#classic-doom-maps-mods

1 messages Β· Page 93 of 1

silent totem
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Oh Sweet Jesus

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I made it ridiculous

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I can dump a hundred rounds in seconds

haughty flower
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Yes, there should be a way for it with HD entries, look up around, i did this a long ass ago i forgot how exactly now

silent totem
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Also ADS, as I'm trying to recreate a weapon from another game that has both an alt fire and ADS

haughty flower
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Ads?

silent totem
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Aim Down Sights

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Zoom

haughty flower
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Oh

silent totem
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I'm trying to recreate weapons from the PS3 game, Resistance 3

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Mostly because of the weird mechanics and altfires

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Like guns that can shoot through walls, a freeze ray, Homing Bullets

idle flare
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trying to make my first doom map

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im finding myself frustrated lol

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im expecting too much out of a first map

haughty flower
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Understandable

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What format you doing

idle flare
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vanilla doom 2

haughty flower
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Well thats a good start

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Im also trying to make a map trying to follow the john romero standards

idle flare
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its haard

light prism
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standard 1, your map must have walls

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floors are optional

haughty flower
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Doomfenstein

idle flare
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lol

light prism
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Catadoom 3D

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damn discord still fucking up gifs

haughty flower
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Flappy arms

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Nice

silent totem
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Hey so it seems that my thing is unable to ADS, though I think I followed the tutorial right, would I be able to post the DECORATE here to see if anyone knows why?

light prism
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im at work so i cant really help indepth

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but if something is obvious i can point it out

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if i knew what ADS stands for

silent totem
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Aim Down Sights

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Zoom

light prism
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oh right

silent totem
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Wait I think it's working, it's just janky and having a stroke

light prism
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thats what she said

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(about my penis)

silent totem
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Here's what I have right now, for reference:

{
Inventory.MaxAmount 1
}

ACTOR Bullseye : Weapon replaces Chainsaw
{
Inventory.PickupMessage "You got the Bullseye SMG!"
Weapon.AmmoType "Clip"
Weapon.AmmoUse 1
Weapon.AmmoGive 16
Weapon.SlotNumber 4
AttackSound "weapons/shotgf"
States
{
Spawn:
BULL A -1
Stop
Ready:
BULL A 0 A_JumpIfInventory("BullZoomed",1,"ReadyZoomed")
BULL A 1 A_WeaponReady
Loop
ReadyZoomed:
BULL A 1 A_WeaponReady
Goto Ready
Loop
Select:
BULL A 1 A_Raise
Loop
Deselect:
BULL A 0 A_TakeInventory("BullZoomed",1)
BULL A 0 A_ZoomFactor(1)
BULL A 1 A_Lower
Loop
Loop
Fire:
BULL A 0 A_JumpIfInventory("BullZoomed",1,"FireZoomed")
BULL A 0 A_GunFlash
BULL A 1 A_FireBullets(1, 1, -1, 9, "BulletPuff", 1)
BULL A 0 A_SetPitch(pitch-1.3)
BULL A 1
BULL A 1 Offset(0,39)
BULL A 1 Offset(0,34)
BULL A 0 A_SetPitch(pitch+0.7)
BULL BCDCB 5
Goto Ready
FireZoomed:
BULL A 0 A_GunFlash
BULL A 1 A_FireBullets(1, 1, -1, 10, "BulletPuff", 1)
BULL A 0 A_SetPitch(pitch-1.3)
BULL A 1
BULL A 1 Offset(0,39)
BULL A 1 Offset(0,34)
BULL A 0 A_SetPitch(pitch+0.7)
Goto Ready
Flash:
BULL A 2 BRIGHT A_Light2
BULL A 2 BRIGHT A_Light1
BULL A 1 A_Light0
Goto LightDone
Altfire:
BULL A 0 A_JumpIfInventory("BullZoomed",1,"UnZoom")
BULL A 0 A_GiveInventory("BullZoomed",1)
BULL A 0 A_ZoomFactor(2)
Goto Ready
UnZoom:
BULL A 0 A_TakeInventory("BullZoomed",1)
BULL A 0 A_ZoomFactor(1)
Goto Ready
}}```
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I see some issues

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Right now it's all the same sprite and it's using the shotgun sound, but it's placeholder

haughty flower
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@light prism their jaw should move a bit

light prism
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'a bit' is hard to judge at this rez

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its one pixel or nothing basically

silent totem
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Okay so now when I try to use the alt-fire to zoom, it zooms in and out constantly

light prism
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i'd say your inventory checking is leading to an infinite loop

silent totem
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How would I fix that

light prism
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at work, i cant really sit here and go through it with you

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just follow your flow

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watch where the jumps happen and what it results in

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duck talk it

silent totem
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No idea what that means

haughty flower
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Trial and error bruh

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Also you put loop twice on deselect, nothing to do witj your problem but yeah

silent totem
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Yeah I noticed

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I may have damaged it beyond all logic

haughty flower
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Idk how zoomfactor works

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But my suspicion it could be the jumpinventory functions

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They are a bit fucky sometimes

silent totem
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Yeah I understand that maybe, just no idea how to do this another way

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Though I can just rip up other mods to see maybe

haughty flower
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I would suggest use another actor for the unzoom state instead of just using the same one

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Probably thats where i think its the provblem but im not sure

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then again its been long since i done decorate

silent totem
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DECORATE is just what I found a tutorial for

silent totem
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I'll fix it tomorrow

light prism
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bear in mind that jumpifinventory jumps if you have AT LEAST that amount

silent totem
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Is there a better way to do this?

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I was following possibly out of date tutorials from the guy who made Cola 3

alpine basalt
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Does anyone know what to do if you cant play snapmap on a certain profile but can on another

silent totem
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That doesn't go here

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Post once pls

light prism
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let me check how i did it

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oh god this is a noodlefest

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try and read past the 'three versions of every state'

silent totem
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Thanks I'll check it out

silent totem
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Well anyway I'll try fixing it in the morning, and I'll tell you how it foes

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Goes

silent totem
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God why am I having so much trouble with the whole Zoom thing

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And why is the recoil suddenly going downwards

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Is it worth using Fastprojectile, and how would I go about doing that

light prism
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plz ask questions when im at home

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also read the wiiiiikiiiii

haughty flower
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The wiki says it is to define speeds greater than 60 which standard projectiles dont do generally well if you define greater than this value

light prism
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yeah ,because of the way they move

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if you're making a 'false hitscan' then fastprojectile is probably the way to go

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if a regular projectile has like, speed 64, it can pass through actors with less than 32 radius

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potentially

silent totem
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Okay thank you, also I have been reading the wiki I'm just a massive idiot

silent totem
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I have fixed the aim issue

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No I did not

silent totem
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I just want hold to aim, I've seen it done I just can't find any tuts

silent totem
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Is it bad to copy from other mods I have that do this stuff better

haughty flower
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For learning purposes i dont think so?

light prism
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its a good way to learn/practice

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fuck around with other peoples shit

silent totem
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Now the gun just doesn't spanw

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I give up

haughty flower
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πŸ˜”

light prism
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ehwut

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are you sure its not just invisible or the sprite offsets leave it rendering under the floor

silent totem
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No it was gone, it was supposed to replace the chaingun, to make it easier, but nothing could be picked up and using the Give command made it say it give me the weapon, but I still had the pistol

I'm sorry if I'm being a pain

light prism
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try 'select (gunname)' in console

silent totem
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I just rolled it back a bit

silent totem
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So I have gotten nowhere, and I have to ask, is this kind of how it goes for many people when they start?

haughty flower
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Maybe

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Its about trial and error imo

silent totem
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I'm just very good at the error side of things

haughty flower
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I had to go past the same kind of things when i coded a reload state for weapons

silent totem
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To be fair, I can make the thing work as a weapon, but I'm having trouble doing specifically what I want with it.

