#classic-doom-maps-mods
1 messages Β· Page 90 of 1
...I meant I can't even change the skins in the menus...
that is player class, not skin
oh, it lists both
i dont know, it might not be compatible with something else you are potentially trying to run
What is better to use to start out
what do you mean
i think my level design is slowly getting better
have you been a good boy and smoked all of your pot
i better not find any crumbs in the bowl
i managed to do a teleporter thing without fucking it up
you know when you get jumped after picking up a key or something
up until now ive never gotten a good look at archviles because i always hide somewhere when i see them
theyre just calista flockhart without a wig on
you can google the original model they made
its still hard to tell really
just some sort of semi-reptilian alien looking skeletal thing
i always thought they somewhat resembled skeletons
on the topic of skeletons revenants are just the funniest things to me
that sounds like a you problem
i love their melee animation
i thought they were uac experimental supersoldiers where their skeletons just expanded out of their bodies
at least im starting to feel happy with level design
welllll thats the reboot lore anyway
originally they are just re-raised demon sekeletons
in the lore of my wad it's the EDL
i'd like to imagine that the possessed soldiers are possessed by the lost souls
like in doom 3
Yeah
Honestly if it didn't have the Doom label
It'd be decent at best
Or okay
It ain't terrible
But the horror part is lacking from what I see
its a good game and the only stigma comes from people like you waffling on about the same old aspects
'oh its too dark!' hello doom 1/2 had dark areas
I'm saying it's good but because it doesn't fit in as much as the rest people look down on it
hmmm
i have this multimodel monster
and i want it to drop its weapon on death
so i used -1 as the model frame index (the wiki says it stops rendering of that model)
but when it reaches the death state instead it just shows up as this glitchy mess of vertices, like it is trying to interpolate into nothing except got stuck
I've just installed Eureka on Debian testing. It's not that bad.
well arent you a clever sausage
just finished a dead simple clone
hey y'all, I was wondering, I've got an ACS script that uses the number keys for a quickslot inventory system. would love to be able to assign 1,2,3,4,5,6,7 etc by default in KEYCONF (since this mod doesn't use the weapon bindings for anything), although I understand it overrides the default binding keys, so it won't allow me to make them default.... if that makes sense.... is there a way to bypass this on a mod specific level?
alternatively, probably a little easier, is there a way with ACS I can get a assigned control key in a string and print that instead?
it is a bit weird that you cant default the number row
does anybody know how you make a wall or texture see through? trying to obtain a glass like see through wall.
depends what map format
I just know that it is gzdoom: doom 2. Doom 2 would be the map format correct or is it something else?
yeah
you wont get translucency under that format
youd have to use a stippled alpha teture
texture
any suggestions on a different route for a see through wall then?
dont use vanilla map format
other formats like doom-in-hexen or UDMF allow lines to either have their transparency set via an action or directly have an alpha value in UDMF
As I now again at the format it does say UDMF.
okay, then select the line, give it your 'glass' texture, and set the alpha value (about halfway down the window on the first tab) to like 0.5 or whatevs
would the alpha value be in the Edit LineDef? I just know enough of doom builder to make simple maps.
yes
edit a linedef, the window that pops up has multiple tabs, the first tab should have an 'alpha' or 'translucency' property about halfway down the window
above the action/arguments fields
the render style is translucent and I am trying to mess with the alpha but it keeps reverting back to 1.
trying to put in 10
you want it at 10%?
the value is between 0.0 and 1.0
so 10% would be 0.1
its reverting to 1.0 because 1.0 is maximum
10% may be pretty much invisible for a glassy texture though
brb smokebreak
thanks for the help then.
no problem sugar plum
Hello, i have a small problem. Yes, i am using my addon and has this. My enemies aren't reacting to pain states for some reason and i don't know why. II also loaded without my addon and the enemies reacted to their pain states. Well, any help? Thanks. https://youtu.be/hWygqCixhms
I don't know why enemies aren't entering pain states.
I just can't find the reason why the enemies don't enter their pain states. I tested this on both GZDoom and Zandronum with my addon and the pain states didn't work. But without my addon, they work.
