#classic-doom-maps-mods

1 messages Β· Page 89 of 1

light prism
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but its just space right

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its space that space is in

orchid crane
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Idk, @lusty sundial Might he able to explain it better

lusty sundial
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it's basically a realm located outside of conscious reality

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like a dream

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or something else

light prism
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metaphysics: the branch of philosophy that deals with the first principles of things, including abstract concepts such as being, knowing, identity, time, and space.

lusty sundial
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pretty much

light prism
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so metaphysical space doesnt exist

lusty sundial
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basically

light prism
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why dont you call it 'cool space' or something

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'awesome space'

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instead of using meaningless buzzwords

lusty sundial
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I think my idea was that it takes place in a dream

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or something like that

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some sort of universe created by the collective unconscious of sleeping things

light prism
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so 'astral plane'

lusty sundial
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I suppose

light prism
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which imo is just as ridiculous but at least you can define it

lusty sundial
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basically destroying a hive mind that took over the astral plane

light prism
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so what, you would be fighting a bunch of drones?

lusty sundial
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basically all of the enemies would be parts of the hive mind

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normally the astral plane would have no violence or at least nothing that interacts with a person

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I guess

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idk for sure yet

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like if an imp was an enemy in the game, it would be one of the many appendages of the hive mind

light prism
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so it would just be doom except the concepts behind what is happening is different?

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how does that work

lusty sundial
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no I am using an imp as an example

light prism
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but you still move around in first person perspective and shoot at things and dodge their attacks?

shadow bone
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Or

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Or

lusty sundial
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possibly

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might have a lot more puzzle elements though

shadow bone
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We could say "nifty high concept idea bro" instead of nitpicking it apart

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Just maybe

light prism
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im interested in how it would work and what it actually means

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not in offering generic platitudes

lusty sundial
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I came up with this earlier today, so I am in the early stages

light prism
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i guess one of the issues with 'space' is gimbal locking, you don't have true 6-axis movement like something like descent

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i mean you can work around it, or just ignore it and say there is a definitive 'up' and 'down'

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it is sorta possible to allow one actor to be controlled by another though

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and master/minion relationships

lusty sundial
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It may not be in space, per se

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just in the astral plane

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which I am already making a map of

light prism
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like a voidmap?

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platforms at weird angles floating in blackness?

lusty sundial
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no like there is a huge island with different other islands

light prism
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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

lusty sundial
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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

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I have one problem facing me: I suck at map design

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might as well try anyways

light prism
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so really you just mean like an alternate dimension

lusty sundial
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one that exists in the collective unconscious of every sleeping thing in the universe

light prism
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yeah, that does really sound like 'astral plane', or at least the ways i have seen it depicted in media

lusty sundial
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each thing might have different ideas of how the universe could work, resulting in different rules

remote coral
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A question about the stairs function in Doom.

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  1. How do I give it sound?
  2. How do I let the map know which sectors are stairs? The wiki (and GZDoom Builder) only specify the first step.
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I don't need to do scripting just so I can make an interactive staircase, do I?

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nvm, I think I got it.

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Yep, got it now.

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Ignore me.

light prism
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i already was

remote coral
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valuable contribution

topaz tendon
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to be fair I don't think "nevermind I fixed it" warrants much of a response

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but either way we all oughta lock both of ya in the getting along fridge

light prism
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nah, i helped this guy enough for no thanks, and all i got was attitude

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anyone else needs help they can have it for free

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if he needs it he can apologize first

remote coral
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@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)!

light prism
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explaining how you were rude is not an apology

remote coral
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Did you even read what I wrote?

light prism
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you can apologize or you can keep this up

remote coral
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Did you read it?

light prism
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Yes, in a nutshell 'im not apologizing because you took it a different way than i meant it'

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if youre too proud to apologize outright then youre too proud to ask for help here

remote coral
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Are you saying you were 100% right in this situation?

light prism
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I am always 100% right about everything

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the screenshot was most assuredly useless

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the response was overkill

remote coral
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I understand that it was useless.
Kinda hard to provide good screenshots when you don't know what I was supposed to screenshot.

light prism
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im one of the most experienced people that is here regularly, i even ran the help channels for zandronum for about 6 years

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and you, sir, are not grateful

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i havent seen a 'thanks' but ive seen a 'fuck you'

remote coral
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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.

light prism
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well then it shouldnt be hard to say 'im sorry for overreacting' without adding 'but its mostly your fault'

remote coral
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I didn't say "fuck you" to you trying to help me.
I was saying "oh fuck you" to you complaining about my screenshots.

