#classic-doom-maps-mods

1 messages · Page 92 of 1

haughty flower
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The chips fall all in. The bet folds onto me.

light prism
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i dont know what game that is from but shame on you for ripping

topaz tendon
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codaw

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i fink

light prism
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is it possible in zscript for one actor to just outright change into another without using morphactor?

carmine badge
haughty flower
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Beautiful, but what's with the weird white outlines

haughty flower
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@light prism Cry

topaz tendon
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is that a demand

haughty flower
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That is a demand. Towards my feelings

topaz tendon
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is sally your feelings

haughty flower
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@topaz tendon How'd you know?

topaz tendon
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a woman's intuition

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not mine, I'm a man

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borrowed a friend's

plush solstice
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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.

wet rover
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AFAIK you just include them all in a single WAD/pk3, and make one map lead to the next.

light prism
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too much decorate

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i keep typing 'projectile' instead of 'project'

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at work

topaz tendon
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"this next projectile is being sent to our marketing department"

light prism
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im quoting stuff for building contractors so everything is a project

light prism
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i wonder if you can build fonts out of animdef'd images

silent totem
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Why

light prism
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so i can make shaky fonts

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without having to individually draw each letter and keep track of its position

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i guess it depends if fontdefs is processed before or after animdefs, and if it can read from directories other than fonts/

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or if it can read non-directory name labels

silent totem
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If so, could you make a font that has endlessly shifting characters

light prism
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not under what im thinking

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i mean technically you could but you'd have to create huge animdef loops

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i just mean like a few shaky frames per character

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i dont even think this is possible anyway

royal wave
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pretty colors

oak kindle
oak kindle
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wait this is in the DOOM ENGINE????

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I thought it was a mod for undertale

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holy shit dude thats amazing

light prism
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its just a camera pointing down and a bunch of scripts really

oak kindle
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thats still really cool!

oak kindle
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u could make some horrifying boss fights

light prism
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temmies == hissies

unborn minnow
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So does anyone know any good tutorials for making custom monsters with DECORATE and how to get sprites to work for them?

light prism
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PROBABLY

charred furnace
surreal path
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I was playing postal 2 just the other day

haughty flower
unborn minnow
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Probably? also this is cool

light prism
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have you looked on the zdoom wiki\

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there are lots of tutorials there

unborn minnow
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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.

light prism
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almost all of your growing needs can be satisfied by the zdoom wiki

charred furnace
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@haughty flower ???

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Dude, the video I posted is my mod

haughty flower
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But is it doom?

charred furnace
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the Thumbnail will already tell you it's Doom

haughty flower
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Huh. Didn't notice that.

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But hell. I really don't care anyways so.

charred furnace
true galleon
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time to figure out how to use deu

oak kindle
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hey, is there a way i could modify the fists in doom?

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never mind i made an abomination

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ok so is there a way to modify the starting weapons?

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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
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i just want to replace the fist with newfist

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every edit i make seems to do nothing

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@light prism sorry for the ping but you've been very helpful and i dont want to bother u. could you help me out?

haughty flower
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I'd help out

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But have no idea how to code

oak kindle
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i figured it out!!

light prism
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that will be $20

oak kindle
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fuc

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great now it looks like doomguys doing fuckin fist of the north star

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yatatatatatatatatata

oak kindle
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let me know how much of an abomination it is

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also modders and devs: look at this cool pistol.

unborn minnow
oak kindle
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oh shit madness

oak kindle
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apologies if this is a dumb question but how would i place custom weapons in gzdoom builder?

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@light prism ok dude sorry for the ping but im fuckin lost. also im very stupid

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im assuming i have to probably set it up to spawn in the builder

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im just very lost and not sure how to put it

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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

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what do i have to do to have them appear?

light prism
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you need to give them a DoomEdNum

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if you are writing in DECORATE, you assign it like

#

Actor MyActorName : InheritsFrom 12345

#

{ restofactor ... }

oak kindle
#

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?

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this fine or did i just drink too much dumb bitch juice

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DECORATE error in "auto.wad\DECORATE:1", line 266. Expected editor number or start of actor scope while parsing "newssg".

