#classic-doom-maps-mods
1 messages Β· Page 100 of 1
so
there's a function to auto-align textures horizontally and vertically in GZDoom Builder
like this
but sometimes it isn't very helpful
its possible to make decals with transparency, but i wouldnt know how
i'd want to use them as lighting effects
you mean dynamic lights
I don't think that's a feature SLADE allows
because it requires GZDoom format
(or ZDoom but that's been replaced with GZ)
ofc, those only work in advanced sourceports such as G/ZDoom
Doomsday Engine and Eternity too I think
I hate their look
well not as dynamic lights
but as fake dynamic lights. lol
pretty happy with the textures here
cool
I don't get what you mean by fake dynamic lights
when what you requested were actual dynamic lights
fake dynamic lights...i suppose just creating an actor with a lightning sprite, but does not emanate lightning
just glows right?
that looks horrible
I literally mean just an additive decal to mimic the effect of a dynamic light
yeah id like to figure it out at some point
nice!
if thats lava though behind the stairs , id definitely brighten it
if he brightened it it'd affect the ceiling and that'd look worse than having it the same brightness as the rest of the area
im not sure if to brighten it
yeah
thats the reason i didnt lol
hmm
could step it out
so it won't look out of place when brightened
im working on doom vanilla format indeed
and im close to hit that drawseg limit, because theres a lot of stairs i made on that area
its more subtle here
yeah in a case like that it works
but i made steps of different light levels
but on Yosh's room it'd look ugly
i still think brightening it makes more sense
if the ceiling is bright i can justify that because the lava is casting light onto the ceiling
and is not like i can do much more to detail lightning because of vanilla limits
yeah
I'm sure you can detail that place a lot still
and by that I mean you can modify the architecture
in a lot of ways
maybe ill leave it that way for now, im aiming for some movement flow, but im gonna keep experimenting with the lightning
id like to see if you change things π
vanilla limits
I'd change the ceiling height on that little space with the redrock
cause those areas are a little less open between them
hmm
hmmm should swap some stairs for platforms to have a bit more freedom for the limits
you mean to prevent VPOs?
its not the visplanes, it's the drawsegs in this case
I never really care much about drawsegs lol
so I often forget about them
mostly affects when you are doing a big open area, and add a lot of geometry, a bunch of stairs in this case
i still need to test this ground for monsters, before adding more details, its gonna be an arena to run from a poitn to another
i didnt want to ask but i still can't figure it out...
how do i make moving (up and down)platforms which trigger when you get close?
WR Lift Lower Wait Raise
I wanted to make like a cascading staircase
like when you get close it raises each step
ok so i got it to raise when i shoot it...
now i need to figure out how to trigger it better
There should be a function for that in specific
I dont remember the name and i must sleep
ok wow I really do not like the way doom does triggers lol
I wish I could just draw a trigger box and use a multimanager like in source
here
umm
heh
you can use sector action things to make 'trigger boxes'
like 'actor enters sector', then you give that a script execute action, which i guess would be the equivalent of a 'multimanager'
but you'd need to learn ACS scripting for that, though its quite simple
{
Action(Parameters);
}```
I don't think he's using a format that allows for scripting
so I think im done with the first area
but I dont know what should go here
spider mastermind
cyberdemon
archvile
4 revenants
why is there 3 types of red rock
Redrock is an animated texture
Not that there are 3 types
Those 3 textures are part of its animation
Ohh
yeah the animation is so hard to notice
I think the spidermaster mind is a mundane boss, and one to even use for maps, a bigger tankier chaingunner that just takes a massive amount of space
more cyberdemons?
More master minds and archviles to add to the frustration
Time Imps
The Thrown.
damm
how the hell does that happen
that isn't an accessible area so I don't have to worry about it anyways... yet
you never know...
