#classic-doom-maps-mods
1 messages · Page 92 of 1
i dont know what game that is from but shame on you for ripping
is it possible in zscript for one actor to just outright change into another without using morphactor?
Beautiful, but what's with the weird white outlines
@light prism Cry
is that a demand
That is a demand. Towards my feelings
is sally your feelings
@topaz tendon How'd you know?
How does one create a level pack?
I know how to do individual maps, but I'd like to figure out how to make a level pack.
AFAIK you just include them all in a single WAD/pk3, and make one map lead to the next.
"this next projectile is being sent to our marketing department"
im quoting stuff for building contractors so everything is a project
i wonder if you can build fonts out of animdef'd images
Why
so i can make shaky fonts
without having to individually draw each letter and keep track of its position
i guess it depends if fontdefs is processed before or after animdefs, and if it can read from directories other than fonts/
or if it can read non-directory name labels
If so, could you make a font that has endlessly shifting characters
not under what im thinking
i mean technically you could but you'd have to create huge animdef loops
i just mean like a few shaky frames per character
i dont even think this is possible anyway
hi its vince with an abomination
thoughts?
wait this is in the DOOM ENGINE????
I thought it was a mod for undertale
holy shit dude thats amazing
its just a camera pointing down and a bunch of scripts really
thats still really cool!
u could make some horrifying boss fights
temmies == hissies
So does anyone know any good tutorials for making custom monsters with DECORATE and how to get sprites to work for them?
PROBABLY
Anyone here still plays Postal 2?
https://streamable.com/kju26
I was playing postal 2 just the other day
@charred furnace #172869448863055872 ??
Probably? also this is cool
yeah i have, I'll look around some more on there
I guess im mainly just confused on how the hell the sprites are supposed to be organized or whatever. I tried looking for a video tutorial to see if that'd help me some but i couldnt find any. Eh, maybe i just need to mess around with it and i'll get it, after looking around some more and all that.
https://zdoom.org/wiki/Creating_new_sprite_graphics
oh
... yeah i should've looked around more before i asked... gg me
almost all of your growing needs can be satisfied by the zdoom wiki
But is it doom?

time to figure out how to use deu
hey, is there a way i could modify the fists in doom?
never mind i made an abomination
ok so is there a way to modify the starting weapons?
what did lil babey giwake fuck up today
{
Player="player1"
StartItem = "NewFist"
weaponslot = 1, "NewFist", "Chainsaw"
weaponslot = 2, "Pistol", "Silencedpis", "DPIS"
weaponslot = 3, "Shotgun", "SuperShotgun"
weaponslot = 4, "Chaingun", "AUG", "SMG1"
}
//aaaaaaaaaaaaaaaaa
i just want to replace the fist with newfist
every edit i make seems to do nothing
@light prism sorry for the ping but you've been very helpful and i dont want to bother u. could you help me out?
i figured it out!!
that will be $20
fuc
great now it looks like doomguys doing fuckin fist of the north star
yatatatatatatatatata
every update it gets worse
let me know how much of an abomination it is
also modders and devs: look at this cool pistol.
ruger p85 mk11. COOL AF
oops
oh shit madness
apologies if this is a dumb question but how would i place custom weapons in gzdoom builder?
@light prism ok dude sorry for the ping but im fuckin lost. also im very stupid
im assuming i have to probably set it up to spawn in the builder
im just very lost and not sure how to put it
ok i think ive found a way to explain it. sorry for being a dumbass.
i have some custom weapons and i would like to spawn them in using GZdoom builder, however they don't appear in the "things" menu
what do i have to do to have them appear?
you need to give them a DoomEdNum
if you are writing in DECORATE, you assign it like
Actor MyActorName : InheritsFrom 12345
{ restofactor ... }
for example
{
Obituary "%o was blown away by %k 's Double Barrels."
Inventory.PickupMessage "You got the Double Barrels!"
Weapon.AmmoType "Shell"
Weapon.AmmoUse 1
Weapon.AmmoGive 16
Weapon.SlotNumber 3
AttackSound "weapons/dbrl"
...```
like this?
this fine or did i just drink too much dumb bitch juice
DECORATE error in "auto.wad\DECORATE:1", line 266. Expected editor number or start of actor scope while parsing "newssg".
ok what the fuck
i
why
what
@light prism help
oh shit
like
so just doomweapon 155?
actor MyImp : DoomImp 15000
yes but you probably want to use large numbers
so you dont interfere with the range of the base game
ah sorry i drink a lot of dumb bitch juice
anything up to 32768 is fine
I am taking a wild guess here, but there is no way to make a swing out door is there? Or am I wrong?
there is in gzdoom, using polyobjects
ur spritework is amazing
its just a.. really heavy toriel edit
will someone play this with the ralsei mod 
i cant even imagine
how does one put a 3d floor above a 3d floor?
