#classic-doom-maps-mods

1 messages · Page 97 of 1

haughty flower
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bring it on then. i laid out my argument in concise mannter. you laid out auxiliary features which don't really remove the fact that tekwall4 doesn't fit.

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wait, small edits

light prism
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well that comes down to aesthetic, doesnt it

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some people like a grungier pixelly look

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ive never looked at it ingame and thought 'ew look at that blur/artefacting'

haughty flower
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that look still doesn't fit with the rest of textures

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it's not about viewing it in vacuum - it's about matching it up to the rest of aesthetic

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ugh, still doesns't fit

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🤔

haughty flower
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almost got it. this is intermediate result with flattened transitions. i only need to properly edit color

haughty flower
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@light prism check it

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latest one actually looks closer to steampunk...hm. let me see if amiga palette can be used

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and by that i mean one from chaos engine

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nevermind

light prism
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they all just kinda look like washed out re-levelled versions of the original tbh

haughty flower
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yeah i know

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tho last 3 feature higher edge sharpness

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which is still not enough tbh, i need to find something else to throw at it

dry ore
haughty flower
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right one you mean

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yeah, that was one most closely matched to the original

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just with more detail

dry ore
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yeah!

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i like it

haughty flower
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well use it then 😛

dry ore
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im going to if i find a fitting place for that texture

dry ore
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ok im pissed off.... was making nice progress on a hell map, hit ctrl-s, suddenly an error message flashes for a split second and the entire program closes

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i ddin't even have time to read it

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progress lost :(

haughty flower
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save more often

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also

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there is error log

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i think

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wait...

dry ore
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thankfully i did attempt to save at the very start so i only have a few platforms done

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i do save often

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let me look for the error log

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yeah not sure where it is...

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i am curious to know what happened tho

haughty flower
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i can't find it either

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weird

dry ore
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it's not in the folder either

dry ore
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is there a way to select every sector at once?

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i messed up and now every floor is a harming floor

dry ore
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???

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i shifted it and suddenly the entire texture changes

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all i did was move one vertice

dry ore
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please help... i cannot do shit without this happening

haughty flower
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@dry ore yo , you should ping me if you need help.

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GZDoom Builder actually backups your wads, and so does Slade

dry ore
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oh? where are the backups?

haughty flower
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in the same folder as your wad

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they have something like .backup at the end of the filename

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just remove that and it'll become a normal wad

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yes, there's a way to select every sector at once, select S for Sector Mode, hold your cursor and drag it across all the sectors you wanna select

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alternatively - if you hold the middle mouse button you will select or diselect every cursor your mouse touches

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so that's faster and more convenient than spamming click to select a bunch of sectors close to each other

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also, is that latter problem of yours still happening?

dry ore
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nah, i let it do that and then i altered the floor back to the way it used to be

haughty flower
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Well, remember that C diselects everything.

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When unsure, always press C.

dry ore
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yeah, i know that

dry ore
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i have a switch that won't pull

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basically, it was functional before i decided to move it to a different linedef

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and now it won't let me use it

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I'm dumb... it was facing inwards

dry ore
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zdoom won't let me snap screenshots for some reason but these pillars don't appear in the game:

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the highlighted one and the one on the other side

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they don't even appear as HOM, they just turn into the sky texture for some reason

haughty flower
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@dry ore are they deleted sectors or did you lower the ceiling to the floor?

dry ore
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wait nope...

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...nevermind yeah those are the pillars lol

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they reach up all the way to the ceiling

haughty flower
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If so, then you can delete their sector

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then they'll become just walls that go up to the ceiling

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there's no reason to keep them as sectors

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that could fix your problem.

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Don't tell me all the walls in your wad are sectors that go up to the ceiling...?

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That's unnecessary and could probably cause a lot of problems.

dry ore
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not all, but i deleted all those that are

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most are just raised platforms

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oh that fixed it!

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i'll upload the file here once it's done, crits will be very appreciated since this is my first ever pwad

haughty flower
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That looks pretty good.

haughty flower
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I cant test the map I made in doom builder 2. It says "your test program is not set for the current game configuration. Would you like to set up your test program now?"

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Problem is I dont know what to select while setting it up

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Select your sourceport, of course @haughty flower

dry ore
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though it probably won't run on windows 10 anyway, at least it didn't for me

haughty flower
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I got it running

dry ore
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i have to actually launch the game to test it

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lucky

haughty flower
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I already selected the source when I started making the level

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@dry ore I never had problems with sourceports on Windows 10.

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Not with the main, most popular ones, anyways

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I had a problem with launching the sourceport for testing on GZDB tho. It couldn't find the DOOM2.wad. But I fixed that with a bit of manual handling. Is that the same problem you're having?

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I will send a picture of what I'm doing so I can get more help

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sure.

dry ore
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the sourceports aren't the problem, the map editors are for me

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they don't wanna run the sourceports for testing for some reason

haughty flower
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Do they display any error messages?

dry ore
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yeah, if that was directed towards me

haughty flower
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post a pic

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I might know how to fix that

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if it's the same problem I had

dry ore
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let me try zdoom as a sourceport, i haven't tried that yet

haughty flower
dry ore
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...it worked

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:P

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guess nevermind then lol

haughty flower
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I'm using zdoom with ultimate btw

dry ore
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i tried chocolate doom and it didn't work

haughty flower
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Is that the sourceport's .exe? @haughty flower

dry ore
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are you able to take screenshots?

haughty flower
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I dont use discord on my pc

dry ore
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windows 10 has a snipping tool in case your print screen key is faulty

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oh i see

haughty flower
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I think you selected Ultimate Doom's .wad...

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You gotta select ZDoom's .exe application.

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Now it's acting wierd

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I selected everything I wanted and it reverted back when I said ok

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Got it!

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Now I have to enter a command? Is that normal?

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what's asking you for a command, and for what?

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I selected zdoom's .exe, then started the test. Now, I see the doom startup screen, but with a lot of text in the bottom left

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I can only enter commands right now

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I think you selected DOSBox...?

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I dont think I did?

haughty flower
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It's working now

haughty flower
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probably need better texture, support looks off

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You need a better floor texture.

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nah, floor texture is fine

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Well if you change your mind maybe this one could work better.

haughty flower
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same room from other side

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The floor looks quite bland compared to everything else.

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Also, you sure you wanna use only a bunch of low tiers spread around that little area? Why not Revenants, a Mancubi or/and some Hell Knights?

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Because it's just a start of the map

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third room

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additionally - overdetailing is not always good. do you know what detail compression is?

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basically amount of detail present on screen compresses with distance and memory, there is only so much mental real eastate for player to concentrate onto before details become mental noise

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case in point - return to saturn map 15

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great detailing - completely fucks flow up because all rooms end up feeling the same due to poor detail compression and use of same textures over and over

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so you end up hugging automap all the time

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rule of detail compression works universally. case in point on individual objects - some of armored core designs are complete dogshit because it's just noise on top of noise

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Yeah, I know all that.

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Not saying you should add anything to the floor, just that the currently used texture looks bland compared to the rest of the room, to me.

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But I agree with all that on detailing.

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Lack of detailing itself is a form of detailing.