There are four main things that I am trying to do with this weapon specifically, as I'm basing it off of another game.

  1. FastProjectile bullets
  2. Both Zoom and Alternate Fire
  3. Reloading
  4. (This will come far later probably, as I have no idea where to even start) Homing attack Alt Fire
haughty flower
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What a nice way to start with somehing complicated

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When i coded something for zoom it was with hold altfire state and shoot with fire state

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To begin somewhere before i would try something like ADS

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Because i didnt understand how it worked lol

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still dont

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The most dangerous and stupid thing ive created is a bfg that while the ball is in the air, it shoots rail to enemies, and death enemies as well, and if it hit me, it would damage me too

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I have to find a way to make it friendly to me

silent totem
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I get the idea of how it works, if you want toggle ADS/Zoom you make the altfire give you an invisible inventory item if you don't have it and take it if you do, and you can use this invisible item to change how you shoot

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I'm just not good at implementing

haughty flower
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Oh

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My recommendation is to look further for other functions that could work similar or well wih "jumpifinventory"

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It isnt the only function to have things going for inventory i think

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Get that wiki page of decorate marked as your favorite

light prism
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basically the item would be checked for in ready state and jump you to a 'leadin zoom' that animates into an alternate ready state

silent totem
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A bit off topic, is there a way to play a different animation for the first time to pick up a weapon, to do something like Doom 2016 where you examine the weapon the first time you get a new one

light prism
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sure

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just have it check for an item in its Select state

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then give that item at the end of the animation

light prism
marsh glade
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I'm developing a game based off DooM with doom, hexen sound effects if that counts as a mod..?

light prism
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anything that modifies is a mod, isnt it?

light prism
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yeah thanks for that

shadow bone
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@marsh glade note that distributing your "game" standalone may be illegal, especially if you do it for money

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Doom and Hexen's content (sounds, art, etc) is still copyrighted and owned by id Software

timber bridge
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i tought the sounds from doom were samples πŸ€”

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like the door sound i heard it in doctor who

shadow bone
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Yeah they are, but that doesn't mean they're free to use.

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id software licensed them from a commercial sound library

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you could buy/license those samples from that sound library if you wanted

prisma saddle
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Remember kids, Freesound is a good sound library, just make sure you use the sounds according to their licence.

light prism
light prism
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there we go

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made a soundcloud album for them

prisma saddle
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Good tunes.

light prism
vocal crypt
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well shit

haughty flower
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amazing

light prism
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j c oremorj, he built a daikatana for the baron, but then tragically fell on his own creation

silent totem
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Did I hear

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Daikatana

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Oh yes okay that was highly intentional my bad

timber bridge
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useless shotguns for sale

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waste all your ammo in one click

light prism
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its dangerous to go alone, take this

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+hands wet dish sponge with old slimy food remnants+

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no givesy backsies

timber bridge
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food revenants

haughty flower
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bones rich of calcium

light prism
silent totem
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Sounds like music to me

light prism
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insightful

winged cosmos
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I have a problem regarding a mod

light prism
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is it... a sexy problem

winged cosmos
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No, an actual problem.

light prism
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oh shit

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call the police

winged cosmos
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Not that actual, it is about a mod named Prodoomer

light prism
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can you describe the actual problem

winged cosmos
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So, the first map you get into after the cyberdemon fight has a not-so-secret secret that has a crossbow weapon, but I can't seem to pick it up. However it IS weapon that can be used in the mod. Without getting the weapon I can't really upgrade it. Also along the way, the doors in the main hub area doesn't open.

light prism
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is this a mod you're working on, or somebody elses?

winged cosmos
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Someone elses.

light prism
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mmm probably hard for me to give advice then, especially while im at work

winged cosmos
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Do you at least have an idea on why this happens?

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Also I use the latest version of GZDoom.

light prism
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yes

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it may be assigned to only be picked up by one class

winged cosmos
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In a mod where there's only one class?

light prism
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i dont know - i dont know the mod at all

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this is why it would be easier if it was your mod

winged cosmos
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I can give you a link to the mod if you want.

light prism
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im at work

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and hell no i am not crawling through someone elses mod, especially if its big

winged cosmos
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Yeah, sadly it is big.

light prism
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if it was your mod i could just ask you to point out the relevant shit

winged cosmos
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I'm not a mod creator, I suck at understanding mods.

light prism
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well yeah you might wanna just leave it or inform the acutal mod maker then

winged cosmos
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I just know how to drag the pk3 file onto the exe file to play it.

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About that, I do not know how to inform the mod maker.

light prism
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google it, find if he has a contact email or something

winged cosmos
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There is none, he just has a moddb account, so I posted a comment there. I have to wait for an answer.

haughty flower
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Mistercat 101 solutions

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A wise cat

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Yeah you should try contact the author better

winged cosmos
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As I said, he only has a moddb account, so I commented in his profile. Hopefully he will answer back.

light prism
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yeah sorry, a vague request from someone who doesnt know modding isnt really enough of a hook to get me reading through a huge project

winged cosmos
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I mean, I kind of know modding, not as much as "You write these codes in this type of file to create a mod that does this"

winged cosmos
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Oh, Underdoom?

hallow knot
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cool

twilit lichen
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nice work

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@light prism is this for GZDoom or is it zandronum compatible?

haughty flower
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vanilla compat obv

twilit lichen
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haha yes

light prism
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gzdoom

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uses zscript

light prism
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multiplayer would be interesting though heh

twilit lichen
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oh god oh fuck

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@light prism do you need gzdoom 3.7.0+?

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because if so, oof for me

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i mean, then again, it does use zscript so probably yeah

light prism
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oof?

