#d2016-modding

1 messages · Page 1 of 1 (latest)

shrewd kettle
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Quick question, which module is used for the room you wake up in campaign first mission? The one with the sarcophagus

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or is it unique to the campaign and can't be used in SnapMap?

open hinge
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It's not in snapmap

lavish shoal
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(Sorry if this is a dumb question, but...) So a question about snaphak, does published snapmaps keep all the snaphak'd parts?

quasi yacht
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Yes, even for console players. 👍

lavish shoal
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Cool.

open hinge
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What does this have to do with mods for doom 2016

opaque solar
shrewd kettle
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Clown🤡

"Haha no father figure I'm so funny and original"

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+1

shrewd kettle
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Why do you mfs take every comment as getting offended?

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Get original in hating people

agile elm
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You can mod doom 2016?

quasi yacht
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Yes. Roughly just as much as Doom Eternal, but since Doom Eternal is newer and has more replayability (especially with cutscenes being skippable) edit: has a more engaging combat loop?, Doom Eternal (and modding it) is just much more popular.

tribal rock
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snider cut of DE when?

open hinge
quasi yacht
quasi yacht
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Basically the same as for Doom Eternal; custom/edited enemy encounters, modified weapon functionality, et cetera. Texture and model modding isn't as doable as with Doom Eternal, but on the other hand, shader modding is easier.

cosmic shell
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Usually developers would prohibit hacked content to be uploaded to their online servers.

prime coyote
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can someone help me? i download a couple of months ago a doom mod,glory kill overhaul,and it worked perfectly,but when i tried adding another mod to mods folder,in this case,keep the dead mod,it just,doesnt appear in the black screen with texts in mod loader,and doesnt even appear or do the effect (keeping corspes) in game,but only the glory kill overhaul. can someone help?

quasi yacht
prime coyote
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what do you mean by that?

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I even,idk,try extracting the zip file and just putted in the Mods folder,but still nothing.
also,even glory kill overhaul is just in zip format and it works.

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i Will try to "work" doing stuf with folders, zip files etc etc to make it work on my own,if you can't help me it's okay,I appreciate it.

quasi yacht
# prime coyote what do you mean by that?

I mean that unlike most mods, it's not something that you download and just place in your "Mods" folder.
https://www.nexusmods.com/doom/mods/16 says that you should extract Keep the Dead into your Doom 2016 folder.

That means that you should extract the zip somewhere, then move the "d8input.dll" file into -/DOOM/ (next to DOOMModLoader.exe), move the "base" folder's "KTD2016.cfg" and "candidate.cfg" files into -/DOOM/base/ (next to gameresources.resources), and move the "mods" folder's "Keep The Dead v1.3.zip" file into your -/DOOM/Mods/ folder (next to the Glory Kill Overhaul mod).

After that, run DOOMModLoader. Now the mod should (hopefully) install properly.

prime coyote
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oh okay,thanks man,i appreciate it.

jolly hatch
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woww

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this place is deader than i thought

lost gorge
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Just like the multiplayer for 2016

prisma edge
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Anybody know how to do bindings and aliases from the command console? Like if I want one button to change two things?

quasi yacht
# prisma edge Anybody know how to do bindings and aliases from the command console? Like if I...

Anybody know how to do [...] aliases from the command console? [...]
You can't. The only option would be to make CFG files for your "aliases", then executing them with exec.

Anybody know how to do bindings [...] from the command console? Like if I want one button to change two things?
You can type bind X Y in the console. Replace "X" with the key that you want to bind something to, and "Y" with what you want to bind to it.

For example, bind W _moveforward lets you move forwards by holding W, bind X _moveforward _use* lets you move forwards and interact with things by holding/pressing X, and bind Y "god; g_infiniteAmmo 1; _moveforward _use"* ** lets you do that plus toggle invulnerability and enable infinite ammo (if you have DoomLegacyMod installed).
Or, for a more practical example, bind E _attack2 _use makes E both melee-attack and interact, like in Doom Eternal.

* The movement-related controls are picky about which order they appear in, and if you use one, it has to be before other controls.
** Note the semi-colons after console commands/variables, but not after standard controls, and that the standard controls are listed last. Also note the quotes needed due to the semi-colons.

prisma edge
quasi yacht
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If you use bind E _use, it will make E interact with stuff, and do nothing else. Binding a key to something unbinds other actions from it.
If you use unbind E, it will make E do nothing at all, until you bind something to E again.

runic bane
prisma edge
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@quasi yacht so all keyboard controls have an _ before them. Is there a list of all of these and their names?

quasi yacht
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If you type bind X _, don't press Enter, and press Tab to try auto-completing the underscore, it'll show you all possible controls.

prisma edge
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Perfect wasn’t sure if tab worked in this case.

cobalt sonnet
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I wonder if we will ever get a co op mod for doom 2016 and eternal

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Imagine playing through the game with your friends

fading birch
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That would be so cool

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There’s a mod for Elden ring that lets you do co op for the whole game, it’s a bit buggy but it works and it’s so fun

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Doom would be even funner

autumn wagon
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Someone made a co-op mod for Skyrim so why not for DOOM MarauderAyayaya

fading birch
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Yeah

glossy sage
prisma edge
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Can anyone tell me how to toggle the hands_introbringup animations for weapons? Seems typing any of the commands in console does nothing.

quasi yacht
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Do you have DoomLegacyMod installed? If not, you won't be able to use the console commands/variables for it. If you do, you can trigger it on demand with ai_ScriptCmdEnt player1 forceIntroBringup (and you can use something like bind X ai_ScriptCmdEnt player1 forceIntroBringup to bind it to a key).

That said, the viewmodel animWeb doesn't let all weapons transition from "idle" to "inspect" animations. For the weapons that don't work with the above command, you'll have to set the hands_forceIntroBringup console variable to 1, then switch to a different weapon. That console variable makes the "inspect" animation play every time that you switch weapons, which should work, I think.

minor briar
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so uh

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I'm a new doom modder

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where do I like begin?

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(Im talking about classic doom, not any doom 2016 stuff)

prisma edge
flint badge
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Is it possible to mod the Cyberdemon into Snapmap, as he also appears in the classic level as kind of a normal enemy

quasi yacht
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Yes (or at least maybe), but that'd require everyone playing the map to use the same mod; two thirds of the Cyberdemon's assets aren't in SnapMap's .resources archive.

zenith heath
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why is there no snap map channel

pseudo storm
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Good question, idk.

quasi yacht
opaque solar
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shouldn’t this channel be called something like d2016-maps-mods or d2016-snapmaps-mods?

glossy sage
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Probably because snapmap is dismissed as being too insignificant to deserve a channel of its own

proud jolt
proud jolt
prisma edge
prisma edge
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What’s wrong with console?

glossy sage
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Console users are able to take advantage of much of the "modded" content

sonic pagoda
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snapmap has changed so much since most people touched it.

proud jolt
glossy sage
sonic pagoda
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snapmap should have its own channel 😎

prisma edge
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It should.

glossy sage
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You can design a system of your own with just vanilla logic to scale damage of each weapon

proud jolt
proud jolt
glossy sage
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It's a bit complicated to set up but it can be done

proud jolt
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Also how are checkpoints easy, like you have to have the encounter reset and all that which is a pain

glossy sage
prisma edge
proud jolt
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I do agree the node system is easily its strongest feature

glossy sage
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It'd be nicer imo if the logic used a 2d presentation but yeah, it's pretty flexible to the point you can make your own gameplay in a lot of ways

proud jolt
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I still think that changing weapon damage and the like is a band-aide for terrible balance though

glossy sage
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Well, what kinda balancing problems are you thinking of

proud jolt
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Also why don’t pinkies have their armor?!?

glossy sage
proud jolt
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Like two enemies out the small roster can’t be used basically without modding

glossy sage
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Wouldn't be the first time modders did a chunk of the dev work for a Bethesda game haha

proud jolt
glossy sage
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Wym by can't do anything useful? I can understand why it'd be annoying they don't work exactly like the campaign if you're trying to make glorified campaign dlc with snapmap, but there's more cool things you can do than just more campaign levels

proud jolt
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Also alota the spawners are useless cause you can’t even change enemy values

glossy sage
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You can change them for any type of spawner, in one way or another

prisma edge
proud jolt
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Though it has been awhile, maybe it was something else they were missing

glossy sage
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The AI Proxy allows you to control stat changes for any demon that spawns, with Ai filters letting you choose which demon type has which stat changes

prisma edge
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^ This.

proud jolt
glossy sage
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It's definitely possible, I've set it up myself

proud jolt
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If they ever bring this mode back I hope it takes some halo forge inspiration

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It should keep nodes and maybe have a prefab option

glossy sage
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In terms of the aesthetic options, I agree, not so much the logic system

proud jolt
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And forge made a ton of iconic custom gamemodes

glossy sage
proud jolt
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It also made it easy to have multiple people at once do things

glossy sage
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Yeah it's a shame you can't do coop editing

prisma edge
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I didn’t know there was coop editing in forge.

glossy sage
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Yeah it works like any other multiplayer lobby

glossy sage
proud jolt
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Honestly the only thing that could save infinite is a stupid good forge, even then it’d still likely be dead.