yeet
tried making some texture separations here with the green ashwall, what you think
what if this is compatable with vanilla doom
i mean more like if you worry that your map wants to be played in ms dos or chocolate doom
now is there a way to play this in chocolate doom
well, if your map format is doom 2 then yes
if I change it, will anything in my map work/stay the same
i am not sure tbh
Yes, thats the format compatible for vanilla
k
ok so that glowing tool that burns your cpu resources
is to count how many visplanes(the yellow mode) are in your map, if it exceeds more than 128, it will crash your map in msdos/chocolate doom
useful tool to not surpass these limits and others that the game accounts
tends to crash gzdb sometimes so gotta save before using that tool or not use it a lot
the visplane tool has also 3 other modes, if you check it, drawsegs /solidsegs / openings
to check how many of those are, in order to see if you hit past the limit or not
drawsegs is affected mostly in how much vertices/geometry is drawn in the same area upon the player's view if i understand, something like that
solidsegs is the same but for solid sectors
the "hollow" sectors
openings, im not sure yet, and you really dont need to worry about that one
visplanes is to check unique sectors
This is a list of static limitations of the vanilla Doom engine, including Heretic, Hexen, and Strife. In addition, Doom Classic and Strife: Veteran Edition are also covered. Note that rendering-related limits (such as MAXVISSPRITES) do not apply to Strife: Veteran Edition's ...
if it does not show a glowing red area anywhere, it is not
how the heck
which you have to manually adjust your map, that area, to not surpass those limits
drag and drop to run in chocolate doom
maybe, i use a launcher
you dont have an iwad in your folder lol
oh
you need doom2 in there
so I put it in there and it gave me the normal doom 2 maps
when i said launcher, i meant zdl which is just a 3rd party program for running doom with different ports
o
not choco doom itself
ye
ok
guess ill have to remove stairs man
the red areas are visplane overflows
if the player steps over them and looks at a certain direction, that will cause the game to crash
supposedly i removed stairs, only to create more drawsegs to hit 256
if you wanna go for respecting the original limits, you can have VPOs as long as they're not accessible by the player
sometimes the Builder's visplane explorer function isn't accurate and there are actually no VPOs in an area, even if it shows there are
it's best to use ChocoRenderLimits if you're in doubt
ChocoRenderLimits is basically Chocolate Doom that shows stats and data for the map
it'll tell you exactly how many visplanes and drawsegs the area you're standing on has
hmmm yeah i should try use that one too
I'm gonna try to finish this map quickly and release a 5-map demo of my project maybe
idk how to run it π
ChocoRenderLimits?
yeah
you gotta download it
I think the original website with it was taken down but there's an archive of it
there's a run.bat but i have no idea how to make it work
I'm sure you can find a link for its download on the thread for Doomkid's project, Rowdy Rudy Powertrip
found the github but still
oh this looks different from what i dloaded, thanks
the github is for the sourcecode
mmm yeah now i see
i guess it only marks it when out of bounds, and its also on a part that player wont stand normally
was worrying that this would also crash it
but draws homs
Basically you need to place Doom or Doom II IWAD at GZDoom folder, then drag and drop wad that contains mod to GZDoom.exe
but there are a bunch of wads
for the same mod
i know how to use wads
but for some reason this is different
hold on
Try selecting them all and dragging. If that will not work, try ZDL
zdl?
ZDL is a program that allows you to manage your wads
Hope this will work
so what if the last boss is the icon of sin, 1 cyberdemon, 1 spider mastermind
and of course, 6 archviles
10 revenants
4 pain elementals
WHAT IF?!??!?!
what if?
what
Where is the icon of sin that you mentioned?
hang on
Will you put any cover to not get instantly yeeted?
@vague bear would that be a fun fight tho
with the icon of sin?
I mean
just a bunch of monsters put together in a little space
that they can't even leave
well the pain elementals can
it just looks like you're trying too hard to make a difficult map
that seems like a nonsensical fight
"Arch-vihell.wad"
what's the fun of firing at a bunch of monsters all in the same little space
Oh im reading these all wrong
in a square arena with not really much diverse mobility
thats why I want people's opinions
@vague bear sorry if my criticism seems harsh heh, I really don't mean it
that goes with the name
well that whole area in general just seems like a bad idea tbh
how so, its shape?
Well if you are showing a basic rectangle layout as your arena with not much in it yet, its gonna be seen incomplete
In an arena you also have to do strategic placement of monsters, for example, if you put pillars around, you could put demons spread around, like revenants or they could spawn cacodemon, whatever you wanna put there, and all separated from each other in the same arena, something like that
And if you could, also add a path or obstacles to run around while fighting these demons
Nothing would stop you from doing something similar to a slaughter of putting a bunch of monsters in one square area but well, that depends on how you wanna do your map too
shifts everything one pixel to the left
You can still work the layout within the square
Btw if you are still concerned on making your map conpatible for running on chocolate doom at least, you also have to watch out how big you do your area and how many sectors you add to it
It can cause an overflow of drawsegs, which causes missing textures/homs
I tried running it in CD and it worked
Yeah, for now, this doesnt look too much yet
Dont be a dumbo like me and add lots of stairs
stares
nice stairs
curved linedefs
what are the differences between doom, hexen and UDMF formats?
differences? yes
uh what the hell
I just got this error
Sprite lump "DOOM2.WAD\TROOA2A8" data format could not be read. Does this lump contain valid picture data at all?
what are the differences between doom, hexen and UDMF formats?