make an extra control sector that links to the same tag
Thanks
Yep I had to do it, here's the link: https://www.moddb.com/games/doom-iii/addons/tds-improved-shotgun
do these sprites look ok? im kinda unsure about them myself
smol boy
why he vibrate
he tem clone
A_SetTics changes the current frame ticrate
like POOP ABC 4 A_SetTics(2) would make ABC play 2tics each
{
Player.StartItem "Pistol"
Player.StartItem "AdvancedFist"
states
{
Death:
PLAY H 10 A_settics(2)
PLAY I 10 A_settics(2)
PLAY J 10 A_settics(2)
PLAY KLM 10 A_settics(2)
PLAY N -1
Stop
}
}
I've done this, nothing has changed.
is this correct or did i fuck up?
@light prism
i have the feeling i fucked up
scratch that it works
of course you could just change the initial ticlength too if you watned
instead of using A_Tics
er A_SetTics
just have like
ok, spam filter is overkill
PLAY H 5 instead of PLAY H 10
very 90's
Any of you guys know how to use SLADE?
I'm a newbie map maker, and I really wanna screw around with some sprites in my WAD. Please help!
in a wad, sprites go between S_START and _END marker lumps
the files are named like
four letter designation, then a frame letter designation, then a number that represents the angle that sprite will be defined for, then an optional mirrored frame
so: four letters, POOP
frame letter
POOP Y
for objects that dont need sprite rotations, you can use the number 0 to have it represent ALL rotations, this is an easy way to start out
so POOPY0
so you just have a series of sprites bound to letters and then bound to those sprite name designations
then you put those in a state:
Spawn: // default state everything starts in
POOP ABC 3
loop }```
so that will play A B C at 3 tics each
then repeat indefinitely
Thanks a bunch, this'll really help me out!
yo uh
ChangeCamera(1,1);
}```
im getting an error on this, what did i fuck up?
@light prism sorry, but what's up with my script? i keep getting an error.
This is in gzdoom builder
if you want your camera to affect everyone and not be able to break out of it with any keys, do ChangeCamera(tid, 1, 0);
ah
my bad
also how did you get the console to show up?
and now im getting another message
@light prism so whats up with this?
ok uh
yeah its broke
@light prism sorry for the ping but i have no idea why its doing this
you have to include
#include "zcommon.acs"
otherwise it doesnt recognize any of the game functions
always put that right at the start of your scripts
rather, at the header of each file
Anyone here willing to playtest my WAD?
It's far from finished, but a portion of it is done.
Keep in mind it's my first, so if you have any criticism you'd like to make feel absolutely free.
In case you actually wanna try it out, I recommend using GZDOOM
Jumping is allowed and needed.
oh god not those crossface fuckers
Yes those crossface fuckers \o/
hiss boi smol
{
Obituary "%o was blasted by %k 's Derringer."
Inventory.PickupMessage "You got the Derringer!"
Weapon.AmmoType "Clip"
Weapon.AmmoUse 1
Weapon.AmmoGive 16
Weapon.SlotNumber 2
AttackSound "weapons/dbrl" //REPLACE SOUNDS!!!
States
{
Spawn:
SGN2 a -1
Stop
Ready:
dirn A 1 A_WeaponReady
Loop
Select:
dirn A 1 A_Raise
Loop
Deselect:
dirn A 1 A_Lower
Loop
Fire:
dirn A 1 A_GunFlash
dirn B 1 A_FireBullets(5, 5, 1, 10, "BulletPuff", 1)
dirn c 1
dirn D 2
dirn E 2
dirn F 5
dirn G 2
dirn H 2
dirn i 2
dirn j 2
dirn k 2
dirn l 2
SHT2 l 2 A_ReFire
Goto Ready
Flash:
TNT1 A 1 A_Light0
Goto LightDone
}
}```
so this isn't being selected in game, what did i fricc up this time
sorry for the spam
@light prism hey, u know what's up with this? even when i use "give dering" in the console it doesn't work
it doesn;t get selected
ah doom why do u do this to me
ooh great now the sprites aren't showing up
i figured it out
i fucked up the sprite names

so I have a sector effect with "scroll north", my character moves but not barrels. I am trying to make a conveyor belt and the barrels I placed on it are not moving. Do I need to put wind on the sector or is there something else I am missing?
he wants scrolling textures tho
i think carry types do scroll, could be wrong
well one of the sectors retained a "scrolling texture" while the other 3 sectors had no "scrolling textures" but had the 'carry' effect. The carry effect is not moving barrels at all.
What about Friction in genralized effects? Would that help?
no, friction just affects velocity when touching surfaces
like 'ice'
you might have to use pusher/pullers
alongside scroll effect
Ponko
With a hat
BTW, Some time ago I had read some fanfic where Doom Slayer got to the Monster Underground. With LV 6666.
no sher shitlock
:V
@light prism welp, if ya ever doing doom style (2016 onwards) style music, consider using a Tesla ghost radio
Real spooky/hellish
dude the stuff you are able to push through the doom engine is amazing!!!
