#classic-doom-maps-mods
1 messages Β· Page 93 of 1
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
Also ADS, as I'm trying to recreate a weapon from another game that has both an alt fire and ADS
Ads?
Oh
I'm trying to recreate weapons from the PS3 game, Resistance 3
Mostly because of the weird mechanics and altfires
Like guns that can shoot through walls, a freeze ray, Homing Bullets
trying to make my first doom map
im finding myself frustrated lol
im expecting too much out of a first map
vanilla doom 2
Well thats a good start
Im also trying to make a map trying to follow the john romero standards
its haard
Doomfenstein
lol
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?
im at work so i cant really help indepth
but if something is obvious i can point it out
if i knew what ADS stands for
oh right
Wait I think it's working, it's just janky and having a stroke
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
}}```
I see some issues
Right now it's all the same sprite and it's using the shotgun sound, but it's placeholder
@light prism their jaw should move a bit
Okay so now when I try to use the alt-fire to zoom, it zooms in and out constantly
i'd say your inventory checking is leading to an infinite loop
How would I fix that
at work, i cant really sit here and go through it with you
just follow your flow
watch where the jumps happen and what it results in
duck talk it
No idea what that means
Trial and error bruh
Also you put loop twice on deselect, nothing to do witj your problem but yeah
Idk how zoomfactor works
But my suspicion it could be the jumpinventory functions
They are a bit fucky sometimes
Yeah I understand that maybe, just no idea how to do this another way
Though I can just rip up other mods to see maybe
I would suggest use another actor for the unzoom state instead of just using the same one
Probably thats where i think its the provblem but im not sure
then again its been long since i done decorate
DECORATE is just what I found a tutorial for
I'll fix it tomorrow
bear in mind that jumpifinventory jumps if you have AT LEAST that amount
Is there a better way to do this?
I was following possibly out of date tutorials from the guy who made Cola 3
Does anyone know what to do if you cant play snapmap on a certain profile but can on another
let me check how i did it
oh god this is a noodlefest
try and read past the 'three versions of every state'
Thanks I'll check it out
God why am I having so much trouble with the whole Zoom thing
And why is the recoil suddenly going downwards
Is it worth using Fastprojectile, and how would I go about doing that
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
yeah ,because of the way they move
if you're making a 'false hitscan' then fastprojectile is probably the way to go
if a regular projectile has like, speed 64, it can pass through actors with less than 32 radius
potentially
Okay thank you, also I have been reading the wiki I'm just a massive idiot
I just want hold to aim, I've seen it done I just can't find any tuts
Is it bad to copy from other mods I have that do this stuff better
For learning purposes i dont think so?
π
ehwut
are you sure its not just invisible or the sprite offsets leave it rendering under the floor
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
try 'select (gunname)' in console
I just rolled it back a bit
So I have gotten nowhere, and I have to ask, is this kind of how it goes for many people when they start?
I had to go past the same kind of things when i coded a reload state for weapons
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.
- FastProjectile bullets
- Both Zoom and Alternate Fire
- Reloading
- (This will come far later probably, as I have no idea where to even start) Homing attack Alt Fire
What a nice way to start with somehing complicated
When i coded something for zoom it was with hold altfire state and shoot with fire state
To begin somewhere before i would try something like ADS
Because i didnt understand how it worked lol
still dont
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
I have to find a way to make it friendly to me
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
I'm just not good at implementing
Oh
My recommendation is to look further for other functions that could work similar or well wih "jumpifinventory"
It isnt the only function to have things going for inventory i think
Get that wiki page of decorate marked as your favorite
basically the item would be checked for in ready state and jump you to a 'leadin zoom' that animates into an alternate ready state
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
sure
just have it check for an item in its Select state
then give that item at the end of the animation
I'm developing a game based off DooM with doom, hexen sound effects if that counts as a mod..?
anything that modifies is a mod, isnt it?