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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.

light prism
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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

remote coral
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Jesus must be your roommate then

light prism
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still not seeing an 'im sorry'

remote coral
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I was being sarcastic with the jesus comment.

light prism
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ok byebye

remote coral
upbeat copper
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damn you really made a big deal out of nothing

remote coral
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The situation just begged for this.

upbeat copper
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No it didn't.

light prism
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hey, i just try to help people out, but when I get a 'fuck you' then I'm less inclined

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still not seeing a sorry though

remote coral
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It wasn't a "fuck you".
It was an "oh, fuck you."

light prism
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its like youre allergic to apologies

remote coral
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I just want you to finally stop twisting my words.

upbeat copper
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From what I've seen he really isn't.

light prism
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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'

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you say 'im sorry'

remote coral
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except there's a difference between "oh fuck you" and "fuck you".

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I would've used the latter if my intention was to piss you off.

light prism
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no, this whole conversation is turning into a giant 'fuck you'

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youre digging a hole you have no chance of climbing out of

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you had a chance to just say two words and instead you act like this?

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hell man even if you do apologize now you can suck it with any future problems

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geezus christ

remote coral
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Never mind then.
I guess we'll both just stay bitter and stare at eah other, both unwilling to admit to anything.

light prism
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im not bitter - im offended by your attitude

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it puts me off wanting to help you with anything

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no

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just stop

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this is over, you had a chance to say sorry and you didnt, im not stretching this bullshit out further

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grow up, goodbye

remote coral
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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.

upbeat copper
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there is no clear difference between "oh fuck you" and "fuck you"

light prism
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i have him blocked now, dont even bother with this shit

upbeat copper
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Maybe you should've apologized for coming off as rude

remote coral
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I would've, if he would've understood my intention.

upbeat copper
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yep I understand why he blocked you now

remote coral
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Eh.
Still, thanks for all your help thus far.

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You helped me get to grips with GZDoom Builder, and I'm grateful for that.

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As much as that statement matters anymore.

remote coral
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I feel like one of the best ways to learn some more advanced stuff would be to just datamine existing WADs

drifting sentinel
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Does anyone here know how to code?

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and also help make maps?

light prism
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depends what you mean

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by 'code'

drifting sentinel
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like coding different character selections

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its suppose to be like a fps team based class based shooter mod

light prism
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right

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youre asking about DECORATE or zscript

drifting sentinel
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like TF2 or Overwatch but in my take

light prism
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those are the languages used to make actors

drifting sentinel
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srry im kinda new at this, oh

drifting sentinel
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Thank you!

edgy lance
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I know how to code

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It sounds ambitious, good luck

remote coral
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Y'know any maps that have airlocks?

dense oriole
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Guys, beside SLADE, GZDoom Builder and Doom Builder, which editing tools do you consider essential to making both maps and gameplay mods?

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Or partial/total conversions?

remote coral
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Pretty sure yiu can just get rid of Doom Builder.
GZDoom Builder is basically a superior version to it in every way.

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If you want to make custom sprites, any image editing program (even MS paint) works, but a specific spriting program like Asesprite help.

light prism
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didnt you ask this the other day

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i use explorer.exe, notepad++, blender and photoshop

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slade is non-essential but useful for minor stuff like aligning sprites

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doing all file handling natively through explorer is far better than dealing with .WAD format

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g/zdoom can run file folders as projects as long as they follow the .pk3 conventions

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notepad++ has customizable syntax highlighting and is just allround the best text editor available

dense oriole
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I did
It's just that my account was acting weird so I lost the replies
Only now I saw them

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What is explorer.exe? Just window's normal file explorer?

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So notepad++ is good for DECORATE and ZScript, Blender for 3d models, Photoshop for sprites and textures. What about sound editing?

remote coral
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Pretty much any program any other gamedev uses for sound editing.

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FL studio is the first to come to mind.

light prism
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yeah, just regular old file explorer

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like i have projects\myprojectname\pk3\

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then you just drag the pk3\ folder onto gzdoom.exe and it will load

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the benefits this way is that you can use syncing/revision tools to keep online backups

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and it only needs to update files as you modify them

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instead of just having a .wad or .pk3 file that needs updating every time you change a single file

remote coral
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What was the hotkey for deselecting a surface in 3D view?

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Thus far, I've just hit Q twice.

light prism
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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

light prism
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i also have a few python scripts i wrote to help generate bulk definitions and such

remote coral
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Let's be honest here, what haven't you done?

hollow portal
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anyone wanna help me test a map out real quick?

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PC players*

light prism
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is it a terry map?

hollow portal
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custom map, building an RPG system but i'm looking to make sure my triggers are separate for both parties

light prism
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oh, this is for 2016?

hollow portal
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it is

light prism
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whats it called

hollow portal
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no name just yet

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waiting to publish

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havent made much other than the triggers

light prism
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how do i test it then

hollow portal
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i'll shoot ya the room code when i put the game up

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need someone with me

light prism
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make it snappy

hollow portal
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good to go ill shoot ya the code in a min

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shit

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can i add ya on steam?