Iβm going to start making doom maps with friends and stuff does anybody know the best thing I could start making maps with?
GZDoomBuilder-Bugfix is the best map editor available right now. Don't let the name fool you, it can make maps for even vanilla Doom and Hexen.
Discussion about ZDoom
SLADE is a distant second for just mapping, but it has an edge in some areas because it's available on Linux and does general lump editing instead of just maps.
alright thank you
@brisk flax What does your addon include, do you have a file I can check?
Is it ok if i post in pastebin?
Well, yes, they have pain states for all of the monsters for my addon and for simply hard, but with my addon added, they don't react.
And everything is working fine exept enemies reacting when hurt. I fixed some of the things, but i can't find the error with the pain.
i mean a painchance
not the pain state
wait let me give you an example
do you have this in the start of your enemy code
@brisk flax
Yeah.
what is the value on it?
Well i have a lot of monsters in my Simply-Hard addon.
Examples of pain chances of my monsters:
Dark Ion Guy - 64
Razortherion - 40
God Shadow - 150
Well... It seems I have to show you this. https://youtu.be/-TKIXE1sLTE
The enemies don't react when hurt. I used Gosimer's Machinegun and Gosimer's Class to demonstrate. By the way, I do not own Simply-Hard. I own the addon Doom Megapack.
Hmm... Very strange... Pain Chances are normal, but the pain states for all the monsters are just now reacting.
The player's pain states and pain chance still works btw.
set the painchance to the 255 and see if it works
Well all of the enemies from both Simply-Hard and Doom megapack don't react when hurt. But when i load it without Megapack, they react when hurt. So something from my addon is causing it...
but did you check if it works with the painchance set to 255
I'll try with one random enemy from my addon.
EDIT: I checked with a Titanium Imp and It still did not react when hurt, so something from my addon/mod is causing this strange problem to happen.
I changed the Titanium Imp's pain state to 255. I just wanted to check if it works. The original Titanium Imp's Pain State was 170.
Well the Titanium Imp's pain state has 4 tics.
Titanium Imp Code https://pastebin.com/N4dGck1x
he asserts dominance
he orders dominos
boneless pizza
360 boneless pizza
t pose
no shit
Stfu
boneless boner
bonerless bone
boneless ice
As usual quite impressive
Been thinking of making a werewolf themed mod
before you do that you need a werewolf license
Awoo
you have to take a test that shows you know the difference between werewolves and lycans
:v
because too many people get that wrong when they're not interchangeable
like jk rowling
All werewolves are therianthropes, not all therianthropes are werewolves
okay, you can have your temporary certificate
the laminated license will arrive in the mail in four to 8.3e+96 business weeks
you don't need the license to awoo
awoo freely
the license is to create werewolf media
Dream mod is a DMC inspired shoot n slash lol
So uh , anywhere to start with scripting gameplay-affecting mods?
thats such a broad question
technically giving a zombieman 1 extra hitpoint is a gameplay affecting mod
lol
:v
this is weird, I'm using GZDoom. OpenGL isn't rendering any sprites
update your drivers if you haven't already
that's weird
aight, sprites are appearing, nice
yeah, i assume you're on AMD? because this was a known AMD glsl compiler bug iirc
it tried to optimise gzdoom's shaders too hard and ended up stopping sprites from working i think lol
was that changed recently?
guy on our team can't see shaders
he can see pbr but not custom glsl
oh, he's on integrated intel gpu, but it does support 4.0
some people here have worked with pbr textures in gzdoom yes, real time shadows are not a thing in gzdoom though
Iβve seen someone do it on YouTube
It was experimental but it was really good looking
Can I post links here?
actually there is real time shadows, but it's incredibly limited and only works on a 2d plane
yeah you can
Testing out dpJudas' highly experimental real-time raycasted shadows in QZDoom
yeah that's what's in the engine at the moment, it only works on 1 sided walls
Itβs still really impressive to say the least
sure, but it's also been in there for at least a year π
? In GZdoom?
yes
Yeah but I didnβt know that was the same thing as real time shadows
Huh
Well anyways I was wondering if any1 was working on PBR because I wanted to begin learning how to work on it myself and I also needed some help with something related to it
just ask your question then, you don't need to ask about asking π
Iβm not home yet so Iβll explain it when I get home
I wonβt be on for a little while tho
ive been doing pbr for a while now
Oh wow!