yeah thanks for that
@marsh glade note that distributing your "game" standalone may be illegal, especially if you do it for money
Doom and Hexen's content (sounds, art, etc) is still copyrighted and owned by id Software
i tought the sounds from doom were samples π€
like the door sound i heard it in doctor who
Yeah they are, but that doesn't mean they're free to use.
id software licensed them from a commercial sound library
you could buy/license those samples from that sound library if you wanted
Here's where most of them came from: https://www.sound-ideas.com/
Remember kids, Freesound is a good sound library, just make sure you use the sounds according to their licence.
there we go
made a soundcloud album for them
Listen to Underdoom by TheMisterCat #np on #SoundCloud
Good tunes.
well shit
amazing
j c oremorj, he built a daikatana for the baron, but then tragically fell on his own creation
its dangerous to go alone, take this
+hands wet dish sponge with old slimy food remnants+
no givesy backsies
food revenants
bones rich of calcium
Sounds like music to me
insightful
I have a problem regarding a mod
is it... a sexy problem
No, an actual problem.
Not that actual, it is about a mod named Prodoomer
can you describe the actual problem
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.
is this a mod you're working on, or somebody elses?
Someone elses.
mmm probably hard for me to give advice then, especially while im at work
Do you at least have an idea on why this happens?
Also I use the latest version of GZDoom.
In a mod where there's only one class?
i dont know - i dont know the mod at all
this is why it would be easier if it was your mod
I can give you a link to the mod if you want.
im at work
and hell no i am not crawling through someone elses mod, especially if its big
Yeah, sadly it is big.
if it was your mod i could just ask you to point out the relevant shit
I'm not a mod creator, I suck at understanding mods.
well yeah you might wanna just leave it or inform the acutal mod maker then
I just know how to drag the pk3 file onto the exe file to play it.
About that, I do not know how to inform the mod maker.
google it, find if he has a contact email or something
There is none, he just has a moddb account, so I posted a comment there. I have to wait for an answer.
Mistercat 101 solutions
A wise cat
Yeah you should try contact the author better
As I said, he only has a moddb account, so I commented in his profile. Hopefully he will answer back.
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
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"
Oh, Underdoom?
cool
vanilla compat obv
haha yes
multiplayer would be interesting though heh
oh god oh fuck
@light prism do you need gzdoom 3.7.0+?
because if so, oof for me
i mean, then again, it does use zscript so probably yeah
your computer is poo?
my computer is indeed poo
Cant wait for underdoom, going great with it
power stance
Those are the many ways to play Doom 1,2 & 3. Download Links: 2D-Doom & 2d Hangar: https://www.moddb.com/mods/classic-rbdoom-3-bfg-edition/addons/2d-doom-2d-...
Amazing
How do you get spotlights? im using the newest version of gzdoom.
including the gzdoom pk3 just broke all my things and dynamic spotlights still do not appear. 
you need to include it as a base game resource (do not load on testing)
still does it.
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."
did you click the 'do not load on testing' thing
for the resource
cos sounds like you didnt
I might have a resource that is using the same Id number as the spotlight
Shrinking dynamic lights to guide the way, and the secret Hissy Village
linguica's hometown?
i loaded gzdoom.pk3 on its own and it doesnt have spotlights :/
I also updated my gzdoom
dunno what to tell you, works for me
does the gzdb-bugfix updater actually work for anyone?
every single update i get 'unable to stop the editor process'
is it a permissions thing?
Why does that look like something out of Vilecore
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
for instance, trying an FOV in true 3d looks like fisheye, vs classic Doom where there's almost no perspective distortion
getting the FOV down to about 50 or so helps, but then everything looks zoomed in like Goldeneye
I don't understand most of what you said but that's how software does it.
Try Hardware.
When unable to load saved games on mods due to "expected to extract an object of type" errors, what is usually the problem?