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floor will be riddled with corpses anyway lol

gaunt lagoon
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New project :>

light prism
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im king of the wooooorldlddddd

haughty flower
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next thing you know iceberg wields a rocket launcher, is flying and screams loudly

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whack

light prism
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i do recall seeing plans for the titanic having just one huge floor covering most of the middle

gaunt lagoon
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the middle?

gaunt lagoon
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ah, do you mean for example a deck was just a big open space with sod all in it?

haughty flower
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what is this stock doom texture

hushed oasis
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graytall

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there's a whole MegaWAD that uses only that texture (along with FIREBLU and DOORTRAK)

haughty flower
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i know it is graytall, it's just ugly, and i am aware it is 50 shades of graytall

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i dont remember seeing this one in doom2

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but well 50 shades of graytall did well on using it for kind of a joke

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That floor texture is also ugly as hell. Looks like something from Wolfenstein 3D.

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It's never a good idea to use.

vocal crypt
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Pssh

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3D only had gradients/solid colours for floor texturing

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The game not the engine

haughty flower
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I know. It's still lower quality than the rest of the textures.

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So it reminds me of Wolfenstein 3D.

hushed oasis
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either way, this whole room reeks of Alpha

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the alphas were bland as hell in texture choice

haughty flower
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Relax, i just started to shape the room and i was browsing

haughty flower
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uac ♂ next ♂ door

abstract sonnet
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13- only

haughty flower
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:boomer:

mystic chasm
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working on a vanilla map... holy crap why do people still map like this
doomguy_dead

haughty flower
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map like what

mystic chasm
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in vanilla format

haughty flower
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cause some people like it really old school i guess

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espi did some nice maps in vanilla format

mystic chasm
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I've never mapped in boom format, but it looks like atleast they have some more line specials to use

haughty flower
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I prefer limitations.

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Some of the best maps ever are vanilla/Boom. If not most.

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Are you respecting vanilla's limitations or only using the format, while ignoring the visplane/drawsegs/texture limitations etc.?

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@mystic chasm

mystic chasm
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vanilla format, limit removing

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havent actually bothered to run the map in chocodoom to see if it plays

haughty flower
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Oh. Then I don't see why you're so bothered. Personally I found Doom 2 had all the linedef actions I need.

mystic chasm
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Jadwick Last Friday at 7:54 PM f*ck it im just gonna do a vanilla speedmap for the hell of it

haughty flower
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But I also respect vanilla's limitations. You could try using the Visplane Explorer to get an idea if it runs or not.

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If there's no red squares in playable areas, that means it's probably fine.

vocal crypt
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Used to UDMF,not moving floor/ceiling textures and not having coloured lighting is painful

haughty flower
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That's just decoration/detailing. Not really needed or necessary.

mystic chasm
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i started doom in hexen mapping like 15 years ago and never went back to vanilla

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then udmf came out

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i like scripting too

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hacky stuff like using multiple linedefs to trigger stuff can just be done in a script

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but

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this was a experiment is all

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i have a few days off work

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thought i might try to finish something by then

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im also using slade for mapping so...

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afaik no visplane tester

haughty flower
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ah, the visplane explorer is a nice tool

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there is also this if you are not using visplane explorer on doombuilder

haughty flower
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didnt think mapping would take quite some time but there...im "almost" done doing the design

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Looks very empty.

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havent finished this one yet, and i havent placed the things yet in almost any of the rooms

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tho feels great that im finally working on the map after a hiatus

dry ore
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can someone explain how to change which sky texture appears in which map?

mystic chasm
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...for zdoom?

dry ore
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i figured it out actually, but is there a way to make map01 and map02 skies different?

mystic chasm
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...for zdoom?

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if your mapping for vanilla you're kind of stuck on which sky appears in which map

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boom MBF has a line special that can set the sky texture, and zdoom can use mapinfo

dry ore
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zdoom, yeah

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im using gzdoom builder to make maps

mystic chasm
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(if you are using zdoom, make a lump in your wad/pk3 called MAPINFO and put something like this in it:)

sky1 = "SKYTEXTURENAME", 0
}
map MAP02 "My Second Map" {
sky1 = "DIFFERENTSKYTEXTURENAME", 0
}```
<https://zdoom.org/wiki/MAPINFO/Map_definition>
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Sky1 = "<texture>", [scrollspeed]
<texture> is the name of the texture to use for the sky. [scrollspeed] is the rate at which the sky moves left or right (useful for clouds on windy maps). To keep the sky from moving, use a value of 0.0 or omit this parameter; to move it left, use a positive value; and to move it right, use a negative value. This is the number of steps that the sky moves each tic.

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the important bit

dry ore
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...how do i make a lump

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i am very new to this

mystic chasm
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if you only have a map editor you'll need another utility to add/change resources to an archive
Most people use SLADE for resources, and some form of doombuilder for mapping
here's slade's website: http://slade.mancubus.net/

dry ore
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i have slade, yeah

mystic chasm
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ok

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using a .wad or .pk3?

dry ore
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wad

mystic chasm
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Archive -> New -> New Entry

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will make an empty lump

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call it MAPINFO

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then edit it as text

dry ore
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ok

mystic chasm
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you'll also want to make sure that the MAPINFO lump is outside any markers

dry ore
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it's at the very end of the list

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so it should be

mystic chasm
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👍

dry ore
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in this part map MAP01 "My First Map"do i name the maps in the quotation marks?

mystic chasm
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everything in quotes there can be whatever you want

dry ore
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ah

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i've also been meaning to ask how to rename a map

mystic chasm
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in that line:
map is a keyword for the mapinfo parser
MAP01 is the designator for which map's properties you are changing
"My First Map" is the map's "nice name" which, in zdoom, will change the intermission screen title and the automap title

dry ore
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alright

mystic chasm
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if you do not use zdoom, the easiest way to change the map's name would be to change the graphics

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afaik anyway (that's how I used to do it) I'm not that famillar actually with all the vanilla-y and boom ports

dry ore
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amazing, everything works perfectly

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thanks!

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another thing tho, i like the doom skies better, any way to replace the doom2 skies with doom skies?

mystic chasm
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Yes, but since Doom's textures are still copyrighted you're not allowed to distribute them
You can make your wad require both doom.wad and doom2.wad and use the textures from both
more generally you can import a texture and use mapinfo to change the sky to whatever texture you want it to be

dry ore
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i have uploaded doom's sky textures but simply using their name still makes doom2 skies appear

haughty flower
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@dry ore you add the texture you want to use as sky and rename it to RSKY1. Put it between the P_START and P_END entries, add it to patch table and texturex, and that will replace the sky for Doom 2's first episode.

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for the second episode you use RSKY2, for the next one you can already guess.

dry ore
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ok

haughty flower
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oh you already got it?

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nvm then

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MAPINFO only works for ZDoom sourceports btw.

dry ore
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yeah i got that

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i've decided to make this pwad for zdoom

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my next one will be for vanilla, if i ever get that far

haughty flower
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If it's using the Doom 2 format, it'll still run in Crispy Doom/Prboom+/other limit removing sourceports

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they just won't recognize mapinfo and ignore it

dry ore
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it does, but i don't know if the skies will load correctly

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and also, ANY port other than zdoom displays doom textures incorrectly for some reason

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let me show you what i mean...

haughty flower
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Hmmm. Tutti-frutti is a vanilla-only thing. About all limit-removing sourceports ignore and fix the glitch. So I wonder what it is.

dry ore
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nevermind there's some error preventing it from running on prboom+...

haughty flower
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🤔 what is it?

dry ore
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that one only appeared on vanilla yeah, but prboom+ had a different texture bug

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crappy ms paint edit but this is what it looks like on any other port:

haughty flower
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Ahh, I get it.

dry ore
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prboom+ included

haughty flower
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Probably conflicting texture names.

dry ore
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so i went to the errors and warnings list in gzdoom builder

haughty flower
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Huh, did you do anything to the sky textures?

dry ore
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i renamed the doom1 skies in the resources from SKY1/2/3 to RSKY1/2/3

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they display correctly in zdoom but i think that's because it's the only port that doesn't give a shit and ignores any errors lol

haughty flower
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Did you put them between the P entries?

dry ore
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uhh i just kept them in the old P entry

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the one that holds the rest of the doom1 textures

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is that bad?

haughty flower
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Oh, that's just what I meant for you to do.