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why oof

light prism
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your computer is poo?

light prism
brisk flax
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Oh look deltarune overworld health things in underdoom

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noice work tho

twilit lichen
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my computer is indeed poo

haughty flower
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@light prism awesum

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you're going places with this

haughty flower
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Cant wait for underdoom, going great with it

light prism
light prism
light prism
twilit lichen
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wait a minute

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that's king crimson

topaz tendon
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power stance

haughty flower
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damn that’s kinda trippy

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lovin it πŸ‘

haughty flower
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Amazing

surreal meteor
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How do you get spotlights? im using the newest version of gzdoom.

light prism
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update to gzdb-bugfix latest version

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make sure you include gzdoom.pk3 as a resource

surreal meteor
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including the gzdoom pk3 just broke all my things and dynamic spotlights still do not appear. doomguy_thonk

light prism
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you need to include it as a base game resource (do not load on testing)

surreal meteor
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still does it.

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also it will not allow me to play the wad, im getting "File C:/Users/hh/Desktop/Stuff/Games/gzdoom/gzdoom.pk3 is overriding core lump mapinfo/doom2.txt."

light prism
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did you click the 'do not load on testing' thing

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for the resource

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cos sounds like you didnt

surreal meteor
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I might have a resource that is using the same Id number as the spotlight

light prism
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maybe but that wouldnt cause a hard error

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just a console notification

light prism
haughty flower
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linguica's hometown?

surreal meteor
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i loaded gzdoom.pk3 on its own and it doesnt have spotlights :/

surreal meteor
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I also updated my gzdoom

light prism
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dunno what to tell you, works for me

light prism
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does the gzdb-bugfix updater actually work for anyone?

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every single update i get 'unable to stop the editor process'

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is it a permissions thing?

light prism
haughty flower
viscid pond
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Why does that look like something out of Vilecore

haughty flower
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That's quite insulting.

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Gives me alien vendetta vibes

light prism
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much better

mellow verge
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why is there very little horizontal perspective distortion in classic doom? y-shearing solves any non-2.5d looking vertical geometry when trying to emulate raycasting in true 3d, but i can never get rid of the edges having the warped look that is never that prevalent in classic doom

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for instance, trying an FOV in true 3d looks like fisheye, vs classic Doom where there's almost no perspective distortion

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getting the FOV down to about 50 or so helps, but then everything looks zoomed in like Goldeneye

haughty flower
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I don't understand most of what you said but that's how software does it.

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Try Hardware.

orchid crane
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When unable to load saved games on mods due to "expected to extract an object of type" errors, what is usually the problem?

idle flare
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How do y'all make maps, do you draw it out or wing it

light prism
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i just run oblige

idle flare
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nani

haughty flower
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Lmao

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But seriously, like the program you mean?

idle flare
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No I mean like, do y'all plan out your map before actually creating the map

haughty flower
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Yeah, well i do at least

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I think it out like how many rooms im creating for it, and find a way to connect each other

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Based on the theme i want of the map

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Drawing the layouts on paper is the only way I can do it.

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Otherwise I get lost.

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Same

idle flare
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This look aight?

haughty flower
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...

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Sure if you can understand

idle flare
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Is there a problem with me graph

hallow knot
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Idk

light prism
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yeah theres' too many off-grid vertices

lapis fern
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My first (and only) map I made I did it from memory

idle flare
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It's just a rough drawing man

mellow verge
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regarding classic doom, even though it's all 2.5d, is the player effectively a box rather than a capsule or sphere?

haughty flower
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a tall rectangle

lapis fern
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with sprites

viscid pond
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Hitboxes are called boxes after all

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Or rather, rectangular prisms.

haughty flower
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i thought they were just squares

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since originally actors are infinitely tall right?

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well just not projectiles i guess

haughty flower
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hitscan also doesn't hit infinitely tall actors

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making them infinitely tall was a design choice

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pickups also aren't infinitely tall

cloud smelt
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augh, I'm kinda new to mapping (I've been doing it for 4 years) but I've never finished a level until my latest project I'd usually quit after the first room. I did a 3d maze for the second level of a campaign I'm working on (2 stories with a different maze on the top and bottom level) and man was that painful, it took me like 3 hours

idle flare
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Congrats

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It can be difficult to stick with shit

haughty flower
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that looks very basic and boring to be honest

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uninspired is the word

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that's the room most beginners would and do

unborn fiber
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It could definetely be improved!

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I'd say you should add some interesting objects and decorations, maybe some blinking lights to induce a sense of alert.

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Put a few imps in there, change the level geometry a bit and voila!

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An alright map.

haughty flower
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difficult to get a good pic

haughty flower
cloud smelt
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@haughty flower I made the 3d maze as a gimmick to make the map longer (it makes up like 20% of the map), that's just the basic implementation of it and I had the map editor set to fullbright to easily find texture issues. I was just doing the layout, I haven't decorated it yet. My map's very much in development and I'm compiling a list of my favorite doom maps (official and unofficial) to get a grasp on what I like about them. I just wanted to point out that that one short section I made on a whim in one night doesn't reflect the final product.

cloud smelt
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Regarding my map, that is 1 room in the map that I made in 2 hours (2 rooms technically cause it's 2 floors, I used 3d floors) The multiple pictures were to try to show the 2 mazes properly because it's hard to show them off cause they overlap but they're all in the same room, it's not near complete. I'm fine with suggestions but criticizing a very early gimmick section that I made in 2 hours as an experiment that doesn't yet have decorations, lighting, item, or enemy placement is basically judging a project by it's earliest skeletal work.. I'm thankful for suggestions I just want to clarify this isn't representative of the final product and I'd appreciate it if you'd consider that that is a very early incarnation of the section. What arvidinator did was ideal, he offered solutions for the points he brought up, I realize being new on the doom mapping scene means I need to show my maps in a more complete state otherwise people will assume that I consider them finished. I'm capable of knowing my map is in a basic state, I wanted to show an experiment I'm working on to create levels that take advantage of 3d floors through modern source ports.

cloud smelt
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I'm uploading a video that properly show's the state of my 2 current maps

haughty flower
light prism
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isn't every doom map a 3d maze

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(inb4 'doom is 2d')

haughty flower
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what dimensional plane is doom actually

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this has always bugged me ever since i saw that one game theory video from this guy who’s now dead from forever ago

idle flare
haughty flower
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2.5D GWqlabsActually

light prism
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some things are calculated in 2d, the renderer draws based on 2d reference points, however from a gameplay perspective? its still 3d

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there is height variation to the playing field

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i mean if you want to be a true fedora i suppose the game is being projected onto a 2D surface soooooo

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it does follow a lot of conventions of top-down shooters still

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except you couldnt reallllly play it automap only - it doesn't have a way of showing you the height difference of floors around you

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you would have to already know the map layout

jade ledge
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yo what if somebody turned the pacman level into a doom map

light prism
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broooooo that would be +sick+

cloud smelt
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The level geometry is limited, I think some aspects of the game used some 3d calculations but the maps couldn't have rooms above rooms, now you can with source ports through.