Thatβs impressive
Actually, I was wondering the plausibility of importing a whole map into doom, more specifically a modern one
Or would that just murder the engine to no end XD
its possible but you'd have to follow some guidelines
and it would be easier if it were broken up into quadrants
Darn it I was worried Iβd have to do that
Also will polys be an issue?
also you woul dhave to define collision for everything
OOF why does that sound difficult
polycount probably not an issue
Or not difficult but rather tedious
yes, it is
Haha ok
in the long run youre better off just making new maps
and using model pieces as mapobjects/decoration
Ok good to know
My PBR questions will have to wait till later
Thanks for the help Iβll be back later π
its done when its done
:O
in the words of Bob Parr, "we get there when we get there."
in the words of me, "Who the fuck is Bob Parr"
what, have you never seen the incredibles?
yes, i dont have 100% recall of pixar movies though
yes you do
ok you got me
do it then
ok so MisterCat
Im having trouble loading some normal maps etc that were provided by a dude
like they kinda work, but there isnt much happening to them
maybe i could screen share to u my problem?
ye
because without dynamic lights you wont notice jackshit
ok secondly im at work for the next ten minutes and wont be home for an hour-ish
i think i do
because normals will do nothing by themselves
ya i have all of those
okay, ill have a look when i get home
should it be working if i took the materials folder and made it into a pk3 and ok
uhhh you still have to either have them in a specific folder for auto or have them in some kind of structure that you are pointing at in a GLDEFs definition
i do all mine manually and have everything under a pbr/textures/ folder
O.O well they are in auto things but like all that other stuff went straight through my cranium
you know what GLDEFS lump is?
I do know people advise not using auto and no I do not know
its a file in the root of a pk3 which can define materials
as well as dynamic lights and other stuff
oh ok that makes sense
{
normal pbr/textures/MYFILE_N.png
roughness pbr/textures/MYFILE_R.png
metallic pbr/textures/MYFILE_M.png
ao pbr/textures/MYFILE_AO.png
}```
then any reference to that texture should be using its 'long name'
like "textures/MYFILE.png"
youll notice in gzdb texture select a button at the bottom that says 'use long names'
π€ alrighty then
ok home
honestly pretty tired, could we work on this tomorrow?
if you want but it will have to be around this time
either that or you can wait til the weekend
ye one of the two
when can I preorder the action figures
Never @topaz tendon
hot
this is gonna sound like a dumb question but how do I copy and paste textures in GZDoom Builder? I dont want to open up a menu every time
or middle mouse also pastes currently selected texture
I seeee
ctrl-shift-c/v will copy all line properties
(texture scale/offset, line action, tag, etc)
π
my god, you have beautiful eyes
π π π
my favourite is the sixth one
@light prism I am going to pretend that is a Furry Super Soldier, one of the ones who participated in the Great Furry Uprising of 2095, which ended when the UAC carpet bombed FurCon 2095
implying furries will exist after 2020
well i just wanted to work on the doom stuff today
well if you dont mind waiting a couple hours i should be home by then
or you could try asking here again since other people might know
@tired drift home now
its ok
does that happen with all the monsters?
Strange
yeah, interpolation across tics doesnt seem to update it
ie POOP ABC 8 will only update 3 times
Does anyone have a precompiled version of Doom Eternity port, with split screen?