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I don't get what's causing the error.

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Oh waiiit

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I do

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you added the SKY1-3 textures to the patch/texturex, right?

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So their properties n stuff are still in them, but the textures themselves aren't being recognized by the game because you renamed them.

dry ore
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yeah, i did, i think

haughty flower
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So maybe a quick fix would be to copy and paste the sky textures again in the P entries.

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Or maybe delete the SKY1-3 definitions in the patch table and texturex lumps

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If you'd want to bother.

dry ore
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uhhh wait where

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do i just copy-paste them and rename them from RSKY to SKY

haughty flower
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yeah that might work.

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If not, then you open the texturex lump and delete the SKY1-3 entries there

dry ore
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it works, but the sky remains the same throughout ep1 unlike in zdoom (well i was warned about this lol)

haughty flower
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I think it's just another type of Tutti-frutti

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never had it.

dry ore
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prboom+ is limit-removing though isn't it

haughty flower
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Yeah.

dry ore
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guess i'll just stick to zdoom for this wad then

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i'll be more aware of the limitations by the time i've finished this pwad

dry ore
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the program crashed again.... after i spent like 15 minutes aligning the wall textures -.-

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where are the backups stores again

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found them but they were all created min. half an hour ago so i think i've lost a good amount of progress...

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this time i caught the error message, it occurred when i hit save, was something along the lines of "could not save; program being used by an external application, click retry" or something,, i should've screenshotted

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however when i clicked retry, it just closed

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i hate this damn program

mystic chasm
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you can't have SLADE and boombuilder open with the same wad at the same time

dry ore
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i didn't

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i had nothing open besides gzdoom builder

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in fact, when modifying contents in one of them, i make sure to close the other application just in case

mystic chasm
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oh, well, that's what I thought it was

dry ore
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i always figure it's safer to reopen the program later

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so i have absolutely no idea what could've caused it

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next time it happens i'll take a screenshot

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didn't think i needed to, thought i'd just click retry and it would either display the error message again or save successfully

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this program is so unstable with its errors

mystic chasm
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you're using doombuilder-bugfix?

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or doombuilderX?

dry ore
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the name is just gzdoom builder

mystic chasm
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yeah that's no longer maintained

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it's been forked

dry ore
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i don't even remember where i downloaded it from tbh

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but i'll look for the bugfix version later

mystic chasm
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here you go

haughty flower
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GZDoom Builder-Bugfix is still getting updated.

mystic chasm
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y'all could just use slade too

vocal crypt
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what are we, savages

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/sarcasm

dry ore
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one of them is a pentagram (right)

haughty flower
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They should

dry ore
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if anyone here knows please share!

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it would help me decide which teleporter is more appropriate for certain locations

mystic chasm
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they are just different designs so that you can differentiate multiple teleports in a map
afaik

haughty flower
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Using doom builder 2, can I spawn enemies that are already dead?

mystic chasm
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depending on what you're mapping for you can script enemies to spawn
Spawn that are already dead? I don't understand

vocal crypt
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do you mean corpses

haughty flower
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Yes

mystic chasm
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Not as far as I'm aware with only Doom Builder

haughty flower
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Well, it's not a necessity so that's not too bad I guess

mystic chasm
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if you're using doom in hexen or UDMF you can script it to remove a corpse and spawn a monster

vocal crypt
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I mean, you might be able to ACS spawn one of the decorative Things

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But that's very limited

haughty flower
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I'm using doom with zdoom

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So I don't think I'd download extra stuff just for one area

mystic chasm
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otherwise, depending on what you want to do you have DECORATE or Zscript

haughty flower
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I cant find shit on the teleporter textures

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Maybe im not looking on the right page

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Can only guess they based on sigils from the lesser key of solomon which most sigils also look like the ones used in doom 3

dry ore
mystic chasm
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not in vanilla

dry ore
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oh i see

haughty flower
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@haughty flower the only way to revive dead enemies (without scripting) is by using an Archvile, which is an enemy that does just exactly that...

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you can teleport enemies to somewhere specific tho.

light prism
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@dry ore all of them are either full or partial pentagrams

haughty flower
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And im here breaking my fucking head

gaunt lagoon
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Made a quick video to show progress, better than throwing screenshots around everywhere

mystic chasm
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neat

solemn pawn
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Looks a bit like ghostship

dry ore
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damn

haughty flower
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i made this wad. its better than any of my others and it includes a custom hud and some metal to listen to while blowing demons up

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You ought to revise the criticisms I provided your previous wads. This wasn't much of an improvement.
Play popular wads and compare them with your maps.

haughty flower
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i need some tips on dealing with visplane overflow, althou i have an idea what can cause a visplane overflow on doom more or less, im just having a bit of trouble on one area where it is kinda empty more than other areas where i've drawn more

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im not sure if it is because i should do it more square or so, if anyone has any clue and help out, would thank ya

haughty flower
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ok i guess im being a little dumb but i playtested it so it doesnt crash so far, but i still would like to know if you got some way to deal around these kind of things

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Maybe that'd work.

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alright, and damn

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does crash when i noclip but still not a good sign so im gonna try that

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do irregular patterns can cause more visplanes than square patterns?

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and yeah i just made it 2 big areas instead of 4 so that helped, thanks

mystic chasm
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no, it's not based on shape, just how many unique visible ceiling and floors are visible

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and not nessicarrily "visible" to you but how many are drawn according to the bsp

haughty flower
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Depending on the nodebuilder, you might get different results for visplanes.

visual cipher
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Does anyone have a folder with all of the graphics from Doom 1?

dry ore
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i do, but i was told that those cannot directly be used as a resource pack

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there IS also a resource pack if your intention is to use them in doom2 mapping

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or do you specifically want the folder?

haughty flower
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Well, you can open Doom 1's wad and copy the resources you want from it into your wad. @visual cipher

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But Doom 2 already has all the graphics from Doom 1 except some textures, I'm pretty sure.

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If you want exactly that, you can find a texture pack with all the Doom 1 textures that are missing from Doom 2 on Realm667.

surreal meteor
#

anyone know what the easiest midi program is to use for editing already existing midis?

misty cedar
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@surreal meteor Someone pointed me to Anvil Studio before so maybe that's worth a try, but it's not like I've tried many so no idea on what would be the best

surreal meteor
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thanks!

haughty flower
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doomguy_thonk hmm. how do i make particle fountain out of sprites? i need a vertical engine effect for some props

mystic chasm
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Two thing types actually, one for the spawner and one for the particles themselves

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Since each of the "particles" is a Thing though be careful how many you use

haughty flower
#

a thing or a projectile tho?

