#classic-doom-maps-mods
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the switch or linedef simply lowers the floor so they can cross
It's quite a smart idea and I'm not sure who exactly came up with it
Well who's the map designer for Scythe 2
erik alm but it's probably not original to him
after all, scythe 2 came out in 2005
I'm having some frustrations with making an explosion create decals.
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.
So, what can I do to create a decal on a wall near an exploding projectile?
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
hey, you can make actor arguments named in gzdb now, cant you?
under zscript?
nvm found it
no wait, thats not what im looking for
Finally know what I'm trying to do and actually have a plan for some modding
So that's good
wtf you know what youre doing?
get out
this is a haven for the confused and aimless
I've tried my hand at a lot of programming related escapades over the years
couldn't even figure out gamemaker script
just don't have the brain for it
my first experience was BASIC on an Amstrad CPC6128
but then i didnt really touch anything else until i was about 18
well unless you count pov-ray
(nobody counts pov-ray)
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
I've always wanted to get into making indie games, have had ideas and concepts kicking around for a while now
even put together a shitton of tiles for a roguelike idea I had ages ago
but just can't code
well you seem like one of the smarter people here
maybe you just need to start smoking weed
if I had the money to do anything it'd be coke
coke wont put you in the right state for programming
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
you're probably right
y'know, I have been meaning to try weed now that I'm off my meds
I tried it while on an antipsychotic and an antidepressant and it just knocked me the fuck out
well if youve never done it before, id make sure that you do it in the company of someone close to you first
just in case yknow, it doesnt agree with you
prescribed meds like that can definitely mess around with it
ye
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
and it can generally affect different people in different ways
they had this class available where a guy comes up and talks about how drugs and alcohol affect diabetes and blood sugar
type one diabetes specifically, the one where your pancreas kills itself
alcohol definitely affects blood sugar, the shit gets metabolized into sugars by your body
actually for a diabetic it lowers your blood sugar
your liver is usually constantly putting out small amounts of sugar into your blood
but it stops doing that once there's alcohol in your blood
ah right
maybe I should give gamemaker another try
it does seem like if I could make anything work while being generally shit at programming it'd be that
yeah, gamemaker script
which means it probably has a reference manual
at the end of the day, the majority of languages follow the same basic rules
it has tutorials on putting together basic stuff and a pretty active formula
a) its serial
like, pretty in-depth video tutorials
b) its a chain of conditional checks followed by function calls
one for a platformer and one for a top-down shooter
'if this then that else this'
im kinda upset at myself for not sticking through maths at high school, it bored the shit out of me
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
I failed math 3 before realising that I didn't even have to do it to graduate
I passed algebra 1 by buckling down and actually sort of learning it by the final
alg will def help with coding
a huge part of code (depending on what youre doing, of course) is formulating algebraic equations
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
and the entire last bit of the year was just an algebra 1 review for some reason
so I passed that
I never really got math once things got to algebra and geometry because it just didn't make any sense, abstract concepts and all
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
well they try and give you real world examples but theyre always stupid too
that it'd be much easier
the good ol 'trains' or 'billy gives you five apples' schtick
"billy gives you five trains"
Billy gimme your fucking appkes
how many trains does billy have in his fucking pockets
doctor who is the worst show ever
it would be the one case where americanization would improve it
the only good doctor was jon pertwee and only because he was worzel gummidge
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
phew, that was a bit of a pain to set up without any scripting or additions to the player code
i definitely like how you can just directly modify velocities from zscript
no more clumsy thrustthing / thrustthingz distinction
also thank you dpjudas for fixing normal interpolation
now interpolated models dont look like glitchy ass under any lighting conditions
i was really surprised that you can just call functions directly on pointers
target.A_Die(); etc
i mean, its essentially a disconnect between the function call and the states of the pointer
which is sexy
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
How do you define the location of mug face sprites for a new class in decorate?
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
Yeah it checks for the STF prefix, but does it automatically check in /graphics or /sprites?
i think its graphics
For future reference do functions in zdoom check certain named folders in the mod for certain sprites instead of having a file path defined?
works?
Let me double check to make sure everything is set up right
Ok yes it is working
I think some of the sprites were just off scale
It looked in the graphics folder
is there a way for an actor to have 4 angles instead of 8?
write your own movement function
ah
Does anyone know of any publically available doom-styled sword sprites? Or at least just sword sprites on doomguy's hands.
@light prism is that even doom
That looks distracting ๐
its very faint, thats why i took the shot in a dark area
the brighter flicker is just the gif looping
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?
even when I put semicolons behind all of the parentheses it says that they are not defined
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
so yes, put semicolons after all of them
and then you need to put #include "zcommon.acs" at the top of the file
right now the functions won't be defined because you never included the file that defines them
alright that worked. thank you for the help.
no problem
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.
what version of gzdoom do you have @unique fern?
