#d2016-modding
1 messages · Page 1 of 1 (latest)
It's not in snapmap
(Sorry if this is a dumb question, but...) So a question about snaphak, does published snapmaps keep all the snaphak'd parts?
Yes, even for console players. 👍
Cool.
What does this have to do with mods for doom 2016
least insane #d2016-modding discussion
Why do you mfs take every comment as getting offended?
Get original in hating people
You can mod doom 2016?
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.
snider cut of DE when?
"more replayability" if you're talking strictly campaign then sure. Eternal doesn't come even close to 2016 overall with arcade mode, snapmap and multiplayer
As someone who's not interested in "score-hunting", I forgot about Arcade Mode. So yes, I was only talking about the campaign, where I (personally) feel that Doom Eternal's combat loop is more fun and/or engaging (and, of course, its cutscenes are skippable, leading you faster into more action).
But yes, Arcade Mode (and SnapMap) is definitely a point in favour of Doom 2016. 👍
What kinda mods?
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.
It’s interesting that Bethesda let the hacked maps slide in, then.
Usually developers would prohibit hacked content to be uploaded to their online servers.
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?
[...] 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, [...]
I think that Keep the Dead is a non-standard mod, requiring you to extract something from the mod to then use outside of DOOMModLoader (and maybe also something else to use inside DOOMModLoader)?
what do you mean by that?
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.
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.
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.
oh okay,thanks man,i appreciate it.
Just like the multiplayer for 2016
Anybody know how to do bindings and aliases from the command console? Like if I want one button to change two things?
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 withexec.
Anybody know how to do bindings [...] from the command console? Like if I want one button to change two things?
You can typebind X Yin 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.
Hell yeah thank you. Is there a way to unbind or edit the cfg to unbind without unbinding all controls in case I mess up?
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.
Don't cross over it, you're objectively right
@quasi yacht so all keyboard controls have an _ before them. Is there a list of all of these and their names?
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.
Perfect wasn’t sure if tab worked in this case.
I wonder if we will ever get a co op mod for doom 2016 and eternal
Imagine playing through the game with your friends
That would be so cool
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
Doom would be even funner
Someone made a co-op mod for Skyrim so why not for DOOM 
Experimenting with binding objects to demon joints.
Can anyone tell me how to toggle the hands_introbringup animations for weapons? Seems typing any of the commands in console does nothing.
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.
so uh
I'm a new doom modder
where do I like begin?
(Im talking about classic doom, not any doom 2016 stuff)
#classic-doom-maps-mods is the correct channel for classic doom.
Is it possible to mod the Cyberdemon into Snapmap, as he also appears in the classic level as kind of a normal enemy
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.
why is there no snap map channel
Good question, idk.
There is; this channel (#d2016-modding)'s description says "All things about DOOM (2016) Modding including SnapMap!".
shouldn’t this channel be called something like d2016-maps-mods or d2016-snapmaps-mods?
Probably because snapmap is dismissed as being too insignificant to deserve a channel of its own
As in one that makes it so your friend doesn’t have to get resummoned every 5 seconds
Snapmap is pretty flawed: it’s balancing is fucked (largely due to being based of mp this also causes other issues), it’s missing weapon mods, many of the prefabs aren’t very good, the pinky is useless and there is no summoner, the memory limitations make it hard to make a large lvls, adding checkpoints is a pain, and so on.
When was the last time you loaded Snapmap? There are a ton of new assets thanks to modding that many platforms can get access to including the summoner. While I agree It’s missing weapon mods and the modules are lackluster, the custom geo capabilities and logic system I feel is underrated. Checkpoints are easy. Large levels are possible.
I’m on console
What’s wrong with console?
Console users are able to take advantage of much of the "modded" content
snapmap has changed so much since most people touched it.
How, I’m talking in terms of making one
Any map that has modded assets, you can download, and copy it from that map to your own
snapmap should have its own channel 😎
It should.
Does that fix the balancing?
You can design a system of your own with just vanilla logic to scale damage of each weapon
I only remember there being enemy rebalancing maybe I missed that
I never played 2016 online due to bad internet I did update it though and try snapmap then
It's a bit complicated to set up but it can be done
Also how are checkpoints easy, like you have to have the encounter reset and all that which is a pain
Well, it depends on how the encounters are set up, but if it's only 1 encounter per module, you can just branch to different module filters to know which one to respawn
That is all dependent on your design of a level. A checkpoint without resetting encounters is easier than one that resets demon encounters, but it’s still doable.
I do agree the node system is easily its strongest feature
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
I still think that changing weapon damage and the like is a band-aide for terrible balance though
Well, what kinda balancing problems are you thinking of
