#classic-doom-maps-mods

1 messages ยท Page 91 of 1

blissful heart
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so the monsters are capable of teleporting immediately when the level designer wants them to

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the switch or linedef simply lowers the floor so they can cross

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It's quite a smart idea and I'm not sure who exactly came up with it

vocal crypt
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Well who's the map designer for Scythe 2

unreal oyster
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erik alm but it's probably not original to him

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after all, scythe 2 came out in 2005

blissful heart
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i found it in scythe which was 2003

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most likely has earlier origins

wary zealot
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I'm having some frustrations with making an explosion create decals.

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The problem is that I can't just define a decal in the projectile itself, as the projectile has some situations where it'll harmlessly bounce off walls instead of exploding, and it will create those decals when it bounces, not just when it explodes.

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So, what can I do to create a decal on a wall near an exploding projectile?

light prism
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i think theres a flag for that

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im at work though

light prism
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another option would be to have no decal on the projectile and then have it spawn an insta-exploding projectile that DOES have the decal

light prism
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hey, you can make actor arguments named in gzdb now, cant you?

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under zscript?

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nvm found it

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no wait, thats not what im looking for

silent totem
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Finally know what I'm trying to do and actually have a plan for some modding

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So that's good

light prism
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wtf you know what youre doing?

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get out

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this is a haven for the confused and aimless

topaz tendon
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it is?

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damn, I'm really lost then

light prism
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i have never seen you even attempt anything modding related

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what are ya, chicken?

topaz tendon
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I've tried my hand at a lot of programming related escapades over the years

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couldn't even figure out gamemaker script

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just don't have the brain for it

light prism
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my first experience was BASIC on an Amstrad CPC6128

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but then i didnt really touch anything else until i was about 18

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well unless you count pov-ray

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(nobody counts pov-ray)

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what got me into modding/programming was warcraft 3's map editor, it had a ltitle in-built script editor that worked off dropdown boxes for conditions and such

topaz tendon
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I've always wanted to get into making indie games, have had ideas and concepts kicking around for a while now

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even put together a shitton of tiles for a roguelike idea I had ages ago

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but just can't code

light prism
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well you seem like one of the smarter people here

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maybe you just need to start smoking weed

topaz tendon
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if I had the money to do anything it'd be coke

light prism
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coke wont put you in the right state for programming

silent totem
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I have an idea of what I want to do, I am confused and aimless when it comes to the whole how, but I think I'm working through it

topaz tendon
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you're probably right

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y'know, I have been meaning to try weed now that I'm off my meds

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I tried it while on an antipsychotic and an antidepressant and it just knocked me the fuck out

light prism
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well if youve never done it before, id make sure that you do it in the company of someone close to you first

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just in case yknow, it doesnt agree with you

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prescribed meds like that can definitely mess around with it

topaz tendon
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ye

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y'know the summer after my sophomore year my mom shipped me off to this stupid diabetes summer camp where I had a pretty generally shitty time but I did learn some shit

light prism
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and it can generally affect different people in different ways

topaz tendon
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they had this class available where a guy comes up and talks about how drugs and alcohol affect diabetes and blood sugar

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type one diabetes specifically, the one where your pancreas kills itself

light prism
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alcohol definitely affects blood sugar, the shit gets metabolized into sugars by your body

topaz tendon
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actually for a diabetic it lowers your blood sugar

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your liver is usually constantly putting out small amounts of sugar into your blood

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but it stops doing that once there's alcohol in your blood

light prism
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ah right

topaz tendon
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maybe I should give gamemaker another try

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it does seem like if I could make anything work while being generally shit at programming it'd be that

light prism
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ive never tried gamemaker

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it has its own language though, doesnt it

topaz tendon
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yeah, gamemaker script

light prism
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which means it probably has a reference manual

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at the end of the day, the majority of languages follow the same basic rules

topaz tendon
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it has tutorials on putting together basic stuff and a pretty active formula

light prism
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a) its serial

topaz tendon
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like, pretty in-depth video tutorials

light prism
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b) its a chain of conditional checks followed by function calls

topaz tendon
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one for a platformer and one for a top-down shooter

light prism
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'if this then that else this'

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im kinda upset at myself for not sticking through maths at high school, it bored the shit out of me

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i think the problem with teaching maths is they start out trying to get you to answer equations, when the formulation of equations is the more important part

topaz tendon
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I failed math 3 before realising that I didn't even have to do it to graduate

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I passed algebra 1 by buckling down and actually sort of learning it by the final

light prism
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alg will def help with coding

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a huge part of code (depending on what youre doing, of course) is formulating algebraic equations

topaz tendon
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then I bombed a semester and a half of geometry and moved schools, where they put me in "integrated math 2" which is supposed to be bits of algebra and geometry

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and the entire last bit of the year was just an algebra 1 review for some reason

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so I passed that

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I never really got math once things got to algebra and geometry because it just didn't make any sense, abstract concepts and all

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but I feel like if I had to put together a system in a game where I can understand and quantify exactly what I'm doing

light prism
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well they try and give you real world examples but theyre always stupid too

topaz tendon
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that it'd be much easier

light prism
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the good ol 'trains' or 'billy gives you five apples' schtick

topaz tendon
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"billy gives you five trains"

silent totem
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Billy gimme your fucking appkes

light prism
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how many trains does billy have in his fucking pockets

silent totem
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I have a gun Billy

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Gimme the fucking apples

vocal crypt
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It's a universe pocket

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Think Doctor Who

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@light prism

light prism
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doctor who is the worst show ever

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it would be the one case where americanization would improve it

vocal crypt
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No

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Even as an American

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You don't Americanize that show

light prism
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the only good doctor was jon pertwee and only because he was worzel gummidge

topaz tendon
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reminds me of that community episode where they interview chevy chase about the doctor who parody they have on the show to make the american version

light prism
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oh, //$Arg0 "argument name"

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i seeeeeeeeee

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useful.

light prism
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phew, that was a bit of a pain to set up without any scripting or additions to the player code

light prism
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i definitely like how you can just directly modify velocities from zscript

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no more clumsy thrustthing / thrustthingz distinction

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also thank you dpjudas for fixing normal interpolation

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now interpolated models dont look like glitchy ass under any lighting conditions

past cradle
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zscript make me nut

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its very fun to work with

light prism
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i was really surprised that you can just call functions directly on pointers

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target.A_Die(); etc

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i mean, its essentially a disconnect between the function call and the states of the pointer

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which is sexy

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previously to do something like that you'd have to have some acs running parallel and possibly forcing the actor to run certain states, which would then require you tracking their states with a uservar in order to return to the correct state afterwards, which is just a big ol mess

cerulean frigate
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How do you define the location of mug face sprites for a new class in decorate?