#
actor PEFlames 22581
{
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOGRAVITY
    States 
    { 
    Spawn:
        TENT A 1 A_CustomMissile("OrangeFire",0, 0, random(0,360), 0, random(-90,-85))
        loop
    }
}
ACTOR OrangeFire
{
    Radius 1
    Height 1
    Speed 1
    Damage 0
    Renderstyle Translucent
    Alpha 0.75
    Scale 1
    PROJECTILE
    +NOTELEPORT
    +DONTSPLASH
    +FORCEXYBILLBOARD
    +CLIENTSIDEONLY
    +NOINTERACTION
    +NOCLIP
    States
    {
        Spawn:
        TNT1 A 0
        //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
        FIR1 ABCDEFGHIJKL 2 Bright A_FadeOut
        Stop
    }
}``` this doesn't seem to do anything
mystic chasm
#

You'll be making two separate things, the spawner, that on spawn will start making child things which are the Sprite particles

#

They dont need to be projectiles but I dont see why they couldn't be.

IM not home or I'd throw something together

#

My idea was to have the spawner just spawn the particles, not fire them as a projectile, then when the particles spawn they thrust themselves upwards

#

I'd guess you'd also want them to travel laterally in a random direction too

haughty flower
#

ech. i mean i guess i can make just a huge sprite...or render some particles and shittify them

#

it's just for a static effect

#

but it would be nice if i could make them actually spit randomly

mystic chasm
#

It's doable all with changeVelocity

#

What's it supposed to be like a fire or something?

#

Cuz I was think some sort of water fountain until I saw your code

#

For fire I would think you would want the smoke particles to go up and in towards the center unless it's for something else

haughty flower
#

@mystic chasm closer to water fountain tbh, but with fire particles. basically a vertical hell engine effect which will be used atop of a nozzle

mystic chasm
haughty flower
#

kinda

#

maybe more stupid

mystic chasm
#

"a fire jet but maybe more stupid"
probably the best way to describe something

dry ore
#

lmao

mystic chasm
#

@haughty flower

#

pardon the bad art and stuff

#

this can all be done with DECORATE or zscript

#

depending on what ports you want it to work on

#

(zandro doesn't support zscript yet)

haughty flower
#

@mystic chasm yes exactly this

#

can i get the code?

mystic chasm
#

did you need it for zandro?

haughty flower
#

yep

mystic chasm
#

oh, well i wrote it in zscript

haughty flower
#

it couldn't be that distant from decorate, no?

mystic chasm
#

i used some custom actor functions

#

it's doable in DECORATE for sure

#

you just have to take a different approach

haughty flower
#

give me zscript then, i'll take a peek

mystic chasm
haughty flower
#

@mystic chasm this works :V actor PEFlames 22581 { +CLIENTSIDEONLY +NOBLOCKMAP +NOGRAVITY States { Spawn: FIR1 ABCDEFGHIJKL 2 Bright A_SpawnItemEx("OrangeFire",0, 0, 0, random(-5,5), random(-5,5), random(25,55), 0) loop } } ACTOR OrangeFire { Radius 1 Height 1 Speed 1 Damage 0 Renderstyle Translucent Alpha 0.75 Scale 1 +NOTELEPORT +DONTSPLASH +FORCEXYBILLBOARD +CLIENTSIDEONLY +NOINTERACTION +NOCLIP States { Spawn: TNT1 A 0 //TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster") FIR1 ABCDEFGHIJKL 2 Bright A_FadeOut Stop } } cheers m8

mystic chasm
#

👍

haughty flower
#

not sure why it didn't spawwn as projectile but oh well. if it works it works

haughty flower
#

gonna need to edit it a bit, probably use different sprite but you see how it suppose to be

mystic chasm
#

that looks nice

haughty flower
#

tho i really wish we had more dynamic skybox viewporting. with parralax-like offsetting (1/16 of player map position reflected per client side on skybox viewport position offset)

light prism
#

imo spriteparticle spawners tend to be overkill

#

though they do add randomness you don't get with a single sprite loop

mystic chasm
#

look at it, it looks nice

light prism
#

also you can skybox parallax by creating a new skyboxviewpoint-inherited actor and then scripting it to move fractionally

mystic chasm
#

per player though?

light prism
#

+clientside

#

would fix that

#

this is a moving skybox camera

#

actually its a skybox inside a skybox even

#

which is then projected on a camtex lul

haughty flower
#

@light prism what if i'm aiming at zandronum? part of the reason i am making the damn thing so i can get complex doom/death and decay running with it either

light prism
#

you could do the same with zandro

#

it has skybox viewpoint actors, after all

haughty flower
#

Yes but what about fractional movement of clientside thing?

mystic chasm
#

if camera is clientside, you can run a script per player

light prism
#

well clientside is PURELY zandro

#

and the math is irrelevant

#

to what version of whatever

haughty flower
#

would that be an acs thing then?

light prism
#

yes

mystic chasm
#

acs join script

#

p. sure

light prism
#

if you know Tribeam, he has done this stuff extensively

#

most lately for the Lexicon pack

#

which is def. zandro

mystic chasm
#

it's an enter Script

#

and you can get the script activator (which is the player) and then get his coords

#

and scale it on that

light prism
#

yeah, basically.

#

you'd probably want to add constraints to the skybox construct to ensure it doesnt get too far awya

#

but yeah

haughty flower
#

sweet

mystic chasm
#

need to extend that class with a clientside only one

#

then the rest we've already got figured out

light prism
#

oh yeah and it needs uhhh

#

it has that flag that disconnects it from the sector

#

NOSECTOR?

#

so you need to remove that

#

otherwise it can't move

haughty flower
#

.....Fucking bots

light prism
#

i know, its overkill

haughty flower
#

+clientside or +clientsideonly?

#

ok so basically ACTOR SkyViewpointOffsets : SkyViewpoint 23000 { +CLIENTSIDEONLY }

#

and add nosector to there either

light prism
#

yeah

mystic chasm
#

-NOSECTOR

haughty flower
#

@mystic chasm acs join or acs enter?

mystic chasm
#

i was working on it actually

#

enter

#

join was a zdaemon thing

#

i think

haughty flower
#

oof zdaemon. that one pesky port which refused to grow up

#

Okay, and that will be strictly per-map acs then...unless i specify a fixed TID for that thing?

mystic chasm
#
#library "relcam"
#include "zcommon.acs"
script "relativeCamera" ENTER clientside {
    while(true) {
        //1 being the TID of the camera
        SetActorPos(1, (GetActorX(0) / 16), (GetActorY(0) / 16), (GetActorZ(0) / 16), 0);
        delay(1);
    }
}```
#

then when you want a moving camera per map

#

#import relcam.acs

haughty flower
#

oh no i rather do it more per-map than this since i'll need to setup skybox positioning either

#

Z in SetActorPosition is relative to the floor or absolute?

mystic chasm
#

i mean you can copy that top script on every map if you want

#

SetActorPosition is in map coordinates

#

SetActorPosition(1, 0, 0, 0, 0); Would set TID 1 to 0, 0, 0 on the map

#

that last 0 is for teleport fog

#

OH

#

those are fixed point numbers

#
#include "zcommon.acs"
script "relativeCamera" ENTER clientside {
    while(true) {
        //1 being the TID of the camera
        SetActorPos(1, FixedDiv(GetActorX(0), 16), FixedDiv(GetActorY(0), 16),
            FixedDiv(GetActorZ(0), 16), 0);
        delay(1);
    }
}```
haughty flower
#

yes but we have 2 types of z which are not very consistent - absolute Z which is sector floor independent and relative Z which is sector floor z + whatever you put innit

mystic chasm
#

it's all map coords, nothing is relative in SetActorPos

haughty flower
#

so even with -nosector it will still dip under the floor

#

or go above the ceiling

light prism
#

z is absolute.