Discord compression makes lighting look weird
good
As always though, it's still looking good and I wish I could try
you know when you spend 5 hours trying to make a map and it just ends up being a vague shape
Yes
you'd think i would have more to show than this
if i did what erik alm did when he made scythe all of my maps would look like untextured shapes
Where to I learn to not be trash with GZDoom builder
How do you do decent colored lighting
go easy on the saturation and brightness
only have light sources themselves be highly saturated
I just want a flickering red lit room, am I just stupid
Yell that bit is easy, I just mean trying to simulate light falloff is the issue
you can always combine the aspects of sector lighting/color/fade with dynamic lights and brightmaps
as well as the sector flat glows or doom64 style gradient
Wait I've done a thing
Nevermind I did not
in udmf you can set a sectors color, fade, floor/ceiling glow color and height, or also use doom64's gradient system, its all on the second tab i think
Oh okay, I have finished trying that for today but I'll take that into account in the morning
you know when you desperately want to start a hobby but you're so fucking inept that you can't do anything no matter what you try and it ends up driving you into a state of complete sadness and self-hatred
That's called everything I do
That's called me trying to make a Doom Mod
great now I'm getting the mood to make a Counter Doom mod again
even though it's basically lost to time.
too bad I suck at programming
...And probably me being lazy.
oh god I'm going to have to make a menu in ACS.
seriously i dont get how people make levels
neither do I
any attempt just doesnt work
i wish "####" "#" frames would interpolate
when it comes to enemy placement i am kind of like bob ross
every enemy has to have a friend
meanwhile I'm being lazy and don't know putting together a menu to buy shit in ACS
meanwhile we have linedef curves tool- the level
How's it look in game?
I have no idea what I'm doing but I am trying
most of the stuff isnt final
some parts actually look kind of scary
opinions?
where's the fireblu in that
fireblu wouldnt fit in this
the levels meant to be like 90% red because symbolism
what does the red symbolize
it symbolises the colour blue
In my thing I had I just had red flashy lights because I wanted red flashy lights
https://www.dropbox.com/s/he8sjtgofqnyd0h/Odyssey.rar?dl=0 Doom mapset i'm working on with some stuff from Realm667 [Will credit them all in a Readme file once it's written up, plus some lore and info.]
complete recreation of mario odyssey in gzdoom
The basic idea here is that the UAC has opened a portal into hell- On purpose this time- With the intent to send expedition teams in to learn about this alternate dimension. So far none of the teams have returned, so the doomguy decides "Eh, fuck it, why not." and heads in on his own.
going through the various circles of hell with their different themes seems like a given idea for a wad but I haven't heard of any that do that
not to say it doesn't exist but there must not be any notable ones following that theme
First three levels are the UAC portal facility, with a brief space between dimensions and a hell temple. Second level is the Hemoducts/Blood sewer, and the third level is the Tortuary. Fourth and fifth will be getting out of the hell city, next five will be the outside world, and i'm planning to have 30-40 levels overall
thank you cat, very cool!
Hey, does anyone happen to know how to track the difficulty setting in ACS? Trying to make different misison objectives based on the difficulty.
hey so you know that curve tool the level screenshot
its actually pretty alright
it might be the first quarter-semi-decent level i have made
here is a demo of the self destruct / sacrifice thing i mentioned earlier
the video is too big so i am compressing it to show to you
wow the compression is really effective
that doesn't look like it's pointing at the crosshair
even when you look up and it tilts that way, the model seems a little low
good
oh
he also doesn't want to shoot anything in the head, that's why he's aiming below the crosshair
he's a pacifist, forced to defend himself
the jitter is from the method im using to modify the x offset, im just capturing the mouse yaw directly
i need to interpolate it
Yeah that might help
it looks nice besides the jitter and the slight down angle, I just pointed that out first because you're a big boy and won't get offended by criticism
What I tried to say before my internet rudely cut out was basically that the aiming lower than the crosshair could also just be seen as a stylistic thing to make the viewmodel look nice
if it's a stylistic choice then I'd prefer an option to make it match up with the crosshair
that sort of thing never stops bugging me
Anyone can tell me how the hell i can use the "PlaySound" command to make a sound play on a Linedef or a thing?
I can only make it play if i use 0 as the first argument, for the love of god i can't make it play anywhere else, it's just complete silence
using 0 makes the sound play at the source of the activator, which will be your player actor
so thats working
@light prism Thanks. Searching difficulty wasn't returning anything for me.