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I have my SBARINFO and SKININFO set up according to the wiki and other mods, but I don't know where I am suppose to specify the location of the actual sprites to use

light prism
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oh you mean choosing the actual image

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sorry

cerulean frigate
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Yeah it checks for the STF prefix, but does it automatically check in /graphics or /sprites?

light prism
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i think its graphics

cerulean frigate
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For future reference do functions in zdoom check certain named folders in the mod for certain sprites instead of having a file path defined?

light prism
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they check namespaces

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named folders approximate namespaces, yes

cerulean frigate
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Ok, I'll have to remember that

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Thank you

light prism
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works?

cerulean frigate
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Let me double check to make sure everything is set up right

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Ok yes it is working

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I think some of the sprites were just off scale

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It looked in the graphics folder

covert plover
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is there a way for an actor to have 4 angles instead of 8?

light prism
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write your own movement function

covert plover
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ah

wary zealot
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Does anyone know of any publically available doom-styled sword sprites? Or at least just sword sprites on doomguy's hands.

haughty flower
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@light prism is that even doom

shadow bone
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That looks distracting ๐Ÿ˜–

light prism
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its very faint, thats why i took the shot in a dark area

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the brighter flicker is just the gif looping

unique fern
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for some reason this script is not wanting to work, when I go to test the map it says missing semicolon, but when I put one it still says missing. Anyone able to help?

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even when I put semicolons behind all of the parentheses it says that they are not defined

unreal oyster
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when it gives you a missing semicolon error for line 4, it actually means line 3 - it got to the end of line 3, went onto line 4 and got confused therefore giving all the errors

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so yes, put semicolons after all of them

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and then you need to put #include "zcommon.acs" at the top of the file

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right now the functions won't be defined because you never included the file that defines them

unique fern
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alright that worked. thank you for the help.

unreal oyster
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no problem

unique fern
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also my GZDoom lags every time I open it up to play a map. I go to play a map and it takes 5-10 seconds after I get into the map before I can play, it has been happening for a while now.

haughty flower
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what version of gzdoom do you have @unique fern?

unique fern
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@haughty flower g3.5.1

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GZDoom builder v2.3

shadow bone
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Why aren't you using the latest version of GZDoom?

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You should also be using GZDoomBuilder-Bugfix

unique fern
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I have the updater for it v1.5 and tried updating GZDOOM but it still does the lag. will have to get a more fresh version later. got to go to work.

livid hearth
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Reeee

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It works just fine in GZDoom

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but in Zandronum, it doesn't even start up

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wtf

light prism
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does zandro even have named scripts

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oh, yes

livid hearth
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it breaks as soon as I introduce arrays to strparam

light prism
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where am i lookin

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line 32?

livid hearth
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somewhere around there yeah

light prism
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sorry hi

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what happens if you make those variables global

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rather, initialize them in map scope and define them within the script

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rather than doing both in the script

livid hearth
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Lemme try

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map scoping it works

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what

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Why does it work?

light prism
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i dont think zandro likes it when you try and initialize an array within script scope

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under gdcc, bcc, and zscript i think this is allowed

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(i havent tried bcc but i imagine it should)

livid hearth
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well, a workaround would be to add a 3rd dimension to the array that is tied to playernumber()

light prism
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im not sure of the connection to the issue

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as long as youre not initializing it in script scope the dimensions of the array shouldnt matter

livid hearth
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I just wanted to make sure that the values are separate for every player

light prism
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im not sure why you need to do the strparam

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i mean i know you are checking strparamed string name actors

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but theres gotta be a tidier way

haughty flower
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@unique fern try updating your drivers then

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or manually reinstalling them

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*graphics drivers

haughty flower
silent totem
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As always looks ridiculously impressive

light prism
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that swamp area does not GIF well

silent totem
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True

haughty flower
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that gif makes the color palette basically not exist

livid hearth
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@light prism The alternative would be to directly define the actor names in the array, but that makes for a lot of copy-paste which i want to avoid

light prism
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yeah, strparam is good for that i guess

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i just cant help but feel like this is all to handle decorate actors which could do the work themselves

livid hearth
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it keeps track of 16 values that are tied to 12 actors

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The power value, the power percentage, the rune item and the power change rate

light prism
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what do the runes actually do

livid hearth
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@light prism It's a long story. Basically, Rune of Elder amplifies cell and lightning weapon attack power, also makes explosions bigger, Rune of Earth grants lifesteal and damage resistance, makes explosions hurt more, you can also blast armor sharts out of certain enemies on death, Rune of Shadows will limit the range of monsters being alerted and may even silence weapons altogether, maybe unalerted damage from melee would be amplified, and Rune of Fire will amplify melee, shotgun, lava nails and laser cannon damage as long as the player keeps the aggression up.

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The original version of the mod by HorrorMovieGuy has them simply as health and armor boosters, with the shotguns being buffed by the fire runes

light prism
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cool concept, i still just wonder why you would be keeping track of this stuff in acs

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i mean its all item based powers, any calculations could be done within the actors themselves, or better yet just inherit from a base class that has the calculations for all these

unique fern
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hey guys im trying to create a map marker in slade and it keeps reverting back to a normal marker, why?

blissful heart
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is there map info under it

unique fern
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Under the textmap or the map marker?

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I tried to import music into the wad and it messed it all up :/

blissful heart
unique fern
blissful heart
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you should probably make a map

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in some other software

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and remove those markers

unique fern
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I use gzdoombuilder

blissful heart
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well did you use it to make a map

unique fern
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yes

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I only use slade to import custom assets

blissful heart
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right

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so where are the things, linedefs, sidedefs, vertexes, segs, etc?

unique fern
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thats all in the TEXTMAP lump i believe

blissful heart
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im not sure its meant to be there

topaz tendon
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just gonna put this out there- if anybody wants me to cook some midi up for them for a doom map or similar project, I'd love to do that for ya, I'd like to become a composer for vidya and some projects like that would be great for obvious reasons

light prism
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show us yer shit

topaz tendon
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I don't think the moderators would take kindly to that, that sounds a bit crude.

light prism
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im at work so i cant listen anyway

topaz tendon
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I'll have some stuff up over the weekend, this week has been a lot

haughty flower
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do you ever just become a TITLEMAP

blissful heart
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do you ever just become an iwad

unique fern
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how do you create a map marker for the TEXTMAP lump?