How do y'all make maps, do you draw it out or wing it
i just run oblige
nani
No I mean like, do y'all plan out your map before actually creating the map
Yeah, well i do at least
I think it out like how many rooms im creating for it, and find a way to connect each other
Based on the theme i want of the map
Drawing the layouts on paper is the only way I can do it.
Otherwise I get lost.
Same
Is there a problem with me graph
Idk
yeah theres' too many off-grid vertices
My first (and only) map I made I did it from memory
It's just a rough drawing man
regarding classic doom, even though it's all 2.5d, is the player effectively a box rather than a capsule or sphere?
a tall rectangle
with sprites
i thought they were just squares
since originally actors are infinitely tall right?
well just not projectiles i guess
hitscan also doesn't hit infinitely tall actors
making them infinitely tall was a design choice
pickups also aren't infinitely tall
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
that looks very basic and boring to be honest
uninspired is the word
that's the room most beginners would and do
It could definetely be improved!
I'd say you should add some interesting objects and decorations, maybe some blinking lights to induce a sense of alert.
Put a few imps in there, change the level geometry a bit and voila!
An alright map.
@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.
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.
what dimensional plane is doom actually
this has always bugged me ever since i saw that one game theory video from this guy whoβs now dead from forever ago
@light prism doom is 2d
2.5D 
some things are calculated in 2d, the renderer draws based on 2d reference points, however from a gameplay perspective? its still 3d
there is height variation to the playing field
i mean if you want to be a true fedora i suppose the game is being projected onto a 2D surface soooooo
it does follow a lot of conventions of top-down shooters still
except you couldnt reallllly play it automap only - it doesn't have a way of showing you the height difference of floors around you
you would have to already know the map layout
yo what if somebody turned the pacman level into a doom map
broooooo that would be +sick+
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.
When I said "3D" maze, I was referring to the maze above another maze utilizing 3d floors
of course
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.
Doomguy adventures with nugget imp
how much is a six pack of imp nuggets at wendys
nugget imp indeed
does anyone know a doom mod that makes it more realistic
hideous destructor
Hey guys, I'm streaming my map pack that I'm making. Come on by and check it out! https://www.twitch.tv/snootboopgames
(WE MADE IT!) (Overnight stream!) Gonna build some doom levels while we watch memes
What programs do you all use for making mods?
Slade 3
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
yeah but i remember there being an asset pack that already has em all tied up and ready? its a lot of textures/flats
ok thanks for recomending hideous destructor
i may be 13 and not know how guns work in real life
but it sure is great π π
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
i learned it the hard way
Cool sprites
Notincing most of your screenshots is outdoor areas, not much indoors?
I'm bad with indoors areas
Oh
and I think they're boring most of the time
here's some indoors I made
wait gonna post better screenies
That looks fine to me
I see
they're basic and last not very long
Some standard stuff, most is alright but its just as basic as it gets i see
Just keep on the practise
Not much i could suggest since i also do it kind of basic
it's for vanilla so I stick with 'basic'
Ah those ones look better
you keep comparing my screenshots to bad wads...
That wasn't mean to be an insult
Also the last thing I said about looking like Vilecore was more of a compliment
probably because of the use of metal textures and light decoration
Now the other shots, well I like me outdoor maps so looking neat there π
Well for your focus point of being vanilla style, id say its getting on point
And beware the limits
it's really pushing it to the limits, heh
and here's a map that's on-hold that just stopped working on vanilla
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
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
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
Quick question : Are there any commander Keen Assets for Doom ?
speedrunning isn't allowed in 'official' speedruns

I think you meant jumping but what you actually posted is far more amusing
you read me like a book
I typed that as I woke up
I was confused
Glad someone unraveled the mystery
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
What are you doing Roashmallows
I was trying to make a jewel case doom for windows 95 replica in doom
Should I use the Monster skill flags to decide how many spawn and don't spawn depending on the difficulty?
(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)
you should
I haven't looked through the source, but does doom handle door opening based on distance of player to each door?