Why aren't you using the latest version of GZDoom?
You should also be using GZDoomBuilder-Bugfix
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.
Reeee
So I have this script : https://pastebin.com/VvjZ6ExA
It works just fine in GZDoom
but in Zandronum, it doesn't even start up
wtf
it breaks as soon as I introduce arrays to strparam
somewhere around there yeah
sorry hi
what happens if you make those variables global
rather, initialize them in map scope and define them within the script
rather than doing both in the script
i dont think zandro likes it when you try and initialize an array within script scope
under gdcc, bcc, and zscript i think this is allowed
(i havent tried bcc but i imagine it should)
well, a workaround would be to add a 3rd dimension to the array that is tied to playernumber()
im not sure of the connection to the issue
as long as youre not initializing it in script scope the dimensions of the array shouldnt matter
I just wanted to make sure that the values are separate for every player
https://pastebin.com/HnSd0VCi there we go
im not sure why you need to do the strparam
i mean i know you are checking strparamed string name actors
but theres gotta be a tidier way
@unique fern try updating your drivers then
or manually reinstalling them
*graphics drivers

As always looks ridiculously impressive
that swamp area does not GIF well
True
that gif makes the color palette basically not exist
@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
yeah, strparam is good for that i guess
i just cant help but feel like this is all to handle decorate actors which could do the work themselves
it keeps track of 16 values that are tied to 12 actors
The power value, the power percentage, the rune item and the power change rate
what do the runes actually do
@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.
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
cool concept, i still just wonder why you would be keeping track of this stuff in acs
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
hey guys im trying to create a map marker in slade and it keeps reverting back to a normal marker, why?
is there map info under it
Under the textmap or the map marker?
I tried to import music into the wad and it messed it all up :/
is there any of this stuff under the map marker
I use gzdoombuilder
well did you use it to make a map
thats all in the TEXTMAP lump i believe
im not sure its meant to be there
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
show us yer shit
I don't think the moderators would take kindly to that, that sounds a bit crude.
im at work so i cant listen anyway
I'll have some stuff up over the weekend, this week has been a lot
do you ever just become a TITLEMAP
do you ever just become an iwad
how do you create a map marker for the TEXTMAP lump?
nevermind, i got the map to load. I was missing the ENDMAP lump :/.
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.
depends
if the decorate is well-written it will probably be in a lump all by itself
if its not then you'll need to search it in the DECORATE and copypaste it to a new file
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.
you might need to try opening it in a different format
switch through the formats list until you see a map name pop up in the list
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.
did you paste any lumps into the wad with the map in it?
unrelated but you also need to have the iwad loaded to see the textures once you do load the map
it will not let me load an IWAD into it.
you do that in game preferences, not when opening a wad
also you still didnt answer my question
yes
you did paste lumps into your map wad?
you probably put them in between the map lumps
that would break the map
its better to have UDMF maps just in wads by themselves
and keep your resources in a seperate wad or preferably a pk3
I do not know anything about pk3, this is what I found, it will not let me add resources
just now figured that one out. had to click before adding
its still popping up "Any maps at all?"
I clicked on GZDOOM: DOOM2 format and hit add resources but it is stil;l showing the same message
[9:19 AM] โโโ TheMisterCat โโโ: you probably put them in between the map lumps
[9:19 AM] โโโ TheMisterCat โโโ: that would break the map
[9:20 AM] โโโ TheMisterCat โโโ: its better to have UDMF maps just in wads by themselves
[9:20 AM] โโโ TheMisterCat โโโ: and keep your resources in a seperate wad or preferably a pk3```
revert your map wad so it doesnt have any of the resources in it
or if youve kept a backup just delete the wad and rename the backup
udmf expects to find its map-related data in a specific sequence of files
back later
I reverted it back to the last backup, it works properly now.
'thank you themistercat'
early doom wad makers constructing levels using dehacked, circa 1998
haha that guy on the left is changing the cyberdemon to barrel sprites
how antiquated
barrel o' laughs
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.
i dont think so
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.
So that rocks!
oh sweet
I have a new question, unfortunately.
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?
with proper formatting, sqrt(velx * velx + vely * vely) (or in ZScript, just vel.length())
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?
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
}}```
also hooray for vel.length
i didnt know abuot that
So, when replacing base monsters with that, Id go "DoomMonster2: MySpecialMonster replaces DoomMonster"?
sure
then any tweaks you want to make to the WaitForFade can go in the base actor
like adding them to a queue or whatever
ensuring all children are dead, etc etc
Alrighty thank you!