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ok what the fuck

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i

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why

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what

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@light prism help

light prism
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uhhh you dont type inheritsfrom

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that was just my example inherit actor

oak kindle
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oh shit

light prism
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like

oak kindle
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so just doomweapon 155?

light prism
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actor MyImp : DoomImp 15000

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yes but you probably want to use large numbers

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so you dont interfere with the range of the base game

oak kindle
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ah sorry i drink a lot of dumb bitch juice

light prism
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anything up to 32768 is fine

oak kindle
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weird number but ok

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it works!! thank you so much, dude!

unique fern
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I am taking a wild guess here, but there is no way to make a swing out door is there? Or am I wrong?

unreal oyster
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there is in gzdoom, using polyobjects

oak kindle
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ur spritework is amazing

light prism
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its just a.. really heavy toriel edit

timber bridge
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will someone play this with the ralsei mod glarethink

light prism
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i cant even imagine

charred furnace
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holy shit

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that's really impressive

light prism
light prism
unique fern
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how does one put a 3d floor above a 3d floor?

light prism
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make an extra control sector that links to the same tag

unique fern
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Thanks

oak kindle
light prism
oak kindle
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smol boy

topaz tendon
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why he vibrate

oak kindle
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he tem clone

light prism
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he's just really excited to sell you shit

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and to see slayer

oak kindle
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hey uh

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is there a way to speed up the player death animation?

light prism
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A_SetTics changes the current frame ticrate

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like POOP ABC 4 A_SetTics(2) would make ABC play 2tics each

oak kindle
#
{
   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.

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is this correct or did i fuck up?

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@light prism

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i have the feeling i fucked up

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scratch that it works

light prism
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of course you could just change the initial ticlength too if you watned

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instead of using A_Tics

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er A_SetTics

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just have like

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ok, spam filter is overkill

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PLAY H 5 instead of PLAY H 10

light prism
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very 90's

light prism
unborn fiber
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Any of you guys know how to use SLADE?

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I'm a newbie map maker, and I really wanna screw around with some sprites in my WAD. Please help!

light prism
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in a wad, sprites go between S_START and _END marker lumps

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the files are named like

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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

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so: four letters, POOP

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frame letter

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POOP Y

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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

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so POOPY0

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so you just have a series of sprites bound to letters and then bound to those sprite name designations

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then you put those in a state:

#
Spawn: // default state everything starts in
POOP ABC 3
loop }```
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so that will play A B C at 3 tics each

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then repeat indefinitely

unborn fiber
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Thanks a bunch, this'll really help me out!

oak kindle
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yo uh

#
    ChangeCamera(1,1);
}```

im getting an error on this, what did i fuck up?
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@light prism sorry, but what's up with my script? i keep getting an error.

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This is in gzdoom builder

light prism
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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);

oak kindle
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ah

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my bad

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also how did you get the console to show up?

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and now im getting another message

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@light prism so whats up with this?

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ok uh

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yeah its broke

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@light prism sorry for the ping but i have no idea why its doing this

light prism
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you have to include

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#include "zcommon.acs"

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otherwise it doesnt recognize any of the game functions

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always put that right at the start of your scripts

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rather, at the header of each file

unborn fiber
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Anyone here willing to playtest my WAD?

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It's far from finished, but a portion of it is done.

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Keep in mind it's my first, so if you have any criticism you'd like to make feel absolutely free.

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In case you actually wanna try it out, I recommend using GZDOOM

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Jumping is allowed and needed.

unborn minnow
light prism
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oh god not those crossface fuckers

unborn minnow
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Yes those crossface fuckers \o/

light prism
oak kindle
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hiss boi smol

oak kindle
#
{
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
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sorry for the spam

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@light prism hey, u know what's up with this? even when i use "give dering" in the console it doesn't work

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it doesn;t get selected

oak kindle
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ah doom why do u do this to me

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ooh great now the sprites aren't showing up

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i figured it out

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i fucked up the sprite names

light prism
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[5:13 AM] giwake: @░▒▓ TheMisterCat ▓▒░

unique fern
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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?

twilit lichen
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you need wind on the sector

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i think

unique fern
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How would I get wind on the sector while keeping scroll texture on?