I just remember having to modify enemy values cause it felt off, it’s been awhile though
Also why don’t pinkies have their armor?!?
No clue. Fortunately people have found a way to give the armor back, but its sadly a bit more complicated to add modded assets such as that as a console player
Yea but modders shouldn’t have to fix it’s issues, it was literally meant to be a replacement for modding and people have to mod it to fix it.
Like two enemies out the small roster can’t be used basically without modding
Wouldn't be the first time modders did a chunk of the dev work for a Bethesda game haha
Yea but it’s just plain ironic here that modders have to fix this mode.
It’s also annoying spawners spawn pinkies that can’t do anything useful
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
Cause you shoot in the face and they’re dead before they’re even close to you
Also alota the spawners are useless cause you can’t even change enemy values
You can change them for any type of spawner, in one way or another
I don't have any of these issues. Changing enemy health and damage works fine.
I remember it missing for alot of spawners
Though it has been awhile, maybe it was something else they were missing
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
^ This.
I remember trying that and still having this issue though I might’ve done something wrong
It's definitely possible, I've set it up myself
If they ever bring this mode back I hope it takes some halo forge inspiration
It should keep nodes and maybe have a prefab option
In terms of the aesthetic options, I agree, not so much the logic system
Also it could be an active game mode
And forge made a ton of iconic custom gamemodes
I always found that kinda annoying when working with some scripting, as I could easily have my object despawn while editing when it's part of the gameplay sequence to do so
Could be optional
It also made it easy to have multiple people at once do things
Yeah it's a shame you can't do coop editing
I didn’t know there was coop editing in forge.
Yeah it works like any other multiplayer lobby
Yeah, prefabs are pretty great, should have been a vanilla feature. PC players are able to share snapmap prefabs using snaphak
Honestly the only thing that could save infinite is a stupid good forge, even then it’d still likely be dead.
Though the idiots at 343 can’t even do split screen something the community hacked in with ease.
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
But it seems it's still only multiplayer editing
But there's also multiplayer bot logic
I mean they gave up on split screen so don’t give your hopes up
Well it's guaranteed not a pve maker, so I'll be sticking with snapmap regardless
Yes lol
I see god
Wait this isnt the DOOM snapmap server
The channel description says "Including Snapmap"
I meant the one that had Bol in it
Im in it already
Oh
Makes joke about skipping 2016 to go to Eternal
has an anuerism
Sorry about the weird green border shit. I don’t normally do captures.
what weird green border?
I dunno when I press play it gets all weird
Yo who’s Tom and why he so foolish
is nobody gonna talk about how fucking dope these are?
How’d you get the glowing eyes effect?
particles, which are basically the components that FX are composed of.
Is it possible to change the damage of individual weapons in snapmap?
Only if you create your own custom weapon inventory system. Modifiers apply to everything on your weapon wheel sadly
Custom as in modded or what
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
Yea on console that isn’t an option unless you want to slowly go through every weapon
The player inputs available are pretty much the same. Taunt keys are arrow keys on PC and D-pad on controller
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
What’s even used to modify damage the player does?
Set modifier input connected to the player proxy
Is it possible to set runes like air control?
Example of a more basic version of a custom weapon wheel here:
https://youtu.be/VcOFYVVwD00
With snaphak
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?
Nvm
A sequencer or Count object would do
I thought a switch worked but no that’s just the ways doors work
What does a switch even do? Since it’s not even a switch.
Welp I made a switch, with it required less nodes but it’s a minor problem
If you have any questions regarding snapmap/snaphak we’d love to see more people active in the snapmap discord 🙂
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.
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.
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.
Gameplay options such as?
Removing auto switch which can be annoying and no crosshair style.
auto switch when ammo runs out?
Yea
Pretty sure it does do that
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.
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
requires snaphak to bind, however
Also what’s the point of a mod at that point you’re better off just playing actual mods.
because the maps can be shared without the need for anyone else to download the same mods
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.
absolutely. Shame I doubt that it will ever come back
DE doesn't even have the official mod support yet that was promised as compensation for removing snapmap
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.
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.)
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
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.
After some testing it seems to just not want to work in a specific map of mine, odd bug
Well, if you need help troubleshooting that, I can invite you to a snapmap focused discord server where there's quite a few people available who are able to assist with technical issues
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?
What kind of spawner are you using?
None so I can place them in the air
Yeah making them ai conductor managed likely does nothing you'd want it to do