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nevermind, i got the map to load. I was missing the ENDMAP lump :/.

unique fern
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how do you pull something out of decorate? I want to put the DOOM 64 "The Unmaker' in my map. I am currently trying to read up on it but any help from here would be nice.

light prism
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depends

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if the decorate is well-written it will probably be in a lump all by itself

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if its not then you'll need to search it in the DECORATE and copypaste it to a new file

unique fern
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well I found all of the pictures and the sound file for it a while ago and have them in a folder on my desktop trying to put them into a .WAD now. Also my map is now no longer running in doombuilder when I try to load it up. It can run perfectly fine when testing it in SLADE but says "unable to find any maps using this configuration. Does this wad contain any maps at all?.." when trying to use the builder.

light prism
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you might need to try opening it in a different format

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switch through the formats list until you see a map name pop up in the list

unique fern
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it is in UDMF. and this is what pulls up, will not let me do anything after this pops up. I can only hit the "X" button or hit "OK" nut nothing else.

light prism
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did you paste any lumps into the wad with the map in it?

unreal oyster
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unrelated but you also need to have the iwad loaded to see the textures once you do load the map

unique fern
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it will not let me load an IWAD into it.

light prism
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you do that in game preferences, not when opening a wad

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also you still didnt answer my question

unique fern
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yes

light prism
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you did paste lumps into your map wad?

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you probably put them in between the map lumps

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that would break the map

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its better to have UDMF maps just in wads by themselves

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and keep your resources in a seperate wad or preferably a pk3

unique fern
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I do not know anything about pk3, this is what I found, it will not let me add resources

light prism
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select one of the formats...

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(the one youre using)

unique fern
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just now figured that one out. had to click before adding

unique fern
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its still popping up "Any maps at all?"

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I clicked on GZDOOM: DOOM2 format and hit add resources but it is stil;l showing the same message

light prism
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[9:19 AM] โ–‘โ–’โ–“ TheMisterCat โ–“โ–’โ–‘: you probably put them in between the map lumps
[9:19 AM] โ–‘โ–’โ–“ TheMisterCat โ–“โ–’โ–‘: that would break the map
[9:20 AM] โ–‘โ–’โ–“ TheMisterCat โ–“โ–’โ–‘: its better to have UDMF maps just in wads by themselves
[9:20 AM] โ–‘โ–’โ–“ TheMisterCat โ–“โ–’โ–‘: and keep your resources in a seperate wad or preferably a pk3```
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revert your map wad so it doesnt have any of the resources in it

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or if youve kept a backup just delete the wad and rename the backup

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udmf expects to find its map-related data in a specific sequence of files

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back later

unique fern
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I reverted it back to the last backup, it works properly now.

light prism
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'thank you themistercat'

blissful heart
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dehacked is a powerful tool

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flying cyberdemon

light prism
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its an extremely primitive tool

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mlyp

timber bridge
light prism
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haha that guy on the left is changing the cyberdemon to barrel sprites

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how antiquated

timber bridge
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ikr

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the ole cyberbarrel

light prism
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barrel o' laughs

wary zealot
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Is it possible to change the speed of a fastprojectile? The wiki page for them mentions that anything that affects momentum doesn't, but nothing about the actual speed value.

light prism
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i dont think so

wary zealot
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To answer my own question from last night, turns out it is. After a lot of messing around it turns out "A_ScaleVelocity" works just fine for that.

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So that rocks!

light prism
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oh sweet

wary zealot
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I have a new question, unfortunately.

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I'm making a sort of kick attack that has damage multiplied by the player's velocity. At least, that's what I'm trying to do. In DECORATE expressions, there's "velx", "vely", and "velz". I know that velx/vely correspond to horizontal velocity, but is there such thing as a combination of the two? Or just a general expression for the player's velocity regardless of axis?

light prism
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sqrt ( velx x velx + vely x vely )

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damn formatting

unreal oyster
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with proper formatting, sqrt(velx * velx + vely * vely) (or in ZScript, just vel.length())

orchid crane
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Im trying to make a body janitor mod for classic doom. However, when replacing the monsters, simply changing the last frame in the death state from -1 to 100 isnt working. Ive done Monster replaces Monster, Monster2 : Monster replaces Monster, and Monster2 replaces Monster. None of them have worked. How do I get my my rebellious janitor mod to do its job?

unreal oyster
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Post your code

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Can't help without code

light prism
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states {
    Death.WaitForFade:
    "####" "#" 1200
    "####" "#######################" A_FadeOut(0.05)
    stop
    }
}```
#
{
Death:
    TROO I 8
    TROO J 8 A_Scream
    TROO K 6
    TROO L 6 A_NoBlocking
    TROO M 1
    goto Death.WaitForFade
}}```
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also hooray for vel.length

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i didnt know abuot that

orchid crane
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So, when replacing base monsters with that, Id go "DoomMonster2: MySpecialMonster replaces DoomMonster"?

light prism
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sure

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then any tweaks you want to make to the WaitForFade can go in the base actor

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like adding them to a queue or whatever

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ensuring all children are dead, etc etc

blissful heart
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i just finished an 11 map episode

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most productive ive been

orchid crane
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Alrighty thank you!

silent totem
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Interesting rave

remote coral
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At first I thought it wanted to play a game of tic-tac-toe with you

timber bridge
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yeah

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but no it's a dance floor

remote coral
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I sure do love mapper's block
When I have no idea what to do with the layout of my map

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I have tons of ideas

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but I'm just stuck in this one godawful cave section that I have no idea what to do with

timber bridge
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you mine diamonds

remote coral
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Not only that, I always keep getting stuck by my own perfectionism.

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Make a WIP lavafall to get a feel for the map? Gotta add texture wobble, down scrolling, slopes and adjusting textures, Sonny Jim!

remote coral
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I have no custom assets put into my map.
I do have imported a couple of custom sprite packs (I think, not 100% sure).

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I can still compile the map, and there doesn't seem to be issues.

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I can't even find the lump BOS2A2C8 in the zdoom wiki either!

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Apparently it's the sprite for the Hell Knight?

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I do have one in the map, but it works perfectly fine.

light prism
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im not sure that sprite should exist

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mirroring is usually done on the same frame name

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like BOS2A2A8 yes

remote coral
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I wonder why that happened then.

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Fingers crossed it won't come back to bite me in the ass.

haughty flower
remote coral
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I remember there being a setting for ground/wall textures in GZDoom Builder where one would make the textures "wobble" and distort.

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Where has it gone?

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I can't find it anywhere, even in the wiki.

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The one that can be used to make lava or flesh move slightly.

haughty flower
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i think that's an acs feature or something

remote coral
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I guess I should just open up one of the maps in Golden Souls 2 I saw it in

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and see from there

silent totem
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As always, looks good

topaz tendon
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pumping isn't suggestive enough

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I volunteer to voice act the faint moans that play

light prism
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the role of a lifetime

topaz tendon
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it'll really get my suggestive background moaning career off the ground

light prism
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the pump was more pronounced but it was taking up too much screen space

topaz tendon
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I feel like the back and forth motion of the entire gun as he pumps it is a little much

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makes it look like he's not strong enough to properly pump it or something

light prism
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meh doesnt bother me

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it would bother me more if the entire thing was flush/level the whole time

topaz tendon
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I mean, that's kind of how it is pumping after a shot, it's fine if it happens while bringing it back to the right position to fire but I'm a fucken twink and I can pump a 12 gauge without it swaying back and forth

light prism
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sure but its visually not interesting

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look at doom shotgun

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does he really need to lift the whole thing up to cock it?