What on earth
i'm trying to replace the numbers in the hud
what sprites does the hud use?
is it STTNUM?
thanks man
ok i've changed all of them to placeholders
but only the percentage sign has been changed
doom engine why
butts.wad
cucks.wad
meant to record and post this earlier today but got sidetracked and then had to work rip me
need to figure out the sounds to give it but for the most part its complete
the uh
monster here i mean
at max height the crates are 2472 and the floor of the crates are 2393. the elevator itself is at 2408 and the floor of that is 2393. it is a 3d floor with multiple control sectors, but the control sectors are tagged but I am having problems getting the elev. and crates to move to the right height. can I get some help?
I have tried the "elevator move" script but that did not make the floor go down all the way. it left it about 15 pixels to high.
I have been messing with this particular script for more than a day now and I am at my limit.
Sector_SetLink
create a new sector that represents the initial & final heights - this will be the only sector you actually move
tag it
then use Sector_SetLink in an acs OPEN script
to link all your existing tags to this new tagged sector
this will make the whole structure move as one piece and you dont have to fuck around with individual movements
thank you.
trying to make a first aid machine like in doom 3. got the script down but need a way to limit the amount of uses the machine has. I am looking at the wiki and that got me started with the actual script, but just need the last bit of info for usage limitation
Yes. Correct
uhhh if the map is UDMF you could assign a custom value to it
hmmm you cant set them though
i mean with your implementation its tough because you'd basically have to assign a seperate variable for every single instance
where a less script-intensive method would be to have an invisible actor that holds the remaining health value or something
sure, but you probably want GiveActorInventory, GiveInventory just works for the activator of the script
i assume the player is the activator, but you want to point to an invisible other actor that holds the 'remaining health' items
tid is Thing ID, an assignable integer number that you can apply to any actor on your map
so you would have this invisible actor somewhere near the line, assign it a tid, then have that tid passed to your script
something like
Actor HealthContainer 15100 {
+NOCLIP
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_GiveInventory("HealthItem", 100)
TNT1 A -1
stop
}
}```
then you would place HealthContainer near your line and give it a tid
then your script would be like
{
for(int i = 0; i < 10; i++)
{
if(CheckActorInventory(tid, "HealthItem") > 0)
{
SetActorProperty(0, APROP_Health, GetActorProperty(0, APROP_Health)+1);
TakeActorInventory(tid, "HealthItem", 1);
}
else break;
}
}```
in this case '0' under set/getactorproperty will refer to the activator, which will be the player
this is what the wiki says. so What would the TID be?
and the 'tid' parameter would be the tid of the healthcontainer item
its whatever you set it to
So how do one make a invisible actor?
literally just copypaste what i wrote
TNT1 A is an invisible frame
that code goes in a DECORATE file/lump
How about a way to limit the amount of uses the script gets? Say use 10 times and it can not be used after that. Also the most complex scripting I have done so far would be making text appear on the screen and making sectors rise and lower. I have come far from my first map over the 3 I have made but still not as advanced as I like.
the way i wrote it you wouldn't be able to use it after 10 times, provided each time it healed you for 10hp
look at the conditions i wrote
it should behave pretty much like the doom3 ones
actually i didnt add a clause to prevent it from healing you over 100, but meh
The way it is now without the "Actor" in the script it heals you up to 100hp and then stops. Does not go above 100hp.
{
for(int i = 0; i < 10; i++)
{
if(CheckActorInventory(tid, "HealthItem") > 0)
{
if(GetActorProperty(0, APROP_Health) < GetActorProperty(0, APROP_SpawnHealth))
{
SetActorProperty(0, APROP_Health,, GetActorProperty(0, APROP_Health)+1);
TakeActorInventory(tid, "HealthItem", 1);
}
}
else break;
}
}```
the flow here is (try ten times) a) check if healthgiver thing has enough healthitems to continue b) check if player has less than max health c) give 1 heatlh to player, take 1 healthitem from healthcontainer, d) otherwise cancel
no. I am a noob at decorate lumps.
yeesh
this might be a bit complex to do without learning how to make an actor
i did post the relevant code above though, you just have to copypaste it into a lump called DECORATE within your wad
alright. the DECORATE file is created and its pasted in. anything else to do with it or is that it?
no
you put the ACS script into the decorate lump
also notice there is already a decorate lump in your wad
Actor HealthContainer 15100 {
+NOCLIP
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_GiveInventory("HealthItem", 100)
TNT1 A -1
stop
}
}```
this is the code you want in the decorate file
and you can remove the extra one you made and just paste it into the existing one
that is one of many decorate lumps in my .WAD.
just associated with textures and other imported items
yes
not sure what that script error is about - you might be using an old version of doombuilder that doesnt recognize string name scripts?