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guess i can't invite otherwise

light prism
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TheMisterCat

hollow portal
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added

light prism
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well that was fun

light prism
gleaming vector
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Nice, is this using the build engine method for mirrors?

light prism
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ehwut

gleaming vector
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acutally, I just read about zdoom portals, maybe that? Or is this even gzdoom. sorry nvm, though this was doom engine lel.

light prism
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its just a line action, i dont know how the internals work

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i assume it takes everything from the lines perspective, flips it, and basically double-renders the scene

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also the point of the gif is not the mirror

gleaming vector
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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.

light prism
gleaming vector
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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.

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the lighting on the wep model is pretty sweet too

light prism
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thats pbr textures for you

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and a relatively high-poly model

gleaming vector
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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.

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What kind of mod is that you're working on?

light prism
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im not sure how to answer that question

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what kind of answer are you expecting

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'its a mod where you shoot things with guns'

gleaming vector
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Just wondering. Didnt know if you were adding any new gameplay elements or anything. Looks cool either way.

light prism
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well

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instead of ammo and different guns your weapon uses a generator and coolant, and the barrels can change position for different firing modes

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it also has three different ammo types for a rock-paper-scissors damage system

timber bridge
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what if the rock monsters have paper immunities

gleaming vector
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Oh that sounds interesting. It's pretty amazing what you can do with gzdoom.

light prism
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if rock had paper immunity then it wouldnt be a fuckin rock-paper-scissors system now would it

unreal oyster
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Line_Mirror is essentially a visual only portal, yeah

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So yes it renders twice

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Which makes mirrors a real situational tool

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Hence why very few newer games have reflective mirrors

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That can change with RTX, though

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To a degree, anyway

light prism
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yeah, its not something you want to do a lot really, hence why you only see it used in places like closed off bathrooms

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im just using it here to test my character animations

topaz tendon
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I think when people ask about doom maps/mods they usually mean theme

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because either it's just a doom map with maybe some custom stuff

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or it's got a theme to it

light prism
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theme is tech/alienesque

covert plover
timber bridge
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big boy door

light prism
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the weirdest quirk of this setup is that the player is actually the targetting reticle

woven mist
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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?

light prism
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well

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zandronum is the source port everyone uses for multiplayer mostly

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but gzdoom is working on an overhaul of its netcode

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so either hold off or learn zandro's client/server system

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zandro is a bit behind in terms of functionality but its enough to make custom game modes for sure

dense oriole
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@light prism those gifs... Is that a mod you're making?
Looks amazing

light prism
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yep yep

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been working on refining the controls for ages

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just started making a test enemy model

dense oriole
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What is it supposed to be? A standalone game? Total conversion? A metroid-like with space flight?

light prism
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standalone game

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and yeah kind of errr metroid cross fallout sorta approach i think

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im not the lead but i think he wants it to be semi open world but with metroidvania style locks

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as well as some far cry ish elemenets, like towers that unlock doors within a certain area

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and sieged areas

dense oriole
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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?

light prism
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i dont know what it does, but if you mean pbr textures, yeah using those

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though most of the stuff in space atm is shaders

dense oriole
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Yeah pbr textures, forgot the name for a sec

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How can the engine even handle open world?

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Is it still based on GZDoom, or some other engine?

light prism
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its gzdoom

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semi-open world, so it would be more like hexen but with skyboxes that approimate the surrounding areas

dense oriole
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I see

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How much of it is complete? I'd love to maybe help the project out with the little skills I have

light prism
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its not very complete at all yet

light prism
wooden portal
knotty plaza
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are mods for games using doom's engine, such as Hexen, Heretic and Strife, welcome here?

timber bridge
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ya

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i guess

knotty plaza
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aight

knotty plaza
light prism
timber bridge
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do a barrel roll!

remote coral
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Why even call it Doom anymore?

topaz tendon
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zoom

timber bridge
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vroom

topaz tendon
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attack of the insidious dolphins and their race of inbred hypersoldiers

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AotIDatRoIH

light prism
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attack of the defenders

timber bridge
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attack of the defs

light prism
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i wonder if i can make hyperspace any more extravagant

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without triggering peoples epilepsy

umbral sail
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that looks really good

timber bridge
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yep

remote coral
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""""""""doom""""""""

topaz tendon
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I feel like that helmet overlay might be a little claustrophobic on smaller displays or for people that don't play on high FOV

light prism
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good

topaz tendon
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if that's a conscious design choice then carry on

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but if it's not you might wanna consider an option to disable the edge bits that aren't vital to the hud

light prism
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it already has an alpha value

topaz tendon
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I'm fully aware of that, but still thought necessary to bring it up

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If anything that should make it easier to make an option for

light prism
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it.. already has one

topaz tendon
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well you could've said that

light prism
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maybe you need a user_footinmouth var

topaz tendon
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maybe you need a car wash

light prism
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those alien bastards are gonna pay for washing my car

light prism
timber bridge
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starfox sure changed

light prism
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you speak a big game for a line

timber bridge
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hms yes

dusk terrace
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Inventory.PickupSound does not want to work for me

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no sound at all

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is there a way i can fix it?

light prism
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does your sound work if you do 'playsound (soundname)' in console

dusk terrace
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it doesnt error out but nothing plays

light prism
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oh sorry i fell asleep

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@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

dusk terrace
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it's not quiet and i use ogg

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audacity ogg

light prism
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did you save it as VBR?