Doesn’t it just despawn far away enemies to help not hit the enemy cap?
Correct
Or at least most likely
Not 100% sure as I've never really played around with it enabled
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
It could just mean that it cooperates more seamlessly with the AI conductor spawner
Idk the description made it sound like it despawns enemies from a certain proximity. I’ve never used the ai conductor outside of a test where it was rather bad.
Yeah it's garbage
Basically tools for people who couldn't be bothered to spend more than a couple hours to make a map
I think all the encounter things are also bad due to lack of a damage modifier.
The single, group and custom encounters do have the health and Damage modifiers
Anything that doesn't, you can use Apply buff from the ai proxy
Those are spawners, and tbh there isn’t anything you can do with encounters that spawners aren’t better for imo.
By encounters are you referring to events like miniboss, wave events, etc?
Yea, also I confirmed the ai conductor setting bugs out lost souls
It works with other enemies and is useful there
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.
Fair, there's been so many maps I've seen where you can break it just by rushing through the levels, ignoring enemies
Also 300% speed haste is funny
Ones that don't, usually just lock you in the arena until the encounter is cleared
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.
It’s surprising cause it’s an easier thing to add in than a spawn system for example.
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.
yeah, it's 12 without snaphak methods
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?
When he is invulnerable, is it fine if his health is at max or does his health need to be maintained at whatever it was before he became invulnerable?
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.
Custom filters are great I was messing with them and it crashed my game lol
It’s a consistent crash too
Does the invincibility trigger at a specific Boss health threshold then?
that's odd. What's the setup for it? and is it crashing at a specific point in the map?
Yeah, on 15% of his health (modified), he currently spawns a weaker baron to distract the player. But you can just shoot on the modified one, and the fight is over. I want to stop it with a phase of invulnerability till the weaker baron dies, so he would trigger inv on this % of health. Is it possible, and if so, how can i do it?
Well, in that case, you could have him stuck at max health and have him heal like 10k health on hurt. Then, when you want the invincibility phase to end, you'd disable the health recovery on hurt and damage the Baron so that his health returns to the 15% amount
I was just messing with it and feeding the individual filters into each other, which is a good way to crash the game.
caused an infinite loop I'm assuming?
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.
Yea I figured that out.
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.
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.
Too bad cause that could’ve made the mode alot better if the pop in wasn’t so awful.
Maybe it’s a PS4 issue though idk.
more than 3 textures?
oh, like other than original, transparent and solid?
yeah that's essential for all the custom geo maps out there
There's not really any such pop in on PC as far as Im aware
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.
oh, from the camera turn
unfortunately that's everywhere then
I'm so used to it I don't really notice it anymore
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.
might just be for large volumes that take up a lot of your screen at once
Well that entire map was made up of volumes
many individual ones
whether there's large ones Id have to check I haven't played that one in years
Also just tested it’s a universal size issue
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
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?
I recall there were some campaign master level mods.
Can’t believe they took the Doom 2 elevator music over running from evil, like come on.
Especially when it’s literally already in the game’s files
how do you even mod d16 its all just "how to mod doom (1 or 2)!"
There's a discord server that covers modding doom 2016/eternal and has all the download links for doing so
yeah ill dm it
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?
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
Im not a PC guy but. Have you tried extracting the file?
Have you tried extracting the file?
I would never expect this in a million year 😭
Link?
Don't think I'm allowed to post links here, but I'll dm
Ok
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.
i know the light should be wider and not cast shadows, this is an older ish clip and they're gone now
That’s really cool, how did you manage to make the demon only attack when it hears sound?
Did you get it to work?
binded a block ai sight bv to the player
Full fight against the end bossfight that I had made for Into the Mortuary by Dbag Jack: https://www.youtube.com/channel/UCVXxFLFBPDXbt3eeCCNmQVw
You can play the map by searching for ID BE8SRM7W
Join the SnapMap Discord server: https://discord.gg/snapmap
i just learned movers!!! uwu
sorry to block up terra's way fuckin cooler post, watch it or else i'll do absolutely nothing
LMAO poor guy got launched, you can even see him look up before he gets smashed
too good
god those binded hell knights are fucking awesome. i could see them being used in a scifi horror map
gerrard doesn’t make an appearance in the official DOOM discord 
we need gerrard emoji here
what that left arm do 😳
everything.
gerrard is god
please dont let this channel turn into another reskin fest
The pizza characters are just a part of the custom level they came from
last alive snapmap community: discord.gg/snapmap
@sonic pagoda how did you give Greg that texture?
Ok
to make him solid i think
ikr
dollar store jerry