Well for starters, brighter screenshots would be helpful. I can't see anything except the crosshair there
But sounds like you need to set your model offsets
Offset xoffset yoffset zoffset
Sets actor x/y/z offsets.
youll only need to adjust the z offset
> offsets crap
okay then, it's only an integral part of Doom modding since 1993, no need to get annoyed with it.
You can't expect the engine to magically know how you want stuff to work
model offsets.. 1993... hmmm
Sprite offsets have been a thing since 1993. Model offsets are just an extension of the same idea
This is nothing new
yeah except they work completly differently
Sprite displays too low? Adjust sprite offsets
Model displays too low? Adjust model offsets
Sounds like the same thing to me
worked
@shadow bone
Sorry for ping but what do your MOD doing?
I don't understand
Oh nothing....i just didn't understand the link.I thought that is a download link for a mod but i realized that its a Wiki link
Sorry
You mean TV Tropes

tv tropes is a deathtrap
Yes I know
I'm certain it's taken my soul
But I must know every trope
Mad man's knowledge
reminds me a lot of this gun
they both have infinite ammo and useless when you have any other gun
lemme play it fam
its not entirely useless
the charged shot can kill a rhinodude in one hit if youre lucky
also it is 100% accurate
How do you make the animation look fairly decent
what do you mean
the regular fire mode uses a randomized weaponoffset, that makes it look slightly different for each shot
unlike sprites when you use weaponoffset on a model it rotates/pitches rather than moving
i also gave it a slight bob/weave in the ready state
Honestly I really have no idea about working with models in GZDoom but it looks good
so these walltypes block the player but not bullets or rockets?
any wall you set as 'impassable' will have that behavior
'block everything' will stop that, and 'set walkable 3d mid texture' will let you make height sensitive collision on a line
thanks for explaining! i really need to get back into mapping
Tested out some Room-Over-Room stuff with portals, got something decent with it
Want some other ideas to play around with in a test map
polyportal vehicle
No idea what that means
rumour has it this is what you see before you die
im taking the go 2 it concept to the extreme
6 archviles in the same room
3 cyberdemons, two arachnotrons, 1 spiderdemon and a few chaingunners
who thinks it needs some revenants
Yes but why
map32
it needs a few millions revenants
hey guys, i just tried out doom modding for the first time. https://i.imgur.com/k13fy0g.gifv
made this small map and a custom enemy
i kinda want to put this up somewhere, where do you guys usually get your mods. Moddb or some kind of forum?
zdoom forums mostly
moddb is pretty awful unless it's the only place a mod is available at
just as i thought, i only go there when i need to grab brutal doom for the 20th time π
who would download brutal doom 20 times
a person who always deletes the downloads folder and complains afterwards
i barely ever clear out my downloads folder
im scared to go in there and have to spend hours organizing everything
very red
How do I spawn an enemy after the player picks up an item?
hit `
type "spawn (insert monster here)"
no
summon
"summon (insert monster here)"
No I mean like in my map, have them pick up the shotgun and spawn a zombie
You are summoning it in the map

In seriousness
https://zdoom.org/wiki/Thing_Spawn there's this method
https://zdoom.org/wiki/SpawnSpot or this method
Oh shit
I forgot
what Format
are you using
Aight
What is a MapSpot Tag
What am I doing
put Thing_Spawn special on the shotgun
(when something dies or is picked up its special activates)
a mapspot is just an actor
so place one and give it a tag
Okay
theyre like teleport destinations except different
a tele dest acts as a point within a tagged sector and does not require a tag itself
a mapspot doesnt require a relevant sector and just uses the tag directly
gj
now make a pain elemental that is set to spawn a pain elemental on death, which gets the 'spawn pain elemental on death' special asisgned to it
No pls
Just make an archvile that summons two archviles on death
And each of them does the same
make love
jack off
jac koff jill
jabroni jill
jongobanan
poncho jomp
punch jump
that's the one just before rocket jump on the skill tree
that's a different tree governed by the same stat
i found out what happens when you put monster spawners in a go 2 it styled map
blunt force trauma?