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because i dont think those work

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try saving a constant bitrate version

dusk terrace
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still nothing

light prism
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ok, show me your file structure and the definition in SNDINFO

dusk terrace
light prism
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and all the others work?

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im guessing its 'shotpickup' that doesnt work right?

dusk terrace
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all of em

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all

light prism
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oh ok

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rename them to be equal or less than 8 charcters

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change 'pickup' to 'pkup' or something

dusk terrace
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but i have a super shotgun that uses its barrel closing sound for pickup and it works πŸ€”

light prism
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and what is its filename

dusk terrace
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weapons/sshotc

light prism
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which is less than 8 characters

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actually thats its nicename btw

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just rename them plz

dusk terrace
light prism
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once again, those are 8 characters

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your new ones are 9 characters

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rename them to be 8 characters

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do it

dusk terrace
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changed pickup to pkup and still no sound

light prism
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the filenames or the nicenames?

dusk terrace
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filenames

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and nicenames

light prism
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you only needed to change the filenames

dusk terrace
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but the ammo pickup worked after name change

light prism
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remember doom is from the halcyon days of yore when filenames were limited to 8 characters + 3 extension

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so by default thats what it looks for

orchid crane
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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?

light prism
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in SNDINFO do $attenuation mysound/nicename 0

light prism
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heh i didnt notice the monster infighting

marsh axle
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There is a Portal mod coming but it is in a very early state but the mod looks well made so far

light prism
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there is already a portal mod

sweet wigeon
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Can anyone give me tips and how to setup stuff for starting with Doom Builder, please?

marsh axle
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Yeah there is a portal mod but this one coming out will be better by alot

dusk terrace
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im just gonna say

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pick up the chainsaw

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requires newer gzdooms because of the use of "A_SetInventory"

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has many issues and has a currently broken feature

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and wont work on zandronum because of the aforementioned "A_SetInventory"

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from what i tested

marsh axle
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Sometimes I try to put a certain mod in and sometimes it doesn't work

dusk terrace
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what kind of mod

livid hearth
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Can anyone tell me why these bolts turn on the player occasionally?

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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

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But somehow, sometimes, the lightning attacks turn on the player and start attacking them instead of travelling in the predicted trajectory

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and, it seems like it happens whenever the attacks are done on the same tic an anemy dies

marsh axle
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I dont know only certain mods

light prism
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depends how they are coded

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@livid hearth would really need to see the actors in question

livid hearth
light prism
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which projectile is doing it in particular?

marsh axle
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Oh this mod looks cool

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Too bad I dont have a pc

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Fucking bullshit

light prism
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oh, the one with A_MLightningAttack?

livid hearth
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yes

light prism
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hmmm ive never used that before

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but uh

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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.

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try adding this to your spawnitemex's

livid hearth
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Still didn't work

light prism
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sorry, i dont know much about a lot of the hardcoded functions

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you might need to research its exact behaviour

marsh axle
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Is modding and making maps for for doom 1 and 2 complicated or is there an easy way of learning?

livid hearth
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the easiest way to learn is to just do it

marsh axle
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That isnt really any help

livid hearth
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hmm...actually, missiletype can be used to manipulate the projectiles called

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I'll try this after shower

marsh axle
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Have you tried like...making it work right you know...like...f

light prism
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actually its pretty straightforward and the zdoom wiki is pretty complete

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and there are plenty of tutorials

livid hearth
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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

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At least I haven't been able to figure it out

light prism
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it might be hardcoded into the lightning actor

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post your current version?

livid hearth
livid hearth
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The whole thing is targeting Zandronum

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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

livid hearth
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Added a slam attack for when you're in the air and facing down

cerulean frigate
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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
light prism
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rgb values are floats between 0 and 1.0

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not sure about additive but it looks like shit 99% of the time so why bother

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{
    color <RED> <GREEN> <BLUE>
    scale <SCALE>
    [offset <X> <Z> <Y>]
    [subtractive <SUB>]
    [attenuate <ATT>]
    [dontlightself <DLS>]
}```
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on the wiki

cerulean frigate
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SectorLight works fine, but I thought there was another one that was meant to be "SectorPointLight"

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Or is that just referring to the settings you can change on the regular light?

orchid crane
surreal meteor
#

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

surreal meteor
#

(please mind my autism)

shadow bone
#

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]

surreal meteor
#

thanks, I will take a look at it.