#

its impossible for the camera to be above or below the ceiling anyway

#

i mean above the ceiling or below the floor

mystic chasm
#

NOSECTOR is just a flag, its for the bsp

light prism
#

yeah, all the 'non actors' have +NOSECTOR

#

like dynamic lights, actor enters sector, etc

mystic chasm
#

NOSECTOR Object is not linked into the sector. This makes it invisible and excludes it from certain physics checks. It is recommended not to use this flag due to its side effects. There are better ways to make an actor invisible, e.g. the INVISIBLE flag.

light prism
#

hometime

#

back soon

mystic chasm
#

...if you are using powers of 2 you can also just bitshift the pos which would probably be faster than FixedDiv

haughty flower
#

i'll worry about optimizing that insignificant when i really blow shit out of proportion. have to remember - it will most definitely have complex doom running on top. and that sack of shit has its own slew of problems all over

mystic chasm
#

🤷
the option is there

#

GetActorX(0) >> 4
is the same as
FixedDiv(GetActorX(0), 16.0)

haughty flower
#

question. can i cast string onto fixed point so i can output a debug log in a single line?

mystic chasm
#

int num = 0.1;
print(f: num);

#

how are you printing a log?

haughty flower
#

hm. i guess this? str test = (tidx>>16)+" "+(tidy>>16)+(tidz>>16);

#

nope, that doesn't do anything

mystic chasm
#

acs doesn't have support for strings afaik

haughty flower
#

sigh

#

piece of shit, why you people couldn't just use quakec at the near post-boom times

#

would've saved so much trouble

mystic chasm
#

ah

#

strparam

#

also just log() will do?

#

log(f: tidx);

#

log(f: (tidx>>16), s: " ", f: (tidy>>16)+(tidz>>16));

#

anything bitshifted 16 times though is likely to be zero

haughty flower
#

oh

#
    Print(s:test);```
#

that worked

#

also you goofed. you only need to use fixeddiv if you divide fixed point onto fixed point

#

fixed point onto integer works fine

mystic chasm
#

yeah i saw that

#

bitshift is still faster

#

fugging custom decimal numbers
😕

haughty flower
#

lol yeah

#

ok another question. how do i set the sky to newly created SkyViewpointOffsets?

#

without using skypickers

#

from script i mean

#

or rather how do i set it globally as if that thing had tid 0 (standard behavior)

mystic chasm
#

change it in an OPEN script i think woukld do it

#

map initialized , then open scripts are run

haughty flower
#

change what to what

mystic chasm
#

If, when the map is initialized, its TID is zero, it will replace the sky everywhere in the map. If its TID is not zero at that time, then corresponding SkyPickers with the same TID must be placed in the sectors where the sky is to be replaced by the one in the skybox. If the TID changes after map initialization, the skies are not affected.

haughty flower
#

yes but how do i change the TID of the object if it's zero? from acs i mean

mystic chasm
#

ok well there is a way to do it i can think of off the top of my head

#

let me see if there is a better solution...

haughty flower
#

@light prism puts some catfood into a bowl help?

mystic chasm
#

why not add a spawn state to the extended camera class?

#

and have it change it's TID on spawn?

#

camera actor:

{
    +CLIENTSIDEONLY
    -NOSECTOR

    states {
        Spawn:
            TNT1 A 0 ACS_NamedExecute("changeTID", 0)
            stop;
    }
}```
#

chngtid compiled acs lib:

#library "chngtid"
#include "zcommon.acs"
script "changetid" (void) {
    Thing_ChangeTID(0, 420);
}```
#

then LOADACS

#

chngtid

#

and your per map script:

    while(true) {
        //420 being the TID of the camera
        SetActorPos(420, (GetActorX(0) >> 4), (GetActorY(0) >> 4), GetActorZ(420), 0);
        delay(1);
    }
}```
haughty flower
#

@mystic chasm loadacs?

mystic chasm
#

very handy

haughty flower
#

it says something about markers

mystic chasm
#

basically loads any library you want on every map

haughty flower
#

what if i'm using folder currently?

mystic chasm
#

drop it in the acs namespace

#

the compiled ACS lib goes in /acs

haughty flower
#

yes i got that part. now what?

mystic chasm
#

LOADACS is just a text file basically

haughty flower
#

yes do i put it into the root of the folder?

mystic chasm
#

yep

haughty flower
#

hmm

mystic chasm
#

the relative camera script might need some more work

haughty flower
#

doesn't seem to work

mystic chasm
#

what part doesn't

#

cuz there is a whole mess of stuff now

haughty flower
#

it appears to me that thing changed ID before engine assigned it global skybox

light prism
#

uhhhh

#

you know you can Thing_ChangeTid directly from the actor, right

#

you don't need to run a script, that's just abstraction right there

mystic chasm
#

i didnt

light prism
#

well now you do

mystic chasm
#

from DECORATE?

light prism
#

yes, DECORATE supports all action specials

mystic chasm
#

well yeah scrap all that LOADACS cruft

light prism
#

get cruft'ed

#

so i just got home

#

what is happening

mystic chasm
#

extened camera class needs a non-zero tid to be moved, but we want the camera to have a tid of zero on map load so that all the skies don't have to have a sky picker

haughty flower
#

@light prism uh...that doesn't change anything i don't think

#

acs one did tho

light prism
#

it shouldnt change anything functionally, just that you dont need a script to changetid

haughty flower
#
{
    +CLIENTSIDEONLY
    -NOSECTOR
    States {
        Spawn:
            TNT1 A 0 Thing_ChangeTid(0, 9000)
            stop
    }
}```
light prism
#

that won't work becuase it's on the first frame of the actor

#

no actions can be run on the first frame

#
{
    +CLIENTSIDEONLY
    -NOSECTOR
    States {
        Spawn:
       TNT1 A 0
            TNT1 A 0 Thing_ChangeTid(0, 9000)
            stop
    }
}```
#

will work

haughty flower
#

nope

light prism
#

and also be pointless because its a 0 length actor that stops before it even exists for 1tic

haughty flower
#

or maybe it did but scripts didn't pick it up now

light prism
#

i dont think the whole viewpoint tid thing will pan out, i have always just used it with a tid

haughty flower
#

ok wait

light prism
#

even if it was 0 to start with and then you changed it, that might just result in the skypicker failing

#

s\might\most likely

#

of course, you could forgo tids entirely and just have it warp offset to AAPTR_PLAYER1 << consoleplayernumber

#

but that means the offsets would be statically set in DECORATE

#

not sure if that method is 100% zandro compat though

haughty flower
#
script "relativeCamera" ENTER CLIENTSIDE
{
    while(true)
    {
        //1 being the TID of the camera
        int tidx=448.0+(GetActorX(0)-384.0)/256;
        int tidy=1600.0+(GetActorY(0)-960.0)/ 256;
        int tidz=11.0+(GetActorZ(0)+128.0)/256;
        str test = StrParam(f:tidx, s:", ", f:tidy, s:", ", f:tidz );
        //Print(s:test, s:", t9000 pos is ",f:GetActorX(9000), s:", ", f:GetActorY(9000), s:", ", f:GetActorZ(9000));
        SetActorPosition(9000, tidx, tidy, tidz, 0);
        Print(s:test, s:", t9000 pos is ",f:GetActorX(9000), s:", ", f:GetActorY(9000), s:", ", f:GetActorZ(9000));
        delay(1);