Crime
the monster count goes from late 200s to late 800s
map32 to the extreme
they spawn on the 6s
btw who can tell from that screenshot alone what other map this is built on
its 6s from player perspective
Well this isn't that so it's a 9
999
I believe so
blame the mong who made this map upside down
Idk I'm not in the UK
Go 6 it
That's 92 less than needed 
wait go 2 it only has 206 enemies
go 4 it has 18 cyberdemons
but has much bigger space
m o n g
Could anyone help me make a Linguortal?
Lineportal?
No not that, a Linguortal is a fake portal made by messing with the BSP of a level.
Then no idea
probably some self-referencing hack
or misreferencing
i wouldnt know the specifics
seems like if you have the right shape setup you could potentially allow actors to cross from one disconnected sector to the next, definitely not render though
why you would want to do this is beyond me
especially when there are heaps of portal methods already
reminds me of unreal 1's razorjack alt
yes
ive been doing more fragment shaders but yes
back again to talk about my map32
i have learned that so far there are 18 archviles which is not enough
have @ it has more cyberdemons than that
i just need places to put stuff
18x2 = 36ish
i threw in a thing that teleports two cyberdemons to the main part of the level
I'm now imagining them playing Poker while they wait to be teleported
you know the outside bit in entryway where you find the shotgun
Yes
ive transformed that and its like some kind of mosh pit
Ah
because theres 3 monster spawners there
the presence of the monster spawners is an advantage over other map32s
its actually incredibly fun
to take an already existing map, change some bits and load it with monsters
Also easy
i found a category where i beat all 3 levels i am trying to compete with
so far i have 37 demons
and 2 spectres
currently looking at have @ it for the first time and its rather interesting
i can recognise hangar and entryway but separated by weird caves
whereas go 4 it has them seamlessly linked
when in game, i can recognise the first level of tnt as well
well have @ it is what i refer to as "pain in the neck"
I have no idea how but I managed to get my wad to work with crispy doom
this is very good for me
imagine waking up in the morning, looking out the window and seeing this
hm that's pretty bad
i think you'd be gone in a second
well the medkits are in a dangerous area
then we need a highway to the danger zone
or you could walk there
just watch out for the volley of projectiles
my internet is exceptionally bad today what is steam doing
nothing apparently
by the way i just did the evil thing of replacing all of the former humans that used to exist in map01: entryway with chaingunners
Can you don't
Oh.
more chaingunners required
would you say 6 spider masterminds is too many
you're right
enough for what
I'm gonna just randomly last second whack the entirety of E1M1 in there as well
a birthday party?
Massacre at Queefsburg
Go 2 Hell
80% royalties
this screenshot was not possible without godmode

I think I finished the level
there may be some changes needed
maybe some difficulty increase
i really like the sky texture mek did a good job
I somehow got the wad to run on crispy doom therefore we can possibly get speedrunners on board
crippy doom
i went and changed some things in the level
for example there are now 24 cyberdemons instead of 18
the final room is a slightly altered version of doom 2's icon of sin in which you do not actually need to kill it but instead try and activate a damage switch by praying and firing rockets / bfg at it
that opens two doors in the weird lava walls and then the last two cyberdemons pop out
also there's 5 monster spawners in the forehead of the thing
that is a fair amount of cyberdemons
something rare is happening
the visual mode camera in doom builder is s m o o t h
you know when you go from taking 3 days to make a map to making one in a couple hours
wat
post it nerd
dork
cheeselord
like i said, a small one
small dosen't mean bad
i get an error after adding player sounds
*pain has already been used for a non-player sound.
Oh god.
I don't use ACS much at all and I'm trying to compile a script, and.
It's not compiling due to a bug, not in my ACS, but in.... slade's ACS?
slade doesnt have seperate acs.. you mean its from a library in a .wad you are including?
Probably.
wel it gives you an error type and a line number
im used to irc
i dont need user profile pics spamming up my screen
or the losoe formatting
I have a code related question that, for once, thankfully isn't me yelling about something not working.