Interesting rave
At first I thought it wanted to play a game of tic-tac-toe with you
I sure do love mapper's block
When I have no idea what to do with the layout of my map
I have tons of ideas
but I'm just stuck in this one godawful cave section that I have no idea what to do with
you mine diamonds
Not only that, I always keep getting stuck by my own perfectionism.
Make a WIP lavafall to get a feel for the map? Gotta add texture wobble, down scrolling, slopes and adjusting textures, Sonny Jim!
Uh
I recently got this error seeminly out of nowhere.
I have no custom assets put into my map.
I do have imported a couple of custom sprite packs (I think, not 100% sure).
I can still compile the map, and there doesn't seem to be issues.
I can't even find the lump BOS2A2C8 in the zdoom wiki either!
Apparently it's the sprite for the Hell Knight?
I do have one in the map, but it works perfectly fine.
im not sure that sprite should exist
mirroring is usually done on the same frame name
like BOS2A2A8 yes
I wonder why that happened then.
Fingers crossed it won't come back to bite me in the ass.

I remember there being a setting for ground/wall textures in GZDoom Builder where one would make the textures "wobble" and distort.
Where has it gone?
I can't find it anywhere, even in the wiki.
The one that can be used to make lava or flesh move slightly.
i think that's an acs feature or something
I guess I should just open up one of the maps in Golden Souls 2 I saw it in
and see from there
As always, looks good
the role of a lifetime
it'll really get my suggestive background moaning career off the ground
the pump was more pronounced but it was taking up too much screen space
I feel like the back and forth motion of the entire gun as he pumps it is a little much
makes it look like he's not strong enough to properly pump it or something
meh doesnt bother me
it would bother me more if the entire thing was flush/level the whole time
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
sure but its visually not interesting
look at doom shotgun
does he really need to lift the whole thing up to cock it?
then look at quake shotgun
there's a cock noise but the gun just sorta doesnt move at all
you could do a slight tilt left, maybe show the shell coming out
there's no shell, the weapons are energy-based
it shouldnt even have a pump
fits the theme though, the pistol is a revolver
space cowboy stylez
then just the left tilt
gives it the style points without giving the impression that the dude is weak
mehhhh
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.
Is there a good way to do this? Or at least a hackjob?
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.
Hey I'm sorry I'm no help but if you do get this figured out I'd like to try it
have a 'control state' from the base weapon inheritor that controls A_WeaponReady
make all attack states non-interruptable overlays
Uh... forgive me for being pretty confused.
make an overlay that is a control state
that way it is never interrupted by anything and can call other overlays
What do you mean by control state?
Is this going to be a standalone?
Because the sheer quality of it makes it seem like it.
Uh
I opened the same project file with the error on a different computer, and it isn't there anymore.
Huh.
What would be a good door for a cave?
Normally caves don't have all that many doors
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
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?
is it time to finish wormsdoom
Is that the project you've been working on this entire time
the one with the tic-tac-toe robot
I don't understand this project file.
Now it's berating me about PLAYA2A8.
This pit
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
Wow!
?
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?
have you followed the instructions in that error box
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
also why are you trying to save into a skins wad
is the wad itself a resource of the map you are editing
No the resources are in a different .pk3
I was able to save perfectly fine into my wad in the skins folder with these exact settings before today with no problem
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
doublecheck the permissions on the skins folder
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)
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
are you sure you havent been watching any hentai
Im positive lmao ๐
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
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
ZDL is off too
checked task manager?
Like I said at the start, I even did a complete computer restart to no avail
Yep I did that too
sounds like you may have corrupted the file potentially
hmm... not sure how to help
can you open it in slade or something
^
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
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
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
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?
Is it possible to make a smooth teleport/area portal on a linedef where there's air above it?
What's the best way to include locational damage
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
I sure do love working with sloped 3D sectors
why am I even doing this shit now, when I haven't even finished the rest of the map's layout?
Punishment
for doing what
poor time management skills
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.
as i recall i gave you literally three or four pages of chat to say sorry and you refused
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.
i don't know what happened but i'm sure this isn't the place for it
Well DMs sure ain't a possibility either it seems.
ideally the mature thing is to just accept the consequences
Another way would be to also forgive in time.
Understand how emotions cloud reason.
shit, does zandro support long filename definitions yet
@light prism is there a way to get a polobject to swing upwards, like for a toilet lid.
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
You going for like Duke where everything is interactable?
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.