oh wait i see, you forgot to add #include "zcommon.acs" to the top
it is. or do I need to add it at the beginning of the health giver script?
though it is not giving out health. I also want it to print on screen "Healing injured Person." I put it with the same script name but I do not think they are cooperating together.
the line needs an extra ) before the ;
oh no,, you only need #include zcommon once
at the top
don't know about the first error, but for the second and third you've got a double comma in SetActorProperty
might want to use proper indentation too, makes reading easier
@unique fern
@wet rover TheMisterCat was the one to create it as I have no experience in making actors at all.
just make the ',,' into a ','
that should fix the last 2 errors
might fix the first too, but i don't think it will
Turning the ",," into "," solved the "line 68" problem. Now for the 2nd line of that script "line 61" in the above picture it is still saying script already has a body. why would that be?
but if I delete the "{" it says this
do you have multiple scripts called 'healthgiver'
or did you fail to close off your previous script
all { need to be closed with }, they are like.. levels/containers
like
{
somethinghere();
if(condition)
{
only executes if condition is met;
}
}```
Yes, I had a message I wanted to be printed on screen with the same Scipt name so That way while it healed you it also told you that it was. Also it is not giving health when I press the use button on it.
did you follow the other half of my instructions? did you place a HealthContainer actor, give it a tag, then pass that tag to the script?
if you dont do that part, the script wont do anything
also you can't define multiple of the same named script
you should just have the message display in the existing script
honestly if you dont know what youre doing though, you should probably try out some more simple things before trying to do this
this is the most complex thing I have done with scripting. changing a floor texture and having it rise.
do you understand what i mean about curly braces
they define a block and need to be closed at the end
anything between {} is a 'block' or 'body'
{ }
the reason you get 'script already has a body' is because you tried to define the same script name/body twice
that is not the problem anymore. that problem is solved. its the not giving health is the problem now. I have the actor Healthitem in a decorate lump but after I do not know what to do.
you give the item "healthitem" to the actor
you also need to call the script
what exactly do you want the script to do?
doom3 style first aid machines
why do you need acs then?
can't you do that with pure decorate?
nvm
don't think decorate has an on-use state
was thinking of zscript
I am not that knowledgeable in that area. Thats why I turned to this discord server for answers
you should make a HealthContainer actor, and give that actor a TID
then pass that TID on the line activating the script, as an argument
in SLADE or how else?
are you using slade for map editing?
I use GzDoom for map editing and SLADE for Actor number fixing and importing outside resources
then on gzdoombuilder
yes. Instructions please.
go into things mode, and put down a "HealthContainer" (ID is 15100)
then right click, go to action/tag/misc and in the identification portion click "unused"
copy that click ok, and paste it in the script call as the first argument
you need to have a different HealthContainer for each first aid machine
at least if i understood the code correctly @light prism
where exactly do I put "healthcontainer"?
anywhere
I mean in the tag area?
no
place a healthcontainer actor anywhere on the map, but preferably near the activating line so you know its relevant
its invisible and nonsolid so it wont show up or be blockable ingame
TAG IT
then on the line, you want Script Execute, tick the 'arg0str' and type the name of the script, then for the first argument you want to put the tag number you gave that healthcontainer actor
okay I have it tagged and given it a named script to execute but what about activations? any of those need to be clicked?
egh
s\healthgiver\healthcontainer
this would be much easier under zscript or even just not using a line and having the actor itself do the whole giving health/representing remaining
yeah, wouldn't even need inventory
but goddamn if i am going to teach a nublet zscript, i barely know it myself
i mean, he doesn't seem to understand decorate or acs either
with zscript it would at least be just a "plop down and use" actor
sorry for being a pain in the ass about this. This "nublet" is trying to learn something more complex and did not realize how much complex this would be. also how do you have 'string' by where named script would be?
look at the image i posted
i mean learning anything is a whole endeavor, not something you can just learn in a few hours from a discord chat
if you already know the language and just want to know how to do X thing then yeah
well this has been a span of over days now
but if you don't know it at all
if you are using UDMF then it should look exactly like how i did it
if you're not using UDMF map format, then...
switch to UDMF
I am in (UDMF) format but it does not show "string" option
I am in builder 2.3
hey when I find a format that works for me I do my best not to update because of things added or jthigs taken away. bad experience with iphone updates.
i cant help you if you're not going to follow instructions
I am updating now
now... give me your soul
yes Master, whatever you desire, Master.