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then look at quake shotgun

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there's a cock noise but the gun just sorta doesnt move at all

topaz tendon
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you could do a slight tilt left, maybe show the shell coming out

light prism
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there's no shell, the weapons are energy-based

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it shouldnt even have a pump

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fits the theme though, the pistol is a revolver

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space cowboy stylez

topaz tendon
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then just the left tilt

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gives it the style points without giving the impression that the dude is weak

light prism
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mehhhh

silent totem
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The pump charges the battery

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DUH

light prism
wary zealot
#

So, I've created a sort of quick-use melee attack for my mod that's able to be used with all weapons through inheritance and overlays. It works fine and has been implemented for a while, but I'm wondering if there's a good way to make it so it's usable ANY time. Right now it requires the player to enter the zoom state on a weapon with their zoom key, so of course it can't be used in any state that doesn't have A_WeaponReady. In a best case scenario I'd want it to be usable whenever, during weapon switching and reloading, etcetera.

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Is there a good way to do this? Or at least a hackjob?

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Guncaster's kick (after it's 3.0 update, which aside from extra content and polish converted a lot to zscript) is able to be used in the way I'd like mine to function, but as mentioned it utilizes a bunch of ZScript and ACS, the former I know nothing about and ACS, which I know little of.

silent totem
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Hey I'm sorry I'm no help but if you do get this figured out I'd like to try it

light prism
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have a 'control state' from the base weapon inheritor that controls A_WeaponReady

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make all attack states non-interruptable overlays

wary zealot
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Uh... forgive me for being pretty confused.

light prism
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make an overlay that is a control state

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that way it is never interrupted by anything and can call other overlays

wary zealot
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What do you mean by control state?

light prism
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a state that controls everything

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im sorry i cant make it more clear than that

remote coral
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Is this going to be a standalone?

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Because the sheer quality of it makes it seem like it.

remote coral
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Uh

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I opened the same project file with the error on a different computer, and it isn't there anymore.

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Huh.

remote coral
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What would be a good door for a cave?

silent totem
#

Normally caves don't have all that many doors

remote coral
#

but if one were to add something there

#

The problem is that I can't decide between a crude, mine-esque design

#

or a facotry/lab built from the remains of a mine

#

So it just ends up looking like this ugly hybrid

remote coral
#

Is there a floor equivalent for Ceiling_CrushAndRaise?

#

As in, the ability to make a floor continuously move up and down without the need for scripting?

#

Or do I need to open up the script editor for that?

light prism
#

is it time to finish wormsdoom

remote coral
#

Is that the project you've been working on this entire time

#

the one with the tic-tac-toe robot

remote coral
#

I don't understand this project file.
Now it's berating me about PLAYA2A8.

remote coral
#

This
fucking
pit

#

Took me so much longer than it should have

#

just because I forgot to change a single fucking number from 1 to 2

haughty flower
#

Wow!

remote coral
#

?

orchid crane
#

All of a sudden doom builder is refusing to save into a specific wad in a specific folder.

Doom builder will save perfectly fine into other files in the same folder, but not this one.

I already tried a computer restart, but no luck. Wtf is wrong here?

light prism
#

have you followed the instructions in that error box

topaz tendon
#

is doombuilder the only thing that would reasonably be doing anything with that wad

#

or is there an off chance you've got gzdoom or something running it

light prism
#

also why are you trying to save into a skins wad

orchid crane
#

Nothing is running

#

thats the problem. nothing else is running

light prism
#

is the wad itself a resource of the map you are editing

orchid crane
#

No the resources are in a different .pk3

light prism
#

show your f2 page

#

brb defecating

orchid crane
#

I was able to save perfectly fine into my wad in the skins folder with these exact settings before today with no problem

light prism
#

if you copy the file from skins, can you try saving over that?

#

humor me

orchid crane
#

Ja I did that earlier and it saved fine. It only happens in the skins folder. It used to save perfectly fine in skins previously

light prism
#

doublecheck the permissions on the skins folder

orchid crane
light prism
#

welp

#

the file that is there now, does it work as intended?

#

the only other things i can think is that its corrupted or something else in the background is accessing it (maliciously perhaps)

orchid crane
#

Hmm. I rarely ever turn on the internet for this laptop and the last time I did was today to download some sounds from realm667

light prism
#

are you sure you havent been watching any hentai

orchid crane
#

Im positive lmao ๐Ÿ˜‚

light prism
#

ok then youre lying and you have it open in slade or something

#

or you have just omitted a vital detail that could instantly solve this

orchid crane
#

Not open in slade. It started when I wanted to save an empty copy of e1m1 into it so I could test the sounds I got

topaz tendon
#

do you have zdl or a similar launcher running

#

like, at all

orchid crane
#

ZDL is off too

topaz tendon
#

checked task manager?

orchid crane
#

Like I said at the start, I even did a complete computer restart to no avail

#

Yep I did that too

light prism
#

sounds like you may have corrupted the file potentially

topaz tendon
#

hmm... not sure how to help

light prism
#

can you open it in slade or something

topaz tendon
#

^

orchid crane
#

Opens and saves fine in slade

#

Slade map editor saves fine with it too

#

A backup I had of it saves fine in DB in skins, so e1m1 probably corrupted it somehow

light prism
#

fix it then

#

the only experiences i have had with files corrupting like that is while trying to save them in db while the file is open in slade

#

or elsewhere

orchid crane
#

Ja slade was up when it first started happening, BUT, it was not even loaded into slade at the time

#

I fixed it by simply restoring the backup

light prism
#

yep

#

now dont do it again

light prism
#

wormsdoom y/n

remote coral
#

I love how people use GZDoom and the modding tools as basically just a game development platform

#

And not just a modding platform

#

How many different projects are you doing at the moment?

remote coral
#

Is it possible to make a smooth teleport/area portal on a linedef where there's air above it?

silent totem
#

What's the best way to include locational damage

light prism
#

thats a tough question

#

your choices are pretty minimal

#

either you transfer the damage with a seperate 'hitbox' actor

#

or you check the position of the blood/puff, or the player, in relation to the actor in question

#

checking position is less code than hitboxes tbh

remote coral
#

why am I even doing this shit now, when I haven't even finished the rest of the map's layout?

silent totem
#

Punishment

remote coral
#

for doing what

topaz tendon
#

poor time management skills

light prism
#

?

#

oh, i still have that guy on ignore

#

confusing conversations

remote coral
#

Still?
Even after all this time?
After I tried to get you to unignore me so I could finally explain the situation and apologize?

