InheritsFrom : InheritedFrom { extra blah... }
So, Instead of double inheriting like I tried above, Im better off directly inheriting from the original source?
Or is it a loading order kind of thing?
its a loading order thing
if the original isn't defined before the inheritor, it will fail
Odd. I fixed the loading order, and while the weapon still fires, the player caco ball showed up just 3 times before it spontaneously stopped showing up when firing
probably a different issue then
Ja Just found what it is, it seems the seeker part of the missile is stuck on one of the bots or monsters in the game even if theyre halfway across the map, instead of going straight before finding a more reasonable target in its line of sight
with a player, the target will only ever be chosen if something is directly under the crosshair
gotta go home
Not in this case. I found the target, in this case one of my bots, and turned my back to it while firing, the missile still went for it
And when the bot respawned, despite me not moving, the seeker still continued going for it. Edit: Fixed it by using A_FireCustomMissile instead of A_CustomMissile. Thank you for the help!
snek
snechh
senk
stolid snark
Ok hek
What happens when a snake
then, it reptile.
so apparently we have .OBJ support now
not sure what improvements that offers over .MD3 tbh
one thing I saw was that it didn't have problems with precision and could be larger than 512x512x512
which seems pretty cool
I wish there was a skeletal animated format
oh true
that has been an issue with exporting to md3 from blender
the values are limited between -32767->32767
so if the tiniest tip of your model extends beyond the preview grid it will fail
skeletal would definitely be cool and space saving but it would require a rework of the way that actor states work
or at the very least some kind of definition lump to link the armature to the model
perhaps an extension of MODELDEF
anyone up by any chance
when are you adding the mandatory stealth segments
being detected isn't an instant failstate
guess you don't want to be a REAL game designer
imagine a stealth segment that actually game over'd you instantly instead of returning you to a checkpoint or beginning an unwinnable fight
well usually failstates are followed by being returned to checkpoints
but a complete game over works too
^
err yes its literally just using a_troopattack for testing right now
it will be a blue bolt and probably a lil faster than impshot
make it an instakill hitscan
brΓ»tal
oof
bootal drum
sounds good
BrΓΌtal DΓΆΓΆm detected 
brittle doom
doomguy but with weak bones because he drank bone hurting juice


guys
im having a problem
i can only see the problem when i test the map ingame
but I see nothing wrong in the editor
the interior of those two rooms are solid ingame
when they shouldnt
anyone got any idea why this happens?
there are no lines flagged as 'block everything/player'?
also go through and do (m)ake sector mode on all these sectors
hmmm, do you have any transfer heights going on?
in your editor, press [tab] to switch to advanced GL effects display
(in 3d view)
this will show if there is a transfer happening
should look identical to how it is in-game
ooooh
in gl mode you see 3d floors and other transfers, as well as models, dynamic lights, etc
slopes
Cool.
By the way... I made some new weapons for Doom: Megapack. I'd like to demonstrate one weapon.
then why dont you
Alright. Here's the video. https://www.youtube.com/watch?v=-rvJig2JBZQ
A preview of the wand Coral Sprig for my addon for Simply-Hard v125.6 where it involves Russian Overkill, LCA, Clusterfuck, Colourful Hell, etc. (Slot 7) Thi...
This is a staff weapon. "Coral Sprig" And it's in the slot 7.
opinions on this gate to hell
its right at the start to its not got much going on
wack
hmmm
one issue im having with my environment mapping
roughness & metalness are calculated beforehand, without taking the faux environment map texture into consideration, it is then applied additively over the result
this means that metal areas with lower roughness are still relatively dark
i dont know what the normal flow is but i would guess that the ambient light level of an environment is supposed to be calculated alongside the metal/rough rather than applied afterwards
if anyone knows math beyond 1st grade i could use some help
i dont know, what is the low poly mod doing
this is like a simple environment mapping hack
where instead of using the environment it just uses a single image
since i cant easily probe the environment
(i noticed i can apply camtexes though)
which means you could do something like switch a camtex between cameras depending on what the player is closest to
but also means the player himself would show up in the environment map
easier to just use a single image methinks
Yeah okay this entire thing is made of duct tape and magic
Haven't seen anything like this in GZDoom
its glsl bruv
shader language
its just taking an input texture (the fake environment map) and 'reflecting' it based on the normals of the object's texture
then the effect is blended with the original texture (less so with that chrome effect)
the script is shorter than many ACS scripts, its just a bit of math
Yeah but I don't see people often doing this shit in GZDoom
@light prism ...That's Doom?
its spider solitaire
It's still pretty impressive @unreal oyster
tbh i'm not trying to diminish others' works but like, people need to stop with the "how are people doing this in doom?!?!?!" nonsense
how are you saying this on discord?!?!?
it would be more impressive if i could integrate environment mapping into the metal/roughness calculations rather than tacking it on afterwards
It said GZDoom in the name so I assumed it was Doom. I already know that id Tech 1 isn't capable of doing that.
dpJudas has attempted to do environment mapping inside the internal shader but the thing stopping that effort isn't the maths, which is easy, but the external tooling that'd be required
Like how Total Chaos was made off of GZDoom and not Doom.
which yes won't look as good as a cubemap or probe or anything
but its easy to implement and adds some purpose to metallic textures
People make maps on GZ without jumping and crouching in mind.