I believe I owe you and RicardoLuis0 10$ for helping me. I am poor and that is all I can afford after getting new transmission for my vehicle.
also nice evil laugh
don't owe anything man
well if you do not want free 10$ then okay. 20$ to @light prism
welp, nevermind
the only thing capable of sustaining a programmer
"hey want some money? oh well nevermind"
try this on some homeless guy
well it would have to be on friday cause I m broke until then.
that would be a bastard thing to do to a homeless guy. but would be funny to see reaction
now that this first aid machine is done now, I now know how it is done and can attempt to make my own from scratch next time.
and avoid a headache like this again.
babby steps
just remember to read the errors on compile
and bear in mind that some errors may come up on the line AFTER the error
like if you miss a semicolon and go to the next line
but most errors are self explanatory, like you didnt write enough arguments for a function
To me the semi colons are the worst for me, even though I can do simple scripts. Which is sad.
well just remember they are like an 'end statement' symbol
and that all statements need to be ended
but NOT conditions
{
ThisFunctionIsAStatement();
if(this condition is met)
{
ThisWillHappen();
}
else
{
SomethingElse();
}
}```
alright. And again, thank you for all the help and sorry for being a pain in the ass about this for a couple days now.
i used to run the zandronum modding help so im used to it
well my 3rd map so far is 33 megabytes and I can not pass it over through discord, is there another way I can pass it to you so you can see what I have so far?
geezus
uhh put it on some filehosting i guess
or remove all the unnecessary content 😛
I should say most of it comes from 4 texture packs I put into it cause of texture variety. Most are variations of vanilla textures while some are from 2 different Doom clones.
true. but the ones I found gave me more options though for some reason some textures are corrupted and they are not the same corrupted ones each time I loadup DoomBuilder. also any suggestions on filehosting site?
not sure why that would happen, possibly they use the same name patches in several packs and those get loaded wrong based on order
just google for filehosting
alright. I have given that a seconds thought about that.
bear in mind that multiple packs may clash with eachother visually too
well the textures I did use dont go missing while playing the game thankfully. So there is that.
Just dropping this here
If you are reading this that mean that my clickbait title work. As you might have noticed this ISN'T a new Batman game but instead a doom mod which have been...
chasecam, for when you want your crosshair to be your entire body
a shotgun with a barrel shaped like a man for superior accuracy against human foes
so regular shotguns have superior accuracy against hollow rifled cylinders?
they're good against spheres and similarly rounded objects. examples:
-wild melons
-the sun
thousands of luminous spheres
all this sphere talk is getting me awfully circular
@light prism You know you can still use Doom 3 CVars to adjust the chasecam however you like.
making sprites is fun
ah perfect, just the subject I was looking for
Is there anyone here who is still active with modding Doom3?
I'm the lead on a rather large halo project,, still using the old engines and was interested in possibly working on porting some of our stuff into the doom 3 campaign
We literally have pretty much every asset you could want and more, along with our own voice acting team. I sort of would like us to do some sort of redressing of the doom campaign? or at least explore the possibility.
trailer for our last release, we should be totally done with the project by end of summer. https://www.youtube.com/watch?v=BZxqrylX4nk
not really much doom3 going on here, mostly gzdoom
@light prism @wet rover, Here is my map. Decided that if I uploaded 1 of them, I might as well the rest. The 3rd map is almost finished but not all the way yet. https://www.moddb.com/games/doom-ii/downloads/there-and-back#downloadsform
i'll look at it later, not right now
um, i have seen this map before...
yes. the first one. from late or early last year. I was trying to get it ready for Vargskelethors doom 2018 mapping contest. though that is the 1st iteration, this is the final one.
you are probably thinking crazy man over am i right?
most likely.
the above errors are because these reported lumps are between markers when they shouldnt be
so for all the textures i have in their they should all be under one TX_START and TX_END?
theres no reason you cant do that
i mean you can split them up if you want, but the issue is that you have NON TEXTURE lumps that are inside tx_ markers
like you have a second TX_START marker inside a TX_ range
egh formatting
taking a look right now. it worked when I tested it right before I put it onthe website.
ahhh. well I guess I better start doing some lump managing now.
you might want to look into switching over to pk3 files, much easier to manage stuff
and not all that hard to understand
I will start looking for tutorials tomorrow.
might be a problem if you need compatibility with certain source ports other than zdoom
pk3s are literally just zip files
yeah, zipped file/folder structures
so instead of TX_START -> TX_END you would just have a 'textures' folder
and you can have subfolders too
textures/city/whorehouse
why was Whorehouse the first thing for you to use in that sentence?
why is POOP the sprite name i use in examples
does it matter?
textures/techbase/lights
whatever?!
just curious.
cat is running through the essentials of believable level design, where would the player most want to be upon arriving at a new location
poop?
poop poop
extremely quick question: is there a way in decorate to tell if the player has dropped a weapon, or will i have to dip into a zscript for that
basically i want the player dropping a weapon to also take a custominventory actor "invcheck" from their inventory
maybe zscript
the best you'd get in decorate is to make your own 'weapon drop' script bind, and disable regular weapdrop
hi i'm a dumbass who can't design levels for shit
best gun
squeaky noises when shooting
https://streamable.com/llweo
T-Pose party
(don't let the mod confuse you, it's GZDoom)
This is a prototype in which I use the third person view camera on classic Doom in order to play as a 2D game. Download Links: Classic RBDoom 3 BFG: ModDB (x...
hey guys, I have a spawn on top of a 3-D sector and every time i spawn in i go into the floor? how do i get the spawn to be on top of the floor?