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When I said "3D" maze, I was referring to the maze above another maze utilizing 3d floors

light prism
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of course

brisk flax
#

Alright... Sorry for interruption but, Simply-Hard Megapack has recieved a lot of major updates from 0.2 to 0.85 and renamed to "Ultrapiss" in the version 0.8. Kind of a weird and funny name at the same time huh? The current version is 0.85. I still have plans from my older Megapack Ultrapiss ideas from the late 2018. It is possible to add the Vennation Terminator that is a cyber and strong as the Final God Lord. There are more Realm667, Doom, Heretic, Hexen and some Strife enemies to come in my addon. And added lots of weapons.

vocal crypt
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@light prism Doom is 2d

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:>

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I am kidding

light prism
haughty flower
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Doomguy adventures with nugget imp

topaz tendon
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how much is a six pack of imp nuggets at wendys

light prism
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nugget imp indeed

tardy hill
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does anyone know a doom mod that makes it more realistic

timber bridge
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hideous destructor

haughty flower
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He said realistic, not wimpy and bone weak

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Yes, try hideous destructor

haughty flower
winter carbon
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What programs do you all use for making mods?

surreal path
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Slade 3

midnight geode
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i remember there being a "chex quest for doom" asset pack that already has all the palettes converted and everything but i cant find it now

light prism
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notepad.exe, blender, photoshop, slade, file explorer, 7zip, gdcc

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uhhhh

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pngout

midnight geode
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yeah but i remember there being an asset pack that already has em all tied up and ready? its a lot of textures/flats

tardy hill
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ok thanks for recomending hideous destructor

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i may be 13 and not know how guns work in real life

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but it sure is great 😎 πŸ‘Œ

tender sorrel
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sprite refining a bit

haughty flower
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Well if you set well your bindings then youll slowly get used to its mechanics and starting on easier maps, its when you can get a grip of hideous

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i learned it the hard way

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Cool sprites

haughty flower
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Notincing most of your screenshots is outdoor areas, not much indoors?

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I'm bad with indoors areas

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Oh

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and I think they're boring most of the time

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wait gonna post better screenies

cloud smelt
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That looks fine to me

haughty flower
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I see

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they're basic and last not very long

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Some standard stuff, most is alright but its just as basic as it gets i see

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Just keep on the practise

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Not much i could suggest since i also do it kind of basic

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it's for vanilla so I stick with 'basic'

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Ah those ones look better

viscid pond
#

Upper left shot reminds me of MAP08 from TNT.WAD somehow

#

Sort of

haughty flower
#

you keep comparing my screenshots to bad wads...

viscid pond
#

That wasn't mean to be an insult

#

Also the last thing I said about looking like Vilecore was more of a compliment

haughty flower
#

probably because of the use of metal textures and light decoration

viscid pond
#

Now the other shots, well I like me outdoor maps so looking neat there πŸ‘

haughty flower
#

Well for your focus point of being vanilla style, id say its getting on point

viscid pond
#

And beware the limits

haughty flower
#

it's really pushing it to the limits, heh

#

for some reason. It was running fine last time

#

Why wont it run?

#

dunno

#

no vpos

#

but not even chocorenderlimits runs it

#

Odd

#

just removed one random sector and now it works, oh well

#

that's how doom mapping works

cerulean frigate
#

Is there any way to define the spotlights found in the recent versions of gzdoom builder using decorate in gldefs?

#

Just like you do with any regular point lights

lapis fern
#

I did it, I put jumping on classic Doom in Doom 3 BFG Edition (and you can adjust it's height by using the Doom 3 CVar)
Notes: I will change it's bit value (it jump when pressing 3 & 4) plus daisy hopping can be VERRY useful on speed runs

lapis fern
#

Quick question : Are there any commander Keen Assets for Doom ?

haughty flower
#

speedrunning isn't allowed in 'official' speedruns

lapis fern
topaz tendon
#

I think you meant jumping but what you actually posted is far more amusing

haughty flower
#

you read me like a book

#

I typed that as I woke up

#

I was confused

#

Glad someone unraveled the mystery

topaz tendon
#

one time I tried to text a friend to get a character ready for an upcoming dnd campaign after just having run a mile and fifteen minutes later I checked the message I sent and it was 100% incoherent and my friend didn't even know where to begin interpreting it

cloud smelt
vocal crypt
#

What are you doing Roashmallows

cloud smelt
#

I was trying to make a jewel case doom for windows 95 replica in doom

rapid needle
#

Should I use the Monster skill flags to decide how many spawn and don't spawn depending on the difficulty? doomguy_thonk (Basically I want to put alot of detail and work into the maps I make so thats why i'm asking whether I should or if its a waste of time)

haughty flower
#

you should

mellow verge
#

I haven't looked through the source, but does doom handle door opening based on distance of player to each door?

haughty flower
#

Skill 1 and 2 are equivalent to I'm Too Young to Die and Hey Not Too Rough
Skill 3 is equivalent to Hurt me Plenty
Skill 4 is Ultra Violence
Skill 5 is Nightmare @rapid needle

rapid needle
#

thanks

haughty flower
#

every decent map has difficulty settings

rapid needle
#

alright doomguy_grin

haughty flower
#

@mellow verge wdym?

mellow verge
#

@haughty flower classic doom, I was wondering how the doors were programmed

#

When you press open and you're near them

true lion
#

Anyone know how to align a sprite to show up correctly on the Zdoom fullscreen hud?

light prism
hallow knot
#

πŸ‘ πŸ‘

true lion
#

Anyone have a bead on any good angled flamethrower sprites? Spriting isn't my strong suit.

plain lintel
#

Does anyone understand how segs are stored in the WAD format? I'm trying to render DOOM maps in a 3d engine, but I can't work out how to follow the segs on the edge of a subsector to draw floors and ceilings

haughty flower
#

So... I'm trying to figure out how to script Breakable Glass in UDMF... and this is something I'm not quite understanding. Finding a tutorial on it that makes a lick of sense is practically impossible

light prism
#

the whole section so far

#

its basically the same

#

you setlinetexture to nothing, play a sound, whatevs

#

theres also

haughty flower
#

I figured it out! Huzzah!

haughty flower
topaz tendon
#

Looks rad, my dude

haughty flower
#

So. i started playing with ML again, and decided to throw doom textures at it. resized all of them to 64x64. First i tried with powergan with results being....kinda retarded. full set returned me this before crashing into endless loop.

#

so no luck in either case.