- Doom is vanilla
- UDMF is the most advanced
- If you wanna use Doom In Hexen you might as well use UDMF
black hole generator lol
why are those candles floating
dunno tbh
ill work on this tomorrow
so ive figured out how to make slopes like this
181 linedefs
is there any way to make a slope on both sides like this?
i couldnt get it to work
You can try getting it to be as close as possible with the tiniest grid size
were you able to go to 1 unit
Mr_Forbidden: I just got this error Sprite lump "DOOM2.WAD\TROOA2A8" data format could not be read. Does this lump contain valid picture data at all?
sometimes gzdb does this
nothing wrong with the files, it just doesnt read them properly
Mumumumu: is there any way to make a slope on both sides like this?
yes
various ways
the quickest probably would be vertex slopes
but they need triangular sectors to work
if you're in UDMF format, by default, any triangular sector will have the little vertex height arrows/pyramids on them
if its toggled off, its the second to last button (before the 'play' looking one)
'show editable vertices (visual mode)'
Oh damn I want to try making something in UDMF
I'm using doom builder here
GZDB bugfix
are there any downsides to using UDMF format?
Iβve never used it, so I donβt know
But you wonβt be able to run it on chocolate doom or the dos version
does the linedef method of making slopes work for doom and hexen formats?
UDMF format (despite the U standing for universal) is only fully supported by a couple of ports
and primarily g/zdoom
the line slope action is in DiH, yes
but honestly if you are using DiH you might as well be using UDMF, because it takes the hackiness of DiH's methods and integrates them properly into the map format
like texture scaling/rotating
vertex heights
fade color/density
if there's a 'downside' to udmf, its that you can get mired in the amount of detail you can apply
which can make you lose focus on the overall fun factor/flow of the map
but of course, you don't NEED to do any of that stuff, you can use UDMF and just ignore all the extra functionality
Rough attempt at a liquor bottle
Go drunk, you're home
your , home go drunk
also the U in Universal Doom Map Format doesn't mean it's support on other engines, it means it's future proofed
insert Squidward future
whole point of it is we don't have to keep making new formats to accommodate features
can picking up a weapon be a trigger?
I'm trying to make it so when a weapon is picked up it closes a door
is that possible?
Action?
automatically when you apply it to do that action, it'll be executed when the player picks it up
same with killing a monster
ah yeah
now to get my door to work
so I gave it a tag
and the weapon has the same tag
but the weapon contains the action
correct?
ah yes, got it
....im not a fan of doom scripting
Wad I'm working on. Thinking I'm gonna have a Non-Euclydian based plot line
how can a plotline be noneuclidian
plotlines are not geometry
its like saying the color yellow tastes like biology
@mystic chasm yes it's on phone, I download my test wads to it while in at work
@light prism and I mean like, based on Non-Euclydian portals, just meant to fuck with your head
sadly you cant reallllly do that
you cant have an area that folds back on itself with different verticality
and stacked interactive portals need to be exactly spaced as they are from their origins
you could have two separate areas that look the same though
with a stairwell at the bottom leading to one at the top of the other, etc
I mean, they don't HAVE to look the same
is there any way to trigger something when the player spawns?
I just want a little event that lays out the player's goal when they first start the map
script 1 ENTER
in acs
ENTER scripts run on the player entering the map.
and treat him as the activator
yeah
acs aint tough
and its very versatile
Pac-Man written by me using GDCC by DavidPH A nice little example project of how flexible GDCC is over ACS. GDCC Builds available at: https://www.dropbox.com...
I was scared to use scripts before but i guess its not really that difficult
what function should I use to print a message? kinda like in hexen when the main villain talks to you
Longplay of Hexen: Beyond Heretic, played on on a MS-DOS emulator (DosBox). This game's version was released on Oct. 30th, 1995. Please give the video a like...
heres the example
@4:32
Hello World
perfectly appropriate
very cheesy
very humerus 
Greetings mortal, i'd like to add you to my linked in
are you strong enough to eat a whole tractor
I'm considering on paying money to watch that happen 
wasn't someone wanting to know how to force a player to have all the keys in order to open the exit?