You could probably use models for what you want
At some point I might just make something like Godot look like Doom or Build
nothing can 'swing upwards' in z/doom, the engine just doesnt work that way
the z axis is an afterthought for most things
but yeah for a toilet like this you could just model the lid
since collision wouldnt be super important
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
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?
put them between TX_START/END markers
Are the textures their own .wad file?
If that's the case, can't you just import the textures straight through GZDoom?
@light prism , @remote coral that did it. thank you for the help.
Which one did you do?
soldier of fortune
and I am now going to add redneck rampage
I will probably us RR for something else, it screwed with the normal Doom 2 textures
<-
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?
Go ahead\
Have vehicles ever been implemented in any mod as of yet?
yes
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.
That would depend on your level of intelligence.
It's honestly not that hard if you're dedicated
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.
It's one thing to re-create another game within Doom, it another thing entirely for it to actually be fun to play. HaloDoom is a Doom mod that certainly nail...
Though I did kinda think it may be a bit easier since Doom is an rather old game.
lol
Let me just say
I want it to be 8bit in appearance.
Not detailed.
Don't know if that matters or not.
So NES Styled then?
Doomworld page on editing tutorials (old) Doom Builder video tutorials (old but the basic concepts are all still relevant) Doom Builder: An Illustrated Guide (PDF from 2004 by Dr. Sleep, an OG mapmaker who made E4M7 in Ultimate Doom) Doom Builder video tutorial series by Chub...
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.
There's many methods of making sprites.
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.
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"?
No it can be done it's just that it'd require a lot of work to get it looking decent.
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?
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.
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.
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.
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
If I ever do start mapping and such with Doom or Doom 2, I'd prefer to make it look like this..
Not this
ikr
Like that 3d model shit ain't cute y'all
I actually have something to show.
Some of you may like it.
I'm sure they could but to me they come off as weird.
Oh yeah they're usually poorly done
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.
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
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
Yes I know.
But even then the sprites from Doom look different.
Compared to what people make when using 3d models.
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
Genetech works because the models and graphics are about quake-quake 2 tier
the only place flat decorations have in a 3d mod is for fake volumetric effects
Here's an example of how a Doom 3 monster could look in Doom's engine as a sprite.
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
Almost certainly is a ripped model render
well it is kinda the point
It's just an example and of course it'd be something you should mess around with to get right.
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
So more like this?
well not really, you cant just 'lower the resolution' - you have to retain the important details
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?
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
Do you have any before and after images?
im at work
Oh my apologies then
so i only have whats in my dropbox
and i dont think i have anything THAT low resolution in there
Fair enough.
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.
found 'em
Doomworld page on editing tutorials (old) Doom Builder video tutorials (old but the basic concepts are all still relevant) Doom Builder: An Illustrated Guide (PDF from 2004 by Dr. Sleep, an OG mapmaker who made E4M7 in Ultimate Doom) Doom Builder video tutorial series by Chub...
here's another
From my experiences with it, making mods for Doom is extremely easy as opposed to making mods for everything else
yes
you can make anything your heart desires
just one line, and you're fine, in a wooorld of pure imagination
My heart desires fried chicken
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
anyone want to help test wormsdoom
Rip
scrub the wiki you charlatan
breaking news: man dies trying to create swinging polyobject without consulting wiki first
here we have an eyewitness, sally smarmson
+extremely long uncomfortable sattelite sync delay+
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.
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)
heh
So it should look like this then?
โActor CarcassSittingMarine DoomEdNum 20002โ
Or put DoomEdNum in a whole new line?
on a new line
you see that big fire thing in the wall over there
wanna know what happens when you accidentally get archviled into that
something?
You get roasted?
this
What map is that
one i am working on
sweet lord
just testing out texturing for hell levels. opinions?
looks very hellish
i prefer this style of hell level over whatever doom 2 was trying to do
it's definately more a long the lines of "Fire & Brimstone"
I've preferred that style of hell map since I first saw scythe's episode 3
despite playing doom for most of my life, theres still many many wads i never finished
scythe being one of them
where everything is red
hell, i've not even beaten plutonia and tnt
did you get to e3 in scythe its actually insane
i probably played a little bit of scythe but not much i bet
some really cool aesthetics in there
i need to run through the more well known wads myself, they would probably go up on youtube in the end
when i first saw this a while ago it inspired me a little
That looks pretty cool
that's from 2003
although if i had one complaint, it's just that, "That's a lot of red"
i like how much red there is because it matches the gameplay
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
there is some grey
xD
and some brown
i guess it's something ๐
i think theres some symbolism behind the large presence of red
red is the colour or a number of things that can easily be linked to hell
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
namely hate, anger, lust and things like that although lust may be more pink than red
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
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
you would be in constant fear
i've "been" to some very mystical places
fear is only there if you fear the unknown, im more curious than fearful
nothing close to an entire dimension of endless evil
i mean you would be surprised xD
you would be quite scared if your life was in constant danger
once i found that out yeah
the presence of the colour red is part of the surprise
but us mere humans couldn't do much about that
you can if you have a shotgun
i doubt just a shotgun would save us there xD
anyhow that is the inspiration that scythe has given me when it comes to mapping
well if it's what you like, go do it ^_^ It does look cool
@blissful heart what wall texture is that for that lava tunnel
eh, just link the pack
it's not a pack
well what is it then
its a remake of e1
whatever it is, link it
anyone want to help test wormsdoom
right
What part of this is even Doom anymore
Magic
its all just actors
nice movie
it runs through a optimization script to make it so large filled areas are only a single block
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?