#

then i switched to styleGAN. so far - this is where it's at, at lod 2.0 (texel per 2 pixels in learning)

#

i am not sure where it will arrive, knowing that it's optimized for seraching similar threads in dataset and then adjusting between features, but when whole dataset you have is completely different - it might not even get anywhere.

but regardless - even right now this generated set kinda looks like a bunch of some doom textures

#

i can most definitely use these, at least as total annihilation-kind of textures

#

@light prism ..... draper would toriel be big tiddied baron of hell from h-doom?

weak dune
#

Btw that Undertale project looks AMAZING

haughty flower
#

agreed

light prism
#

fanchs

#

and also yes pretty much

#

except i just made my own

light prism
haughty flower
#

Any one know how to put in those end cutscenes seen in the end of every episode in doom 1?

solemn musk
#

CUT

light prism
#

cut and trim, until it is done

weak dune
#

I swear every time you send something it looks amazibg

#

*amazing

zinc egret
#

What's the parameter for changing warp speed on a texture on ANIMDEFS? "Tics" is not working

light prism
#

speed

haughty flower
#

needs small editing and it's good to go

timber bridge
#

the beep boop dosen't work anymore :(

zinc egret
#

"Speed" didn't work for me πŸ€”

light prism
#

sorry

#

no parameter name

#

just

#

warp texture NAME 1.2

haughty flower
#

Bepis

light prism
#

bepyou

weak dune
#

bepis good

topaz tendon
#

oh no

#

sally isn't purple any more

timber bridge
#

there's no purple anymore

topaz tendon
#

they stole our purple

timber bridge
#

time to go to war

eternal cape
#

guys what about violet?

light prism
#

lilac imps ahoy

topaz tendon
#

ultra violets

haughty flower
#

some of the textures are actually better, but need some cleaning. like even bloodier skin wall

prisma saddle
#

Hmmmmm

#

Is this a neural net upscaler/texture merger?

eternal cape
#

Hey still looks sorta good tho

weak dune
#

So I've got a question, what exactly are these distorted textures for?

eternal cape
#

maybe for a mod idk

mellow verge
#

Anyone here knowledgeable with doom 1/2 source code?

gray shell
#

hey does anybody here have the doom 1 textures as 32bit pngs?

#

i need them for a mod for another game, i can't seem to get them for whatever reason

shadow bone
#

The best way would be to get SLADE and export them from your Doom IWADs as PNG

#

I don't believe there's any such packs floating around

#

At least not that I know of off the top of my head

#

Of course, remember that all the original Doom artwork is still copyrighted, so take that into account wherever you plan on using it.

gray shell
#

ooof... uh drat

#

ok well second best option. are there are any Royalty Free doom texture mods that won't get me arrested for a map mod?

#

i mean I'm not selling it but if that's a risk then why take it I guess

#

I'm basically making a doom themed map for the game haydee and I was hoping to use some doom like textures for it. you know nothing big just a fun little romp through a E1M1 styled map

surreal path
#

@gray shell there's always Freedoom's textures

gray shell
#

well I do have that I think and ZION

#

don't see any floor textures in ZION tho

#

well not the right one anyways..

shadow bone
#

If they're the doom textures they're not public domain, lol πŸ˜›

#

That said maybe look at the Doom High Res Texture Project because I think most of those were made from scratch (check the licensing) or use FreeDoom's original textures, since replacing Doom 1-to-1 is what they're intended for.

#

... or just use the Doom textures, if it's a non-commercial / free project with limited distribution. id/Bethesda has been pretty friendly toward modding so long as the IWADs and other copyrighted material aren't blatantly distributed wholesale and no one's profiting off it.

gray shell
#

eh.. well tbh, its for the game Haydee which I don't know if people are familiar with but there isn't much of a mod scene

#

"Haydee" is a hardcore old-style metroidvania mixed with modern-day third person shooter and platformer mechanics. You will controll Haydee - half-human, half-robot character in search of her way out of strange artificial complex full of traps, pain and depression. No casual ...

Price

$14.99

Recommendations

3157

β–Ά Play video
#

what is there is pretty janky.. i dunno I doubt there's much of a concern but lets see I'll try the Doom high res pack

shadow bone
#

Yes

#

TBH a lot of this stuff exists in a kind of grey area due to id software's very lax attitude toward copyright infringement, but I think it's better to be safe than sorry where possible.

#

Plus, as I was telling someone else earlier

#

we share a very close relationship with Bethesda on this server and the Doom subreddit, so it's nice to respect their legal rights as much as possible

gray shell
#

i guess, so its showing me 3 different versions, doomsday engine, risen 3d and zdoom, which one would have them in .png? or will I have to convert em regardless

shadow bone
#

Look in the actual textures and flats folders, that should have the actual pngs

#

the different versions are just packaged for ease of use with the various ports

gray shell
#

ah got it

shadow bone
#

but they're all built from the same data

hexed sky
#

ugh, haydee

#

the movement is so goddamn atrocious for a game that is all about precise platforming

surreal path
#

Don't need any good gameplay mechanics to get a good rating when a third of the screen is covered by a big fat a-

haughty flower
#

Very cool

weak dune
#

this looks great

muted wing
#

@light prism what happened to your modder role?

#

wait, what happened to the modder role?

timber bridge
#

it went boom

light prism
#

good question

#

@unreal oyster where are roles 😦

unreal oyster
#

we got rid of them

light prism
#

sad

#

now i dont feel important

#

even though I am clearly important

haughty flower
#

you'll always have an important role in my heart

haughty flower
#

Bruh moment

light prism
#

you want slade

#

lump management tool

#

well you'll just have to copypaste everything you used

haughty flower
light prism
#

melting switches galore

haughty flower
#

yeah

#

@light prism one of the prime things i wanna test is - whenever you use pre-trained model - it takes set of randomized "vectors" to shit out an image from saved state of neural net. I am wondering what would happen if i throw a hexen texture at it or something similar

light prism
#

oh geez

#

i guarantee it will look like turds

#

most hexen textures have that going for them

#

they look like turds or curry

#

either that or it will be all tutti frutti from the stained glass

haughty flower
#

@light prism dude. hexen has at least one kickass texture

#

red portal one

#

thonk but hang on, if these are just vectors....

#

that means it's smack dab in the middle of ML chain. which means i should be able to control individual aspects by adjusting vector values on the fly

#

HM! i should record a video interpolating between 200 random vector maps. 3 seconds each, that should give me nice demo on just how the hell the network handles them

light prism
#

haha

#

yes, the portal texture is nice, and some of the stained glass

#

the rest is rock and brick

#

in various curry colors

haughty flower
#

Ah yes, shit stain color hexen

cloud smelt
#

using doom 2 compatability

weak dune
#

Curious to see where you go with this

cloud smelt
#

I'm making a map for demo purposes that shows practical implementation of what I'm working on. I started a project that takes full advantage of gzdoom, I decided I wanted to make a port to the original engine while making as little sacrifices as possible. I'm seeing how far I can push the vanilla doom engine.

#

Does anyone know how to run custom maps through dosbox? I'm wanting to test my work on the original engine, alternatively do you guys know of any source ports that stick to the original engines limitations?

weak dune
#

i'm pretty sure you just use the -file parameter like normal source ports

#
Doom Wiki

In respect to the Doom engine a parameter (or command line parameter and command line argument) is a start-up indication by the user that the engine should change its default behavior. The...