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Though the idiots at 343 can’t even do split screen something the community hacked in with ease.

glossy sage
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Yeah the only thing I'm holding out for in infinite is forge. From what we've seen in leaks it definitely seems to have a fully reworked logic system

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But it seems it's still only multiplayer editing

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But there's also multiplayer bot logic

proud jolt
glossy sage
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Well it's guaranteed not a pve maker, so I'll be sticking with snapmap regardless

snow solar
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I see god

tame hawk
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Wait this isnt the DOOM snapmap server

glossy sage
tame hawk
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I meant the one that had Bol in it

glossy sage
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Oh

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Yeah I can dm you the snapmap server then

tame hawk
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Im in it already

glossy sage
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Oh

ivory tide
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I can't wait for project

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brutality

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2016

proud jolt
ivory tide
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has an anuerism

stiff lintel
proud anvil
stiff lintel
tall cosmos
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Yo who’s Tom and why he so foolish

wintry zealot
stiff lintel
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Maybe they’ll acknowledge this one 🤔

tame hawk
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How’d you get the glowing eyes effect?

glossy sage
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particles, which are basically the components that FX are composed of.

proud jolt
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Is it possible to change the damage of individual weapons in snapmap?

glossy sage
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Only if you create your own custom weapon inventory system. Modifiers apply to everything on your weapon wheel sadly

glossy sage
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As in you set up a menu with player inputs to select weapons (or just a button to cycle through them), as a replacement for the built-in weapon wheel

proud jolt
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Yea on console that isn’t an option unless you want to slowly go through every weapon

glossy sage
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The player inputs available are pretty much the same. Taunt keys are arrow keys on PC and D-pad on controller

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It's possible to apply the slow mo from the weapon wheel over to your UI, and have a more grid-like wheel using up, down, left and right buttons, or a combination of them for diagonal selection

proud jolt
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What’s even used to modify damage the player does?

glossy sage
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Set modifier input connected to the player proxy

proud jolt
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Is it possible to set runes like air control?

glossy sage
glossy sage
proud jolt
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What’s the best way to add a switch so that lets say a box trigger will go back and forth between turning a song on and off?

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Nvm

glossy sage
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A sequencer or Count object would do

proud jolt
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I thought a switch worked but no that’s just the ways doors work

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What does a switch even do? Since it’s not even a switch.

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Welp I made a switch, with it required less nodes but it’s a minor problem

stiff lintel
glossy sage
# proud jolt What does a switch even do? Since it’s not even a switch.

The switches are named after their equivalent in computer programming.

What it does is when signalled, it checks the value of an integer and signals one of its multiple outputs depending on the value of the integer. If Integer is 1, signal the first output. If Integer is 2, signal the 2nd, and so on.

An example of where this is useful is for making menus with multiple selection. Player changes value of integer to change their menu selection, and the switch is used to update the menu's selection indicator when the selection changes, and another switch is used to determine what happens if the player chooses the currently selected menu item.

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A toggle function can be achieved with a sequencer with 2 outputs, and "Run One Output per signal" and "Repeat Sequence" enabled in its settings. With this setup, the first output gets signalled the first time you signal the sequencer, the 2nd output gets signalled the 2nd time you signal the sequencer, 1st output when signalled the 3rd time, and so on.

proud jolt
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I’m messing with it again cause I hate myself I guess and there’s so many bad design decisions: ignoring the missing weapons, missing and messed up enemies and so on there’s not even gameplay options for options that exist in the main campaign.

Also why is use on triangle that wastes a button and why can’t you disable crouch and gestures that wastes 5 buttons FIVE both those things together waste 6 BUTTONS!

I’ve probably already messed with this mode for than 90% of players but hey it’s nice to listen to a podcast and chill making a shitty map.

proud jolt
glossy sage
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auto switch when ammo runs out?

proud jolt
glossy sage
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Pretty sure it does do that

proud jolt
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It’s not in gameplay options

glossy sage
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by default

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oh, removing it

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Fortunately, there's ways to toggle it with snaphak

proud jolt
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Yea also there’s no way to bind specific weapons without basically giving the player infinite ammo.

Unless there’s some hidden way to save the amount of ammo as an integer or something.

glossy sage
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there's a way to track ammo by binding a pile of single ammo onto the player, and then counting the number of times the player picks it up

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requires snaphak to bind, however

proud jolt
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Also what’s the point of a mod at that point you’re better off just playing actual mods.

glossy sage
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because the maps can be shared without the need for anyone else to download the same mods

proud jolt
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I just hope if the mode ever comes back it’s consistent with the single player and doesn’t lack things it really should have.

glossy sage
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absolutely. Shame I doubt that it will ever come back

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DE doesn't even have the official mod support yet that was promised as compensation for removing snapmap

proud jolt
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Seeing that they couldn’t go one patch without breaking everything, they gave up on invasions, and most of the master levels released in an unplayable state I’m not surprised.

Doom Eternal’s QA is laughably bad, like after a certain point the pandemic just felt like an excuse for them missing bugs that you would find literally testing it even once.

quasi yacht
# glossy sage Gameplay options such as?

If "options" includes gameplay elements, not specifically things from a cross-map settings menu, then some missing things include...

  • Interrupting melee-attack animations by performing a Glory Kill. (In the Campaign, you can "double-tap" a Possessed to Glory Kill it. In SnapMap, you have to wait for the punch to end before you can Glory Kill.)
  • Staggering Possessed with a single(?) Shotgun pellet. (With SnapHak, you can give the player the single player Shotgun, and then grazing a Possessed with it causes it to stagger. That happens even if the Possessed's health is increased enough to survive a point-blank Shotgun blast, which feels odd, which is probably why it was removed for SnapMap. Without SnapHak, maybe you can do something to check/make sure that the player has the Shotgun, and then make any damage from any source cause a stagger? But both options have to be "manually done", and both have drawbacks.)
  • Runes. (Some effects can be recreated without SnapHak, while all(?) actual Runes can be given with SnapHak.)
shrewd kettle
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hey just wanted to share a cool map I found today, kinda short but fun
The only problem I have is when you turn to a demon there's no time limit and it makes it really easy to pretty much cheese the whole fight strafing and firing rockets at the boss, but the rest is really fine and besides it actually requires you to find the skulls in the arena first, during the fight so that makes it a little less op

ID: 476BWM2G

proud jolt
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To add on to my daily dose of snapmap being grabo lost souls are bugged and after 1 lost soul attacks you the others will remain permanently passive.

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After some testing it seems to just not want to work in a specific map of mine, odd bug

glossy sage
proud jolt
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I fixed it by hiding then showing, maybe I should disable the ai conductor cause that’s one guess I have on what bugged it. Since, doesn’t the ai conductor setting just despawn them when you’re too far away?

glossy sage
proud jolt
glossy sage
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Yeah making them ai conductor managed likely does nothing you'd want it to do

proud jolt
glossy sage
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Correct

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Or at least most likely

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Not 100% sure as I've never really played around with it enabled

proud jolt
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Other enemies don’t bug, it seems to be an issue with lost souls I’d have to do more testing in my test map though

glossy sage
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It could just mean that it cooperates more seamlessly with the AI conductor spawner

proud jolt
glossy sage
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Yeah it's garbage

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Basically tools for people who couldn't be bothered to spend more than a couple hours to make a map

proud jolt
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I think all the encounter things are also bad due to lack of a damage modifier.

glossy sage
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The single, group and custom encounters do have the health and Damage modifiers

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Anything that doesn't, you can use Apply buff from the ai proxy

proud jolt
glossy sage
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By encounters are you referring to events like miniboss, wave events, etc?

proud jolt
glossy sage
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Lmao wow that's garbage

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I've never used that setting

proud jolt
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It works with other enemies and is useful there

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Albeit it isn’t the best option but it’s nice if your lazy and don’t feel like going the extra mile to properly despawn/hide enemies you can skip.

glossy sage
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Fair, there's been so many maps I've seen where you can break it just by rushing through the levels, ignoring enemies

proud jolt
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Also 300% speed haste is funny

glossy sage
proud jolt
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Even Doom Eternal’s sometimes breaks from the enemy cap like in Immora for example then you have to reload checkpoints. Though that’s likely due to that game’s woeful qa.