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
thanks
every decent map has difficulty settings
alright 
@mellow verge wdym?
@haughty flower classic doom, I was wondering how the doors were programmed
When you press open and you're near them
Anyone know how to align a sprite to show up correctly on the Zdoom fullscreen hud?
Listen to Argent Core by TheMisterCat #np on #SoundCloud
π π
Anyone have a bead on any good angled flamethrower sprites? Spriting isn't my strong suit.
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
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
the whole section so far
if anyone ends up googling how do i make breakable glass in doom hexen format doom builder I would like to help you. here is how it is done. (this isnt as long as it looks, im just a long winded idiot). HERES THE CODE. like pow!script 1 (void) { Setlineblocking(107,OFF); //th...
its basically the same
you setlinetexture to nothing, play a sound, whatevs
theres also
I figured it out! Huzzah!
jeez I had a block for like 2 or 3 weeks
Looks rad, my dude
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.
just grey textures however stuck on few textures - this is for no-dupe set
this is from dupe set
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 .....
would toriel be big tiddied baron of hell from h-doom?
Btw that Undertale project looks AMAZING
agreed
Any one know how to put in those end cutscenes seen in the end of every episode in doom 1?
it's getting better
and apparently one of the textures tries to conjure cabal
CUT
cut and trim, until it is done
What's the parameter for changing warp speed on a texture on ANIMDEFS? "Tics" is not working
speed
Oh hey it generated something useful. here's a damaged switch panel
needs small editing and it's good to go
and another one
the beep boop dosen't work anymore :(
"Speed" didn't work for me π€
Bepis
bepyou
bepis good
there's no purple anymore
they stole our purple
time to go to war
guys what about violet?
lilac imps ahoy
ultra violets
apparently it decided to lerp between danger sticker and nazi golden wreath
some of the textures are actually better, but need some cleaning. like even bloodier skin wall
switch's still broken af tho
Hey still looks sorta good tho
So I've got a question, what exactly are these distorted textures for?
maybe for a mod idk
Anyone here knowledgeable with doom 1/2 source code?
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
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.
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
@gray shell there's always Freedoom's textures
well I do have that I think and ZION
don't see any floor textures in ZION tho
well not the right one anyways..
If they're the doom textures they're not public domain, lol π
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.
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 ...
$14.99
3157
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
https://github.com/KuriKai/DHTP is this what you're talking about @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
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
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
ah got it
but they're all built from the same data
ugh, haydee
the movement is so goddamn atrocious for a game that is all about precise platforming
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-
Very cool
this looks great
@light prism what happened to your modder role?
wait, what happened to the modder role?
it went boom
we got rid of them
you'll always have an important role in my heart
Bruh moment
you want slade
lump management tool
well you'll just have to copypaste everything you used
4600 kimg ratio.
melting switches galore
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
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
@light prism dude. hexen has at least one kickass texture
red portal one
i spoke too soon. latent vector array is 1d one.
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
haha
yes, the portal texture is nice, and some of the stained glass
the rest is rock and brick
in various curry colors
Ah yes, shit stain color hexen
I've been experimenting with creating the illusion of 3d floors
using doom 2 compatability
Curious to see where you go with this
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?
i'm pretty sure you just use the -file parameter like normal source ports
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
@cloud smelt try chocolate doom
It is as close as it gets to the original engine with its static limits
Alright
Here's the tricks I've made so far
but can you teach vanilla map format to love
I can teach it to fake love ig
@cloud smelt we actually had experimental software rendering 3d floors. not sure if that went anywhere
It's possible in zdoom, are you talking about a modification for the vanilla engine?
zdoom
Yeah, I use 3d floors in zdoom all the time
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
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
@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
@light prism
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
that is pretty smuppy
@light prism https://youtu.be/jjmu5_ewCIE
Test of the network snapshot, 1/3 of the way done, sampled with 200 latent vectors, interpolated between each one 120 times. Source of the network training d...
should convert some of this into animdefs'd
or like take a few prominent shots and use a shader to morph between them
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
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
no need to get so cross here
i have a custom texture that shows up in doom builder butnot when i go to playtest it. any suggestions?
make sure the texture is between TX_ markers
Mistercat knows better
@winter kayak what's your wad's format?
wdym
what format are you using to make your map
you know, it asks you when you pick to create a map
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
so it's working now?