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If you know.

twilit lichen
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idk

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i mean

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wait never mind

light prism
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use 'carry north'

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not 'scroll'

twilit lichen
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he wants scrolling textures tho

light prism
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i think carry types do scroll, could be wrong

unique fern
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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.

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What about Friction in genralized effects? Would that help?

light prism
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no, friction just affects velocity when touching surfaces

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like 'ice'

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you might have to use pusher/pullers

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alongside scroll effect

light prism
haughty flower
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Ponko

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With a hat

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BTW, Some time ago I had read some fanfic where Doom Slayer got to the Monster Underground. With LV 6666.

twilit lichen
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what the fuck

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listen kiddo

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we don't need hdoom the novel

light prism
hidden kraken
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So

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Are you guys the devs of Doom?

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Or a fan made one?

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I think you are modders

light prism
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no sher shitlock

hidden kraken
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:V

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@light prism welp, if ya ever doing doom style (2016 onwards) style music, consider using a Tesla ghost radio

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Real spooky/hellish

light prism
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sorry

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all my music sounds like this

light prism
oak kindle
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dude the stuff you are able to push through the doom engine is amazing!!!

silent totem
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What on earth

zealous hemlock
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Undertale Doom?

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Unholy

light prism
oak kindle
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i'm trying to replace the numbers in the hud

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what sprites does the hud use?

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is it STTNUM?

light prism
oak kindle
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thanks man

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ok i've changed all of them to placeholders

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but only the percentage sign has been changed

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doom engine why

light prism
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nuts.wad

topaz tendon
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butts.wad

zealous hemlock
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cucks.wad

unborn minnow
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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

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the uh

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monster here i mean

unique fern
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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.

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I have been messing with this particular script for more than a day now and I am at my limit.

light prism
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Sector_SetLink

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create a new sector that represents the initial & final heights - this will be the only sector you actually move

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tag it

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then use Sector_SetLink in an acs OPEN script

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to link all your existing tags to this new tagged sector

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this will make the whole structure move as one piece and you dont have to fuck around with individual movements

unique fern
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thank you.

unique fern
#

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

light prism
#

depends on your implementation

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is it just a line that you use?

unique fern
#

Yes. Correct

light prism
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uhhh if the map is UDMF you could assign a custom value to it

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hmmm you cant set them though

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i mean with your implementation its tough because you'd basically have to assign a seperate variable for every single instance

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where a less script-intensive method would be to have an invisible actor that holds the remaining health value or something

unique fern
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I am looking at this page right now. its what got me started

light prism
#

sure, but you probably want GiveActorInventory, GiveInventory just works for the activator of the script

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i assume the player is the activator, but you want to point to an invisible other actor that holds the 'remaining health' items

unique fern
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what is "INT TID"?

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that is the first thing in give actor

light prism
#

tid is Thing ID, an assignable integer number that you can apply to any actor on your map

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so you would have this invisible actor somewhere near the line, assign it a tid, then have that tid passed to your script

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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

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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

unique fern
light prism
#

and the 'tid' parameter would be the tid of the healthcontainer item

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its whatever you set it to

unique fern
#

So how do one make a invisible actor?

light prism
#

literally just copypaste what i wrote

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TNT1 A is an invisible frame

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that code goes in a DECORATE file/lump

unique fern
#

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.

light prism
#

the way i wrote it you wouldn't be able to use it after 10 times, provided each time it healed you for 10hp

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look at the conditions i wrote

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it should behave pretty much like the doom3 ones

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actually i didnt add a clause to prevent it from healing you over 100, but meh

unique fern
#

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.

light prism
#
{
    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

unique fern
#

Alright. Give me a sec.

#

so were it says TID I have to put a tab correct?

light prism
#

what...