Is it possible, in DECORATE, to create monsters that are hostile to specific other monsters, but also hostile towards you?
you could use A_RadiusGive on a whitelist of species as a replacement for A_Look to check for 'enemy' monsters
Hm, this is going to sound dumb, but how would I make those monsters actually attack the 'enemy' monsters using that?
wait, tahts wrong
its another function that lets you set the monsters target on successful check
hold on
Ah, A_CheckLOF
however you'd have to then do a species check after obtaining a target
What can I use to check for species?
Thanks!
bear in mind that A_CheckLOF only checks line of fire
so you would need to do successive checks offsetting radially
and of course the much simpler Thing_Hate would let you do it, but that would require manually tagging monsters
ah, the ol' A_RadiusGive hackeroo
what button do you press to put one in your mouth
more like
how do i make them +floorclip without being totally invisible
since theyre water-dwelling and all
also i really hope there are plans to make pbr work with interpolated frames
well i guess its lighting updates rather than pbr
i make garbage
these screens are pretty old btw, there's a lot more detail rn
but I'm on my phone right now and I can't get my lazy bum back on my PC to take more screens rn
that silvery boi texture I did the heightmap myself in paint.net and I feel proud
the pbr really looks garish with such little physical detailing surrounding it
is that MODWALL?
you DONT KNOW!??!/1/1//1
my iq is -2 of course I don't
how does that work
exactly
imo pbr looks nicer on higher rez textures
I need to learn how to make good sprites. Adding custom weapons is my next thing to learn
now that you can't just buy a copy of photoshop and keep it I don't think too many people still use fumblesharp
at this point everybody I know has their own freeware preference, I use gimp
Yeah I do why
just asking
those are hard to find, though
Photoshop CS2 is old, but technically free and legal. Adobe turned off the verification servers and lets anyone with an account download it. You just have to dig a little, because they don't actually want you to, lol
I'd recommend gimp
or there's one specifically for spritework
can't remember the name, but it became freeware not too long ago and it's got great tools specifically for sprite creation
let me find it real quick
MS PixelShit
used to cost money but they made it freeware
now i have to texture π¦
GIMP is perfectly fine for 99% of twhat most people need. You'll just need to spend a little time getting used to the different layout / controls, and even then it's possible to make it very Photoshop like
probably gonna take twice the effort of the pistol
yeah, gimp controls like... a gimp
I had a way easier time learning gimp than photoshop
very rarely did I or do I ever have to look for how to do certain things, it's all pretty intuitive as long as you know what you're trying to do
real men dont even use graphics editing software, they just write scripts that generate pixels in specific patterns
Same. I've been using GIMP so long that Photoshop seems alien to me, lol
like back in the days of yore when sprites weren't image files in some archive, but rather data arrays initialized at the start of the program
also with gimp being free comes the fact that a lot more people are going to ask questions and answer questions, so you're not just stuck with official documentation if you don't know how to do something
chances are a million billion people have tried to do the exact same thing and asked the exact same question
I just directly edit it bit by bit by hand by physically altering the electronics
The only right way to do it
I just paint on my monitor
@topaz tendon you could say the same of basically every application ever though
GIMP pixel-editing: Pencil tool, grid enabled, snap to grid
every free application, but I wouldn't say that for something pricey like photoshop
or premiere
that was a nightmare
I always forget you put your taskbar on the right
why would you remember
because it's uncomfortable every time
'oh hey its that guy with the taskbar on the side'
we'll start calling you sidebar samuel
Better use of space, especially on small widescreens
if its at the bottom i always end up quicklaunching shit when using blender
and yeah it is a better use of space
what if I want a 5:3
18:9
obviously on non-widescreen its less of an attractive option
β2:1
why dont you try it before you buy it
16:10 is God's own aspect ratio. Pity it's not as well-supported or popular.
64:27
3:16
Amen...?