Re did my map that U showed earlier, Think I'm gonna make hell into an IceHell
More atmospheric I feel
how do i make a camera switch back to the player ?
I just have a ChangeCamera but when it is activated it stays active forever
237:ChangeCamera (tid, who, revert)
tid: Thing ID of the camera to use (0 for normal player's view)
who: Set to 1 if the view change should affect all players
revert: Set to 1 if movement should cancel the special
ChangeCamera(0,0,0); will set it back to normal
@knotty plaza Oops wrong channel. I was looking through my wads and found your old Test_Map2.wad. Just out of curiosity, did you ever finish it?
you have two ChangeCamera calls in the same script or what?
... what are you trying to do actually
i wanted to make a small 1 second cutscene
i ended up with this
which works though im not sure if its the best way to do it
just delay(35); is fine
and you should change the second one to ChangeCamera(0, 0, 0)
@golden drum I never really finished it, but I believe I have a slightly updated version somewhere on my computer. If you want, I could try to find it.
Dark
dark maps > bright maps
Spooki
Indeed!
should I add custom MIDI music to my cool doom wad
always @vague bear
I usually use midis from other DOS games
like Marathon, Descent, RoTT, Duke3D, etc.
though I also prefer using midis that haven't been used before
as long as it's fitting for the map, I'll use it
so like some rock midis?
yeah but try not using some cheap ones lol
what do you mean by cheap
@vague bear I mean obviously low quality or generic midis
oh
using the default midi, in my eyes, is just lazy and shows you don't care enough about your map
a bad midi will vastly worsen the experience
a fitting one will do the contrary
ok
o
if you are targeting zdoom, it supports tracker music
which is FAR better imo
(fyi, Jimmy did the midi version of the soundtrack for Sigil)
π
he actually made it for a canceled project of his, then Romero asked if he could use his music
which is why it's so unfitting for Sigil lol
It's beautiful and also concerning
no pls no
its ur uncle back for revenge
Uncle Jorge is that you? 
that looks awesome
daaamn that looks cool
awesome
@light prism do you have any previous work i could check out?
does anyone know of any Wolfenstein 3D texture packs ?
like one that has rips of Wolfenstein 3D's textures
@modern aspen
You could always load your mod on top of this
https://www.afadoomer.com/wolf3d/about.html
Wolfenstein 3D Total Conversion for ZDoom by AFADoomer
actually i did find that one already
and im using it for my secret map
after somebody accused me of not even trying to find things myself because i didn't know of this total conversion
no im pretty sure that was someone else
stop trying to find who accused you
Dishonored 3 confirmed
what missile flag gives off a dynamic light?
also why is AttackSound not working with A_SpawnProjectile ?
i thought it would
there is no flag for dynamic lights
you can attach an existing definition (from gldefs) in decorate by doing light("LightName")
like
{
Spawn:
POOP A 1 light("PoopLight")
loop
}```
or
you can do it entirely in gldefs
{
color 1.0 1.0 1.0
size 32
offset 0 8 0 (y is height here)
attenuated 1
}
object MyActorName
{
frame POOP { light MyLightName }
}```
for more info
also, spawning a projectile will make the sound eminate from the projectile actors SeeSound, not the attacking actor
if you want the attacking actor to make a sound, just use A_PlaySound
So i have a problem,
i am using the uberminigun from realm667 and it seems that when i try to fire, the moment it starts to shoot the sprite just seems to get missalinged and becomes way smaller than it should be
this has just started happening, i didnt have this problem before
ACTOR UberMinigun : Weapon 23456
{
//$Category GUNS
Weapon.SlotNumber 5
Inventory.PickupMessage "You got the UberMinigun!"