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do you know what DECORATE is?

unique fern
#

no. I am a noob at decorate lumps.

light prism
#

yeesh

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this might be a bit complex to do without learning how to make an actor

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i did post the relevant code above though, you just have to copypaste it into a lump called DECORATE within your wad

unique fern
#

alright. the DECORATE file is created and its pasted in. anything else to do with it or is that it?

light prism
#

can you show me what you mean by 'created & pasted in'

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screenshot

unique fern
light prism
#

no

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you put the ACS script into the decorate lump

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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

unique fern
#

that is one of many decorate lumps in my .WAD.

#

just associated with textures and other imported items

light prism
#

uhhhhhhh

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decorate has nothing to do with textures

unique fern
light prism
#

yes

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not sure what that script error is about - you might be using an old version of doombuilder that doesnt recognize string name scripts?

light prism
#

oh wait i see, you forgot to add #include "zcommon.acs" to the top

unique fern
#

it is. or do I need to add it at the beginning of the health giver script?

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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.

light prism
#

the line needs an extra ) before the ;

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oh no,, you only need #include zcommon once

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at the top

unique fern
wet rover
#

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

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@unique fern

unique fern
#

@wet rover TheMisterCat was the one to create it as I have no experience in making actors at all.

wet rover
#

just make the ',,' into a ','

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that should fix the last 2 errors

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might fix the first too, but i don't think it will

light prism
#

the tablature would be weird if he copypasted from here

#
    tabbing
        is
            weird```
unique fern
#

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?

light prism
#

do you have multiple scripts called 'healthgiver'

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or did you fail to close off your previous script

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all { need to be closed with }, they are like.. levels/containers

#

like

#
{
    somethinghere();
    if(condition)
    {
        only executes if condition is met;
    }
}```
unique fern
#

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.

light prism
#

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?

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if you dont do that part, the script wont do anything

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also you can't define multiple of the same named script

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you should just have the message display in the existing script

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honestly if you dont know what youre doing though, you should probably try out some more simple things before trying to do this

unique fern
#

this is the most complex thing I have done with scripting. changing a floor texture and having it rise.

light prism
#

do you understand what i mean about curly braces

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they define a block and need to be closed at the end

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anything between {} is a 'block' or 'body'

unique fern
#

{ }

light prism
#

the reason you get 'script already has a body' is because you tried to define the same script name/body twice

unique fern
#

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.

wet rover
#

you give the item "healthitem" to the actor

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you also need to call the script

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what exactly do you want the script to do?

unique fern
#

doom3 style first aid machines

wet rover
#

why do you need acs then?

#

can't you do that with pure decorate?

#

nvm

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don't think decorate has an on-use state

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was thinking of zscript

unique fern
#

I am not that knowledgeable in that area. Thats why I turned to this discord server for answers

wet rover
#

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

unique fern
#

in SLADE or how else?

wet rover
#

are you using slade for map editing?

unique fern
#

I use GzDoom for map editing and SLADE for Actor number fixing and importing outside resources

wet rover
#

then on gzdoombuilder

unique fern
#

yes

#

map editing in GzDoomBuilder

wet rover
#

did it work?

#

if you need instructions just ask

unique fern
#

yes. Instructions please.

wet rover
#

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

unique fern
#

where exactly do I put "healthcontainer"?

wet rover
#

anywhere

unique fern
#

I mean in the tag area?

wet rover
#

no

light prism
#

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

unique fern
#

okay I have it tagged and given it a named script to execute but what about activations? any of those need to be clicked?

wet rover
#

yes

#

click on activate on use

light prism
#

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

wet rover
#

yeah, wouldn't even need inventory

light prism
#

but goddamn if i am going to teach a nublet zscript, i barely know it myself

wet rover
#

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

unique fern
#

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?

light prism
#

look at the image i posted

wet rover
#

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

unique fern
#

well this has been a span of over days now

wet rover
#

but if you don't know it at all

light prism
#

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

unique fern
#

I am in (UDMF) format but it does not show "string" option

light prism
#

are you using some ancient doombuilder

#

update to gzdb-bugfix

unique fern
#

I am in builder 2.3

light prism
#

throw your computer in the trash

#

alternatively download what i just linked

unique fern
#

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.

light prism
#

i cant help you if you're not going to follow instructions

unique fern
#

I am updating now

unique fern
#

Finally got it to work

#

Nightmare is over now

light prism
#

now... give me your soul

unique fern
#

yes Master, whatever you desire, Master.