    }

}
#

i'm getting progressively confused

#
{
    +CLIENTSIDEONLY
    -NOSECTOR
    States {
        Spawn:
            TNT1 A 0
            TNT1 A 0 Thing_ChangeTid(0, 9000)
            stop
    }
}```
#

actually let me switch first line to 1 tic

light prism
#

that actor exists for 0 tics entirely

#

what is it even for

haughty flower
#

nope

#
{
    +CLIENTSIDEONLY
    -NOSECTOR
    States {
        Spawn:
            TNT1 A 1
            TNT1 A 0 Thing_ChangeTid(0, 9000)
            stop
    }
}```
#

still nothing

light prism
#

it exists for 1 tic and then stops existing

mystic chasm
#

no

#

it stops animating

light prism
#

no, stops existing

#

TNT1 A -1
stop

#

would stop animating, but continue existing

haughty flower
#

...OH

light prism
#

ya freakin nubkin

#

shave off that nubble stubble

haughty flower
#

yeah

#

😂

mystic chasm
#

working now?

haughty flower
#

yep

light prism
#

time to smoke weed

#

then

#

'press allow to continue' sure why not this is my first time on the internet

mystic chasm
#

@haughty flower last thing you need is to have original player/camera positions in variables so you aren't using magic numbers

haughty flower
#

@mystic chasm look at the code. i already did offsets

#

effect is subtle, but good enough to notify the player there is shitshow going in the distance and the distance is more than just static crap

light prism
#

cool beans

#

now you just have to unfuck the scale 😛

mystic chasm
#
        int tidy=1600.0+(GetActorY(0)-960.0)/ 256;
        int tidz=11.0+(GetActorZ(0)+128.0)/256;```
yeah these?
haughty flower
#

yeah

mystic chasm
#

all your player starts are at the same spot?

haughty flower
#

that spot is for the specific window position

light prism
#

oh geez

haughty flower
#

so it's irrelevant if players start in different spots

light prism
#

not optimal if you're gonna have heaps of viewpoints

haughty flower
#

I wouldn't lol

#

just 5

light prism
#

5 is heaps

mystic chasm
#

there is a MUCH better way

haughty flower
#

it will offset properly, don't worry about it

light prism
#

i'll offset you properly

haughty flower
#

not if i get my lawnmower first

#

too late

#

😂

mystic chasm
#

god damnit

haughty flower
#

position is divided by 64 anyway, and i am planning to match offset to the map itself

#

so that silver tunnel would be visible from the tram departing station as a long tramway

light prism
#

i would definitely up the texture scale of everything

haughty flower
#

yeah, you right there, i should

light prism
#

thats the prob with skybox constructs

#

you can tell their size by the relative texture sizes

haughty flower
light prism
#

better

mystic chasm
#
#include "zcommon.acs"
script "relativeCamera" ENTER CLIENTSIDE
{
    int origCam[3] = {GetActorX(9000), GetActorY(9000), GetActorZ(9000)};
    int origPlayer[3] = {GetActorX(0), GetActorY(0), GetActorZ(0)};
    while(true)
    {
        int tidx = origCam[0] + (GetActorX(0) + origPlayer[0]) / 256;
        int tidy = origCam[1] + (GetActorY(0) + origPlayer[1]) / 256;
        int tidz = origCam[2] + (GetActorZ(0) + origPlayer[2]) / 256;
        SetActorPosition(9000, tidx, tidy, tidz, 0);
        delay(1);
    }
}```
light prism
#

uhh i dont think regular ACS lets you define arrays inside a script

mystic chasm
#

fucking shit ass terrible language

light prism
#

GDCC is much better.

haughty flower
#

does zandronum GDCC? does gzdoom builder bugfix?

light prism
#

yes and yes

#

^ gdcc, runs under zandro

haughty flower
#

I've seen some autism in my day. this is "starcraft 1-based platformer" level stuff

light prism
#

well yeah, basically with gdcc you have full c library so you can go ahead and write your own engine on top of doom 😛

haughty flower
#

christ almighty

light prism
#

also I'm not autistic you piece of shit

haughty flower
#

I am not saying you are - but this thing certainly is

light prism
#

I will find you, and I will Thing_Destroy(you)

haughty flower
#

learn your bisch-ass basic bantz, scrub

#

@light prism ok here's the question. is gdcc global? i don't think it uses map script space

light prism
#

it is indeed

#

but you can override that in various ways

#

such as using CheckLevelInfo

haughty flower
#

i see

light prism
#

to be fair though, I've never actually tried compiling to a BEHAVIOR lump and dumping it in a map

#

it might work?

haughty flower
#

no idea

light prism
#

i wasnt asking you, i was asking the weed gods

haughty flower
#

cat you sound progressively more and more annoyed at me like you're a little girl which has a crush. do you want some dick?

#

if not then cut that shit out lol.

light prism
#

no, i just give you the japes and jibes

haughty flower
#

okay, fair

haughty flower
#

cute

light prism
#

rendered blender particle system with shader overlaid

#

very obvious loop frame unfortunately 😦

haughty flower
#

it's not noticeable until you look at it closely

#

which nobody will do

#

that's one of the golden rules of gamedev - the tiny mistakes and irritants you notice - are usually not noticeable by player

#

as long as the gameplay distracts them

light prism
#

i love how model lighting actually exists in gzdoom

haughty flower
#

oh god. it seems that SetActorPosition Z is relative to the floor after all

#

@mystic chasm @light prism

#

sigh right. how do i get actor's sector floor height?

light prism
#

its not relative to the floor, it will only ever be able to set you to the floor height though

#

GetActorFloorZ

#

remember that because of the way sectors work there is literally nothing 'underneath' the floor

#

so any actor with physics won't be able to have its height set to that, and will 'push' to the floor height

#

example: you wouldn't get that visual jump from your video if the camera was NOSECTOR, but also it wouldnt be able to move anyway 😛

mystic chasm
#

set your camera z pos to a static number

light prism
#

+NOCLIP doesn't count as it only clips horizontally

haughty flower
#

fml

light prism
#

i think he wants it to bob slightly when he jumps though

haughty flower
#

yeah that too

mystic chasm
#

ok, set a lower limit then

light prism
#

set it to a static number + (players z velocity*units)

#

actually that will be funky

haughty flower
#

Or i can just use a hollow 3d floor

#

yeh i think that will do fine

light prism
#

true

#

act like a rail

#

you might be able to get pushed out the butt of it though~

mystic chasm
#

I'm sorry your magic number offsets are still giving me PTSD

haughty flower
#

Almost there

#

tho i don't think i need this effect, i'll just stretch tonnel start a bit

#

so it catches up with the view a bit later

mystic chasm
#

that scaling code i wrote with the arrays was wrong anyway

haughty flower
#

the reason why it's a tunnel and not a rail is because i want the second map to be tram-hopping thing, kind like doom barracks zone level 2, but since there is apparent destination - and map is player-exitable i need the rails to run indefinitely

mystic chasm
#

yo

#
#include "zcommon.acs"
script "relativeCamera" ENTER CLIENTSIDE
{
    while(!ThingCount(T_NONE, 9000))
        delay(1);
    int origCamX = GetActorX(9000);
    int origCamY = GetActorY(9000);
    int origCamZ = GetActorZ(9000);
    int origPlayerX = GetActorX(0);
    int origPlayerY = GetActorY(0);
    int origPlayerZ = GetActorZ(0);
    while(true)
    {
        int tidx = origCamX + (GetActorX(0) - origPlayerX) / SCALEFACTOR;
        int tidy = origCamY + (GetActorY(0) - origPlayerY) / SCALEFACTOR;
        int tidz = origCamZ + (GetActorZ(0) - origPlayerZ) / SCALEFACTOR;
        if(tidz < origCamZ)
            tidz = origCamZ;
        SetActorPosition(9000, tidx, tidy, tidz, 0);
        delay(1);
    }
}```
#

there u go

mystic chasm
#

there are still possible problems with the camera going out of bounds

light prism
haughty flower
haughty flower
#

Reminds me of the ending of UAC_DEAD.