#

I would've apologized a long time ago.
But you just can't seem to let go of the past.

light prism
#

as i recall i gave you literally three or four pages of chat to say sorry and you refused

remote coral
#

It's human nature to be unwilling to apologize right after something like that.
One is too mixed up in their thoughts and emotions to think clearly.
I regretted it later. I would've apologized later.
But alas, such an opportunity did not present itself, what with you blocking me.

haughty flower
#

i don't know what happened but i'm sure this isn't the place for it

remote coral
#

Well DMs sure ain't a possibility either it seems.

light prism
#

ideally the mature thing is to just accept the consequences

remote coral
#

Another way would be to also forgive in time.
Understand how emotions cloud reason.

light prism
#

shit, does zandro support long filename definitions yet

unique fern
#

@light prism is there a way to get a polobject to swing upwards, like for a toilet lid.

light prism
#

nop

#

polyobjects are not designed to do that

#

you could use a model though

#

as long as you dont mind t he collision not being importnat

unique fern
#

I think they look good

light prism
#

they look like bsp toilets

#

where you flush your bspoo's

silent totem
#

You going for like Duke where everything is interactable?

unique fern
#

Well, thats why I was hoping to get a polyobject to swing upwards. And yes @silent totem mostly everything in my 3rd map is going to be more intractable than my other 2 maps.

silent totem
#

You could probably use models for what you want

#

At some point I might just make something like Godot look like Doom or Build

light prism
#

nothing can 'swing upwards' in z/doom, the engine just doesnt work that way

#

the z axis is an afterthought for most things

light prism
#

but yeah for a toilet like this you could just model the lid

#

since collision wouldnt be super important

remote coral
#

That, or if the actual movement isn't crucial, just make the lid instantly raise/recede out of the way and have it replaced with a polyobject resembling a raised toilet lid

hexed sky
#

good lord

#

that's some dedication to sector toilets

unique fern
#

what can I say, I am putting a "CRAP" ton of detail into this map. Also how would I go about putting a new set of textures into a .WAD?

light prism
#

put them between TX_START/END markers

remote coral
#

Are the textures their own .wad file?

#

If that's the case, can't you just import the textures straight through GZDoom?

unique fern
#

@light prism , @remote coral that did it. thank you for the help.

remote coral
#

Which one did you do?

unique fern
#

I will probably us RR for something else, it screwed with the normal Doom 2 textures

little wraith
#

Hey fellas

#

Any experienced Doom modders here?

haughty flower
#

<-

little wraith
#

Hey my man

#

I was thinking about getting into the doom modding scene.

#

Never used its tools before.

#

Mind if I ask a few questions?

haughty flower
#

Go ahead\

little wraith
#

Have vehicles ever been implemented in any mod as of yet?

haughty flower
#

yes

little wraith
#

Interesting.

#

How difficult would you say the learning curve for mapping with it is?

#

I enjoy level design with source and Radiant, never used this tool before.

haughty flower
#

That would depend on your level of intelligence.

#

It's honestly not that hard if you're dedicated

little wraith
#

Alright that's pretty fair.

#

I was hoping to possibly try to create a Halo centered mod in the Doom engine, replacing much of the demons and monsters with Covenant enemies and Halo weapons.

haughty flower
#

That sounds like a daunting task

#

People have tried it

little wraith
#

I see.

#

I'd understand making custom enemies must be difficult.

haughty flower
little wraith
#

Though I did kinda think it may be a bit easier since Doom is an rather old game.

haughty flower
#

lol

little wraith
#

Let me just say

#

I want it to be 8bit in appearance.

#

Not detailed.

#

Don't know if that matters or not.

prisma saddle
#

So NES Styled then?

haughty flower
little wraith
#

I have no idea how people make sprites and what not but I assumed it's as easy as taking an image in photoshop and doing what you have to do to make it into a sprite. That's not for every project but mine I'm thinking of simply using pixelated edited images.

haughty flower
prisma saddle
#

There's many methods of making sprites.

little wraith
#

Really? Interesting.

#

You guys are super helpful.

prisma saddle
#

I'd generally not recommend editing photographs for something NES styled though, hand drawing it would probably be a better option in a lot of cases.

little wraith
#

I admit I'm a tad bit naive when it comes to certain things I don't understand.

#

Okay so it wouldn't be possible to use an image that has been edited to be of lower graphical quality or "8-bit"?

prisma saddle
#

No it can be done it's just that it'd require a lot of work to get it looking decent.

little wraith
#

So it requires more than meets the eye to make something look good in-game then.

#

I always thought it was as easy as having an image that follows the player whenever they look at it from different angles.

#

Last question for a bit, but does Doom 2 or any of the other similarly made Doom sequels run on superior versions of the Doom engine and offer anything better or are they not the same?

prisma saddle
#

Doom 2 is basically the same engine as the first, Final Doom uses a slightly different one and Hexen and Heretic modify it further.

#

Doom 64 uses a completely different rendering engine.

little wraith
#

Interesting

#

So compared to the Halo mod Road had sent in the chat.

#

I'd prefer to use sprites for any enemies.

#

3d models and what not in the Doom engine seem weird to me.

#

Or it's a weird image of a 3d model that is a sprite.

light prism
#

like this?

little wraith
#

yes

#

I'm surprised no one has made a mod with the doom 3 monsters and weapons.

#

Of course looking more like classic dooms artstyle rather than 3d models turned into sprite images.

vocal crypt
#

you mean quake polygons

#

eh nvm

#

that should be the # of polygons for a 3D mod

#

just so there's not a big ass clash

#

also still keeping the Doom style

little wraith
#

If I ever do start mapping and such with Doom or Doom 2, I'd prefer to make it look like this..

vocal crypt
#

ikr

little wraith
#

Like that 3d model shit ain't cute y'all

#

I actually have something to show.

#

Some of you may like it.

silent totem
#

Okay so models can work

#

See Genetech

#

Or what MisterCat is working on

little wraith
#

I'm sure they could but to me they come off as weird.

silent totem
#

Oh yeah they're usually poorly done

little wraith
#

I'm upset

#

I made an 8bit Doom 3 Imp before

#

It looked pretty solid in my opinion.

#

Now it was mostly a proof of concept more than anything.

#

Showing they can look good if in the style of Doom.

light prism
#

someone HAS made a mod with doom 3 stuff

#

called Hunters Moon

#

but honestly i disapprove of directly ripping and using assets from other games

#

btw talking about 3d models converted to sprites - youre aware thats pretty much how the original stuff was made, right? latex/clay models on a lazy susan with photos being taken

silent totem
#

Or just toys for the weapons

#

A spray painted airsoft beretta, a tootsietoy shotgun, other stuff I don't remember off the top of my head

little wraith
#

Yes I know.

#

But even then the sprites from Doom look different.