light prism
#

HÆHÆHÆHÆhæhæhæhæhæ

#

...what, you dont like my evil laugh?

unique fern
#

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

wet rover
#

don't owe anything man

unique fern
#

well if you do not want free 10$ then okay. 20$ to @light prism

light prism
#

i could certainly use it

#

for drugs

unique fern
#

welp, nevermind

light prism
#

the only thing capable of sustaining a programmer

#

"hey want some money? oh well nevermind"

#

try this on some homeless guy

unique fern
#

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.

light prism
#

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

unique fern
#

To me the semi colons are the worst for me, even though I can do simple scripts. Which is sad.

light prism
#

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();
    }
}```
unique fern
#

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.

light prism
#

i used to run the zandronum modding help so im used to it

unique fern
#

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?

light prism
#

geezus

#

uhh put it on some filehosting i guess

#

or remove all the unnecessary content 😛

unique fern
#

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.

light prism
#

rookie move

#

you should really stick to one pack if you want to diverge from default

unique fern
#

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?

light prism
#

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

unique fern
#

alright. I have given that a seconds thought about that.

light prism
#

bear in mind that multiple packs may clash with eachother visually too

unique fern
#

well the textures I did use dont go missing while playing the game thankfully. So there is that.

lapis fern
#

Just dropping this here

light prism
#

chasecam, for when you want your crosshair to be your entire body

topaz tendon
#

a shotgun with a barrel shaped like a man for superior accuracy against human foes

light prism
#

so regular shotguns have superior accuracy against hollow rifled cylinders?

topaz tendon
#

they're good against spheres and similarly rounded objects. examples:
-wild melons
-the sun

light prism
#

thousands of luminous spheres

topaz tendon
#

all this sphere talk is getting me awfully circular

lapis fern
#

@light prism You know you can still use Doom 3 CVars to adjust the chasecam however you like.

oak kindle
umbral sage
#

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.

light prism
#

not really much doom3 going on here, mostly gzdoom

unique fern
wet rover
#

i'll look at it later, not right now

light prism
#

um, i have seen this map before...

unique fern
#

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.

light prism
#

right

#

i just got home from work and its boiling so im going to have a nana nap

unique fern
#

you are probably thinking crazy man over am i right?

light prism
#

im thinking you have poor lump management going on

unique fern
#

most likely.

light prism
#

the above errors are because these reported lumps are between markers when they shouldnt be

unique fern
#

so for all the textures i have in their they should all be under one TX_START and TX_END?

light prism
#

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

unique fern
#

taking a look right now. it worked when I tested it right before I put it onthe website.

light prism
#

it 'works'

#

these are just errors that show up while loading

unique fern
#

ahhh. well I guess I better start doing some lump managing now.

wet rover
#

you might want to look into switching over to pk3 files, much easier to manage stuff

#

and not all that hard to understand

unique fern
#

I will start looking for tutorials tomorrow.

wet rover
#

might be a problem if you need compatibility with certain source ports other than zdoom

#

pk3s are literally just zip files

light prism
#

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

unique fern
#

why was Whorehouse the first thing for you to use in that sentence?

light prism
#

why is POOP the sprite name i use in examples

#

does it matter?

#

textures/techbase/lights

#

whatever?!

unique fern
#

just curious.

topaz tendon
#

cat is running through the essentials of believable level design, where would the player most want to be upon arriving at a new location

light prism
#

poop?

unique fern
#

poop poop

unkempt wadi
#

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

light prism
#

maybe zscript

#

the best you'd get in decorate is to make your own 'weapon drop' script bind, and disable regular weapdrop

oak kindle
#

hi i'm a dumbass who can't design levels for shit

unborn fiber
#

Really now

#

Let me try a map of yours

haughty flower
#

best gun

timber bridge
#

squeaky noises when shooting

charred furnace
light prism
lapis fern
surreal meteor
#

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

hexed sky
#

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.

light prism
#

if you cant be f'ed with that you can always make a script that sets your position too

#

though mapinfo is probably better 😛

warped wolf
#

Lul did you make this?

light prism
#

yes.

unique fern
#

Hey @light prism can you help me get the sitting corpses items working? They were featured in KneeDeepInZdoom.

light prism
#

yeesh

#

do i have to

unique fern
#

please?

light prism
#

tell me whats not working

unique fern
#

doomednumber

light prism
#

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)

unique fern
light prism
#

you dont need the word 'doomednum' there

unique fern
light prism
#

it should be +SOLID

#

wait what language even is this

#

pre-decorate?