#

@cloud smelt

haughty flower
#

@cloud smelt try chocolate doom

#

It is as close as it gets to the original engine with its static limits

cloud smelt
#

Alright

cloud smelt
light prism
#

but can you teach vanilla map format to love

cloud smelt
#

I can teach it to fake love ig

haughty flower
#

@cloud smelt we actually had experimental software rendering 3d floors. not sure if that went anywhere

cloud smelt
#

It's possible in zdoom, are you talking about a modification for the vanilla engine?

haughty flower
#

zdoom

cloud smelt
#

Yeah, I use 3d floors in zdoom all the time

haughty flower
#

not in gl mode but in software mode

#

tho to be honest it's quite a futile thing to chase d2 compatibility 3d floors. Just make a good map :V

cloud smelt
#

It's more of a challenge for myself than anything else, the idea of finding interesting ways to fake 3d geometry is something I find quite interesting, and 3d floors are supported in software mode

haughty flower
#

@cloud smelt 3d ceiling/floor portals.

#

back when i was screwing with that i found that easiest way to make enormous multi-story buildings is to have top/bottom floors separated using multiple portals. of course there are drawbacks - such as vertical portals screwing with horizontal ones which results in overdraw

#

also lag, and graphical glitches. not sure if that been fixed

haughty flower
#

some pieces of it are pretty good

#

especially statue head coming out of the wall

#

hold up let me do a scaled up version with different vectors

light prism
#

that is pretty smuppy

haughty flower
#

this looks like gorgone skull hit by the shovel. smoking a worm

haughty flower
light prism
#

should convert some of this into animdefs'd

#

or like take a few prominent shots and use a shader to morph between them

haughty flower
#

yeah

#

thing is - learning's not done yet

#

it's at 4200~ kimg, end of learning is at 12000

#

i really need someone to lend me a machine with a 2080rtx.

#

on google colab every next step (100-150kimg) takes 2 hours 45 minutes

#

on my machine it's 1.5 hours or so

haughty flower
#

those vanilla tricks are pretty common
the teleporter ones are too hacky though so I don't think people would like it

#

by the way crosshairs in a game that has your weapon centered are gross

light prism
#

no need to get so cross here

winter kayak
#

i have a custom texture that shows up in doom builder butnot when i go to playtest it. any suggestions?

light prism
#

where is the file located

#

is it in a wad or a pk3

winter kayak
#

wad

#

one texture shows but the other doesnt

#

wait

light prism
#

make sure the texture is between TX_ markers

haughty flower
#

Mistercat knows better

winter kayak
#

tx markers?

#

i gotta go ill work on it later

haughty flower
#

@winter kayak what's your wad's format?

winter kayak
#

wdym

haughty flower
#

what format are you using to make your map

winter kayak
#

Ohh. I tried in boom and doom 2

#

I was looking into it

#

It it because i deleted the first texture

#

Something about it being a null texture or something

haughty flower
#

so it's working now?

winter kayak
#
Doom Wiki

AASTINKY is the first texture in the Doom texture directory (TEXTURE1). In Doom II, the name AASHITTY is used instead. AASTINKY is not a real texture, but is a dummy texture to work around a quirk...

#

Idk

#

I had to leave

haughty flower
#

uhh

#

well see if your new textures work now, if it doesn't then ping me and I'll show you how to add custom textures

winter kayak
#

I had one in

#

Just the second decided not to work

haughty flower
#

idk what you're even doing, heh

#

I never had to mess with AASHITTY or whatever to add custom textures

winter kayak
#

I think the tutorial I watched messed me up

#

But hopefully I figured it out

haughty flower
#

most tutorials for that add a bunch of unnecessary steps

#

and make it look more complicated than it is

winter kayak
#

It was really simple adding them

haughty flower
#

I cant figure out how to make a switch lower an elevator. Any help?

#

SR Lift @haughty flower

#

Thats not there

#

Im using gzdoombuilder bugfix

cloud smelt
#

Red is untextured it's the top texture layer, which extends into the skybox, the surrounding grey flat projects over the area, green is a middle texture aligned in the air to cover hom effect, purple is the same as green but on the back red wall with a different texture to appear to be a blue key on the "platform". blue is where the red sector reaches to in the sky. The steps up teleport to a clone map to give the illusion of being on top of a 3d platform

cloud smelt
#

I call this method "holographic floors"

#

I've finished my tech demo that showcases my fake 3d effects I've developed, I'm uploading a video that showcases what I've done

#

It's a bit cramped which causes difficulty navigating (you can often get turned around by running into a hidden teleport) when I use this in an actual map I'll be sure to keep the maps open enough that this won't be a problem. The effect only works with open gl renderers and software, I haven't tried softpoly yet

#

Ok, so softpoly doesn't work with the floor projection, you'd see the platform for what it really is, the illusion only works with software and open gl

#

I just found some illusions don't work with open gl, so when I release the demo I'll specify it requires a software renderer

haughty flower
#

Will you include the file to play?

cloud smelt
#

It's just a tech demo, I haven't made a map around it, I'll make a proper map using all of these effects in the future. I've been learning how to do this stuff so I can effectively use it in future projects.

haughty flower
#

ehhh

#

decorations actually have infinite height

#

so that isn't going to work in vanilla

#

what you could do though, are self-referencing sectors

#

which are basically invisible floors/ceilings

#

@cloud smelt

light prism
#

getting teleported that much just seems annoying

winter kayak
#

finally

#

im home

#

lets see if my theory is correct

#

nope

cloud smelt
#

Yeah, the decorations are what's causing the delay, the teleportation will be dialled back in proper maps, this was my first attempt at this sort of thing so I went overboard with the teleports. I was worried the decorations would be infinity tall, when I tried it in prboom it confirmed that.

#

@juza I'll look into self referenceing sectors.

winter kayak
#

yay i fixed it

haughty flower
#

lol how you fixed it

winter kayak
#

magic

#

i ended uo creating an archive and not deleting the first texture

#

up

#

anddd

#

then i goofed

haughty flower
#

still can't add custom textures? @winter kayak

#

create two entries
PP_START
and PP_END
put the WALL textures between these, they must be Doom format of course

#

then you select all of the textures and right click

#

go to graphics and add to patch table

winter kayak
#

I DID

#

oops caps

#

then

haughty flower
#

import from base resource archive (your DOOM2 iwad)

winter kayak
#

i overwrote it

#

with the wad file itself

haughty flower
#

then you right click them all again and Add to TextureX

winter kayak
#

i made a goof

haughty flower
#

and that's it

#

they should all be in your wad now

#

simple, see?