Inventory.PickupSound "misc/w_pkup"
Weapon.SelectionOrder 400
Weapon.Kickback 90
Weapon.AmmoType "Clip"
Weapon.AmmoGive 100
Weapon.AmmoUse 1
Obituary "%k turned %o into swiss cheese using %p Uberminigun"
States
{
Spawn:
MINI A -1
LOOP
Ready:
MING A 9 A_WeaponReady
Loop
Deselect:
MING A 1 A_Lower
NULL AA 0 A_LOWER
LOOP
Select:
MING A 1 A_Raise
NULL AA 0 A_RAISE
LOOP
Fire:
MING A 0 A_PlaySound("weapons/minigunup")
MING BCDEFGH 2
MING CEGABCDEFGHACEGE 1
Hold:
MINF A 0 A_GunFlash
MINF A 0 A_PlayweaponSound("weapons/minigun")
MINF A 0 A_PlaySound("weapons/minigunhold")
MINF A 1 BRIGHT A_FireBullets (5.6, 0, 2, 5, "BulletPuff")
//MINF A 0 A_PlayweaponSound("weapons/minigun")
MINF C 1 BRIGHT //A_FireBullets (5.6, 0, 2, 5, "BulletPuff")
// MINF A 0 A_PlayweaponSound("weapons/minigun")
MINF B 1 BRIGHT //A_FireBullets (5.6, 0, 2, 5, "BulletPuff")
MING C 0 A_ReFire
MING A 0 A_PlaySound("weapons/minigundown")
MING A 1
MING C 1
MING E 1
MING G 1
MING A 1
MING B 1
MING C 1
MING D 1
MING E 1
MING F 1
MING G 1
MING H 1
MING ABCDEFGH 1
MING ABCDEFGH 2
Goto Ready
}
}
Please help!
Heh
no idea, information provided irrelevant, and please dont post whole actors like that
pastebin.com
BTW
Check your Sprite offsets
sprite offsets unlikely to re-scale the sprite to be that small
what information should i post that would be relevant
thank you for trying to help
sorry for posting whole actors
@main gorge memes, even if they are modding related, go to #172869448863055872
s Q u A r E s
what are the squares for?
here
well they are the monsters for the "boss" fight
so im going to mark it as a spoiler
so I'm guessing they teleport
yes
@main gorge have you changed the offsets of the weapon sprite in a program such as Slade?
I have not changed the offsets, i have slade 3 and i have done alot of things in slade, but not change offsets, if that makes any sense.. ill check that out
so I finally got to finding a midi
I like it, but I dont know if it fits
holy shit, I just realized its 11 minutes long
um it took me 11:26 to beat my map with all 100%
means you are gonna post it soon so we can all judge it very carefullyenjoy it?
i havent touched doombuilder in two weeks, im a bastard
oof
she'll be calling for a divorce soon
o
yes it works
and yeah, I was able to beat it, so you guys should be able to do that also
delicious
your midi is not working
oof
It works in gzdoom though
I donβt know why the midi file doesnβt work in chocolate doom or what ever source port you are playing on
yeah chocolate doom
Well good luck with the rest of the map
done
coudlnt reach 100% even with archviles revivals
i see i missed one invulnerability secret with a hellknight and baron
it was somewhat difficult, i kinda enjoyed it but i think it needs more ammo to reach a 100%, i was missing 3 monsters, 2 hellknights and a baron, checked ammo everywhere and not even from secrets could i reach it
not a bad map, it can still have some more details on a few parts
the part i didnt like was the revenant zig zag corridor
it can be beaten pretty fairly, just needs a bit more ammo, not that much
i wish i could have recorded that specific teleporter trap of the 4 archviles
i had to maneuver in and out to get the ammo, so to power up my bfg
but maybe i could be wrong with the ammo part and i didnt spend it well, but sure it is somewhat tight
im not sure about the midi, maybe chocodoom doesnt support something
but i listened it on gzdoom and its good
i guess
anything is better than default entryway music
I definitely could of been a bit more generous with the ammunition
were you able to 100% kills with your setup?
Hmmm if i could have saved more of my ammo on the cyberdemon arena with the infighting monsters, maybe i could have done it, and well kinda that too, i didnt straight run to the stairs until the archies appeared
it's good and simple, but a few parts could have a better design/lightning
is it your first map?
my first map that Iβm letting people play
ah cool beans, then it is some good progress tbh
where could the lighting be improved
you could add torches and make a simple light area on the zig zag leading to the cyber arena
if im not wrong,when i saw the automap the wall was like some ceiling/floor sector, you could delete it to make it just walls
do you know where that is?
you just could select the whole sector and press delete
uuuh
they should look like this when you delete them
A play through the 1st level with extra fancy stuff... enjoy. Mods: Gzdoom - https://zdoom.org/downloads Ultimate Doom Visor Hud - https://www.moddb.com/mods...
that should probably go in #showroom-archive
It's for a mod I'm planning
indiana jones and the legend of the crystal skull vodka?