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
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
idk what you're even doing, heh
I never had to mess with AASHITTY or whatever to add custom textures
most tutorials for that add a bunch of unnecessary steps
and make it look more complicated than it is
It was really simple adding them
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
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
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
Will you include the file to play?
I'm delaying the release of the map in order to fix one problem it had when I tested it with an original spec engine. here's the video of my effects https://www.youtube.com/watch?v=G-QaEfzY2N0&feature=youtu.be
It's possible through modern source ports and map formats to make true 3d geometry in the doom engine, however I'm working on replicating the effect while ma...
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.
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
getting teleported that much just seems annoying
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.
yay i fixed it
lol how you fixed it
magic
i ended uo creating an archive and not deleting the first texture
up
anddd
then i goofed
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
import from base resource archive (your DOOM2 iwad)
then you right click them all again and Add to TextureX
i made a goof
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
read mah text
i got that figured out
i was just being dumb and overwrote the file
while saving
E
yes
Something tells me i can make a neatly creepy mod and call it "static" and use bunch of these innit as wall textures
it would work more on wall textures with faces tho
all of them
not really tbh
@timber bridge for normal design sure. if theme is "static" - it would work
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
IT'S SA-
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
This is a demo for a new map script named ActMap(name not final). This script allows you to change in game cvars while entering sectors with specific sector ...
oh hey i forgot this existed too
uhh
check my stuff out lol https://www.moddb.com/mods/no-guts-no-glory
is this the place to ask for doom ACS problems?
WHOS ASKIN
I AM
Well..?
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?
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
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
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
alright, thanks for the suggestion!
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.
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
thanks dude! appreciate it
also
setting gravity here per map will probably set sv_gravity
seeing as how it has the default 800
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
@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
Thanks
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
A large portion? hmmm
yeah true
most common one I see is the invisible floors
the weirdest one to me is the extra player instance used to trigger stuff
making textures for my mod
looking better every day
Is pan also a smol revenant or will he be an archvile
he's a revenant with non-functioning missile launchers
Nice
the sack has legs!
nice filename
can one type of script be used only once in a map?
no
im using a bool script 4 times with different tags, if i successfully execute one the other 3 dont work
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
i had 1 declaration and was using it for all the scripts that was it
thank you π
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?
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
are there any marble texture with revenant face?
have you tried asking a revenant
π€
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
So how can I change the blood color for specific monsters?
preferably is there a file I can get that already does this
@sharp shadow
what sourceport?
there are sourceports that have the option to set that and much more by their own option settings, such as Crispy Doom
Iβm playing GZDoom, if thatβs an answer
if you're using GZDoom, I think Smooth Doom has that feature
well keep in mind that GZDoom is an advanced sourceport that is quite unoptimized and infamous for such
being that's advanced, it adds many features the original game didn't have, such as looking up and down, crouching and jumping
Right, Iβve figured that much out
when I was new to the scene and ppl recommended me ZDoom I thought many of the features were in the OG game lol
heh
why did this game make the sprites so blurry and ugly
i think there's quite a few people who think that
same people also think Brutal Doom gives Doom opengl support
who thinks that? smh
I've seen people say Brutal Doom is what allows you to look up and down in Doom
because they never bothered to try out the original game in GZDoom without mods, most likely
I dont think they even know what the original game looks like
Iβve been up and down the extensive options menus in GZDoom and Iβve got the game to where itβs very comfortable to play(although I still donβt know what a lot of these options do), Iβm just at a loss as to how to recolor the blood.