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It’s surprising cause it’s an easier thing to add in than a spawn system for example.

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Spawning is something that I can’t even add in now without redoing the map due to being to lazy to add it in early.

proud jolt
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What’s the limit of current ai? 12?

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Just tested it is 12

glossy sage
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yeah, it's 12 without snaphak methods

pseudo storm
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Since i'm constructing a custom baron of hell bossfight, is there a way to give him invulnerability for the time a minion of him lives?

glossy sage
pseudo storm
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Well, it should stay around the hp of the moment he got invulerable, but if it doesn't work i think i can modify his health after i disabe his inv, so i don't think that this would be a big deal.

proud jolt
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Custom filters are great I was messing with them and it crashed my game lol

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It’s a consistent crash too

glossy sage
glossy sage
pseudo storm
glossy sage
proud jolt
glossy sage
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Custom filters are a bit weird and there's barely any instruction on how they work. But basically, a fork in the logic connections sets up an OR condition between the 2 or more filters being branched to, while a linear chain of filters sets up an AND condition between the 2 or more filters along the chain.

proud jolt
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I also learned you could apply more than three textures to the volumes but the pop in is headache inducing on any sort of large scale.

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Seems like the awful pop in is for performance, but the execution is so egregiously bad and the fact there’s no option to disable this is baffling.

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Too bad cause that could’ve made the mode alot better if the pop in wasn’t so awful.

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Maybe it’s a PS4 issue though idk.

glossy sage
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more than 3 textures?

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oh, like other than original, transparent and solid?

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yeah that's essential for all the custom geo maps out there

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There's not really any such pop in on PC as far as Im aware

proud jolt
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So volumes on pc don’t pop in when turning the camera, it’s like that on ps4 and I really don’t get why just give the player the option to remove it.

glossy sage
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oh, from the camera turn

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unfortunately that's everywhere then

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I'm so used to it I don't really notice it anymore

proud jolt
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That’s what I meant it doesn’t seem to be an issue with some vids so I’m kinda confused. Like for example I saw a vid from near the game’s release called cartoon killzone that seems to use volumes for a custom map without having the awful pop-in.

glossy sage
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might just be for large volumes that take up a lot of your screen at once

proud jolt
glossy sage
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many individual ones

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whether there's large ones Id have to check I haven't played that one in years

proud jolt
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Also just tested it’s a universal size issue

glossy sage
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not quite sure what the conditions for it is, as a densely packed custom geo map I'm working on rn doesn't do this, yet I definitely recall issues like that in other maps

shrewd kettle
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Do you know any D2016 mods that add some new levels or something like this? Like not just changing some models but actually adding something?

glossy sage
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I recall there were some campaign master level mods.

proud jolt
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Can’t believe they took the Doom 2 elevator music over running from evil, like come on.

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Especially when it’s literally already in the game’s files

dense herald
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how do you even mod d16 its all just "how to mod doom (1 or 2)!"

glossy sage
dense herald
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oh ok thanks

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do you have a invite for it

glossy sage
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yeah ill dm it

glossy sage
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parry system in a pizza feverdream

grim shard
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Hello everyone, I am currently trying to install the “keep the dead” mod for DOOM (2016) and I can’t get it to work. Has anyone successfully installed it on their PC that could help me?

grim shard
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i installed the mod on the nexus website, i've tried both manual install and modmanager install. Still nothing changes the game just plays normally.
I also changed the API to Vulkan like the website mentionned

kind lintel
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Im not a PC guy but. Have you tried extracting the file?

kind lintel
agile elm
glossy sage
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Don't think I'm allowed to post links here, but I'll dm

tame hawk
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Ok

wintry zealot
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It's very, very WIP, but I've been fucking around with a night vision mechanic, where you can see the demons but they can't see you, and the AI will react to only the noise you create.

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i know the light should be wider and not cast shadows, this is an older ish clip and they're gone now

tame hawk
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That’s really cool, how did you manage to make the demon only attack when it hears sound?

wintry zealot
glossy sage
wintry zealot
wintry zealot
sonic pagoda
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LMAO poor guy got launched, you can even see him look up before he gets smashed

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too good

sonic pagoda
wintry zealot
# sonic pagoda

god those binded hell knights are fucking awesome. i could see them being used in a scifi horror map

tame hawk
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gerrard doesn’t make an appearance in the official DOOM discord amazingjerry

sonic pagoda
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HugoSaint we need gerrard emoji here

tame hawk
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post gerrard

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To prove the devs that he isn’t worthless

sonic pagoda
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gerrard is real

wintry zealot
sonic pagoda
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cant believe this server doesn't have cacopog, L server.

tame hawk
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I’m glad I found gerrard’s model in the prop library

tame hawk
sonic pagoda
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gerrard is god

tame hawk
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skull_green gerrard

sonic pagoda
wintry zealot
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please dont let this channel turn into another reskin fest

glossy sage
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The pizza characters are just a part of the custom level they came from

sonic pagoda
tame hawk
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@sonic pagoda how did you give Greg that texture?

sonic pagoda
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decals

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and snaphak

tame hawk
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Ok

sonic pagoda
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to make him solid i think

sonic pagoda
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STEVE IS ALIVE

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why tf is there slowmode,this server dead as hell 💀💀

tame hawk
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This aint jerry 💀

sonic pagoda
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ikr

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dollar store jerry

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why are the emojis here so bad lmfao

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like bruh these are garbo 💀

glossy sage
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too many emojis

sonic pagoda
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"too many emojis, too many links, slowmode 24/7, too many caps, too many commas"

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real jerry 💯

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jerry is such a homie, he saves orphans from burning buildings daily

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doom server jerry is a convicted sex offender

tame hawk
sonic pagoda
tame hawk
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Of course Steve, we won’t do that.

twilit summit
sonic pagoda
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not modding

sonic pagoda
tame hawk
sonic pagoda
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who has ever used this emoji, like ever

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this little guy deserved to die

sonic pagoda
wintry zealot
wintry zealot
twilit summit
wintry zealot
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why here

tame hawk
sonic pagoda
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NO MEMES!!! BIGOTRY!! YOU KILLED THIS CHANNEL

tame hawk
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Revenant but fat

sonic pagoda
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american revenant

tame hawk
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I was about to do the upvote but it’s not the doom snapmap server crazy

sonic pagoda
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this gotta be the lamest server ever bruh

tame hawk
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Brad got parried dancingdoomguy

tame hawk
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They blocked the custom emojis so no

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Gerrard or V counsil s

sonic pagoda
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has shit emojis
no custom emojis

tame hawk
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Ik

sonic pagoda
#

DIE!!!!!!!

tame hawk
opaque solar
#

custom emojis are accessible through boosts lol

sonic pagoda
#

this is an outrage

sonic pagoda
#

they should make all campaign assets available for snapmap again

#

fuck longer load times. ill take the 80 gogrillion new props and enemies

#

for an extra minute wait

mossy needle
sonic pagoda
#

he deserved it, my lord

sonic pagoda
#

satisfying

sonic pagoda
#

what if kirby was a schizophrenic

#

IHATE THE ANTICHRIST - kirby

wintry zealot
#

have we found a texture that's blank and colorable like the Solid texture but is still affected by light?

tame hawk
#

Kirby plays doom

sonic pagoda
#

waaaaaa the loading times will increase!!!

#

idc we need a more props HuGun_Martin

wintry zealot
#

not gonna be fun taking another minute loading back into snapmap every time it crashes

sonic pagoda
#

kerrbean

tame hawk
#

Actual ai, or just holograms?

#

Where can I find gerrard’s family?

glossy sage
#

echoes

sonic pagoda
#

we block.. Parry.. DODGE

fair sparrow
#

is there smthn like this but for doom 2016?