#

Which type do i need to use? my map is in GZDoom Doom 2 UDMF

shadow bone
#

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.

surreal meteor
#

Currently I'm using GZdoom Builders built in script editor, should I use it's or slades?

shadow bone
#

Either one is fine. I think GZDB already includes the updated ACS compiler so you shouldn't need to do anything else.

surreal meteor
#

alrighty

#

thanks

surreal meteor
shadow bone
#

With parenthesis: (void)

surreal meteor
#

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

light prism
#

Script "FancyDoor" (void)

#

the functions you want to happen after an if condition should be braced { }

#

like if(condition) { DoThis(); AndThis(); }

shadow bone
#

It's also fine to put them on multiple lines, of course: if(condition) { DoThis(); AndThis(); }As long as the braces are there

surreal meteor
#

dang

shadow bone
#

Good grief vega

surreal meteor
#

lol

shadow bone
#

Okay, just give him a minute to calm down and then try again πŸ˜†

surreal meteor
#

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

shadow bone
#

Keep in minds that ACS doesn't have a lot in common with C++ or Java or anything

#

So check the Wiki for examples

surreal meteor
#

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

shadow bone
#

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

unreal oyster
#

vega's spam protection is way less on code blocks, the problem is that the code was put in quotes

shadow bone
#

Oh, really?

unreal oyster
#

yes iirc

shadow bone
#

Ah, okay.

#

@surreal meteor Put your code between backtics ```

surreal meteor
#

#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.");
            }
} ```
shadow bone
#

There we go!

surreal meteor
#

I think I have it working now tho

shadow bone
#

Sweet

surreal meteor
#

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

unreal oyster
#

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

shadow bone
#

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

surreal meteor
#

No, I just wanted the doors to open from the middle vertically

shadow bone
#

Ah, okay.

surreal meteor
#

I just didnt express that well

shadow bone
#

So yeah, no need to check for the key in the script

#

And then do your sector moves inside the script

surreal meteor
#

Ah okay

#

Thanks you guys!

#

It works

orchid crane
#

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?

shadow bone
#

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

orchid crane
#

Apparently there arent any with the same name 😬

shadow bone
#

Hm.

#

Hard to say then

light prism
#

if thats the case you can check the console for it

#

well really you should check the console regardless

surreal meteor
#

Do you guys know how to fix dynamic lights bleeding through sectors?

shadow bone
#

There's no "fix" really. You can turn on shadowmapping, but it has a significant performance hit and only works on 1-sided lines

surreal meteor
#

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.

light prism
#

yeah shadowmapping isnt going to stop light from spilling through doorframes

#

only single sided lines will block dynamic light

surreal meteor
#

Yeah that was the problem, rooms were too close together so there would be random lights spilling through the walls

light prism
#

ohhh right

surreal meteor
#

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

livid hearth
#

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

livid hearth
#

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

livid hearth
#

Does anyone here have any ideas?

orchid crane
shadow bone
#

@orchid crane you probably need to include manual line breaks in the text string. Usually it's \n

livid hearth
orchid crane
#

@shadow bone Would the line breaks be inside the quotes or outside?

shadow bone
#

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```
orchid crane
#

Ja thats what I did tho. If you look at my screenshot, you'll see a \n immediately after the word villainous

shadow bone
#

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

orchid crane
#

Alrighty, thank you :)

orchid crane
#

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

light prism
#

oic oic

livid hearth
#

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

light prism
#

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

marsh axle
#

Eat your couch.

light prism
#

ESCUSE ME

topaz tendon
#

well excuuuuuuuse meeeeee princess

light prism
#

jokes on him

#

i dont have a couch

topaz tendon
#

couch was dinner on tuesday

light prism
#

@livid hearth when you say 'items' you mean inventory/pickups?

livid hearth
#

yes

light prism
#

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

livid hearth
#

yeah

light prism
#
{
    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

livid hearth
#

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

light prism
#

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

livid hearth
#

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

light prism
#

well that depends what youre going for

#

like what the end result is supposed to achieve

livid hearth
#

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

livid hearth
#

....

#

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

wet rover
#

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

livid hearth
#

No, I am trying to keep zan compatibility

#

So no zscript or anonymous functions

wet rover
#

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...

livid hearth
#

If you can figure it out that would be greay

#

Yes, the reason for zan, is for coop

wet rover
#

i think this may need some acs

#

can't really figure out a way of getting closest player using pure decorate

livid hearth
#

Yeah

wet rover
#

i'll try, but i'm not very good at acs

#

oh wait

#

this may be possible in decorate

wet rover
light prism
#

it would probably be possible under gzdoom with stuff like a_rearrangepointers

cerulean frigate
#

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?

light prism
#

your memory?