#

for flats you just put them between FF_START and F_END entries

#

don't need to add them to patch table or anything

#

just putting the flats between the entries adds then to the wad

winter kayak
#

read mah text

#

i got that figured out

#

i was just being dumb and overwrote the file

#

while saving

haughty flower
#

E

haughty flower
#

@light prism thank you for this, made my night

#

SA-

haughty flower
#

yes

haughty flower
#

Something tells me i can make a neatly creepy mod and call it "static" and use bunch of these innit as wall textures

timber bridge
#

it would work more on wall textures with faces tho

haughty flower
#

all of them

timber bridge
#

not really tbh

haughty flower
#

@timber bridge for normal design sure. if theme is "static" - it would work

topaz tendon
#

I feel like the static effect might get a bit old if you use it too much

#

like, it's creepy but visually distracting for an FPS and easy to be desensitised to

#

if you could figure some way to have certain wall tiles do that animation for just a moment at random or semi-random intervals, at least in the early game before things get intense, it'd go a long way

haughty flower
#

IT'S SA-

light prism
#

yeah, if it was some sort of say, dimensional switching effect

#

or a holodeck room or something

#

it would probably be cheaper/take far less space to just make a shader that does a similar effect though

lapis fern
carmine badge
#

oh hey i forgot this existed too

#

uhh

haughty flower
bleak mulch
#

is this the place to ask for doom ACS problems?

light prism
#

WHOS ASKIN

bleak mulch
#

I AM

weak dune
#

Well..?

light prism
#

hint

#

dont ask to ask

#

you waste your time and everyone elses

haughty flower
#

He kept the real question to himself

#

πŸ˜”

weak dune
#

hey i'm planning on making a 2.5d version of cave story in the doom engine
is there a way to alter the physics to more suit the floaty platforming?

cloud smelt
#

It's possible in zdoom and many other limit raising source ports, use gzdoom: doom 2 (udmf) formant

#

then right click a sector and reduce the gravity using a decimal, like if you want 50% gravity do .5 or 25% would be .25, you get the idea

#

@weak dune This should help with your project if you haven't found this out already

weak dune
#

i'm just curious if there's a way to do this globally so i don't have to manually change every sector's gravity

cloud smelt
#

I guess if when you start a new map make one sector, select the desired gravity and when you make a new sector it might carry over, I haven't tried that but it works with textures

weak dune
#

alright, thanks for the suggestion!

cloud smelt
#

I'm finishing my demo map, I hit a snag trying to do bridges, I finally figured out how to do it with self referencing sectors, here's my result, this is in gzdoom but I did test it with prboom and it worked the same except it wasn't silent.

light prism
#

there are levels of gravity

#

cvar sv_gravity is 'global'

#

sector gravity is individual to sector

#

actor gravity is a multiplier per actor

#

ie 0.5 will be 0.5x(sector gravity OR sv_gravity)

#

@weak dune

weak dune
#

thanks dude! appreciate it

light prism
#

also

#

setting gravity here per map will probably set sv_gravity

#

seeing as how it has the default 800

haughty flower
#

cave story in doom sounds really interesting

#

it's my favorite platformer

severe seal
#

I opened up ancient aliens in the editor yesterday and I can't for the life of me figure out how skillsaw made platforms with invisible floors and neon outlines

haughty flower
#

@severe seal self referencing sectors

#

they're all over Plutonia too

#

basically it's a sector with all its lines with the same sector index number

#

they're really easy to do

#

the neon outlines are just middle textures

#

old tricks

severe seal
#

Thanks

weak dune
#

i find it interesting how a large portion of legacy doom level design is purposely using exploits in the engine to create interesting effects

#

no other game uses that kind of thing like doom does

severe seal
#

A large portion? hmmm

weak dune
#

ok maybe not but still

#

there's a good chunk of levels and wads that do so

severe seal
#

yeah true

haughty flower
#

most common one I see is the invisible floors

severe seal
#

the weirdest one to me is the extra player instance used to trigger stuff

haughty flower
weak dune
#

looking better every day

haughty flower
#

Is pan also a smol revenant or will he be an archvile

light prism
#

he's a revenant with non-functioning missile launchers

haughty flower
#

Nice

oak kindle
#

the sack has legs!

timber bridge
#

nice filename

grand tulip
#

can one type of script be used only once in a map?

haughty flower
#

no

grand tulip
#

im using a bool script 4 times with different tags, if i successfully execute one the other 3 dont work

light prism
#

whats a 'bool script'

#

if you mean you have a map-wide boolean variable, then re-using the script will still be calling that variable

#

so if you did say

#
Script 1 (int roomnum) 
{
    if(hasrun == false)
    {
        dothis();
        hasrun = true;
    }
}```
#

then running it multiple times will just result in nothing after the first time

#

because the first time it sees hasrun as false, it sets it to true, then all concurrent times it sees it as true and thus does nothing

#
Script 1 (int roomnum) 
{
    if(hasrun[roomnum] == false)
    {
        hasrun[roomnum] = true;
        dothis();
    }
}```
#

this on the other hand

#

has four seperate variable containers in the form of an array

#

which will check the array position based on the argument passed to the script

grand tulip
#

i had 1 declaration and was using it for all the scripts that was it

grand tulip
#

thank you πŸ˜ƒ

weak dune
#

fairly new to doom mod creation and stuff, if i wanted to code a move such as a lunge forward into the player, where would i go to get started?

light prism
#

theres a few ways you can go about it

#

none of which i really feel up to explaining from the very basic principles

#

since its late and im tired

#

but

#

reading up on this page should give you a basic understanding of the flow of stuff

grand tulip
#

are there any marble texture with revenant face?

light prism
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have you tried asking a revenant

weak dune
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πŸ€”

light prism
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what does that mean

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use your words

sharp shadow
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I know this might sound like a stupid question, but I'm playing Old Doom and I want to mod it so that caco bloodsplats are blue and hell baron bloodsplats are green. I've looked around old forums where people asked the same questions and got answers like "just do it yourself" but I am not adept at modifying code and I don't understand the instructions

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So how can I change the blood color for specific monsters?

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preferably is there a file I can get that already does this

topaz tendon
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all my words are banned by the geneva conventions

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emotes are all I have

haughty flower
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@sharp shadow

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what sourceport?

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there are sourceports that have the option to set that and much more by their own option settings, such as Crispy Doom

sharp shadow
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I’m playing GZDoom, if that’s an answer

haughty flower
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if you're using GZDoom, I think Smooth Doom has that feature

sharp shadow
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I’m a bit new to the Doom scene

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I don’t know all the ins and outs yet

haughty flower
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well keep in mind that GZDoom is an advanced sourceport that is quite unoptimized and infamous for such

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being that's advanced, it adds many features the original game didn't have, such as looking up and down, crouching and jumping

sharp shadow
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Right, I’ve figured that much out

haughty flower
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when I was new to the scene and ppl recommended me ZDoom I thought many of the features were in the OG game lol

surreal path
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heh

haughty flower
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why did this game make the sprites so blurry and ugly

surreal path
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i think there's quite a few people who think that

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same people also think Brutal Doom gives Doom opengl support

weak dune
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who thinks that? smh

haughty flower
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I've seen people say Brutal Doom is what allows you to look up and down in Doom

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because they never bothered to try out the original game in GZDoom without mods, most likely

surreal path
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I dont think they even know what the original game looks like

sharp shadow
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I’ve been up and down the extensive options menus in GZDoom and I’ve got the game to where it’s very comfortable to play(although I still don’t know what a lot of these options do), I’m just at a loss as to how to recolor the blood.