#

nvm it wont let me send the link

#

but its the doom eternal audio extracter

sonic pagoda
#

idk bro just google 2016 audio extractor, probably some guy on reddit or something wanting the same thing. I do know with snaphak we have every sound file in snapmap but thats all i know

#

sometimes i forget 2016 has more than snapmap lmao

wintry zealot
#

Can someone mod the doomslayer to have a fat ass pair of tits

#

possible

#

Intrigued

#

could probably make two green tits with round bvs and then bind it to the player. how tf do we bind tho i never learned it @glossy sage

sonic pagoda
wintry zealot
#

wait is that an echo doing a taunt

#

i must know how

glossy sage
#

@wintry zealot

wintry zealot
#

make them jiggle 😳 and a bit bigger

sonic pagoda
#

ive done enough bruh. im not coding mover jiggling titties

wintry zealot
#

lmao

tame hawk
#

Praetor suit Bout to make me act up

wanton thicket
#

Y tho

tame hawk
#

Because it looks better than the doom eternal one imo

ruby sky
#

Fax

tame hawk
sonic pagoda
wintry zealot
#

jumpscare warning?

sonic pagoda
#

bros afraid of a snowman 💀

tame hawk
#

Resource operation music dancingdoomguy

sonic pagoda
#

lol

wintry zealot
sonic pagoda
#

the gang is growing

tame hawk
#

What the hell goin on an alaska?

sonic pagoda
#

just realized how terrifying the snowcaco is

tame hawk
#

I need snow gerrard

sonic pagoda
#

a live one?

tame hawk
#

Yes

sonic pagoda
#

why is there slow mode here it makes it unbearable to chat fucuckdkkffuk

tame hawk
#

Can you also put it in an ammunition node

#

So it can be moved

sonic pagoda
#

ok sure

tame hawk
#

It can be on a new made map

sonic pagoda
#

oh ok?

#

are you gonna copy and paste it?

#

cuz the id will cahnge and it wont work again

#

just gimme da map u want him in

sonic pagoda
#

snowknight

tame hawk
#

this is a certified coolcaco classic

sonic pagoda
#

walmar

sonic pagoda
#

hmmm snowldier

tame hawk
#

utilitarian armor looks good on the snowdier

sonic pagoda
#

its my favorite armor set

sonic pagoda
#

bro said watch yo tone 💀

tame hawk
#

is that a tree?

sonic pagoda
#

yes

tame hawk
#

how

sonic pagoda
#

tree

tame hawk
#

griddle coolcaco coolcaco

light arrow
#

Haha I love how D2016 Modding turned to this.

glossy sage
#

sonic pagoda
#

slow mo works in co-op omg

tame hawk
#

slow mo glory kills can do this aswell if i remember correctly

sonic pagoda
#

this combo tho

glossy sage
sonic pagoda
#

mancuclaus?
santacubus?

#

cybersnowman goes hard

tame hawk
#

no snaphakker role in doom server doomguy_shock

sonic pagoda
#

ikr. make me a creator fr fr ong

#

snapracism is real

sonic pagoda
#

he eated my mine...

tame hawk
#

what did you expect hes a bone

#

or ice

sonic pagoda
#

i thought it would have normal collision...

#

but no his stupid skele ahh just eated it

tame hawk
sonic pagoda
#

how do u get past the goop Jerrys

tame hawk
#

what

sonic pagoda
#

nvm, theres suicide jerrys that are covered in goop

tame hawk
#

im gonna scavenge through the demon gibs aisle and try to find a arm for jerry

sonic pagoda
#

nah

tame hawk
#

k

wintry zealot
tame hawk
#

would look good on the possessed engineer

shrewd kettle
#

You know, sometimes I have a slight feeling that I'm the only person who still plays SnapMap

glossy sage
shrewd kettle
#

It's a shame Eternal didn't have one

glossy sage
#

Yeah, and then people complain about it lacking content. SnapMap's problem was that it was too primitive on release, and then it was never given a chance after that

sonic pagoda
#

fucking looney tunes ahh combat 💀

sonic pagoda
#

snapflash challenge 2 is over, man the maps were pretty cool this time around. cant wait for snapflash challenge 3.

tame hawk
#

i shall make a sequel for gerrard’s sock

#

cabin

sonic pagoda
#

finish sock first

tame hawk
#

okay

#

what demon was that in your map?

#

blue outlined one

sonic pagoda
#

i have every demon in the game in my map. which one HappyGuy

#

oh the summoner

tame hawk
#

aint no way thats a summoner

sonic pagoda
#

yep lol. Binded summoner. Made to look like some kinda.. goop glass gundamn. No idea what i was going for in her design. Goop angel

tame hawk
#

goop

warped spear
#

@sonic pagoda is this map available to play?

sonic pagoda
#

the snow man one?

#

yes but unfinished

sonic pagoda
#

its wayyyy better with friends

warped spear
#

thanks. I'll definetly gather some homies in to play it with me!

sonic pagoda
#

Awesome! I'm currently working on an update for it so. Tell me if any bugs pop up

sonic pagoda
#

cant wait till the geo is done its looking pretty cool so far

gilded sky
#

looks mad

sonic pagoda
#

feel like im making the first actual Christmas themed snapmap

wintry zealot
#

modding is just snapmaps?

sonic pagoda
#

goop mother

sonic pagoda
#

snapmap really should get its own channel still tho

#

like they wanna toss it under the rug smh.

quasi yacht
# wintry zealot modding is just snapmaps?

No, but SnapMap allows you to design custom maps rather than relying on the default Campaign/Multiplayer maps. SnapMap also has the advantage of it being possible to browse for and play custom maps in-game (even on consoles), without having to use a mod loader, even if you use SnapHak to create maps with content/features that aren't exposed in the vanilla SnapMap editor.

With Doom Eternal being newer, more popular, more feature-rich (e.g. having more enemy variety), and more replayable* (in terms of cutscenes being skippable (less downtime) and the core combat loop being more engaging*) than Doom 2016, most non-SnapMap modders tend to lean more towards Doom Eternal than Doom 2016.

In short, modders mostly mod Doom Eternal when they want to "edit the game experience", and modders mostly use SnapMap when they want to "make custom maps".

* Subjectively.

sonic pagoda
#

ughhhhh my map is broken rn. Turns out modules have some arbitrary entity limit in co-op. Gonna have to simplify the geo. Next time i do a co-op map itll be only grid rooms lol.

sonic pagoda
#

YES

#

its fixed

sonic pagoda
pale sedge
sonic pagoda
#

uhhh snapmap?

#

a map im making

#

ID: MGTCR4T3

#

still in beta

sonic pagoda
#

made a working shield that blocks projectiles from behind for one of my classes

sonic pagoda
sonic pagoda
#

it no longer bleeds now lol.

sonic pagoda
tame hawk
#

i miss the old one, but this is good

glossy sage
#

I think they are on a random relay now, with the originals included

sonic pagoda
#

i just added new ones to that relay

#

so theres like a 1 in 7 chance youll hear the classic ones

tame hawk
#

good

sonic pagoda
sonic pagoda
#

hi bob

#

welcome to doom 2016 modding bob!

sonic pagoda
#

binded a sword to this dude lol this is gonna be awesome when its able to slash

tame hawk
#

is this the ninja perk

sonic pagoda
#

yes

#

player 3

#

he has a sword slash ability

light arrow
sonic pagoda
#

same

tame hawk
#

perc 90 ultra

sonic pagoda
#

sniped....

sonic pagoda
#

its ... possible... but why 😭

#

unfortunately against the rules

tame hawk
#

“We have to contain this…” -Ballivia

sonic pagoda
#

i dont make the rules.. complain to admins or something. 1984 that snapmap sex is banned..

tame hawk
#

why did id software cancel Zombie_A jerry

#

aka Gerrard the green zombie

sonic pagoda
sage plover
#

how to mod the 1993 doom re-release?

sonic pagoda
#

is that a snapmap

#

or campaign mod

sonic pagoda
#

WE need a tool to import models into this fuggin game

tame hawk
#

mod support

sonic pagoda
#

my baron is finally done with 110 different binded parts. Surprised it works perfectly in co-op

#

with baron finally redesigned i gotta uhhh finish the arena geo

#

then i need to design minibosses

#

DE_Tooyoungtodie kms

tame hawk
frosty nymph
sonic pagoda
#

doom eternal modding is for player skins

snapmap modding is for everything else

sonic pagoda
#

holy shitb just modded a tree into snapmap

sonic pagoda
tame hawk
#

wtf how

#

what happens if you publish?