I know that's sarcasm.
I said that they're mostly made without jumping and crouching in mind.
how can you be sure of that
are you sure youre not just playing non-g/zdoom maps
a lot of stuff was made before zdoom even existed
No. It's just that videos barely show jumping and crouching in some new map sets.
well really its not a core part of doom's gameplay
really really its not a part at all
the ai is ill-equipped to handle crouching, you can crouch under many attacks
and the default jumpheight/gravity is just lame
currently thinking about interesting ideas on how to make maps more difficult
a great idea is a big open map where you are constantly being fired at by cyberdemons that are a very long distance away
i just thought of something
more cyberdemons being unveiled as the map progresses
there was a 'party mode' map where you were in a circle arena being fired at by multiple cyberdemons
this map is meant to be kind of similar to mt erebus except everything is an island
and theres some buildings
its meant to be an area of hell thats flooded with lava
so theres constantly cyberdemons firing at you that are a long way away
so you constantly have to watch out
i just tested it on nightmare and theres so much shit flying through the air
gross
the wad is just a small first project
its a replacement for knee deep in the dead
i already have an idea of what the final level is going to be
you know how on e1m8 the tag 666 is activated when all barons die
my plan is for you to have to kill a lot of barons
not in a boss formation or anything
Recently I watched a run of scythe as I am completely incapable of beating it myself and I liked the visuals on later levels
yeah its definitely a classic
currently reducing the difficulty of this level as it might be a bit too hard on nightmare
nightmare is supposed to be hard
you die within like 5 seconds of spawning so i threw in a single green armour somewhere near to where you spawn
just like real life
even on uv its mental mental chicken oriental
for some reason a bunch of enemies can see and shoot you through a wall when theyre not supposed to
theres even cyberdemon rockets coming through the walls
fixed that but its still fucking mad
been literally years since i saw a brony last
lucky lucky
not counting the ones i sell commissions to
I'm sorry
my keyboard just randomly spazzed lol
the leds went off and it held down a button for a second
something that you dont want to happen whilst making a map
when the slayer made the backup he had to fit him on a smaller storage device so he ended up being retarded
i guess it was spam
has anyone else noticed with pbr that the normals for lines seem to be inverted
ooo
You know idtech 4 (Doom 3's engine) is already 3d and moddable, why you keep using idtech 1(??)
?
It's easier to mod Idtech1
And modern source ports give it truckloads of advanced features
also nobody cares about Doom 3 :^)
Where is idtech 1 here???
What do you mean by "Where is idtech 1 here???"
I mean that I looked the video that resembles nothing like the games that have been release in idtech1
Look it's ok to add one or two feats on an old engine but this is just a new engine all together
whats the issue
Dunno
it's not easier to mod id tech 1 for this, that's why nobody does that
it's gzdoom, not id tech 1
incredibly different engines
+watches gutawer's head vein throb+
i think rabid means its easier to write with acs/decorate
i am more familiar with g/zdoom than say, ue4 or unity, so theres that
yeah i'm in agreement there
but my point is that we literally aren't using id tech 1 to do this because it's impossible to do there
in a lot of ways gzdoom is beyond idtech 4
and in a lot of ways it's behind, but still
you know what i would like
non-symmetrical collision boxes
like radius being split into width and length or something
yeah i'm not entirely sure what the limiting factor is there, you can do it for actor-actor collisions via ZScript already by way of a canCollideWith override
though to what degree of success i'm not sure, i haven't tried it
and it wouldn't do shit for map collisions
CanCollideWith is actually super-powerful. Matt used it to add headshots to Hideous Destructor a while ago.
(they've since been removed for balance reasons, but they worked great)
doesn't really help with that if you use hitscans though
which is pretty much a good idea for bullets unless you want them to be stylistically slow
He's actually using a sort of hitscan.
It does spawn an actor at each step of the bullet simulation though, and the collision calculation happens there, I suppose
yeah i mean that's not hitscan then, that's just multisampling collisions
even modern games tend to avoid approaches like that because of networking meaning you wanna keep reported data low, but within the confines of what gzdoom allows it's a fine workaround for slightly better collision boxes
(the non-workaround version would be some weird form of canCollideWith for hitscans (in-engine) - not hard to do mathematically but much harder to do in a sensible-infrastructure sense)
really id just want it for decorative object collision
the way I understand it, a thinker line-traces the bullet's projected trajectory per tic. If the hitscan hits something it stops and spawns the checker, if not (or if the collision is invalid, like a miss due to the headshot CanCollideWith), it continues the next trace
i dont know jack about zscript/overriding methods though
virtual overrides are magical β¨
i spend too much time just staring at my beautiful visage in the mirror
Like this: ```csharp
override bool CanCollideWith(actor other, bool passive) {
// custom actor-to-actor collision check, returning true/false
// Even a Distance2D/3D check for cylindrical or spherical actors!
// otherwise, run normal thing collision checker
return super.CanCollideWith(actor other, bool passive);
}```
i guess you couldnt read mesh data that way though?