? thing is particle fountain btw
you need to add a mapinfo flag to make player spawns use their height
UsePlayerStartZ
By default, the Z height of player starts is ignored because of compatibility code needed to make player starts work correctly in certain levels. If this property is set, the Z height is enforced. This can be used to have the player start on a 3D floor.
if you cant be f'ed with that you can always make a script that sets your position too
though mapinfo is probably better 😛
Lul did you make this?
yes.
Hey @light prism can you help me get the sitting corpses items working? They were featured in KneeDeepInZdoom.
please?
tell me whats not working
doomednumber
check for errors in the console when you run the game
chances are there will be errors there
alternately have it loaded as a resource in gzdb and look at the error log (flashing red ! at the bottom right)
this is what pops up when I try to run the game
you dont need the word 'doomednum' there
I believe you said it was a old version of decorate last time I picked your brain on this matter a while ago.
+SOLID
Height 32
Radius 20
States {
Spawn:
SIT1 A -1
stop
}
Actor CarcassSittingMaintenance : CarcassSittingMarine 20003
{
States
{
Spawn:
SIT2 A -1
stop
}
}```
imo they probably dont need to be +SOLID really, if theyre decorations
play KneeDeepInZdoom, that has the best example of this being used. finally got around to playing it myself a few days ago.
i have, years ago
sigh
+SOLID
Height 32
Radius 20
States {
Spawn:
SIT1 A -1
stop
}
}
Actor CarcassSittingMaintenance : CarcassSittingMarine 20003
{
States
{
Spawn:
SIT2 A -1
stop
}
}```
{ } is a body, it needs a start { and and end }
so the actor has a body { } and the states of that actor have a body inside that body
actor { ... States { ... } }
😔
is there a reliable method/tutorial for making a swappable weapon system in Slade? (a 3-slot system like the first F.E.A.R. has)
That did it @light prism thanks for the help.
@haughty flower Tag me if you get an answer, it'd also like to know
Amazing mistercat
Booooooorf
i made the dialogue system really easy to write for
just needs an actor to run a script, no arguments, then the dialogue strings in LANGUAGE lump are named after that actor
and it just uses some symbols to ascertain how it should progress dialogue
This means that the next line will be queued&
This means that the dialogue will be pushed to the next index when you next talk to them%
This means it gets reset^
and it has some prefixes for if they should enter a certain talk state, or run a script, and what voice sound they should use
like the caco has Burp#
So may I ask what you're intending on doing with a dialog system?
Also how does Strafe do it's questy dialog and stuff?
uhhhh see above gif
strife has its own unique format with multichoice, item giving/checking, etc
Oh damn nice, I didn't notice the Gif at first
Do you mean the derpy thing with a goofy grin?
I have the end level switch set to "End Level Normal" but it just ends the game. But the 2nd map in the map pack, when I go over the End line, it is also set to "End Level Normal" and it takes me to the next level. Am I missing something? Also how do I get the "sparks" effect in the Zdoom folder inside of the builder to work?
How does one make a decent looking outdoor area
@light prism Is the Sabreclaw the one that looks like a naked fish with arms and legs
no its the one with the axe for a hand
Fuck I forgot how to do portals properly brb
Wrong video
Shit OBS doesn't like Doom
I just want to record stupid non-euclidean geometry
Neat
I've added more to my stupid noneuclidean map, but I'm done for now
Basically now you can go in another room that looks like it takes up the same space as this room, flip a switch, and it'll open up that ash section like a door and lead into a tunnel
I have roughly 14 portals to keep track of rn but it's fun to mess with
Is there a point? No but it's fun
2 five sided square rooms, one impossible tunnel, 1 room that looks like it's inside another room, so far so good
Do I need help
you could make a good joke wad outta this
1 way teleport to stairs, then Walk repeatable infinite stairs
Yes
Will do
It's a giant shitpost test bed tbh, there will be some real things tested and quite a few dumb ideas
Maybe I'll make one of the 5 sided square rooms into a 3 sided square room
So I've seen some mods add ADS, is it possible to make those hold to aim instead of toggle, or is that a limitation?
Poor dog
'how to bone a revenant'
This is one of my first maps for Classic Doom. It's a remake of E1M1: Hangar in 2d. It's as faithful as it can be by someone who just start making maps and m...
Ey not bad
Thx
Okay now I'm back I can show the whole thing
Ofc OBS is being a pain again, this might take a bit
Oh for fucks sake
Disregard the random ass 4 minutes of nothing
Any ideas for more trippy stuff?