#

btw that sounds utterly ridiculous

#

probably needs optimizing

shadow bone
#

Yeah, in theory the only limit is your RAM

light prism
#

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

shadow bone
#

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.

light prism
#

and of course variants of the same patterns can share pbr files

#

1.9gb just sounds ridiculous

cerulean frigate
#

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

light prism
#

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

cerulean frigate
#

I split it into two different pk3 files and it's working now

#

The 2gb being a threshold is the only explanation I have

light prism
#

there really shouldnt be a threshold

#

but honestly man you should work on optimizing your resources if you have hit 2gb

livid hearth
#

^

unreal oyster
#

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

light prism
#

well true yeah

#

but only peasants have 32bit systems

hexed sky
#

nah

#

people stuck in the past do

#

nowadays even the trashiest systems are 64-bit

topaz tendon
#

I'm running a homebrew discord on my sega genesis

#

16 bit all the way baybee

light prism
#

Im connected at 300baud on my commodore 64

cerulean frigate
#

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

light prism
#

4k is fuckin ridiculous

leaden ledge
#

Should I use gzdoom

light prism
#

yes

blissful heart
#

gzdoom sucks for like everything except testing maps

light prism
#

gzdoom sucks at baking bread

leaden ledge
#

Ok what do I do first to get it 64 but rght

surreal meteor
#

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

light prism
#

maybe your antivirus

leaden ledge
#

ya thats true I do have an antivirus

orchid crane
light prism
#

the original actor needs to be defined before the inheritor

#

like actor InheritedFrom { blah... } actor InheritsFrom : InheritedFrom { extra blah... }

orchid crane
#

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?

light prism
#

its a loading order thing

#

if the original isn't defined before the inheritor, it will fail

orchid crane
#

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

light prism
#

probably a different issue then

orchid crane
#

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

light prism
#

with a player, the target will only ever be chosen if something is directly under the crosshair

#

gotta go home

orchid crane
#

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!

light prism
timber bridge
#

snek

light prism
#

snechh

cloud fractal
#

senk

topaz tendon
#

stolid snark

cloud fractal
#

Ok hek

marsh axle
#

What happens when a snake

topaz tendon
#

then, it reptile.

light prism
#

so apparently we have .OBJ support now

#

not sure what improvements that offers over .MD3 tbh

past cradle
#

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

light prism
#

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

odd plover
#

anyone up by any chance

light prism
#

hi

topaz tendon
#

when are you adding the mandatory stealth segments

light prism
topaz tendon
#

being detected isn't an instant failstate

#

guess you don't want to be a REAL game designer

light prism
#

imagine a stealth segment that actually game over'd you instantly instead of returning you to a checkpoint or beginning an unwinnable fight

topaz tendon
#

well usually failstates are followed by being returned to checkpoints

#

but a complete game over works too

timber bridge
#

snek people

#

would be better if the projectile was blue tho

topaz tendon
#

^

light prism
#

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

topaz tendon
#

make it an instakill hitscan

light prism
#

brΓ»tal

timber bridge
#

oof

topaz tendon
#

bootal drum

light prism
#

flutal doom

timber bridge
#

sounds good

umbral sail
sweet wigeon
#

BrΓΌtal DΓΆΓΆm detected doomguy_god_hd

light prism
#

brittle doom

timber bridge
#

doomguy but with weak bones because he drank bone hurting juice

umbral sail
cloud fractal
odd plover
#

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?

light prism
#

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

odd plover
#

uuuuh i fixed it, i fucked up in a 3d triangle

#

the tag id was wrong

light prism
#

yeah thatll do it

#

thats what i meant by transfer

odd plover
#

ooooh

light prism
#

in gl mode you see 3d floors and other transfers, as well as models, dynamic lights, etc

#

slopes

brisk flax
#

Cool.

#

By the way... I made some new weapons for Doom: Megapack. I'd like to demonstrate one weapon.

light prism
#

then why dont you

brisk flax
#

This is a staff weapon. "Coral Sprig" And it's in the slot 7.

blissful heart
#

its right at the start to its not got much going on

stone plume
#

wack

light prism
#

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

light prism
#

if anyone knows math beyond 1st grade i could use some help

silent totem
#

Hmmm

#

Wow you're pushing the engine pretty far I have to assume

light prism
#

ill take it nobody knows then

#

or there just isn't a way using external shaders

light prism
#

added a gaussian blur

blissful heart
#

is that like

#

doing the same thing as the low poly mod

#

but a lot more poly

light prism
#

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

silent totem
#

Yeah okay this entire thing is made of duct tape and magic

#

Haven't seen anything like this in GZDoom

light prism
#

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

silent totem
#

Yeah but I don't see people often doing this shit in GZDoom

novel marsh
#

@light prism ...That's Doom?

unreal oyster
#

no

#

it's gzdoom

#

which is very far removed engine wise

light prism
#

its spider solitaire

silent totem
#

It's still pretty impressive @unreal oyster

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

light prism
#

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

novel marsh
#

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.

unreal oyster
#

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

light prism
#

yeah i get it, with the probes and shit

#

but this is just a single image

novel marsh
#

Like how Total Chaos was made off of GZDoom and not Doom.

light prism
#

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

novel marsh
#

People make maps on GZ without jumping and crouching in mind.

light prism
#

my god he's right...