#

hold on

unique fern
#

I believe you said it was a old version of decorate last time I picked your brain on this matter a while ago.

light prism
#
+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

unique fern
#

play KneeDeepInZdoom, that has the best example of this being used. finally got around to playing it myself a few days ago.

light prism
#

i have, years ago

unique fern
light prism
#

whoops

#

extra } at the end of the first actor

#

line 10

unique fern
#

was I supposed to add or subtract {?

#

still did not work with added "{"

light prism
#

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 { ... } }

silent totem
#

😔

unique fern
light prism
#

try saving and closing it

#

looks correct

haughty flower
#

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)

unique fern
#

That did it @light prism thanks for the help.

silent totem
#

@haughty flower Tag me if you get an answer, it'd also like to know

haughty flower
#

Amazing mistercat

light prism
#

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

light prism
#

like the caco has Burp#

silent totem
#

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?

light prism
#

uhhhh see above gif

#

strife has its own unique format with multichoice, item giving/checking, etc

silent totem
#

Oh damn nice, I didn't notice the Gif at first

light prism
#

man i really gotta do something about that sabreclaw

#

he looks like a reject alien

silent totem
#

Do you mean the derpy thing with a goofy grin?

unique fern
#

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?

light prism
#

everything is a derpy thing with a goofy grin

#

youll have to be more specific

haughty flower
#

I see one with a meany face

#

But still derpy

silent totem
#

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

light prism
#

no its the one with the axe for a hand

silent totem
#

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

haughty flower
#

Neat

silent totem
#

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

timber bridge
#

you could make a good joke wad outta this

haughty flower
#

1 way teleport to stairs, then Walk repeatable infinite stairs

silent totem
#

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?

light prism
silent totem
#

Poor dog

light prism
oak kindle
#

can i fuck a demon

#

oh shit this isnt google

unborn fiber
#

no

#

no

haughty flower
#

no

#

stop

haughty flower
#

go back to play hdoom

#

Nice stuff

tender sorrel
#

'how to bone a revenant'

lapis fern
haughty flower
#

Ey not bad

lapis fern
#

Thx

silent totem
#

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

silent totem
#

Any ideas for more trippy stuff?

silent totem
haughty flower
#

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?

silent totem
#

I think I might be able to

#

Done @haughty flower

haughty flower
#

Neat

#

Dont know if there is a way to not draw actors but you nailed it

light prism
#

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

silent totem
#

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

haughty flower
#

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

silent totem
#

I could've done that too but I'm lazy

haughty flower
#

yeah no prob

silent totem
#

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

unreal oyster
#

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

silent totem
#

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

light prism
#

guessing thats why theres the menu option to not render player sprite

silent totem
#

I might do that and just make it nicer

light prism
haughty flower
#

maps you did?

viscid pond
#

If so, looks pretty nice? What compatibility is this going for?

haughty flower
#

vanilla

#

I made them yea

#

screenshots taken in Chocolate Doom

#

they're neat

#

thanks. They're for my megawad

unique fern
#

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.

light prism
#

read

unique fern
#

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?

haughty flower
#

if it's working

#

don't see why not

#

recommendation: change MAP01's name to something more original

unique fern
#

More original? the other name I had for it was (Bunker 115 is lost)

haughty flower
haughty flower
#

Neat

haughty flower
silent totem
#

heyo, is it possible to make the scroll floor action go faster than the highest setting for it?

haughty flower
#

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

silent totem
#

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

light prism
#

@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

silent totem
#

I tried to change numbers from the predefined options but it didn't seem to alter anything so I don't think so

light prism
haughty flower
#

fabulous

silent totem
#

Heyo, what do you guys use for making sprites?

silent totem
#

How do I add new textures?