Well I've made a mistake
Oh
So how about a door that leads to the same room you just tried to leave, i mean, an illusion where you actually still in the same room, the door just flipped your orientation, if that is possible
The door entrance acts as the door exit at the same time you know what i mean?
there is an option to not draw the player actor through portals
but it wont make things any less confusing
it makes more sense to have them drawn
Might want to do that, as there's been some jank in some portals
But really I'm liking this map even if it's really not good
i remember playing a half life mod that did this effect, but the door was a cornered hallway so it wouldnt be noted right away
and it was a symmetrical level design
I could've done that too but I'm lazy
yeah no prob
What makes maps actually fun
Adding a secret
Okay
All of a sudden the portals have a weird flash when going through them
Which is odd
that's been a known bug for ages and it can't really be fixed
it's showing you the player sprite for a short amount of time
Yeah that's what I thought
It just wasn't doing that earlier
Only some portals do, too
Whatever I'm gonna play games instead
guessing thats why theres the menu option to not render player sprite
I might do that and just make it nicer
maps you did?
If so, looks pretty nice? What compatibility is this going for?
vanilla
I made them yea
screenshots taken in Chocolate Doom
they're neat
thanks. They're for my megawad
Hey @light prism I am having problems with my mappack. The first level switch has "End Normal" selected for it, but it comlpletley ends the game. Any advice? Also its The latest version of it is on ModDB so you can check it out for yourself so you can see what I mean.
Hey @light prism so I got it to work with this. and this was a random thought I decided to try. I a combination of wiki page and a doomworld.com page that had someone else going through the same problem.
this is how it should work correct?
if it's working
don't see why not
recommendation: change MAP01's name to something more original
More original? the other name I had for it was (Bunker 115 is lost)
looking better
heyo, is it possible to make the scroll floor action go faster than the highest setting for it?
are you using UDMF?
cause for Boom, the longer the linedef with the action set in it is, the faster the scrolling floor will be
Yes
Oh wait, that might still be something I can do
There's an option that lets me change something based on line def size, iirc
It might be that
Rn the line def is tiny so that might be why it's so slow
Now I can make my probably bad idea a reality
It's ambitious but I'm gonna do it
Gonna start actually trying tomorrow I guess
@silent totem
you can just type a number
you dont have to select the predefined 'slow' 'medium' 'fast' etc
`oh scroll floor
that only comes in predefined, doesnt it
i was thinking of walls
I tried to change numbers from the predefined options but it didn't seem to alter anything so I don't think so
fabulous
Heyo, what do you guys use for making sprites?
make two lumps: P_START and P_END
put the textures between them like this
then select all the textures, right click, Graphics > Add to Patch Table
then in the "Create Texture Definitions" window select "Import from Base Resource Archive"
it'll create a Patch Table and a Texture1 lump
then you select all the textures again, Graphics > Add to TextureX
done
@silent totem
Ah, this using slade?
Okay, does it mater what format the images are in?
Base Resource Archvie should be Doom 2
well, for what format are you mapping for? Since you're a beginner I'm assuming Boom or below
Doom has a palette and so it only supports some select colors
images have to be in Doom format like shown in the pic I posted
to convert an image to the Doom palette, select it, go to Graphics > Convert To... and select Doom Gfx (Paletted)
GZDoom supports all colors though
so it'll support any PNGs and stuff
Okay thanks
https://cdn.discordapp.com/attachments/204082693804261376/545044352833945615/unknown.png https://cdn.discordapp.com/attachments/204082693804261376/545044464167550987/unknown.png https://cdn.discordapp.com/attachments/204082693804261376/545044575295635456/unknown.png
https://cdn.discordapp.com/attachments/204082693804261376/545044676663574528/unknown.png
MAP02, there's a map01 too if you wanna play that. Doom 2, vanilla @surreal meteor
Chocolate Doom preferred
no difficulty settings yet
can i run it through gzdoom?
yeah should play fine
it's from Duke3D
sounds like something from James Bond or Agent 007, eh? I love it
wtf is that start in the second level
i took one step back and now my ears are bleeding
i like to explore
I liked it a lot
how do you get multiple brightness values on a single line???
any criticism on the maps?
Were there secrets?