#

maykr ship

glossy sage
#

Without the same mods, they just show up as black boxes

glossy sage
tame hawk
#

that uac vehicle cool

#

ima remake the uac vehicle

sonic pagoda
#

ladies n gentlemen. the first model modded into snapmap

#

it needs a texture still thats why there's ghetto decals

#

still figuring that out

tame hawk
#

NOOOOOOO

#

no fucking way

#

i never knew this day would come

sonic pagoda
#

He is finished, custom texture and all LETS GOOOOO

#

the first fully modeled custom prop

#

in doom 2016

tame hawk
#

now port jerry in

sonic pagoda
#

amongus nade WIP

still need to add custom sounds and replace siphon and hologram

#

imma make a single player and multiplayer mod separately since for some reason they use different models

sonic pagoda
#

yes

#

burst rifle reskin

tame hawk
#

now master chief

sonic pagoda
#

it will happen

#

it'll actually be easier,

#

than changing weapons, the hardest part is finding good models

tame hawk
#

doom eternal meathook

sonic pagoda
#

possible, but meathook is lame

tame hawk
#

based

sonic pagoda
#

imma just make a grapple instead

tame hawk
#

yes

sonic pagoda
#

go wherever u want fuck that linear bullshit

#

i hate slowmode so much cause i have a segmented typing style

#

fucking 10 seconds... how TF ARE WE supposed to discuss mods here

tame hawk
#

i know

#

i guess snapmap server cacodemon

sonic pagoda
#

someone really told me why i dont just mod eternal cuz they have tools and support

tame hawk
#

lmao

sonic pagoda
#

and its simple. no snapmap. so its trash

#

they havent made a single custom map. i remember seeing a vid from proteh being like "no snapmap? no problem!"
and all he did was change monkey bars and ammo placements and enemy spawns 😭😭😭

#

thats like. day 1 vanilla snapmap shit i could do in 3 seconds

tame hawk
#

doom eternal
no doom 2016 customization
battle mode no team deathmatch
no snapmap
no 2016 level gore
2016 had better environment
no gerrard
no jerry
no randy
no phil
no wyatt
doomcry

sonic pagoda
#

snapmap for the modding community is like peanut butter and jelly

#

snapmap on its own? cool
modding on its own? cool
SNAPMODDING?? MarauderAyayaya MarauderAyayaya MarauderAyayaya

tame hawk
#

did you just use those cursed emojis

sonic pagoda
#

the worst designed enemy in all of gaming yes

#

waiting is fun guys. i swear. i love waiting.

#

wait till eyes glow is so boring and i cant be asked to use explosives

tame hawk
#

-uses axe for long range
-uses firearm for close range
MarauderAyayaya MarauderAyayaya MarauderAyayaya

sonic pagoda
#

IDIOT

#

i will make a snapmodded version thats better HappyGuy

tame hawk
#

do it

#

import marauder, change texture, bind to jerry

sonic pagoda
#

LMAO

tame hawk
#

im going to torture marauder in gmod

sonic pagoda
#

modding

#

gmodders be like.
just clicked the check mark and have model now.
im a modder HappyGuy

sonic pagoda
sonic pagoda
#

just tested mulitiple materials in blender and it works

#

its possible to have more than 1 texture show up on 1 model

light arrow
#

Man if these came out 3-4 years ago, I would be all over them

tame hawk
sonic pagoda
#

these tools existed back then i have no idea why no one really did anything with them

#

i have the power of a god now

#

with a model and texture converter

light arrow
sonic pagoda
#

but it sucks 😕
and 2016 has snapmap which means modded map co-op

#

i plan on making a halo 4 player modded map and maybe a cracklife inspired map

#

2016 seems better for modding in general tbh. other than lack of popularity and older tools

lilac elbow
#

halo 3 is a good one

sonic pagoda
#

halo 2 is my fav

#

i just want a co-op modded map

sonic pagoda
#

i see how you could get confused tho lol

lilac elbow
#

im an idiot i cant read

lilac elbow
#

ive always liked ce and 3 tho

sonic pagoda
#

thats cool. Ill probably combine some of my fav parts of the trilogy

#

like sounds, gun designs, armor.

#

halo 3 MP armor probably

lilac elbow
#

cool

#

i waiting for doom to go on sale on steam

sonic pagoda
#

2016? its soooo cheap

#

bought a steam copy for a friend for like 8 bucks on G2A

earnest shell
#

When it’s on sale on steam it goes for 5 lol

sonic pagoda
#

SnapHak Capabilities as of 1/10/23:
• Physics Props (make any model drop to the floor and be effected by physics)
• Corpse Entities (Any model with a skeleton can be turned into a ragdoll)
• Campaign Runes (In-flight Mobility, Rich Get Richer etc.)
• Preator Suit Upgrades (Dexterity, Self Preservation, Stock Up??)
• Unused Weapons and Power-Ups (Invisibility, "Crossbow", Slow-mo)
• Multiplayer Weapons and Equipment (Grenade Launcher, Reaper, Personal Teleporter, Radiation Grenade, Slicer Mine, EMP Grenade, Threat Sensor, Hologram)
• Advanced Lighting Options (Able to remove grid room light, and certain module lights, Add Dynamic Shadows and Lights, Increase Light Radius, New light patterns, No brightness limits, Turn off lense flare)
• More Sound Options (9000+ sounds to choose from, Remove grid room hum, More Music Tracks, Mute Demons)
• Turn Off Map Limits (Edit till it crashes :D)
• Movers (Make any model you want move smoothly somewhere)
• Joint Binding (Bind mostly anything, including some logic, to all Demons, Players, Movers, Echos, and Physics Objects)
• Over 3000 More Props Avaliable
• Re-scale, Re-texture, and Re-color Most Props *.break is being researched, as well as others.
• Ability to use Developer Variables [Cvars] to enable useful things (Third Person, Infinite Ammo, Jump Height, Advanced FoV Options, Disable Hud, Freeze Time, Weapon Accuracy, Reload Animations, And hundreds of other fun stuff to mess around with)
• Player Bots (MP Bots, surprisingly good)
• Ability to Make Objects Always Face You (Like the classic props)
• Projectile Spawners (Anything that has a weapon file, mainly demons and projectile weapons)
• Custom Demons and Increased Ai Limit (Up to 24 active demons! Retexturable and Modifiable Demons, can change Move Speed, Health, and other stuff)
• Summoner! (We got Summoner in snapmap yay!)
• Thousands More Textures (Including colorable "skybox" etc.)
• 1520 FX Particles

#

• Disable Teleport FX and Sound
• Advanced Texture Editing (Can make Solid texture glow, Recoloring of animated textures and animated models such as disodium and animated props, Adding colored highlights to any non blocking volume texture, colored glass, glass opacity, texture pattern scaling)
• Ability to Run Scripts (Changing player gravity, Re-scaling an object in real time, Advanced Mover Controls)
• Enhanced Data Pad Customization (Able to add any snapmap gui elements as the display image, more control over lines and formatting)
• More Decals (Blood splatters, Bullet Holes, Explosive Residue, others.)
• Custom Echos (Enable or disable hologram effect, make any model with a skeleton an echo, trigger specific animations for the skeleton.)

tame hawk
#

i’m scared for my life

#

you were killed by randy lmao

tame hawk
#

use for jumpscares

bitter barn
#

i modded d2016 and it worked for a while but its black screening with the console sayin i need dev mode what do i do?