Alestorm is what I'm calling it @light prism
It's going to involve a lot of alcohol
and I knew I needed to make a nod towards Antitoxin Absinthe
and this is the sort of attitude I want it to invoke https://www.youtube.com/watch?v=hJ_eVIZkjZE
Pre-order "No Grave But The Sea" now! http://www.alestorm.napalmrecords.com Out May 26 The one and only heavy metal pirates of ALESTORM are back, and they've...
That's... uh... quite a small UI to use in MAP27
thats uhhh... a very strange and irrelevant comment
π€ Wonder why he scaled it down so much
it's not, he is just at high resolution
but its also completely irrelevant to the content he's showcasing
its like if you posted a screenshot and i commented on the window title bar color
Well that drunk aiming made me felt uncomfortable
go ahead, unless some strange force is stopping you to do it
play more doom maps to get inspired i dunno
play some real life
how do i change a tagged 3d sector linedef tag to 0? and remove 3d mid texture after reaching a certain offset/height (or after an action is finished)? π
i need to raise the cage to the second floor above (second 3d floor) and have the bars (3d mid) removed by then for access
how the fuck do i make wads
your maps look so much better than mine
@grand tulip
if you're trying to raise the cage bars:
https://zdoom.org/wiki/Sector_Attach3dMidtex
or self referencing sector probably
also
https://zdoom.org/wiki/SetFloorTrigger and https://zdoom.org/wiki/SetCeilingTrigger
https://zdoom.org/wiki/SetLineTexture
also Line_SetBlocking
though if they're set with 3d midtex that may be unnecessary if the texture is removed
hello
i need some help
how do i make it so i can actually play my map
it sends me the first map of doom 2
need more information
what did you save your map number as
show me the f2 screen on gzdb
waht
i am waiting already
sorry my f2 button was not wanting to work
you called it GAMEMAP1
whats in the weird shapes
gotta start somewhere
but yeah the standard format is MAPxx so you might as well leave it as that
since it should default to MAP01 every time you start a new file
Is this place active?
I was wondering if it's possible to have slade stuff and doombuilder stuff in the same wad file
I.e. doombuilder maps and slade weapons
yes
it is possible to have maps and DECORATE/zscript in the same bundle
you just have to be careful not to disrupt the map lump order for most formats
@mystic chasm thanks a lot i will try that (SetFloorTrigger)
@light prism yes its a 3d midtex so it blocks players by default, but my question was the commnad to set it to none once its reached the height
Couldn't find a command to change flags for UDMF Line_SetIdentification doesn't work in UDMF
im on doom in hexen format
so a script in a script π set line id flag to zero when SetCeilingTrigger finished
Or just use delay(), w/e you prefer
ill stick with SetCeilingTrigger and test it
Still wanna know what you use to change flags on linedefs in UDMF
π€
i'm close to that state of being overbloated to keep track of things
my brain is a peanut
looks nice
Ah yeah "A job well done on this room... 5 seconds later... needs more stuff, i need to add more"
@haughty flower hah, I like that top-down view
also, I don't know if this is the best place to post this, but I'm laughing so hard at this salt
@vague bear add some pillars to this area. It's not really fair to fight Archviles without having any cover to protect yourself with
I got stuck on this detail and died because of it lol
this room doesn't offer nearly as many resources for what it puts the player through
Overall, crazy difficult map, if it was submitted for Hell Revealed 2 it'd probably be accepted if it was a bit longer and had a bit more detail
overall the level layout is pretty weird and basic, that's something you improve on as you continue making levels / play more levels and see what they do right
I see
I guess itβs my way of playing that made me think itβs fair
Which is one of the reasons I wanted people to try it out, especially you Raiva, that includes Cool Blue Yosh too
@dry ore try installing direct 3d 9
I think that's what this represents lol
if that persists, make sure you downloaded a version of GZDB that is compatible with your system
my old laptop was also windows 10 64-bit
but let me try that
huh
am i installing the right thing
i'll install the bugfix version
yea do that
i had regular gzdoom builder on my old laptop
it's better anyways, has more features
no clue
i still have my old laptop, but i'm planning to format the drive, so i'm not sure if i'm going to be able to continue working on my maps there either
I havent played eviternity but that sounds like some silly rant
trying something interesting with the bookshelves
i decided that they looked a little bit too flat
so i fixed that
question: is it possible to rotate a wall
for example, rotating one of those bookshelves by 90 degrees
Yes, select the sector, or lines, press E, it will highlight to be edited, holdclick on one of the squares and drag it to rotate it to 90 degrees
so i placed down a decoration...
and it doesn't show up in the game
okay they show up in the game, but not in the 3D room view, help?
it appears I had pressed T by accident
Yes, you press T to show/hide things in 3d mode
also thanks for the tip!