Iβve tried making a βdecorateβ file but Iβm pretty sure I donβt know what Iβm doing there
Thatβs what old forum threads from like 2006 told me to do
@haughty flower thank you for pointing me towards Smooth Doom. Itβs exactly what I was looking for. Something to add more visual details without changing the style or gameplay.
smooth doom is perfect, i agree
smoob doob
kchgbxlp doom
What happened to the modders role?
We pared down some of the more specific roles
they weren't getting much use besides vanity colors
and some of them kept confusing people
but without a role, how am i supposed to know my role
also oof
wanting to make a map that's a four Squares thing
idk
unless it would be a boss thing
or it's justs four areas
arenas maybe
and not literally four squares.
I just got the best idea for a map gimmick/setpiece
y'all can use area portals to recreate the X-ray scene from Total Recall
Or do something other with X-rays
Not gonna use it for this one
already too much shite on it
but something to keep in mind for future
Honestly, for how simple area portals are, they make for some amazing mindfucks
And general ease of mapping
did some of the definitions in glsl get changed/removed in 4.0?
i cant call 'roughtexture' etc anymore
unless i define them manually
i mean they're still there you just have to call texture2/3/4/5/6 etc
ohh nevermind
one of the files for pbr was missing
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
Why does my game keep creating random vertices for no reason
Right, this has been pissing me off for a while now.
I'm trying to get this pain elemental in this deep lava to get pushed out from the lava when I cross a line.
This is the script I'm trying to use for it.
The wiki is saying SetCurrent works underwater, but nothing I try seems to have any effect on anything.
It doesn't even work on solid ground.
oh boy
Scroll_Floor works for land enemies, but not for airborne ones
@remote coral
The spectre ate the changelog.
Think I went a bit over board on this one
looks dark souls-like
what this nightmare looks like
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?
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
Agreed wholeheartedly
The wiki is just gibberish for me, when I don't understand what many of the things there are
@cedar chasm Beautiful, man. Keep it up.
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
There are many other things to do other than just new weapons
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
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
tfw you want to make a four square kind of map but you just suck at level design
feelsbad
four square is a convenience store name here
no not the store
Also, when I try to auto update GZDoom Builder I get this
How do I fix?
tbh i download updates manually anyway if it tells me
i'm weird
i have never had auto update work
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
but i cant find it
any help
Any way to just check "latest submissions" on Realm667
And not the regular beastality
and stuff like that
@idle flare If you do find it, tag me
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
here's the WIP
any coders here willing to help fix a buggy addon the dev refuses to fix?
hotline UAC? 
yes
UAC => Unlawful and Anarchic Control
if you wondering if it's a Hotline Miami themed, it is
Looks excellent
will the jigsaw pieces return
it's not a banjo kazooie map
going to ask
did the walk sprite for, say, the baron of hell have three frames?
for the leg atleast?
apparently 4ish
judging from this
sjot
shit
the naming convention for doom monsters is (Four Letters)A-Z right
Otherwise I might be wasting my time trying to rename these sprites
also
does it end at Z
damn
but you can always just switch to another sprite name
true
etc
ugh my example got removed
guy1 a-z guy2 a-z
and of course you need the angle numbers too
Jfc I'm getting my ass confused here
So I got 8 frames of my would be monster walking
with each "step"
Would that be
GODZ(Letter)(Number)
For each "step"'s frames?
32 frames I guess
make that 40ish
you can cut rotations down from 8 per frame to 5 by using mirrroring
like POSSA2A8 would flip 2 to use as 8
So the letter is just one frame's "set"?
oh
this is all on the wiki
Mmm
I think I fucked up with the sprites
the monster is invisible
but I can shoot at it
wait
must've forgot to set the transparency thing
well I got another problem
on some parts of the sprite, the blue is still there
what I mean
and it still invisible
wait
I might've forgotten S__START and S_END