#

it doesnt even launch from the default exe anymore

#

not with doommodloader either

quasi yacht
#

Right-click Doom 2016 in your Steam library, choose "Properties..." > "General", and add +devMode_enable 1 to the "Launch Options" field.

sonic pagoda
wooden lark
#

the halo music... hmm yes.

sonic pagoda
#

lmao modded videos into snapmap

glossy sage
#

Space flight simulator

sonic pagoda
#

lol

ornate badger
#

Is that a SGN multiplayer deathmatch map?

sonic pagoda
#

sgn?

ornate badger
#

Super gore nest

sonic pagoda
#

oh well, it came before that lol

ornate badger
#

Oh

sonic pagoda
#

boneyard from 2016

ornate badger
#

Yea I don’t really play doom MP (because nobody else plays it doomcry )

sonic pagoda
#

this was just showing battlerifle working online

#

its very underrated tbh

#

not as much as snapmap tho, man 2016 in general is underrated

glossy sage
open hinge
#

Lol this man just casually outclassed anything I ever have and likely ever will see from classic doom or doom eternal mods but got absolutely no recognition for it

glossy sage
#

this channel doesn't exist

tame hawk
#

this channel doesn’t exist

hasty bison
#

that's true

sonic pagoda
undone kindle
#

I've tried to do snapmap before it's kinda hard to make a decent map

glossy sage
#

Not really, just time consuming

sonic pagoda
#

yeah if i had infifnte time itd be easy af

hybrid juniper
#

anyone know a less time consuming method to reduce the nr of enemies in the campaign? editing .entities map files is such a huge task? maybe some value for zion/sp/monsters?

glossy sage
#

nr?

hybrid juniper
#

number

glossy sage
#

oh. Yeah, you'd look for the idEncounterManager entities in the .entities file and reduce the number of spawn ai events in their lists

#

may or may not need to account for encounter end triggers potentially not running due to not all the enemies spawning

hybrid juniper
#

I succeeded to some degree, but the pb is that it would keep those scripted doors locked; I would have to look for scripts inside scripts LOL

#

maybe if I would find a better way inside monster files to make them spawn and then die or dissapear it would be a much better solution bc I would not have to touch then anything inside map entities files; like I succeedes smth similar with D3 but I had script files at my disposal ; which for D2016 were not released if I understood correctly

glossy sage
hybrid juniper
#

no but you actually have their health declared value in each map as I found out. unfortunately putting that to 0 would spawn them with 1 value or smth so you stil have to shoot them to die; this does not resolve my spawning pb

#

in D3 I had script files at my disposal and I resolved the spawn pb by adding a random function with would enable or disable the complete initialization function for monsters; here there they stil keep the game closed toward scripts -and towards moding I guess

hybrid juniper
#

entityDef opening_gameplay_ai_encounter_script_encounter_volume_cylinder_1 the signature of bad code -when you have to use 200 chars for a title script then you get smth like this; shees

sonic pagoda
#

tf is this dude on about bad_boy

hybrid juniper
#

I am saying that the code is a mess- scripts calling for other scripts who also contain script calls inside, redundant names aka encounter_script_encounter like could they put more "encounter" inside a name? and multiple declarations. no wonder they refused to make available to the public function files. if you have to read an entire essay to be able to remove a trigger script from a file than there is something wrong with the code. a good written code should be based on modularity and be easily modified

quasi yacht
# hybrid juniper entityDef opening_gameplay_ai_encounter_script_encounter_volume_cylinder_1 th...

In opening_gameplay_ai_encounter_script_encounter_volume_cylinder_1...

  • "opening" refers to the section of the map (e.g. "opening" being the pre-elevator part of The UAC, "crash" being the surface/rest of The UAC because that it's a crash site).
  • "gameplay" is a general use-case descriptor.
  • "ai_encounter" refers to the fact that it relates to an AI encounter.
  • "script" refers to that it's a "scripted section" (i.e. when you do X, Y happens; not "script" as in some lines of code), and "encounter" refers to the fact that the script relates to an AI encounter. Alternatively, "script_encounter" collectively refers to that it's a "scripted section" that's part of an AI encounter.
  • "volume" refers to that it's a volume box, that triggers when something (specifically the player) enters it.
  • "cylinder" refers to the volume's bounding box's shape.
  • "1" refers to that this is the first entity that was made matching the above settings. All entity names have to be unique, so this just makes sure of that. (Note "entity name"; this is the name/ID of an entity in the map and is how other entities/map logic can refer to it, not the name of a script or file.)

Of all these things, it's very likely that the person that placed this entity only manually specified "opening" (if even that), with everything else being filled out by the map editor based on the entity settings. If not, then it's likely that the person manually specified all of these things per protocol, to be as semantic as possible.

Relevant video on the topic: https://youtu.be/XMzR5mJHPDg

I've also prepared a Programming & Tech category—though I'll do my best to keep things simple.

Given the confidential nature of tech, not to mention the vast variety in people's work environments, I think it's best to avoid getting too technical and instead focus on more general topics.

This time, I'll be talking about file naming and labeling...

▶ Play video
quasi yacht
# hybrid juniper I am saying that the code is a mess- scripts calling for other scripts who also ...

[...] scripts calling for other scripts who also contain script calls inside [...]
In this sentence, keep in mind that each "script" is an individual logic component. It makes (some) sense for entity A to trigger entity B which triggers entity C to do something, as each of those entities are separate pieces of logic tied together like drag-and-drop code/nodes (which is basically what it is).

[...] redundant names aka encounter_script_encounter like could they put more "encounter" inside a name? [...]
Again, this is very likely auto-named by the map editor based on entity settings, and equally likely to be named this way for semantic reasons.

[...] if you have to read an entire essay to be able to remove a trigger script from a file [...]
We use raw text editors like Notepad++ to look at raw output files, while id Software has access to a fully-fledged GUI suite and visual 3D map editor (idStudio) to edit properties in a more user-friendly fashion. It's not quite fair to criticise the game's output files for being convoluted when we were never supposed to edit the output files directly.

[...] a good written code should be based on modularity and be easily modified
As an avid Doom 2016 modder, I'm of the opinion that Doom 2016 is very modular and easily-modified, when considering how much of the game properties/code could have been hardcoded within the game executable.

It's definitely much more advanced to mod Doom 2016 than Doom 1, 2, or 3, but I don't think that that's something that could feasibly be avoided with how much more advanced the game itself necessarily is. This means that it's much harder and more tedious to learn how Doom 2016 "works" (especially coupled with Doom 2016/Eternal modding having relatively few tutorials), but once you figure it out, it slowly but surely starts making sense.

hybrid juniper
#

I would not say that it is more advanced to mod it than D3. I mean I spent quite a lot of time with D3 and what I can tell by now is that everything that I would realize in D2016 in a day in D3 would take me much less time. Let's not forget that D3 was on purpose opened for moding. By far the most easy to modify from all engines that I tried it was the engine of Far Cry 1. You had easy access to most files which would modify gameplay quite responsive. Without hundreds of modified values and functions within. Thats bc I guess D2016 is the most oriented toward scripts engine that I met -probably D3 was something similar, but you have script files for code there. I think that ppl make the mistake thinking that bc it is idtechX+1/2 compared to idtechX, then it necessarily is better written. There is also the pb that with more iterations newer engines use to retain a lot of "garbage" code left from older ones. Mapping wise the editor of FEAR -first-was the most intuitive and easy to use from all editors I tried, bc it was mainly objects oriented, but this is another story. I mean I make my observations based on my past experience with older engines.

#

I don't see how D2016 engine is more advanced, coding wise, if we except the fact that it accepts higher resolution textures and I give it that, it is written more and better on shaders. It also gives me the impression that this engine took minimal physics properties into consideration. Physics wise as far as I seen to date it seem to me worst than (given) the chubby D3.

sonic pagoda
#

figure out md6 or something

#

idgaf about doom 3

sonic pagoda
hybrid juniper
hybrid juniper
#

in D3 wherever you would put objects in the editor, once you load the game they will drop to the floor if you put them in the air, bc they hade some weight properties that the engine was using in tandem with gravity values

#

there might be some superior aspects with the newer engine I suppose; artwork wise this game is superior especialy in terms of shaders and level design; since d3 had small silly maps everything was badly scaled; still some monsters from D3 are better designed, although they don't respect to the book the older D1-2 games

#

zombies in particular I find extremely bad made in this game, and their entire existence seem only put here to give weak players a chance to grab more ammo and save face when they are close to death, thanks to dropping health

#

artificial implementations which should not satisfy serious players, imo; anyway I get lost into other details

quasi yacht
hybrid juniper
#

I am also trying to remove blocking events in regard to doors bc I don't like at all the idea that the main computer of the base magically know how many demons are to be spawned from hell before doors would open again. in this regard the IA_SCRIPT_DOOR_<value> sem to be the answer at least partially; where there are more complex scripts though additional edit must be used

#

if I understood correctly our access to script files is completely blocked? or am I trying the hard way where there is a better solution (scripts) and I don't know about it?