#

This is probably basic but I'm an idiot

haughty flower
#

make two lumps: P_START and P_END

#

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

silent totem
#

Ah, this using slade?

haughty flower
#

to set the Base Resource Archive go to Edit

#

yeah

silent totem
#

Okay, does it mater what format the images are in?

haughty flower
#

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

silent totem
#

Okay thanks

surreal meteor
#

how do you get multiple brightness values on a single line???

surreal meteor
#

download for the wad? looks great!

#

@haughty flower

haughty flower
#

MAP02, there's a map01 too if you wanna play that. Doom 2, vanilla @surreal meteor

#

Chocolate Doom preferred

#

no difficulty settings yet

surreal meteor
#

can i run it through gzdoom?

haughty flower
#

yeah should play fine

surreal meteor
#

okay

#

lmao the music

haughty flower
#

it's from Duke3D

#

sounds like something from James Bond or Agent 007, eh? I love it

surreal meteor
#

wtf is that start in the second level

#

i took one step back and now my ears are bleeding

haughty flower
#

more exactly you took 6-7 steps back

#

I don't know why you would

surreal meteor
#

i like to explore

#

I liked it a lot

#

how do you get multiple brightness values on a single line???

haughty flower
#

any criticism on the maps?

surreal meteor
#

Were there secrets?

haughty flower
#

there were

surreal meteor
#

I didnt find any, but then again i wasnt really looking

haughty flower
#

1 unmarked in the first one, another marked in the second map

surreal meteor
#

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?

light prism
#

hahaaaa no

haughty flower
#

I'm focusing on making a megawad with all maps being about that frenetic

surreal meteor
#

good

#

that would be a blast to ply

#

play

#

The only thing that got on my nerves a little was enemies silently teleporting in

haughty flower
#

oh, yeah they raise from the ground

#

a few of em

surreal meteor
#

oh

#

the archvile jump scared me ngl

haughty flower
#

you're the third person that says that

#

guess it really was a good Archvile

surreal meteor
#

they are scarier than cyber demons or spider masterminds tbh

#

id rather fight either of those two

light prism
#

uhh the brightness gradient on walls is via brightness transfer

#

action 16 i believe

surreal meteor
#

Ill check it out

#

thanks

light prism
#

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

haughty flower
#

Why does my GZDB keeps lagging for 10 secs every 20 or so seconds

#

jeez

surreal meteor
#

ohhhhhh ok, thanks @light prism , i got it now. this will be tedious.

light prism
#

you can use the floor/ceiling/brightness gradient tools to make it faster

surreal meteor
#

true

light prism
#

overworld sprite~

twilit lichen
#

nice

#

feet are kinda wonky

#

also, what's with the black spots on the legs?

light prism
#

oh, i must have missed them

#

the feet are hanging down like in the reference picture

#

where they look kinda wonky too

surreal meteor
#

is it possible to make a transparent mid texture scroll?

light prism
#

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

light prism
unique fern
#

Thats pretty cool.

tender sorrel
#

looks knightly

light prism
#

good

haughty flower
#

is it supposed to be a guardian?

light prism
#

summoner

#

who will take undynes' place in the story

light prism
light prism
twilit lichen
#

holy shit

#

thats awesome

#

looks like you missed some black spots on the neck(?)

#

or are they supposed to be there

light prism
#

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

twilit lichen
#

i see

light prism
twilit lichen
#

but what will the water scene be

lapis fern
surreal meteor
#

is there a way to make a sector color gradient with a tool or do i have to do it manually?

shadow bone
#

In GZDoom you can use the "glowing flats" feature to have floors or ceilings that cast light up or down the walls.

surreal meteor
#

I meant just like the sector brightness gradient tool but with color but that also looks interesting

shadow bone
#

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

surreal meteor
#

uhh

#

Ok, thanks man.