#

That floor texture and the bathroom tile texture look pretty bad.

#

Both are bathroom floor textures actually.

haughty flower
#

nothing there indicates it's a batheroom texture

light prism
#

well it is tile mosaic

#

which is a common bathroom theme

#

that one CEMENT texture looks way more like bathroom tiles though

haughty flower
#

I never saw a bathroom with brown mosaic texture

#

white - sure. Green - sure. baby blue - sure. not brown one

light prism
#

ill make your bathroom brown

haughty flower
haughty flower
#

you know. i am looking at released sprites right now. This is ain't goddamn m16 like some mods would make you to believe. this is goddamn https://en.wikipedia.org/wiki/SA80

The SA80 is a British family of 5.56×45mm NATO small arms, all of which are selective fire, gas-operated assault rifles. The L85 Rifle variant has been the standard issue service rifle of the British Armed Forces since 1987, replacing the L1A1 variant of the FN FAL. The firs...

vocal crypt
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Or or

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Just maybe

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It's some generic ass rifle that was never used by the player in the final released

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But it was a sprite used by the zombie.

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And was generic future bullet rifle.

haughty flower
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@vocal crypt Most of them are iterations and based on things. This one looks like bulkier sa80 with m16 carry handle, Thompson smg forward grip and cheekrest atop of stock

haughty flower
#

I wouldnt even know they were bathroom textures

#

Where do you see a bathroom in doom?

haughty flower
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there aren't any.

dry ore
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allows mappers to get creative

light prism
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a lot of doom textures are ambiguous

bold sage
#

Can any1 tell me anything they hate in doom maps bc I’m just starting and need advice

haughty flower
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Why don't you play and see for yourself?

light prism
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getting stuck on detail

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switches that activate stuff that you can easily miss/not notice

haughty flower
#

There's a lot of things people hate that others find cool.

light prism
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maps that are overall too homogenous / everything looks the same

haughty flower
#

And then there's bad design decisions that are just plain out bad like blind switch-hunting as MisterCat mentioned.

light prism
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maps that are too flat

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vertical detail is important

haughty flower
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Cool architecture requires nearly no 'detailing'.

light prism
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shitty monster placement

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ie just having phalanxes all blocking the only corridor to proceed down

bold sage
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Thx

light prism
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theres nothing wrong with detailing unless a) it actively impedes game flow/movement or b) it's ugly

haughty flower
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excessive detail is saturating

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make every connected room in the same height, as in all in the same floor height, even some slight height difference can make the flow not boring

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showing big parts of other rooms that you cannot access at all

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not secrets, just as a decoration in general

mystic chasm
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128 height rooms

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big rooms with nothing in them

haughty flower
#

@bold sage I have another input. and i think @light prism and @mystic chasm could agree. Maps which are too dark so you need to keep your gamma to 1.2-1.5. A lot of creators think it's cute to make you unable to see jack and shit. That leads to poor gameplay. Contrast to og doom and quake where most of the maps lit properly so you know where are you going

bold sage
#

Thanks

haughty flower
#

@bold sage And one which is most important one. You don't need to have detail. You can have 128 height rooms with some very rudimentary garnishing. What matters the most - is flow. Your gameplay needs to flow forward. And be on a curve.

#

High adrenaline encounter then small rest, rinze and repeat, then get the high point, and then release (with probable bump at the end). Gauging such engagement, within doom means giving player clear objective and throwing properly designed encounters at him with difficulty progressively getting higher. And not just monster quantity wise. Monster positioning and using good enemy combos within said encounters adds up

#

Case in point - very basic dancing in a medium-sized room between a few pinkies (melee) and some imps/hell knights or cacos (ranged) - lets player pick priority.

bold sage
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Ok

light prism
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theres nothing wrong with dark if there is contrasting, say, lighting that borders the room, monsters that have brightmaps or dynlight fireballs etc etc

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fi a map is just flat level-64 lighting or something then yes, thats dumb

haughty flower
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Yeah

dry ore
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i'm late but i personally hate it when they make a map too single-colored, usually too brown/grey

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the original doom maps were colorful and i loved them for it

haughty flower
#

i have a question, does block sound on linedef prevent monsters from waking up? or is it to mute sound from another sector?

haughty flower
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It's to prevent monsters from waking up.

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It's tricky to use, tho. I can only get it working half of the time.

#

Iirc, you have to use two linedefs with that action for it to actually work.

#

oh

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so i guess im better sticking with "deaf" on things if i dont want them to wake them up by firing?

haughty flower
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Yeah? The name is Ambush Players for the formats I use.

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With that they only wake up when they see the player.

mystic chasm
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block sound can be used to make more intersting flanks from monsters rather than making the monsters just deaf sometimes

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course, if you're using anything mroe advanced than boom you can just script it in

haughty flower
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ok

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using doom2 format

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so no scripties

haughty flower
#

I just realized this little area I made is made almost entirely of textures I hate.

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Scrapped.

mystic chasm
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👌

#

startan
shawn

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compspan

haughty flower
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bruh

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I was trying to make a room that reminded me of Vile Flesh.

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Really need better ideas though.

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Vile Flesh has very unusual texture choices.

#

i have mixed opinions on vile flesh after taking a quick look

#

Did you play it?

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on the design part, i havent played it, just watched a video to see how it looks like

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Do you wanna play it? I can host a server. @haughty flower

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Oh nvm, you don't wanna get Hamachi.

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i can't anyways, because im working tomorrow, i'll get hamachi later

#

The level design and monster placement is at least 9/10 to me, for the most part. The Cathedral level really made me ragequit tho.

#

im also busy finishing the last touches of my map, kinda excited that its almost done

#

it would probably be better if either hosted peer to peer connection instead of a server

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but ill bother with that later

sullen raptor
#

Im new to doom modding to my first mod will be a custom punch called otter punch

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Just an oshawott punch

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As i have an odd upsecion with that pokemon,he's just so adorable

light prism
#

that is the worst spelling of obsession i have ever seen in my entire life

haughty flower
#

I had to read the message three times.

light prism
#

reminds me of

sullen raptor
#

Spelling? More like mortally_challenged

light prism
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are u prefnat

sullen raptor
#

I cant even insult myself U.u

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Im mentally challenged

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^me

light prism
#

more like

#
 13       13```
sullen raptor
#

I just made a shitty doom sound font thing and i hate it but ill share it anyway

light prism
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and he was never heard from again

sullen raptor
pearl pawn
#

Are there any good wads with spooky atmosphere? Kind of like doom 64.

hushed oasis
#

Come Eat the Mapwich has a PSX Doom style map in it, and Threshold of Pain is a good PSX Doom inspired mapset

short dock
spring creek
#

Hello all! I'm working on a deathmatch map and I wanted to incorporate rain in the outdoor areas. I'm not sure how to go about making it. If anyone has some pointers, I'd be thankful!

mystic chasm
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which port?