#

by examining all D2016 mods that are put on nexus I did not find any valid script file containing functions at all

quasi yacht
#

In your case, the better solution is to look up Doom Eternal level modding guides, and apply those same principles to Doom 2016 (e.g. how to structure enemy encounters, delete/change enemy spawns, make encounters wait until a different amount of enemies have been slain, et cetera).

You can theoretically edit doors (individually, one by one per map,) to start "unlocked" by default, remove any triggers that "lock" them, and so on. How to do this depends on the individual door. But you'll probably run into trouble with multiple enemy encounters being active at once if you progress past an active arena, enemies possibly not pathfinding correctly in areas that they're not supposed to be in (beyond a closed door), the fact that only 24 enemies can be alive/active at any given point, and more.
It's possible to make doors always be unlocked, but I would suggest starting with something simpler like just editing encounters at first, to slowly get an understanding of the .entities format, how entities interact with/refer to each other, and so on.

quasi yacht
# hybrid juniper by examining all D2016 mods that are put on nexus I did not find any valid scrip...

We can't make or edit our own functions/scripts in Doom 2016. It's possible to combine many individual logic components to make <#d2016-modding message> (despite "vehicles" not even being a concept in vanilla Doom 2016), so it's not like that we can't make cool things, but we can't make/edit the logic components' internal programming.

What we have access to is kind of comparable to "drag-and-drop programming" or such. If you've used Doom 2016's SnapMap or LittleBigPlanet 2/3/Karting/Vita's Microchips, that's kind of what we can do. "Easy" to get the basics of (with a visual editor, that is), but if you truly get it, you can make something incredibly spectacular.

hybrid juniper
#

it is a very slow process though , all the time add remove values and search for corresponding results; abt LittleBigPlanet I don't know anything abt it yet, have to look for it

#

sidenote, is it possible to add helmet ON to player, or is it just animation what we see through lvl 1 intro when you get your suit on?

wintry zealot
sonic pagoda
sonic pagoda
#

lmao armless dab. and for the love of god NO SLOWMODE, FUCK. its not like theres 500 people typing here. god.

#

and the auto bots are insufferable. god forbid you post 2 links within a 10 minute timespan.

#

makes me never wanna use this channel let alone server

#

10 seconds. for what.

#

and is much more active. why is this double

sonic pagoda
#

💀💀💀

mystic yacht
#

why is the doom launcher malicious

hollow ingot
#

whut

main chasm
mystic yacht
#

oh

quasi yacht
hasty bison
fading ocean
#

Hello guys! I want to get the platinum trophy for doom 2016. But There are not enough players on multiplayer. Are there some people that can help me?

wintry zealot
wintry zealot
#

Doom the movie the game E1M3 now active on snapmap

#

JEALUYFT FOR DOOM the movie the game E1M1, E1M2: GDD4AQZJ , E1M3: EY7KAQBG

knotty mulch
#

how do you search snapmap levels

wintry zealot
#

press y while in the snapmap lobby

knotty mulch
#

oh thanks

#

I'll check it out 👍

wintry zealot
#

e1m3 doom movie game

#

I forgot to add "the" in

wintry zealot
knotty mulch
#

So it starts with e1m1?

#

I went to the twitter and got the code

trail valve
#

No way DOOM (2016) has mods

#

I just found out

knotty mulch
#

Every game has mods

trail valve
wintry zealot
wintry zealot
#

how do you make a multilevel campaign in doom 2016?

glossy sage
sonic pagoda
#

i thought that was doom 3 inspired, not classic doom

wintry zealot
glossy sage
wintry zealot
#

yes.

#

but it won't take me to the next map

glossy sage
wintry zealot
#

When the red and green switch is touched

glossy sage
#

Is that what also ends the map in victory?

wintry zealot
#

yeah.

glossy sage
# wintry zealot yeah.

Add a 0.1s input delay to the End in victory. What's most likely happening is that the end in victory occurs just before the next map settings is activated. And logic stops executing when the map is signalled to end.

#

Also, are you testing the published map when seeing if next map settings are working? That's the only way test it

wintry zealot
#

yes.

glossy sage
#

Ok. So yeah this should work once you add that delay

wintry zealot
#

it didn't work

#

the next maps settings are not working

glossy sage
#

Hmm. Can you send the ID of the map and I can take a look?

wintry zealot
#

here they are

glossy sage
#

So the first 2 levels you're testing the next map settings for?

wintry zealot
#

yes.

glossy sage
#

next map settings don't load the next map immediately, rather it takes you to the lobby of the next map

wintry zealot
#

ah.

#

It takes you to the next map, just to the lobby first?

glossy sage
#

Correct

#

That's where the map description override comes in

wintry zealot
#

map description override meaning the text on screen means it'll transport you to the next level

#

right?

wintry zealot
#

I'm glad mods are officially supported in doom 2016

glossy sage
glossy sage
#

Just some clever people who have been able to crack into the games files/assets and modify/replace them

wintry zealot
#

that's how snapmap works eh?

glossy sage
#

snapmap isn't modding

wintry zealot
#

it's making custom content like levels modes and campaigns

glossy sage
#

I wouldn't consider a level editor modding because we are still restricted to assets and tools that the developers decide to hand-pick for it.

#

meanwhile actual modding of doom 2016 includes being able to replace and add new models to the game files

#

modifying campaign levels, modified demon types, and such

wintry zealot
#

I hope bethesda is ok with this.

#

or is it id?

glossy sage
#

I don't think they would care, and if they did, it would kinda go against an important aspect of doom as a series

#

classic doom is alive to this day thanks to modding

wintry zealot
#

Besides i heard id software LOVES modding and fan creations

#

i forgot how modding is an important aspect.

glossy sage
#

regardless, a level editor is great in conjunction with mod tools.

sonic pagoda
wintry zealot
sonic pagoda
#

absolutely 0 attempt to make idtech 6 or 7 open for licensing/modding whatsoever

#

guess we'll just have to slowly reverse engineer everything and make it moddable for them

#

smh

quasi yacht
# sonic pagoda absolutely 0 attempt to make idtech 6 or 7 open for licensing/modding whatsoever

If they made id Tech 6/7 open-source and/or released modding tools, then yes, that would mean that they love modding and fan creations. But not doing that doesn't necessarily mean that they don't love modding and fan creations.

I'd also wager that, whether intentional or not, id Tech 6/7 has many "pro-modding" internal engine choices, like how "which weapons are shown in the Weapon Wheel?", "which animation should an enemy use in a given situation?", and "which maps can Mission Select show?" aren't hardcoded in the game executable. Many things are "exposed" throughout the declaration tree.

absolutely 0 attempt [...]
What if they tried, but just didn't succeed? That would be an attempt, even if we have no way to tell whether they ever tried; we can't prove that they've never tried.

sonic pagoda
#

those modular design decisions may very well be for their own convenience. and decls are just 1 thing. powerful? sure. but nowhere near what it could be. Without doom res-ex (a fanmade tool) we wouldn't even be able to access the resources in the first place to change. Idtech6 is super impressive to me. I think its actually a crime how tightly locked they keep it. All the more reason why im so passionate to push it to the limit. Almost a decade old yet still solid. And with the franchise basically being on hiatus, now would be the perfect time to open source. Marty Stratton himself has said that they have tried to make DE more moddable. Yet anything eternal can do, 2016 can too. So its pretty safe to say, they didnt make it a priority.

wintry zealot
#

WT4R55FR april fool's apocalypse

#

snapmap code

#

i remade e1m1 nuts.wad style

tender lagoon
sonic pagoda
#

the corpses were solid for some reason and it was just modules and you shoot the bfg a few times and its over

#

not much really to talk about. it was a distraction ig.

sonic pagoda
# tender lagoon

@glossy sage Doom server admins when they see literally doom related model modding. MEME!!! DIE HEATHEN!!!!

doom server admins when literally completely unrelated image in wrong Channel: silence

glossy sage
#

fr

sonic pagoda
#

you could probably upload 50gbs worth of imp twerking videos here and it'd just stay up

glossy sage
sonic pagoda
#

orblivia just chilling.. watching some spaz freak out on meth

willow iron
#

is snapmap on the switch verison of doom 2016?

unique hare
#

I don't think so

sonic pagoda
#

sadly not

unique hare
#

IIRC they cut it for space reasons

sonic pagoda
#

worst mistake they could pull tbh

willow iron
#

dammn it

tender kite
hybrid juniper
glossy sage
#

you can change nextmap settings on the fly

#

on any logic trigger

#

though if we're talking using nextmap settings for campaign levels, I'm not sure if it would be compatible because campaign doesn't use lobbies

hybrid juniper
#

you are talking about multiple exit points I guess? with other campaing maps it works -in the sense that I send player from intro to foundry directly

glossy sage
#

oh, I didn't know what campaign used to specify level to transition to, or that an entity there defined that at all

wintry zealot
#

Can the console spawn the cyberdemon

glossy sage
#

in campaign and multiplayer, it has been done

wintry zealot
#

Alright, is it the same as eternal spawning where i just type chrispy ai/ect/ect

glossy sage
#

yes, except you use snapHak and sh_spawn ai/etc/etc name

#

bosses might take a bit more than the sh_spawn command tho

wintry zealot
#

Alright thanks

hybrid juniper
#

For anyone curious what settings did id Soft use at Doom16 E3 presentation, after testings I think that they used pm_runspeed ~ 350. Which they increased for the final version to 500.