#

...people DO make maps for gzdoom

novel marsh
#

I know that's sarcasm.

#

I said that they're mostly made without jumping and crouching in mind.

light prism
#

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

novel marsh
#

No. It's just that videos barely show jumping and crouching in some new map sets.

light prism
#

well really its not a core part of doom's gameplay

#

really really its not a part at all

light prism
#

the ai is ill-equipped to handle crouching, you can crouch under many attacks

#

and the default jumpheight/gravity is just lame

blissful heart
#

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

light prism
#

there was a 'party mode' map where you were in a circle arena being fired at by multiple cyberdemons

blissful heart
#

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

light prism
#

gross

blissful heart
#

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

light prism
#

yeah, i have seen similar maps

#

with the key monsters spread across the map

blissful heart
#

Recently I watched a run of scythe as I am completely incapable of beating it myself and I liked the visuals on later levels

light prism
#

yeah its definitely a classic

blissful heart
#

currently reducing the difficulty of this level as it might be a bit too hard on nightmare

light prism
#

nightmare is supposed to be hard

blissful heart
#

you die within like 5 seconds of spawning so i threw in a single green armour somewhere near to where you spawn

light prism
#

just like real life

blissful heart
#

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

odd plover
#

been literally years since i saw a brony last

blissful heart
#

lucky lucky

odd plover
#

not counting the ones i sell commissions to

silent totem
#

I'm sorry

blissful heart
#

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

light prism
#

more like

#

something you dont want to happen while sexting

blissful heart
#

speaking of making a map the map i am making looks quite.... red

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and dark

silent totem
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It wasn't spam

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Ffs

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Bad Vega

blissful heart
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when the slayer made the backup he had to fit him on a smaller storage device so he ended up being retarded

light prism
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i guess it was spam

light prism
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has anyone else noticed with pbr that the normals for lines seem to be inverted

blissful heart
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ooo

lapis fern
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You know idtech 4 (Doom 3's engine) is already 3d and moddable, why you keep using idtech 1(??)

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?

surreal path
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It's easier to mod Idtech1

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And modern source ports give it truckloads of advanced features

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also nobody cares about Doom 3 :^)

lapis fern
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Where is idtech 1 here???

surreal path
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What do you mean by "Where is idtech 1 here???"

lapis fern
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I mean that I looked the video that resembles nothing like the games that have been release in idtech1

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Look it's ok to add one or two feats on an old engine but this is just a new engine all together

past cradle
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whats the issue

lapis fern
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Dunno

unreal oyster
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it's not easier to mod id tech 1 for this, that's why nobody does that

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it's gzdoom, not id tech 1

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incredibly different engines

vocal crypt
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DAE GZUDUUM INSPIERD BUY QUAIK 2 ENJUN

light prism
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+watches gutawer's head vein throb+

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i think rabid means its easier to write with acs/decorate

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i am more familiar with g/zdoom than say, ue4 or unity, so theres that

unreal oyster
#

yeah i'm in agreement there

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but my point is that we literally aren't using id tech 1 to do this because it's impossible to do there

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in a lot of ways gzdoom is beyond idtech 4

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and in a lot of ways it's behind, but still

light prism
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you know what i would like

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non-symmetrical collision boxes

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like radius being split into width and length or something

unreal oyster
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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

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though to what degree of success i'm not sure, i haven't tried it

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and it wouldn't do shit for map collisions

shadow bone
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CanCollideWith is actually super-powerful. Matt used it to add headshots to Hideous Destructor a while ago.

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(they've since been removed for balance reasons, but they worked great)

unreal oyster
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doesn't really help with that if you use hitscans though

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which is pretty much a good idea for bullets unless you want them to be stylistically slow

shadow bone
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He's actually using a sort of hitscan.

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It does spawn an actor at each step of the bullet simulation though, and the collision calculation happens there, I suppose

unreal oyster
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yeah i mean that's not hitscan then, that's just multisampling collisions

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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

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(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)

light prism
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really id just want it for decorative object collision

shadow bone
#

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

light prism
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i dont know jack about zscript/overriding methods though

shadow bone
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virtual overrides are magical ✨

light prism
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i spend too much time just staring at my beautiful visage in the mirror

shadow bone
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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); 

}```

light prism
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i guess you couldnt read mesh data that way though?

shadow bone
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I'm.... pretty sure you could...? But you'd have to write your own polygon collision formula.

light prism
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that would be cool, having a simplified version of your model get checked

shadow bone
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Someone on the ZDoom forums was working on model collision, using this method I'm pretty sure

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They hit some roadblocks somewhere though

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and haven't finished it

light prism
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oh you know what else would be cool (completely unrelated)

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gldefs material definitions allowing for texture lists

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material texture TEX1, TEX2, TEX3, TEX4, TEX5 { normal "pbr/normals/allthesame.png" ... }

blissful heart
#

realised now that even though my maps look like complete shit, they look less like shit on crispy doom

flat storm
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does decorate have a state for when an actor is touched by another actor?