#

Compared to what people make when using 3d models.

light prism
#

honestly i think it just comes down to how much effort is put in

#

a 3d model in doom can look fine if everything else matches the same style

#

of course hipoly models are going to look weird if they are mixed in with flat decorations, low res textures and simple map geometry

little wraith
#

Exactly

#

That'd look off, and does with that Halo mod.

silent totem
#

Genetech works because the models and graphics are about quake-quake 2 tier

vocal crypt
#

and not HD models like Psychophobia

#

poor mod aged

light prism
#

the only place flat decorations have in a 3d mod is for fake volumetric effects

little wraith
#

Here's an example of how a Doom 3 monster could look in Doom's engine as a sprite.

light prism
#

uhhh that just looks like a ripped model render\

#

if you really wanted it to 'look like doom' then it would have to be a lot lower resolution and noisier

silent totem
#

Almost certainly is a ripped model render

little wraith
#

It is

#

But not the point

light prism
#

well it is kinda the point

little wraith
#

It's just an example and of course it'd be something you should mess around with to get right.

light prism
#

the higher resolution the sprite, the more 'jerky' its animation will appear (more pixel distance between each movement)

#

this issue is avoided by models due to interpolation

#

but you cant interpolate sprites

little wraith
light prism
#

well not really, you cant just 'lower the resolution' - you have to retain the important details

little wraith
#

I've never made a sprite or made one in the way a professional 3rd party Doom modder would so I clearly don't know much when it comes to this.

#

How is that done?

light prism
#

all the photos of original latex/clay models were heavily edited in post in order to be crisp and vivid

#

well you have to think about what the important details on the monster are and ensure that they stand out

#

the way i do it to start with is render model with no antialiasing so the edges are all hard

little wraith
#

Do you have any before and after images?

light prism
#

im at work

little wraith
#

Oh my apologies then

light prism
#

so i only have whats in my dropbox

#

and i dont think i have anything THAT low resolution in there

little wraith
#

Oh wow

#

Is that a final piece or would you consider that a wip still?

light prism
#

uhh not sure really

#

i was just experimenting

little wraith
#

Fair enough.

haughty flower
#

Ay folks

#

I wanted to make a wad for sometime now, but I never programmed a thing in my life, and need to know on how difficult this could be for me.

topaz tendon
#

found 'em

#

here's another

haughty flower
#

From my experiences with it, making mods for Doom is extremely easy as opposed to making mods for everything else

light prism
#

yes

#

you can make anything your heart desires

#

just one line, and you're fine, in a wooorld of pure imagination

silent totem
#

My heart desires fried chicken

light prism
#

every sidedef you draw brings creaaaatioooooon

#

come with meeee, and you'll seeee, a new world of crazy machination

#

though the sectors are free, you're just lending them from me

light prism
#

anyone want to help test wormsdoom

silent totem
#

Sure

#

I can't rn it's getting late but I'll gladly try it

light prism
#

shit

#

i need someone now

remote coral
#

Rip

light prism
topaz tendon
#

scrub the wiki you charlatan

light prism
#

breaking news: man dies trying to create swinging polyobject without consulting wiki first

topaz tendon
#

here we have an eyewitness, sally smarmson

light prism
#

+extremely long uncomfortable sattelite sync delay+

unique fern
#

I am curious as to why this is not wanting to work, I have given it an 'Actor' title and an actor number but it still does not want to work. It is either supposed to be an obstacle or a decoration item.

unreal oyster
#

well you do definitely need to write Actor in front of the actor names

#

oh, wait, no

#

okay this is very old decorate format

#

in the really old format, to define the DoomEdNum, you use the DoomEdNum property

#

like DoomEdNum 20002 inside the actor

#

(side note: would heavily recommend avoiding the old format btw but it should be fine for realm667 actors)

hexed sky
#

heh

unique fern
#

So it should look like this then?
โ€œActor CarcassSittingMarine DoomEdNum 20002โ€

#

Or put DoomEdNum in a whole new line?

light prism
#

on a new line

blissful heart
#

wanna know what happens when you accidentally get archviled into that

light prism
#

something?

remote coral
#

You get roasted?

blissful heart
remote coral
#

What map is that

blissful heart
#

one i am working on

light prism
blissful heart
#

sweet lord

blissful heart
buoyant heath
#

looks very hellish

blissful heart
#

i prefer this style of hell level over whatever doom 2 was trying to do

buoyant heath
#

it's definately more a long the lines of "Fire & Brimstone"

blissful heart
#

I've preferred that style of hell map since I first saw scythe's episode 3

buoyant heath
#

despite playing doom for most of my life, theres still many many wads i never finished

#

scythe being one of them

blissful heart
#

where everything is red

buoyant heath
#

hell, i've not even beaten plutonia and tnt

blissful heart
#

did you get to e3 in scythe its actually insane

buoyant heath
#

i probably played a little bit of scythe but not much i bet

blissful heart
#

some really cool aesthetics in there

buoyant heath
#

i need to run through the more well known wads myself, they would probably go up on youtube in the end

blissful heart
buoyant heath
#

That looks pretty cool

blissful heart
#

that's from 2003

buoyant heath
#

although if i had one complaint, it's just that, "That's a lot of red"

blissful heart
#

i like how much red there is because it matches the gameplay

buoyant heath
#

I just mean that i can envision the development going, "So what is hell like then?" "Red."

#

i would personally enjoy a bit more variety to it

blissful heart
#

there is some grey

buoyant heath
#

xD

blissful heart
#

and some brown

buoyant heath
#

i guess it's something ๐Ÿ˜›

blissful heart
#

i think theres some symbolism behind the large presence of red

buoyant heath
#

red is the colour or a number of things that can easily be linked to hell

blissful heart
#

it is the only colour you see because you are surrounded by it- consumed by another world which is alien to everything you have seen in your life and filled with thousands of beings constantly trying to kill you

buoyant heath
#

namely hate, anger, lust and things like that although lust may be more pink than red

blissful heart
#

imagine if you were suddenly taken from your everyday life and thrown into an impossibly large and dangerous world which you couldn't get out of any time soon

#

the colour of malice bleeds into your eyes

buoyant heath
#

i wouldn't be angry because that's not me, i would just work with the situation im given, besides if any of us were put there death is nothing but certain

blissful heart
#

you would be in constant fear

buoyant heath
#

i've "been" to some very mystical places

#

fear is only there if you fear the unknown, im more curious than fearful

blissful heart
#

nothing close to an entire dimension of endless evil

buoyant heath
#

i mean you would be surprised xD

blissful heart
#

you would be quite scared if your life was in constant danger

buoyant heath
#

once i found that out yeah

blissful heart
#

the presence of the colour red is part of the surprise

buoyant heath
#

but us mere humans couldn't do much about that

blissful heart
#

you can if you have a shotgun

buoyant heath
#

i doubt just a shotgun would save us there xD

blissful heart
#

anyhow that is the inspiration that scythe has given me when it comes to mapping

buoyant heath
#

well if it's what you like, go do it ^_^ It does look cool

remote coral
#

@blissful heart what wall texture is that for that lava tunnel

blissful heart
#

its from phobos anomaly reborn

#

i can export it for you

remote coral
#

eh, just link the pack

blissful heart
#

it's not a pack

remote coral
#

well what is it then

blissful heart
#

its a remake of e1

remote coral
#

whatever it is, link it

light prism
#

anyone want to help test wormsdoom

light prism
remote coral
#

right
What part of this is even Doom anymore

timber bridge
#

doomguys

#

how do you manage to make terrain destructible tho

remote coral
#

Magic

light prism
#

its all just actors

timber bridge
#

nice movie

light prism
#

it runs through a optimization script to make it so large filled areas are only a single block

pine dew
#

I'm struggling with sounds in ACS, I play a sound using LocalAmbientSound, and I am trying to find a way to stop that sound later, is that even possible?

light prism
#

not easily with localambientsound

pine dew
#

define "not easily"?