2^77232917 β 1:2^74207281 β 1
For God so loved the world that he gave his one and only aspect ratio
an aspect ratio made out of the first and second largest prime numbers known to man
What would that actually look like
Shape wise
Still not as good as my pentagon screen
what about a -1:2 screen
for every negative 1 inches of horizontal screen you have two inches of vertical screen
Now we're just fucking around
actually samuel said it's a rectoid
Your face is a rectoid
c l e v e r
0/10 no stolen floor tiles
i feel like that one in the lower left is doing duckface for the camera
where did the hexagoblin originate from
our texture guy did a pretty sexy hextile
The pencil factory.
nice pπ ±οΈr
pee bee are
physically based raspberry
ok I went too far
potentially bunched aprons
i think you may have stroked out there for a sec
I know what I said.
please, be reasonable.
i cant
poo bub rub
the ration is not bees, its rations FOR bees.
this is getting shitposty.
shrek retold
still better than memes in general
we should #172869448863055872 this
ja
sure but a) they dont have ears and b) they dont speak english
actually they dont have any sfx right now at all
kinda wondering what they should sound like
snarf
oh I know what they should sound like
Brand new video gone live of the Adorable African Bushbabies. CHECK IT OUT: http://www.youtube.com/watch?v=mGr477Sf9Ic&feature=youtu.be See some photographs ...
this
especially since they're supposed to just be ambient creatures
hahah yes
pity i didnt give them openable mouths
make them short squeaks whenever the player brushes near one or steps on one
im not sure if they should even be +SOLID
since they will ruin your aim if you walk on one
im thinkin they will try and stay away from moving things and run and hide from loud noises
either by jumping in the water or maybe i can make little holes for them to disappear into
you should have them "talk" to one another from time to time
if you just watch 'em and don't get close, every once in a while two will just walk up to one another and make a couple squeaks
then walk off
yeah, you would have to sit there still for ages and they would slowly come towards you
just like real wildlife watching
easy enough to check for player velocity
not so easy to check their surroundings for ANY movement
though I could just make them +FRIGHTENED
i wish i could just rip those frog noises directly but too much ambient noise
i can probably do the kissy noises and pitch/stretch em to sound like that
I could send you some farts
i thought you already did
I wasn't aware of it but that would explain the bugged underpants
i thought basically all we did was send farts to eachother
maybe i am confused as to the nature of our relationship
gf says they should probably be lower pitched
Wtf, lmao
Hey guys, does anyone know how to align the side textures of a 3d floor placed above another 3d floor?
In GZDoom Builder
you tried uhhh unpegging
idk anything about 3d mapping though
i do older stuff
and usually small maps
uh
there is a flag for 'use upper' or 'use lower' texture
that might work
otherwise youre probs screwed
hey guys i use doom 2 format
conglaturation
look at me im cool
I think I'm just going to make an overhang with a different texture
Thanks for the suggestions, though
that works too if you dont mind the slight gap
Hey I believe I've seen a mod that lets you visually see the hitscan, like a line of smoke or smthn, anyone know how that could be done?
Hopefully I can find the mod but idk
A_CustomBulletAttack has an argument for spawning a projectile that travels the length of the hitscan
(for monsters)
and A_FireBullets does also (for guns)
Thank
I really like this monster teleporter design where they can hear you before they can teleport
It's much neater than the ones that are in doom 1 and 2
and you cant bypass them
unless you do the level pacifist
I think I'm better at small, fast, high monster density levels as they are more fun for me to make
its only map02 so its not too crazy
What's with the monster teleporter design thing?
its borrowed from scythe
its way more effective than the ones done in doom and doom 2
what do you want to know about it?
Can you compare what d2 and d1 look like
this is e3m5 but there are other examples
the monsters are held in a dark room which is connected through a small hole but blocked by a door in the dark area
the door is opened by a switch or a line which allows the monsters to hear the player and that wakes them up, moving toward the teleport line
you can tell when theres going to be teleporting monsters by the holes
not only that but you could run into problems with where to put the room as there could be other parts of the level in the way
here, you can see the sectors with the teleport lines are joined to the largest open sector
this means the monsters can hear the player from just about anywhere in the map but can not reach the teleporter as they are on platforms that are too high to step down to the sectors which are joined so they are unable to cross the line