Doin crack
oh no he found out
idk what else to say
well I just started
Illegal drugs in my Doom Map ( Ν‘O ΝΚ Ν‘O)
you got the joke
π
MIDIs can be downloaded here: https://www.dropbox.com/sh/r4a4b04fczkcq49/AACY1ZIw4B_Y2mpGjde01wSJa?dl=0 0:00 - Fanfare For Duke II 0:07 - On the Range 1:17 -...
thought of sharing this i found, inside the video there's a link with the files on midi format
this ost sounds cool, maybe gonna end up using one track for some map
i am a Back
the midi files sound too upbeat for hell right?
I think most would fit for some kind of tech map but i dont see why not some others couldnt be used for hell
And just realized that bobby prince composed this
Forbidden, I forgot to mention that the midi you used for your map is so fast that Chocolate Doom couldn't handle it lol
I can't see that Duke Nukem 2 track being used in anything but a 90s wad
seems very basic
big and empty, could be used as the hub for the next rooms
but I also want the player to underestimate the rest of the map
cause I want it to be complex and stuff
and if they see the first room, they will think that this is easy
do you see what im trying to go for?
lul
he's just joking
yea
yeah I see what you're going for
is that a good idea though?
if you do it right, yeah
you know that one castle level in eviternity?
the very first chapter
yeah, it was designed by a friend of mine
oh wow
map15 I think
any ways, what I was thinking was to make some sort of thing like that, but not do exactly what they did, but I have an idea for a library part
it will take a while to pull off
but I really want to do this
yeah, finally it's all coming together
time to test play and clean the shit out of it
idk, my excuse was to use this meme somehow
I want my guy to have something like that but I like it to be in the form of a mace
is that a blender render
that rhymes
are those stairs
@light prism maya
ah right
im trying to make a fire place
i did some guns not too long ago
ashwall everywhere
@vague bear texturing depends on what theme and palette you're aiming for the map
true
@light prism so those are sprites?
aaa
yeah mine are sprites.
I tried handpainting
but it was taking too much time... especially with only a mouse
i see, i guess you used some sort of generation for the orb thing
yes there are missing textures
just a scrolling UV texture
i remember doing similar on some reaaaally old guns i made when i first started modding
Me attempting to battle the evil demonic forces of Ceiling Cat http://www.mediafire.com/?fum5qmnmjli
that orb just uses a voronoi pattern that has its scale shifted over frames
lmao
first time I saw it was as a L4D mod
that replaced the moon with it
Doom cat ceilin
I need to use blender but it only makes smoothies for me
awww
Holy
You are not doing this undertale doom project alone, are you?
yes
Undertaleworld
what is the best editor for doom3 ?
The integrated one.
what is no object file while compiling bfg edition ?
dudes
could anyone help me with creating a simple doom script and saving it as wad
i made an acs script then what should i do with it
all the tutorials i could find are for level editing
i want to make 1 for inceasing maximum health and ammo actually
@signal iron the script should be a lump inside the wad
use Slade 3 @signal iron
Ok, so I should use doom.wad?
for what exactly?
Ok I find it too hard to compile wad script
I'll try using decorate script
Can I change the maximum amount of health and ammo with it
yes
Ive changed inventory.maxamount with slade
But it seems to affect nothing
Should I compile it?
And how
I don't know what you're doing but it doesn't sound correct
Are you modifying existing files in zdoom.pk3?
Yeaaah, don't do that
Zdoom.pk3 contains all the base definitions for objects that zdoom uses, when you change it in there it effects every game you load up with zdoom
If you're making a mod you need to write your own DECORATE definitions that overwrite the originals
So I can't edit the originals?
you shouldn't
But it's supposed to work right
the topic is vastly too large to cover if you've never scripted before
look for some tutorials and read the wiki
https://zdoom.org/wiki/DECORATE
uh.. ok then
specifically there is this section
https://zdoom.org/wiki/Creating_new_player_classes
Yah I'm reading
its just a regular sector?
check your linedefs, make sure the sector numbers are the same for every one
i just hit undo a bunch of times
thats amazingly good work on the mouse actually