#

Clyde apparently thinks doom builder is explicit

shadow bone
#

Hazards of using an AI for image identification, I guess

#

Just try again, maybe change the image a little or something

timber bridge
#

dam builder

surreal meteor
#

thats after making the gradient

shadow bone
#

very cool

silent totem
#

@surreal meteor How's it look in game?

surreal meteor
silent totem
#

Nice

surreal meteor
#

if you want to check it out so far

#

its like 3 rooms lmao

silent totem
#

Yeah thank you

surreal meteor
#

i just started it a few days ago, not sure what I want to do with it yet

shadow bone
#

NGL that looks damn cool

surreal meteor
#

thanks

#

heres the one with the right player start lmao

silent totem
surreal meteor
#

its not the easiest thing to get it looking right

#

also vertical mouselook is a no-no

#

@silent totem 😠

silent totem
#

Why

#

And I know it's hard, I tried something simliar

light prism
surreal meteor
#

vertical is a no no because it lets you see the line work easily

haughty flower
#

@light prism nice

#

orchestra of sighs

surreal meteor
#

how do I obtain 'Modder' role?

#

do I have to make a mod?

light prism
#

incessantly bother the moderators until they get sick of listening to you

surreal meteor
#

for some reason I feel like thats not a good idea

light prism
#

or just ask once

#

i guess

#

either works

surreal meteor
#

oh ok.

haughty flower
#

modder role doesn't count for maps I thonk

light prism
#

well technically they are still game modifications

haughty flower
#

I said that but message didn't send

light prism
#

of course you did

topaz tendon
#

discord is being fucky for me too at the moment

light prism
unborn fiber
#

Hellguard Mettaton?

surreal path
#

I think it's based on the bruisers from Doom 3

shadow bone
#

@surreal meteor Do you want the modder role? There's no requirement, just that you actually make Doom mods

haughty flower
surreal meteor
#

@shadow bone yeah thatd be cool

shadow bone
#

Done

surreal meteor
#

yeet

light prism
#

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

silent totem
#

Any good tutorials for creating new weapons from scratch?

#

Wait I think I found one

light prism
#

there are a couple on the wiki

haughty flower
#

yes!

light prism
#

i should probably do some hard shadows/shading for the red glow rather than fullbrighting

silent totem
#

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

silent totem
#

Now I can make shitty weapons

#

👍

haughty flower
#

I managed to make akimbo pistols work with DeHacked once

#

for vanilla

silent totem
#

Now to poorly make complex weapons, get upset, then work on small stuff again

warped wolf
#

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?

haughty flower
#

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)

warped wolf
#

ZDoom (Doom In Doom Format)

oak kindle
#

coming soon to "existential crisis over whether or not i should even release this mod"

topaz tendon
#

do all the art in that style

light prism
#

heh

#

why is it called the summoning when its used to kill things

jade ledge
#

'The Binding' would maybe work better

#

but I'm no good for names right now, I need a nap

light prism
#

How about "Book of Kill Death"

jade ledge
#

'Book of Slaughter'

#

yeah, that one sounds good

unique fern
#

"Book of The Non-Living"?

surreal meteor
#

"book of not breathing anymore"?

light prism
#

"10 Things You Didnt Know About Dying"

haughty flower
#

^surprised this isn’t a best-seller

topaz tendon
#

"How to not live"

timber bridge
#

how to feel bad

topaz tendon
#

how to not feel so good: the pop-up book

vestal basin
#

hitchhiker's guide to the afterlife

topaz tendon
#

you. I like you.

silent totem
#

Oh Sh#t I'm Dead: An Idiot's Guide to Hell

unique fern
#

How about a "Hitchhiker's Guide to Hell"

silent totem
#

So I'm gonna try to make the Resistance 3 weapon, the Bullseye Submachine gun, in GZDoom

haughty flower
#

I'll try it out. Weapon mods are great.

haughty flower
#

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?

silent totem
#

All I have to do is making homing bullets

silent totem
#

Is it better to make a fast projectile or a hitscan weapon

unborn fiber
#

I'd say fast projectile

silent totem
#

Probably easier to make home in tbh

#

So yeah

silent totem
#

Hey

#

I'm back

#

So apparently my weapon's sprites are too big, is there a way to shrink them down without compromising the visual quality?