not easily with localambientsound
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.
is it music?
no, it is just a sound, how should I describe it, it is like an item sound
but it loops?
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
you could try $singular in SNDINFO
then have the sound play once, then play it again at 0 volume
cool, I'll try that!
:S it doesn't seem to be working, now they will both play even in gzdoom
lmao
is this sound kind of announcer speech or something?
its like a loading sound, I have to "stop" it if it reaches 100%
(a counter reaches 100%)
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
to be honest, it is a bit weird that I am unable to do this
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
so its like a crate pickup or something?
there is a looping script in the background which gives the ammo back
so its like, you stand on it/pick it up and it just slowly ups your ammo to max?
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 ๐
why not just make the loading sound shorter
yea, that's what I did now ๐
w
just testing random spawn placement (it was dumping excess marines in the water before)
floor gone, yikes
the floor is not
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
I DID IT I MANAGE TO BRING BACK GAME DLL SUPPORT ON DOOM 3 BFG
map ebola?
Minecraft font
Radical.
map epitor
Thanks
ok this is epic
woams doom?
eat a vagetti sandwich
vargoba
doomtale
YES
any of u lads use slade for map/mod making?
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.
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
What do people use for mod making?
i use notepad++, blender, photoshop, fl studio
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
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...
Meanwhile on Classic RBDoom Freelook for Doom 1 &2 is on the works
heh
that looks more like noclip
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
?
???
Jell-o monsters
How do I bind a keycard color to a switch to do something like lower a floor or raise a bridge?
stick the switch behind a locked door does the trick
depends on what config youre using
my dumb ass cant figure out how to make decent looking maps
blech
does that look ok to u guys?
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
its giving me this error
can someone please help me because i am mad as fuck
@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
hmm yeah i see what you mean
what should i add onto it or change?
@remote coral
mazes? more complex rooms?
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.
lemme send u the map cause its kinda whard to get a whole sorta idea off of the 2d image
And here it is
As the title says this is a video about the two newly added features, Freelook and the option to disable Randomized Pitches. Download Links: (32-bit & 64-bit...
yo why dont skyboxes work
only works when i put the f_sky on the ceiling
im using the skybox viewpoint thingy
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
@lapis fern What is this project you're doing?
@remote coral What you see is what you get a source port that restore content & improve Doom 3 BFG Edition
Papyrus is basically Cirno with the appearance of a Revenant
@oak kindle You should upload the WAD or post some screens in 3d
The sector view isn't really much to go on
https://cdn.discordapp.com/attachments/461597592825102369/534192557832536064/unknown.png I use too much of one color I think.
dog poo white
yo anyone got a doom palette .act?
Thanks man!
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
}
}```
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?
fuck
end me
this is what i get
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
the decorate lump is outside of marker ranges
there arent any
did i fuck up in 17 ways?
screenshot of wad structure plz
try changing the inheritance from : Weapon to : DoomWeapon
shouldnt make a difference but meh
also try saving and closing your wad before running it
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
aaaaah
im a dumbass
weird
it doesnt show up
idk whats goin on
what does it look like on your side?
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)
hm
and the fire state is greatly decreased in length
its not showing up for me
save it in slade and close slade entirely
then just doubleclick open it (if thats associated with gzdoom)
if thats still not working, update your gzdoom
i dont know, im just making guesses
i dont usually use slade except to align offsets
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
well the problem is im a dumbass who cant figure out how pk3s work
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
hmm
doomtale?
sadly no, that name is already taken
rip
smoke a joint
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'
i also got no money :\
be prepared to fellate
fuck
does this look ok for a hand sprite? i havent palleted it
ok the shadows are giving me a hard time
Blech
how would i do custom weapon sounds?
nvm! found a tutorial
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
because he's an all or nothing kinda guy