#

and played with g_fov 85

hybrid juniper
glossy sage
#

While DE is only on the horizontal plane

hybrid juniper
#

quite strange to add this feature on the part of the devs -not talking abt you. correct me if I am wrong, but is this not sort of an Unreal thing? in older Unreal games if I am not mistaking you could double tap left or right and it would act like a dash (dont recall if newer Unreal games have this as well)

glossy sage
#

No idea, but I built this dash using zero-g cvars and triggering gravity to enable and then disable, not any ability built in

tame hawk
glossy sage
#

Yeah

tame hawk
#

sick

wintry zealot
#

This is possible in doom eternal, is it possible to find a way to play as the battle mode demons in campaign

glossy sage
#

The multiplayer demons you can transform into? Possibly.

wintry zealot
#

Because I was able to make a mod on that in eternal I wanna try and do it for 2016

glossy sage
#

The only potential hurdle I can see is there may be incompatibilities between the multiplayer player and campaign player, but that shouldn't be anything some extra mod work couldn't workaround

wintry zealot
#

Alright Because the way it worked in eternal was grabbing the commands and the dreadknight properties putting that in each level entities and the overrides folder

glossy sage
#

I imagine the campaign player and battlemode Slayer aren't different entities like the campaign player and multiplayer player is in doom 2016, so that's why I could see there being issues.

#

Though if you're just wanting to permanently be 1 player demon, might be possible to just spawn as that entity outright, though ofc you would need to account for interactions with the map that are made impossible while in that state

wintry zealot
#

Alright, rn it's just a concept

sonic pagoda
#

id rather have it for snapmap

#

playing the campaign as mp demons would be boring af

wintry zealot
#

What's the console command for infinite ammo

glossy sage
#

The cvar is g_infiniteAmmo 1

wintry zealot
#

It just says unknown command g_infiniteammo

glossy sage
#

you need legacymod for dev commands and cvars

wintry zealot
#

ah alright

#

What the hell it says I'm at the second to last level even tho I finished the game

#

Nvm I restarted the mission and it fixed everything

steel totem
#

has anyone tried to make the Harvester an enemy?

glossy sage
tame hawk
glossy sage
#

Pretty sure

sonic pagoda
#

but cant attack, thats what mods are for

wintry zealot
#

we need some glory kills on it

#

like a horn break and like smashing it into its head

glossy sage
#

custom animations are beyond what is known to be possible, for now at least

wintry zealot
#

k when of if it is possible we can get a few glory kills on it

sonic pagoda
#

disregard the shitty looking map its under remodeling lmao. but i made the medic class for this map have an AoE that heals teammates and damages enemies, also damaging enemies with it heals the user so it has lifesteal.

#

currently working on a shockwave ability that stuns all snowmen in a huge radius for my other class.

glossy sage
sonic pagoda
#

stun shockwave working good lmfao best class

sonic pagoda
cosmic shell
#

Does 2016 has any model swap mods like in Eternal? For example, in Eternal, there's a Halo weapon mod.

glossy sage
#

As for any official mods, there's not a whole lot of modders for doom 2016

#

Basically just 3 or so people who have been working on 2016 mods and tools

#

There's a published mod that replaces all lost souls with bentley cat, that's about it

#

There's plans on doing model swaps for the mp armor pieces with halo ones tho

sonic pagoda
#

make that Halo MP armor mod

coral tartan
#

Amazing

solid mist
#

Ok

sonic pagoda
solid mist
sonic pagoda
#

the gun is a battle rifle from halo and the cat is a meme

stiff lintel
wintry zealot
#

Offline practice mode with XP, because literally everything I needed to get it working is already in the game through developer console commands LOL

#

And for anyone who's interested, here is all the launch arguments needed to do it:
[you may need a mod that unlocks console commands for all of this to properly work!]
+tss_enable 0 +hydra_enabled 0 +tss_hydra_enable 0 +tss_hydra_required 0 +hydra_profileMP_enable 0 +net_dedicatedServerGate_EnableEndpointPingCheck 0 +metrics_allowStatsAndXPInPrivateMatch 1

sonic pagoda
#

Hah. it was just a cvar this whole time

#

then again i always just used unlock all

wintry zealot
#

the first 4 commands allow you to load up the multiplayer menu without a connection to Bethesda, the profileMP command makes the game save multiplayer stats locally instead of over Bethesda, the dedicated server gate command fixes an issue with trying to load up a private match, and the last command enables XP in practice mode

sonic pagoda
#

interesting

#

And you dont need dev mode or legacy mod? even morr Interesting

wintry zealot
sonic pagoda
#

ah so you do. well no problem already have it

wintry zealot
#

if you dont have legacy mod [because zippyshare shut down], let me know

sonic pagoda
#

r.i.p to console users tho

wintry zealot
#

big rip to game pass users who have access to doom 2016 on console but not PC

sonic pagoda
wintry zealot
sonic pagoda
#

well thats cool ig. ill see if you can grind achievements

wintry zealot
#

public match playlists still require a connection to Bethesda, but lobby_emulatePrivateAsPublic is a weird debug command that forces private lobbies to act as public ones

sonic pagoda
#

they left in so many test commands. they're so fun to play with

#

i like messing with the mp mancubus cvars. The one where you can change how many projectiles he shoots in each volley. you can make it like 500 lol

sonic pagoda
wintry zealot
sonic pagoda
#

random tests ig

wintry zealot
#

they also have bot_fakePing which gives bots random ping...

sonic pagoda
#

there was this dynamic navmesh command that i wanted to get working so bad

#

but it was labled as a test one so probably not even finished or functional

sonic pagoda
#

MP devs left so many weird commands. and im happy they did.

wintry zealot
# sonic pagoda forcing a bot to have ping lol

doom 2016 is deadass the only game i've seen where the devs were like "yeah just leave every single dev command in there, yes even that weird one the intern named Ben coded in that gives the bots random ping and adds a countdown timer to the private match lobby screen"

sonic pagoda
#

based honestly

#

thats why 2016 is the GOAT.

#

gotta make more mods for this baby

wintry zealot
#

IDs to use with the gotoShellScreen command

0 - Start screen used in console versions
1 - Brightness adjustment
2 - Main menu
3 - In game menu
4 - Developer menu
5 - Campaign main menu
6 - Collectibles
11 - Settings
13 - Difficulty
14 - Campaign save slot select
15 - Campaign mission select
16 - Rune trial select
17 - Classic map select
21 - Arcade mode
22 - Multiplayer
23 - Multiplayer lobby
24 - Public match playlists
25 - Private match settings
27 - Multiplayer runes
28 - Multiplayer weapons
29 - MP loadouts
30 - MP weapon select
31 - MP demon select
32 - MP equipment select
33 - Game summary
35 - MP profile
36 - MP taunts
37 - MP customization
38 - MP statistics

steel totem
#

imagine a horde mode mod for 2016

#

it would have been just as fun as Eternal

glossy sage
#

that can easily be made in snapmap

quasi yacht
scarlet thorn
#

does anyone have a definitive 2016 3rd person mod

sonic pagoda
#

you can do it through console commands but it basically would only work in MP or Snapmap since single player 3rd person anims just dont exist. ur tposing at all times

ornate tusk
#

a

sonic pagoda
#

eventually i want full armor replacements so theres just every halo 3 set

#

since i could modify the body armor aswell

#

this is just a good baseline

sonic pagoda