I think this can help you https://www.doomworld.com/forum/topic/60547-changing-brightness-of-walls-not-ceilings/
The brightness of any given area in a Doom map is determined by the sector, not the linedef. I get that. But is there any way around this? If I wanted to create some nice lighting contrast by only adjusting the brightness of a wall, is this possible?
there were
I didnt find any, but then again i wasnt really looking
1 unmarked in the first one, another marked in the second map
Was it the green armor
in the first one
Your pacing is really good, It felt like i pretty much always fighting. a lot of maps dont have a good balance that allows for that
hard to explain what i mean
also @light prism did you ever finish that 10tex map?
hahaaaa no
I'm focusing on making a megawad with all maps being about that frenetic
good
that would be a blast to ply
play
The only thing that got on my nerves a little was enemies silently teleporting in
they are scarier than cyber demons or spider masterminds tbh
id rather fight either of those two
sorry no
16 transfers to the whole wall
its 50
its basically like an invisible 3d floor that adds a level of lighting below it
so you make a bunch with gradiented brightness and heights
ohhhhhh ok, thanks @light prism , i got it now. this will be tedious.
you can use the floor/ceiling/brightness gradient tools to make it faster
true
oh, i must have missed them
the feet are hanging down like in the reference picture
where they look kinda wonky too
is it possible to make a transparent mid texture scroll?
yes
depends on your map format of course
alpha value is inherent to the line in UDMF so you can just treat it like a normal scroller
Thats pretty cool.
looks knightly
good
is it supposed to be a guardian?
holy shit
thats awesome
looks like you missed some black spots on the neck(?)
or are they supposed to be there
i was intending that as shadow originally but it might be too strong
it probs wont be noticeable so much against dark backgrounds
i was gonna do each frame like this for the intro segment but i figure i can just use brightmaps or sector gradients
i see
but what will the water scene be
A simple video walkthrough on how to make the ol good Doom from a FPS game to a 2D Platformer WITHOUT any programming skills Download Links: Classic RBDoom 3...
is there a way to make a sector color gradient with a tool or do i have to do it manually?
In GZDoom you can use the "glowing flats" feature to have floors or ceilings that cast light up or down the walls.
I meant just like the sector brightness gradient tool but with color but that also looks interesting
For sector colors horizontally, yes you need to do it "manually". If you're using UDMF format it's a little easier since you can set the color sector directly instead of using tags and ACS
Hazards of using an AI for image identification, I guess
Just try again, maybe change the image a little or something
dam builder
very cool
@surreal meteor How's it look in game?
Nice
Yeah thank you
i just started it a few days ago, not sure what I want to do with it yet
NGL that looks damn cool
thanks
heres the one with the right player start lmao
Also with the music my friend made
its not the easiest thing to get it looking right
also vertical mouselook is a no-no
@silent totem 😠
vertical is a no no because it lets you see the line work easily
incessantly bother the moderators until they get sick of listening to you
for some reason I feel like thats not a good idea
oh ok.
modder role doesn't count for maps I thonk
well technically they are still game modifications
I said that but message didn't send
of course you did
discord is being fucky for me too at the moment
Hellguard Mettaton?
I think it's based on the bruisers from Doom 3
@surreal meteor Do you want the modder role? There's no requirement, just that you actually make Doom mods
@shadow bone yeah thatd be cool
Done
yeet
now you are contractually obligated to make a mod
and yes that is mettaton as a bruiser
or rather a bruiser as mettaton
couldnt really bring myself to get rid of the iconic unicycle leg
or give him rocket launchers for hands
of course, his EX form can be a glamourfied samuel hayden body heh
yes!
i should probably do some hard shadows/shading for the red glow rather than fullbrighting
So I've made a bad autoshotty
I guess this one is made by the guy who made Cola 3
It's pretty in depth in many ways, despite being blog posts
Now to poorly make complex weapons, get upset, then work on small stuff again
Okay so im trying to make these bars go down when the player Interacts with them with the respective keys,How do i do that? and is it possible?
what format are you using?
@warped wolf
but that isn't possible in formats that don't allow for scripting
the only sectors that can be locked by keys are doors
with either the Door or Switch actions (S1, D1, SR, DR)
ZDoom (Doom In Doom Format)
coming soon to "existential crisis over whether or not i should even release this mod"
do all the art in that style
'The Binding' would maybe work better
but I'm no good for names right now, I need a nap
How about "Book of Kill Death"
"Book of The Non-Living"?
"book of not breathing anymore"?
"10 Things You Didnt Know About Dying"
^surprised this isn’t a best-seller
"How to not live"
how to feel bad
how to not feel so good: the pop-up book
hitchhiker's guide to the afterlife
you. I like you.
Oh Sh#t I'm Dead: An Idiot's Guide to Hell
How about a "Hitchhiker's Guide to Hell"
So I'm gonna try to make the Resistance 3 weapon, the Bullseye Submachine gun, in GZDoom
I'll try it out. Weapon mods are great.
I want to create a weapon in GZDoom that allows the player to "resurrect" killed enemies as converted friendlies. what I had in mind, rather than a literal resurrection, was to have the weapon highlight a corpse being aimed at and, if fired, remove the corpse and spawn a "converted" variant of the monster in its place, having a slightly different sprite to differentiate it from the baddy version. how would I best go about doing this, as a DECORATE newbie?
All I have to do is making homing bullets
Is it better to make a fast projectile or a hitscan weapon
I'd say fast projectile