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I’ve tried making a β€œdecorate” file but I’m pretty sure I don’t know what I’m doing there

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That’s what old forum threads from like 2006 told me to do

sharp shadow
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@haughty flower thank you for pointing me towards Smooth Doom. It’s exactly what I was looking for. Something to add more visual details without changing the style or gameplay.

weak dune
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smooth doom is perfect, i agree

light prism
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smoob doob

topaz tendon
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smoom doos

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no harsh consonants

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defeats the purpose

light prism
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kchgbxlp doom

remote coral
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What happened to the modders role?

shadow bone
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We pared down some of the more specific roles

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they weren't getting much use besides vanity colors

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and some of them kept confusing people

light prism
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but without a role, how am i supposed to know my role

vocal crypt
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Simple TMC

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You play Smackdown! 2: Know Your Role

vocal crypt
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also oof

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wanting to make a map that's a four Squares thing

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idk

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unless it would be a boss thing

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or it's justs four areas

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arenas maybe

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and not literally four squares.

remote coral
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y'all can use area portals to recreate the X-ray scene from Total Recall
Or do something other with X-rays

weak dune
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huh

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sounds interesting

remote coral
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Not gonna use it for this one

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already too much shite on it

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but something to keep in mind for future

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Honestly, for how simple area portals are, they make for some amazing mindfucks
And general ease of mapping

light prism
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did some of the definitions in glsl get changed/removed in 4.0?

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i cant call 'roughtexture' etc anymore

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unless i define them manually

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i mean they're still there you just have to call texture2/3/4/5/6 etc

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ohh nevermind

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one of the files for pbr was missing

lapis fern
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I did it I manage to make Doom 3's game dll to use classic Doom's Global object allowing you to add custom functionality on classic Doom through Doom 3's game dll

remote coral
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Why does my game keep creating random vertices for no reason

remote coral
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Right, this has been pissing me off for a while now.

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I'm trying to get this pain elemental in this deep lava to get pushed out from the lava when I cross a line.

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The wiki is saying SetCurrent works underwater, but nothing I try seems to have any effect on anything.

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It doesn't even work on solid ground.

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oh boy
Scroll_Floor works for land enemies, but not for airborne ones

remote coral
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Still looking for advice on the latest question BTW.

vocal crypt
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@remote coral
The spectre ate the changelog.

cedar chasm
weak dune
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looks really good dude

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better than anything i could ever make lol

haughty flower
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looks dark souls-like

cedar chasm
haughty flower
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so... I wanna get into modding.
I know a little bit of js and C#, but as far as I know, I need to learn ZScript or DECORATE, I think.
Does anyone have any sort of like... documentation or starter material I could get into, just to help?

cloud smelt
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I'm also interested in such a thing (if it exists) I'm sticking to mapping and custom textures/sprites cause I don't know how to make mods to the gameplay

weak dune
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there needs to be a good decorate tutorial for beginners

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i always struggle with that

remote coral
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Agreed wholeheartedly

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The wiki is just gibberish for me, when I don't understand what many of the things there are

topaz tendon
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@cedar chasm Beautiful, man. Keep it up.

silent totem
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I found one that only described how to make weapons that gave clear information, even if it was quite simple, but I'm not sure if I can find it again

remote coral
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There are many other things to do other than just new weapons

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For example, seeing as nobody seems to have advice for my problem, I want to change the properties of a single Pain Elemental so it would be affected by Sector_SetCurrent

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Meaning I would need to remove its NOGRAVITY flag, which I have no clue how to do
And it might be quite an excessive fix for a somewhat minor thing

vocal crypt
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tfw you want to make a four square kind of map but you just suck at level design

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feelsbad

light prism
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four square is a convenience store name here

vocal crypt
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no not the store

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How do I fix?

weak dune
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tbh i download updates manually anyway if it tells me
i'm weird

light prism
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i have never had auto update work

idle flare
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there was a video about what makes a weapon mod in doom satisfying to use, and it showed two different shotgun mods as an example

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but i cant find it

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any help

vocal crypt
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Any way to just check "latest submissions" on Realm667

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And not the regular beastality

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and stuff like that

silent totem
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@idle flare If you do find it, tag me

hushed oasis
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there's this old Wolf3D mod based on the Doom movie (the 2005 one, not Annihilation) and I'm getting back on remaking it in ECWolf again

haughty flower
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any coders here willing to help fix a buggy addon the dev refuses to fix?

haughty flower
timber bridge
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hotline UAC? glarethink

haughty flower
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yes

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UAC => Unlawful and Anarchic Control

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if you wondering if it's a Hotline Miami themed, it is

weak dune
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Looks excellent

remote coral
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will the jigsaw pieces return

timber bridge
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it's not a banjo kazooie map

vocal crypt
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going to ask

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did the walk sprite for, say, the baron of hell have three frames?

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for the leg atleast?

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apparently 4ish

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judging from this

vocal crypt
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sjot

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shit

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the naming convention for doom monsters is (Four Letters)A-Z right

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Otherwise I might be wasting my time trying to rename these sprites

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also

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does it end at Z

light prism
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no, there are some extra characters

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[]\ i think

vocal crypt
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damn

light prism
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but you can always just switch to another sprite name

vocal crypt
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true

light prism
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etc

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ugh my example got removed

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guy1 a-z guy2 a-z

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and of course you need the angle numbers too

vocal crypt
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Shit I forgot to add the numb then

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so
GODZA1 for example

haughty flower
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about that map screenshot

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reminds me of Duke3D

vocal crypt
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Jfc I'm getting my ass confused here

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So I got 8 frames of my would be monster walking

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with each "step"

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Would that be
GODZ(Letter)(Number)
For each "step"'s frames?

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32 frames I guess

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make that 40ish

light prism
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you can cut rotations down from 8 per frame to 5 by using mirrroring

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like POSSA2A8 would flip 2 to use as 8

vocal crypt
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So the letter is just one frame's "set"?

light prism
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sure, unless it has no rotations

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in which case its just POOPA0

vocal crypt
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what about angle 4

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how would that be flipped

light prism
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A4A6

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A3A7

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its horizontally mirrored on the chart too...

vocal crypt
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oh

light prism
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this is all on the wiki

vocal crypt
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Mmm

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I think I fucked up with the sprites

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the monster is invisible

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but I can shoot at it

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wait

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must've forgot to set the transparency thing

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well I got another problem

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on some parts of the sprite, the blue is still there

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and it still invisible

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wait

light prism
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oh

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you probably didnt make offsets

vocal crypt
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I might've forgotten S__START and S_END