I'm.... pretty sure you could...? But you'd have to write your own polygon collision formula.
that would be cool, having a simplified version of your model get checked
Someone on the ZDoom forums was working on model collision, using this method I'm pretty sure
They hit some roadblocks somewhere though
and haven't finished it
oh you know what else would be cool (completely unrelated)
gldefs material definitions allowing for texture lists
material texture TEX1, TEX2, TEX3, TEX4, TEX5 { normal "pbr/normals/allthesame.png" ... }
realised now that even though my maps look like complete shit, they look less like shit on crispy doom
does decorate have a state for when an actor is touched by another actor?
I want to make a monster that kills (or maybe severly damages) the player when they run into it
you could use the lost soul attack
or just make melee attack checks
with a very small radius
but they would have to be melee-ing constantly
yep
it amazes me the things that can be done with decorate yet it's so limited
well to be fair you could probably write up a zscript monster that can hurt by touching
without any misuse of decorate functions
also its easy to make a decorate mob that dies when it touches you, with +TOUCHY flag, but thats obviously the opposite of what you want
i edited an existing sky texture to make whatevers going on here
because of the weird 360 sky thing gzdoom does it looks like a funny face is staring at you from above
well i kinda like it because it fits the general idea of what this wad is possibly going to be about
What is it gonna be about
poor old you
stuck in whatever wacky world i have come up with
something interesting is that it crashes when i load it up on some ports so thats great
on crispy doom it crashes and on chocolate the sky looks like missingnos mutilated corpse
hmm is it possibly the wrong resolution
release me from the prison that consumes me
or the image isnt indexed/paletted
is the image you posted the actual sky file youre using?
i think its in the wrong format for none zdoom ports
i might need to change that
problem is i have no idea what the fuck i am doing
oh good theres a wiki for slade
its a png
i think it has to be a doom graphic
aha i have done it i think i hope please god
you better believe it sister
next question- does anybody know how to do the this stuff?
i dont think i have ever bothered
yes on the intermission screen
i have no idea what im doing with the font, sizing, all that stuff
Well you don't have to make your own thing with the font and all
I think it's something in MAPINFO
me no like smelly bad mapinfo
did alm use mapinfo no he did not
he's looking for a way to do it in vanilla
where i think they are just graphic lumps
yes me want make graphic
he wants his wad to be vanilla compatible so he gets all of 2-3 extra users to play it
actually like nobody is going to play it in the first place
good news i figured out what the fuck i am doing
put those skirts back in
while i was at it i fiddled around with intermission screen pictures
i am learning too fast and i need to stop before it gets dangerous
now fiddle with the intermission text
not the percentages
FUCK
I meant song
mb
as in the text song
the things that happen before MAP 07 of D2
i was about to get to music
d
i had music disabled in gz cause i was listening to stuff earlier
i love doom 2s intermission
time to see what midis i can fuck around with that ive already got
for example, the boss theme from persona 4
i could make the hardest icon of sin level ever and use this as the song
or maybe battle for everyones souls
@light prism why would such an actor be easier in zscript?
imagine having 5 monster spawners
the 2 player vs theme from dr robotniks mean bean machine
i dont know much about zscript but i do know you can override the tick function and shove whatever you want in there
so you could have a monster that moves around and regardless of its state it would be able to cause damage via touch
raises hand
Yes, I've heard about how you could do something like have a different Player Class with it's own player skin be added to ZDoom or the like using XWE, but every time I pressed any button for the interface for the thing, I kept get out of bounds index errors...
Inb4 it's because I did something dumb and obvious and didn't know.
don't use xwe
its ancient
hell you dont even need any kind of lump manager to make content
Oh?
And yeah, the whole situation I'm in is pretty much just that I've been trying to get some player skins that I've grabbed working so that way I can play as someone (or something) other than Doom Guy.
Even tried messing with the Autoload, to about as much avail as collapsing a really tall building irl by headbutting it.
you shouldnt need to mess around with the internals of a wad to use player skins
but i dont know the exact method because ive never bothered with that stuff
i believe the wads just go in the 'skins' folder
Thing is, none of the things I've grabbed had a skins folder, so I made one. That didn't do anything, even when I copy/pasted the WHOLE FOLDER into not just base Doom, but every folder that had the ZDoom variants.
Well, technically, I kinda did, but with pretty much all the Doom mod things.
In other words, I put it in ZDoom, GZDoom, and QZDoom, as well as base Doom and maybe ZDL just for good measure.
'This method is meant only for .WAD files containing skins. While it is possible to use it for other types of mods, doing so is discouraged. Create a new subdirectory named βskinsβ under your ZDoom directory and put the WADs you want to autoload in there and they will be loaded the next time your run ZDoom. ZDoom is capable of autoloading other files in from the skins directory but needs the file extension to be .wad. This method is not recommended by the developers due to people forgetting they have WADs in the skin directory and reporting bugs that are caused by them.'
They are Wad files containing skins...
And the extent of mine is pretty much non-existent, which is kinda the purpose of me asking.
well re-read what i just pasted, make sure it all conforms to those standards