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@spring creek

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so I have an idea

spring creek
#

I use Zandronum

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(So I guess GZDoom)

mystic chasm
#

@light prism might have a suggestion

but zandronum doesn't support Zscript, so we're limited to ACS/DECORATE
so we need:

  1. A system of marking the "outdoors" so it doesn't rain inside
    2. Rain particles, which means as low-impact Things as we can make since we can't make real particles
  2. A system of spawning the rain in a radius around the player
spring creek
#

I have found JonnyFive's weatherFX. It has documentation, but I don't understand how it works.

#

it's a pk3 if that helps?

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It looks like it uses DECORATE

mystic chasm
#

link it

spring creek
light prism
mystic chasm
#

still ammuses me thats in gzdoom

spring creek
#

yeah, something like that.

mystic chasm
#

that weatherfx zip tells you how to use it...
and you can copy+paste everything in there to your own pk3, the autor even gives permission

spring creek
#

Would I use SLADE?

mystic chasm
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yeah open it in slade

light prism
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im at work so no real help here

mystic chasm
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if you look at the included maps it also shows you how to place the new mapspots

spring creek
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I could never get the included maps to work (Nevermind, got it working)

light prism
#

honestly theres no way to do rain that isnt overkill/laggy

spring creek
#

Using the example map, I got it working

#

I guess on to my next question.

#

So I know how to do 3D Floors

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how can I do multiple 3D Floors on top of one another?

#

Kind of like an apartment

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or hotel

light prism
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yes.

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just make another control sector with the same actual sector tagged

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or in UDMF, you can apply multiple tags to a sector.

haughty flower
#

My ever first normal map i do

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For vanilla Doom, so i recommend playing it on Chocolate or Crispy Doom

light prism
#

im going to pacifist run

haughty flower
#

alright

#

i dont know how to place monsters and ammo, but anyways here's something

true lion
#

Is there a way to apply damage over time?

#

Say, each plasma glob that hits an enemy applies a stack of damage over time, and additional globs will add additional stacks, resulting in more damage over time?

spring creek
#

(Fixed the picture) 3D Floors aren't quite working, anyone know how to fix it?

haughty flower
#

Damn, I recorded an entire playthrough of your map but I don't think the demo saved for whatever reason. I can't find it in my folder. @haughty flower

#

That was really good. The part with the imps gets dull fast, though. The ending is also anti-climatic.

#

It seems you tried following Romero's rules?

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After the Archviles and Barons teleported back to one of the first rooms, they blocked the door because there was a 'Block Monsters' linedef stopping them from getting in the room.

#

So that was anti-climatic too.

#

I love the atmosphere, the map looks good and simple, and plays well for the most part. I really hate the midi choice, I've heard that midi a million times before, and it's from Skulltag.

#

You should do an episode with this theme btw.

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Oh thanks for playing it, rip demo

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Yeah part of it was following romeros rules on design, and also making it a dark map with highlights used around

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I have to rework the archviles bit, it seems it wasnt menacing enough, and the exit as well

#

There are many ways to make it so an enemy only teleports after you go through a section a couple of times. I think it'd be cool to have one of the Archviles and/or Barons to teleport right next to the player after he goes back to one of the rooms.

#

It's always cool.

#

Because you never expect that in a vanilla map.

#

I went through this section before, how did this enemy teleport in right now?
I used to ask myself that.

#

Sounds a little complicated to set up but sounds like a nice idea

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Nah it's really easy.

#

Have the linedef that is supposed to open the door in the dummy sector so the monsters can teleport to 'Walk Repeatable' (WR), but also have a ceiling next to it lowered to the same level as the door

#

So when the door tries to open, it'll just stay in place

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...unless the ceiling raises to the highest ceiling

#

then the door will be able to open 'normally'

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You'll understand what I told you soon enough if you try to implement the idea.

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Yes, i understand now, would try that when i get the chance and see if it works

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Makes for some nice surprising encounter

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Thanks

mystic chasm
#

@true lion Today at 11:01 AM Is there a way to apply damage over time? Say, each plasma glob that hits an enemy applies a stack of damage over time, and additional globs will add additional stacks, resulting in more damage over time?

There is a way to do practically anything you want with ZScript anymore, but if you are aiming for a multiplayer port (zandronum) you're stuck with ACS & DECORATE (for the time being) which are much more limiting

mystic chasm
#

That being said, I think you could make a projectile give a CustomInventory item to any monster it hits, then if the CustomInventory item has the +INVENTORY.AUTOACTIVATE flag set it could run a script in it's USE state, which would be called by the monster itself

#

then it's just a matter of writing an ACS script to count how many of the inventory items it has and deal damage

true lion
#

@mystic chasm Interesting. This helps a bunch, thanks!

mystic chasm
#

i was thinking some more about this

#

jast making a projectile also an inventory item

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and using A_SpawnItemEx to fire it from a weapon

true lion
#

Hm

#

I'd imagine that would also apply the effect 100% of the time

mystic chasm
#

and make it not pickable by players

true lion
#

Whereas if a damaging projectile did it, I could make chances to proc

#

I might be able to do that with the custom powerup as well, I guess?

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I need to experiment with it a bit

mystic chasm
#

well the thing is, it seems to me very difficult to get the actor a projectile HITS

#

with DECORATE

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which of course would be the actor you want to affect

true lion
#

Also making a stacking effect

mystic chasm
#

nah, that's all pretty easy in ACS

true lion
#

Guess I could just make a bunch of jumps based on inventory

short dock
short dock
haughty flower
#

You ought to tell for what Doom game your wad is and with what format or compatibility you tested it with. @short dock

#

Sigil.wad e5m1.png?

#

Nope. E1M1.

#

For Doom 1.

#

What's with the long elevator trip...?

#

Are monsters supposed to be teleporting in?

#

Honestly, that felt like a worse, easier version of a Sigil map.

#

The areas were very small and had little space to move, it was quite grindy to kill those Barons, and easy, so some rockets would maybe be nice.

#

You ought to try taller ceiling heights, to make rooms feel and look more grandiose. They don't have to be so small.

#

Sigil has pretty bad design so I wouldn't recommend looking at that as reference for what makes good maps.

obsidian spade
#

bad design

#

yikes

#

doesnt succ romero off in the doom discord

#

+rep

late spoke
#

I mean, I like Romero and what he's created, but @haughty flower is right, his map design does need a bit of work in terms of Sigil.

haughty flower
#

ok i played that map, most rooms feel dull since they connect very similar with little floor/height difference, they feel like corridors and have not much contrast in brightness

#

of course, outside areas that are decorative do have different lightning but i mean more in the sections you are in

#

yeh, some maps are good on sigil, others just dont do it

haughty flower
#

what are good hell themed maps you've seen in wads?

bold sage
#

what software is good to make midis

short dock
#

@haughty flower So it would be like the e5m1 but poor version xd

haughty flower
#

Yeah. Sorry.

mystic chasm
bold sage
#

Thanks!

light prism
#

whats up nuggets

haughty flower
#

🌭

light prism
#

thats a hoot doog