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I want to make a monster that kills (or maybe severly damages) the player when they run into it

light prism
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you could use the lost soul attack

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or just make melee attack checks

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with a very small radius

flat storm
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but they would have to be melee-ing constantly

light prism
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yep

flat storm
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it amazes me the things that can be done with decorate yet it's so limited

light prism
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well to be fair you could probably write up a zscript monster that can hurt by touching

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without any misuse of decorate functions

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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

blissful heart
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because of the weird 360 sky thing gzdoom does it looks like a funny face is staring at you from above

light prism
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weird 360 sky thing?

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that is just a horizontally mirrored image

blissful heart
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in gzdoom the skies are circles

light prism
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oh right

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i think you can override that behaviour

blissful heart
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well i kinda like it because it fits the general idea of what this wad is possibly going to be about

silent totem
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What is it gonna be about

blissful heart
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poor old you

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stuck in whatever wacky world i have come up with

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something interesting is that it crashes when i load it up on some ports so thats great

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on crispy doom it crashes and on chocolate the sky looks like missingnos mutilated corpse

light prism
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hmm is it possibly the wrong resolution

blissful heart
light prism
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or the image isnt indexed/paletted

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is the image you posted the actual sky file youre using?

blissful heart
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i think its in the wrong format for none zdoom ports

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i might need to change that

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problem is i have no idea what the fuck i am doing

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oh good theres a wiki for slade

light prism
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here try this one

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hopefully that saved the formatting

blissful heart
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its a png

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i think it has to be a doom graphic

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aha i have done it i think i hope please god

light prism
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i dont think i have ever bothered

vocal crypt
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Oh you want a name for the map

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In the intermission screen

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is that right

blissful heart
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yes on the intermission screen

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i have no idea what im doing with the font, sizing, all that stuff

vocal crypt
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Well you don't have to make your own thing with the font and all

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I think it's something in MAPINFO

blissful heart
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no

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me no like

vocal crypt
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I haven't played with maps in a while so

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also what

blissful heart
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me no like smelly bad mapinfo

vocal crypt
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..

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You're making it harder for yourself.

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unnecessarily.

blissful heart
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did alm use mapinfo no he did not

light prism
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he's looking for a way to do it in vanilla

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where i think they are just graphic lumps

blissful heart
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yes me want make graphic

vocal crypt
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Well I think you're probably SOL

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But I'm a newb so

light prism
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he wants his wad to be vanilla compatible so he gets all of 2-3 extra users to play it

blissful heart
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actually like nobody is going to play it in the first place

light prism
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put those skirts back in

blissful heart
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i am learning too fast and i need to stop before it gets dangerous

vocal crypt
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now fiddle with the intermission text

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not the percentages

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FUCK

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I meant song

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mb

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as in the text song

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the things that happen before MAP 07 of D2

blissful heart
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i was about to get to music

vocal crypt
#

d

blissful heart
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i had music disabled in gz cause i was listening to stuff earlier

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i love doom 2s intermission

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time to see what midis i can fuck around with that ive already got

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for example, the boss theme from persona 4

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i could make the hardest icon of sin level ever and use this as the song

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or maybe battle for everyones souls

flat storm
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@light prism why would such an actor be easier in zscript?

blissful heart
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imagine having 5 monster spawners

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the 2 player vs theme from dr robotniks mean bean machine

light prism
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i dont know much about zscript but i do know you can override the tick function and shove whatever you want in there

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so you could have a monster that moves around and regardless of its state it would be able to cause damage via touch

ruby harbor
#

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...

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Inb4 it's because I did something dumb and obvious and didn't know.

light prism
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don't use xwe

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its ancient

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hell you dont even need any kind of lump manager to make content

ruby harbor
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Oh?

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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.

light prism
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you shouldnt need to mess around with the internals of a wad to use player skins

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but i dont know the exact method because ive never bothered with that stuff

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i believe the wads just go in the 'skins' folder

ruby harbor
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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.

light prism
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what.

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you just make a 'skins' folder under your g/zdoom folder

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thats it

ruby harbor
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Well, technically, I kinda did, but with pretty much all the Doom mod things.

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In other words, I put it in ZDoom, GZDoom, and QZDoom, as well as base Doom and maybe ZDL just for good measure.

light prism
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'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 β€œskins” 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.'

ruby harbor
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They are Wad files containing skins...

light prism
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that is the extent of my knowledge

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regarding skins

ruby harbor
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And the extent of mine is pretty much non-existent, which is kinda the purpose of me asking.

light prism
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well re-read what i just pasted, make sure it all conforms to those standards