#

should I use PlaySound? my problem with that is , I use localambientsound because I do not want other players to hear that sound.

light prism
#

is it music?

pine dew
#

no, it is just a sound, how should I describe it, it is like an item sound

light prism
#

but it loops?

pine dew
#

no it does not loop

#

the thing is, in gzdoom, the next sound automatically stops that sound, but in zandronum it doesnt stop that sound, and they both play, which is annoying

light prism
#

you could try $singular in SNDINFO

#

then have the sound play once, then play it again at 0 volume

pine dew
#

cool, I'll try that!

#

:S it doesn't seem to be working, now they will both play even in gzdoom

#

lmao

light prism
#

is this sound kind of announcer speech or something?

pine dew
#

its like a loading sound, I have to "stop" it if it reaches 100%

#

(a counter reaches 100%)

light prism
#

well another method if you only want that player to hear it

#

is to have the player spawn a clientside actor and then play the sound from that actor

#

then you could just override the channel its using to cut it off

#

but thats pretty convoluted

pine dew
#

to be honest, it is a bit weird that I am unable to do this

light prism
#

what is it loading for

#

a weapon?

#

some kind of map elements?

pine dew
#

it gives items to the player

#

its almost the same as if the player got ammo

#

and if the player's ammo is full then the sound should stop

light prism
#

so its like a crate pickup or something?

pine dew
#

there is a looping script in the background which gives the ammo back

light prism
#

so its like, you stand on it/pick it up and it just slowly ups your ammo to max?

pine dew
#

well yeah

#

As soon as the charging or "item giving" begins, a sound will play, but if you have 99% ammo, it should only play until it reaches 100%

#

and when it reaches 100% a FULL sound will play

#

both is LocalAmbientSound

#

I give up ๐Ÿ˜‚

light prism
#

why not just make the loading sound shorter

pine dew
#

yea, that's what I did now ๐Ÿ˜„

light prism
#

just testing random spawn placement (it was dumping excess marines in the water before)

timber bridge
#

floor gone, yikes

topaz tendon
#

the floor is not

light prism
#

eeh

#

im still looking for a good zandro-compatible method to have a bouncing actor that can rebounce after it has settled

#

MBFBOUNCER claims that it does this however it doesnt seem to

#

i just want it so that mines can be shot and then bounce around and settle again

#

currently im using DOOMBOUNCE with BounceCount 0x7FFFFFF

lapis fern
#

I DID IT I MANAGE TO BRING BACK GAME DLL SUPPORT ON DOOM 3 BFG

light prism
haughty flower
#

map ebola?

remote coral
#

Minecraft font

light prism
#

welp now i have editable maps that can be saved to the database

prisma saddle
#

Radical.

topaz tendon
#

map epitor

light prism
silent totem
#

Thanks

haughty flower
#

elevator time

timber bridge
#

ok this is epic

light prism
topaz tendon
#

woams doom?

light prism
#

eat a vagetti sandwich

topaz tendon
#

vargoba

timber bridge
#

doomtale

topaz tendon
#

underdoom

#

doomdertale

#

undoomtale

light prism
random latch
#

YES

latent karma
#

any of u lads use slade for map/mod making?

hexed sky
#

yes

#

I don't recommend it unless you can't run gzdb

latent karma
#

i like doom builder, but id like to make some custom weapons and what not, and it seems i cant do so on doom builder.

light prism
#

you can use slade, but its not entirely necessary

#

mostly i just make a pk3/ folder and follow the file structure conventions, then run that folder directly

latent karma
#

What do people use for mod making?

light prism
#

i use notepad++, blender, photoshop, fl studio

remote coral
#

jesus

#

just how many projects do you work on at once

#

there's wormsdoom
This
That one FPS map with the tic-tac-toe robot

light prism
#

ok wtf

#

are there any prerequisites for an actor to be able to be Thing_Damage'd?

#

I have +ISMONSTER and +SHOOTABLE

#

okay nevermind... they need a radius/height too...

hexed sky
#

you think he works in too many projects?

#

you haven't seen me then :V

light prism
lapis fern
light prism
#

heh

timber bridge
#

that looks more like noclip

lapis fern
#

This was my first attempt in which I tried to apparently warp the height of the word based on mouse movement

#

Well at least now the only issue I have is that puffs from attacks don't show on floor

remote coral
#

?

lapis fern
#

???

remote coral
#

Jell-o monsters

novel aurora
#

How do I bind a keycard color to a switch to do something like lower a floor or raise a bridge?

blissful heart
#

stick the switch behind a locked door does the trick

#

depends on what config youre using

light prism
oak kindle
#

my dumb ass cant figure out how to make decent looking maps

#

does that look ok to u guys?

oak kindle
#

gAAH WHY IS MAKING DECORATE SCRIPTS HARD

#

ok whast the ffuck am i doing wrong here fellas

{
  Weapon.SelectionOrder 3700
  Weapon.Kickback 100
  Obituary "$OB_MPFIST"
  Tag "$TAG_FIST"
  +WEAPON.WIMPY_WEAPON
  +WEAPON.MELEEWEAPON
  States
  {
  Ready:
    KNIF A 1 A_WeaponReady
    Loop
  Deselect:
    KNIF A 1 A_Lower
    Loop
  Select:
    KNIF A 1 A_Raise
    Loop
  Fire:
    KNIF B 4
    KNIF C 4 A_Punch
    KNIF D 5 A_playsound("weapon/knifmiss",CHAN_WEAPON,0.7) //i think this works?
    KNIF G C 4
    KNIF G B 5 A_ReFire
    Goto Ready
  }
}

#

i just wanna replace the fist with this knife

#

can someone please help me because i am mad as fuck

remote coral
#

@oak kindle I'm seeing that the map you're making is really linear

#

there's literally a chain of rooms connected with thin hallways

#

and only one alternate path

oak kindle
#

hmm yeah i see what you mean

#

what should i add onto it or change?

#

@remote coral

#

mazes? more complex rooms?

remote coral
#

Get inspiration from existing doom maps.

#

They're often much more sprawling.

#

Although you're meant to technically follow a single path, it intertwines around the map.

#

Different parts of the map slowly get uncovered and transform into entirely new areas as you fight your way further.

#

As for making the map seem less linear, take those chained together rooms for example.

#

For instance, that stone room with the red circle could be directly adjacent to the large brown room, but higher up and separated by a fence.

oak kindle
#

lemme send u the map cause its kinda whard to get a whole sorta idea off of the 2d image

lapis fern
#

And here it is

dusk terrace
#

only works when i put the f_sky on the ceiling

#

im using the skybox viewpoint thingy

hexed sky
#

because f_sky only works for floors and ceilings

#

to make the ceiling extend down towards the floor you need to make a 0 height sector surrounding the sky ceiling with empty upper textures

#

you can look at map01 of doom 2 for an example of how it's done

dusk terrace
#

ill look at the map01

#

i see how to do it now

remote coral
#

@lapis fern What is this project you're doing?

lapis fern
#

@remote coral What you see is what you get a source port that restore content & improve Doom 3 BFG Edition

light prism
surreal path
#

Papyrus is basically Cirno with the appearance of a Revenant

golden drum
#

@oak kindle You should upload the WAD or post some screens in 3d

#

The sector view isn't really much to go on

plush solstice
light prism
#

dog poo white

oak kindle
#

yo anyone got a doom palette .act?

light prism
oak kindle
#

Thanks man!

oak kindle
#

let's play FIND WHAT I DID WRONG WHILE FOLLOWING A TUTORIAL!

#
{
Inventory.PickupMessage "You got the Auto Shotgun! Boom, boom, boom."
Weapon.AmmoType "Shell"
Weapon.AmmoUse 1
Weapon.AmmoGive 16
Weapon.SlotNumber 3
AttackSound "weapons/shotgf"
States
{
Spawn:
SHOT A -1
Stop
Ready:
SHTG B 1 A_WeaponReady
Loop
Select:
SHTG A 1 A_Raise
Loop
Deselect:
SHTG A 1 A_Lower
Loop
Fire:
SHTG A 0 A_GunFlash
SHTG A 1 A_FireBullets(5.5, 3, 8, 4, "BulletPuff", 1)
SHTG A 1 Offset(0,40)
SHTG A 1 Offset(0,48)
SHTG A 1 Offset(0,44)
SHTG A 1 Offset(0,40)
SHTG A 1 Offset(0,37)
SHTG A 1 Offset(0,35)
SHTG A 3
Goto Ready
Flash:
SHTF A 2 BRIGHT A_Light2
SHTF B 2 BRIGHT A_Light1
TNT1 A 1 A_Light0
Goto LightDone
}
}```
light prism
#

do you get an error in console

#

or does it just not behave how you want

#

you know you cant just outright replace a weapon, right?

oak kindle
#

fuck

light prism
#

you need to set up a playerclass to use it

#

actually there are a few methods

oak kindle
#

end me

light prism
#

doing the MAPINFO method is probably quickest

oak kindle
light prism
#

uhhhhh

#

is your code inside a DECORATE lump

#

is that DECORATE lump outside of any marker ranges (_START _END) if inside a .WAD, otherwise is it in the root directory of a PK3

oak kindle
#

the decorate lump is outside of marker ranges

#

there arent any

#

did i fuck up in 17 ways?

light prism
#

screenshot of wad structure plz

oak kindle
light prism
#

try changing the inheritance from : Weapon to : DoomWeapon

#

shouldnt make a difference but meh

#

also try saving and closing your wad before running it

oak kindle
#

fuck if i know what im doing

light prism
#

yeah

#

you shouldnt need the replaces now since you have it assigned to a slot

oak kindle
#

still not workin

#

lemme send you the wad

light prism
#

only one mistake

#

you put a full stop after 3 instead of a comma

#

in the mapinfo

#

it works other than that

#

just do 'give all' and hit 3 once

oak kindle
#

aaaaah

#

im a dumbass

#

weird

#

it doesnt show up

#

idk whats goin on

#

what does it look like on your side?

light prism
#

are you sure youre running the right wad

#

i see the gun in its ready state as one of the reload frames (sorta holding it up)

oak kindle
#

hm

light prism
#

and the fire state is greatly decreased in length

oak kindle
#

its not showing up for me

light prism
#

how are you running it

#

and also what are you running it with

oak kindle
#

gzdoom

#

running it with SLADE's built in run thing

light prism
#

save it in slade and close slade entirely

#

then just doubleclick open it (if thats associated with gzdoom)

oak kindle
#

oooooooooh fuck

#

why do it do that?

light prism
#

if thats still not working, update your gzdoom

#

i dont know, im just making guesses

#

i dont usually use slade except to align offsets

oak kindle
#

yeah it works now

#

thanks man

light prism
#

pk3 > wad

#

uncompressed regular old folder > pk3 > wad

#

in fact just dump your .txt lumps in a 'myproject/pk3' folder then run the pk3 folder (drag it onto gzdoom or make a batch/shortcut to it)

#

then nothing is holding sway over your precious files, or threatening to corrupt them by having them open while you modify them in some other program

oak kindle
#

well the problem is im a dumbass who cant figure out how pk3s work

light prism
#

they are literally just zip files of a folder structure

#

but you dont even need to zip them, like i said, you can just run folders

#

so like

#

myproject/pk3/sprites, myproject/pk3/textures, etc

#

all the base lumps (decorate, mapinfo, etc) go in the root pk3/ folder

#

then when you want to share it, you can zip it into a .pk3

oak kindle
#

hmm

oak kindle
#

doomtale?

light prism
#

sadly no, that name is already taken

oak kindle
#

rip

light prism
#

welcome to UNDERDOOM

oak kindle
#

time to make custom sprites

#

and cry

light prism
#

smoke a joint

oak kindle
#

cant

#

australian

#

weed is hard to come by

light prism
#

that has nothing to do with you being australian

#

thats just your lack of contacts

#

just go out onto the street and yell 'anyone got weed'

oak kindle
#

i also got no money :\

light prism
#

be prepared to fellate

oak kindle
#

fuck

#

ok the shadows are giving me a hard time

#

how would i do custom weapon sounds?

#

nvm! found a tutorial

haughty flower
#

so uh..

#

How do I work with 11062 frames?

light prism
#

you don't

#

you pick maybe 60 of them and let interpolation do the rest

#

on a model at least

#

on a sprite, well

#

ya fucked, son

haughty flower
#

cry

silent totem
#

Why do you need 11062 frames

#

Jesus

light prism
#

because he's an all or nothing kinda guy