why are the emojis here so bad lmfao

like bruh these are garbo 💀
"too many emojis, too many links, slowmode 24/7, too many caps, too many commas"
real jerry 💯
jerry is such a homie, he saves orphans from burning buildings daily
doom server jerry is a convicted sex offender

Of course Steve, we won’t do that.
plus this discord is trash

that's some nice decal art, got a map id?
the meeting
Nah I just posted a meme
why here

NO MEMES!!! BIGOTRY!! YOU KILLED THIS CHANNEL
american revenant
I was about to do the upvote but it’s not the doom snapmap server 
this gotta be the lamest server ever bruh
Brad got parried 
has shit emojis
no custom emojis
Ik
DIE!!!!!!!

custom emojis are accessible through boosts lol
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
that was intense
he deserved it, my lord
have we found a texture that's blank and colorable like the Solid texture but is still affected by light?
Kirby plays doom
not gonna be fun taking another minute loading back into snapmap every time it crashes
echoes
is there smthn like this but for doom 2016?
nvm it wont let me send the link
but its the doom eternal audio extracter
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
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
what have i done....
@wintry zealot
make them jiggle 😳 and a bit bigger
ive done enough bruh. im not coding mover jiggling titties
lmao
Praetor suit Bout to make me act up
Y tho
Because it looks better than the doom eternal one imo
Fax

jumpscare warning?
bros afraid of a snowman 💀
Resource operation music 
no it just turned real fast which i didnt expect 💀
What the hell goin on an alaska?
just realized how terrifying the snowcaco is
I need snow gerrard
a live one?
Yes
why is there slow mode here it makes it unbearable to chat fucuckdkkffuk
ok sure
It can be on a new made map
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
this is a certified
classic
utilitarian armor looks good on the snowdier
its my favorite armor set
is that a tree?
yes
how
tree
griddle

Haha I love how D2016 Modding turned to this.
⛄
lmao shrunk player is so wierd in 3rd person
no snaphakker role in doom server 
i thought it would have normal collision...
but no his stupid skele ahh just eated it
average stroll through alaskan walmarts:
how do u get past the goop Jerrys
what
nvm, theres suicide jerrys that are covered in goop
im gonna scavenge through the demon gibs aisle and try to find a arm for jerry
nah
k
looks like a bomb vest
would look good on the possessed engineer
You know, sometimes I have a slight feeling that I'm the only person who still plays SnapMap
not true. I help run a small community for the active snapmap authors and players that remain
That is very cool to hear, glad some people still appreciate it
It's a shame Eternal didn't have one
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
snapflash challenge 2 is over, man the maps were pretty cool this time around. cant wait for snapflash challenge 3.
finish sock first
aint no way thats a summoner
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
goop
@sonic pagoda is this map available to play?
Snowmen Sleighers!
ID: MGTCR4T3
its wayyyy better with friends
thanks. I'll definetly gather some homies in to play it with me!
Awesome! I'm currently working on an update for it so. Tell me if any bugs pop up
looks mad
feel like im making the first actual Christmas themed snapmap
modding is just snapmaps?
im sure theres singleplayer mods somwhere but no one seems to be doing them. Snapmap more fun anyway
snapmap really should get its own channel still tho
like they wanna toss it under the rug smh.
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.
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.
sexual harassment
what is that from?
made a working shield that blocks projectiles from behind for one of my classes
new death sounds lmao
i miss the old one, but this is good
I think they are on a random relay now, with the originals included
yes all the original ones are on a random relay
i just added new ones to that relay
so theres like a 1 in 7 chance youll hear the classic ones
good
me after I overdose on the perc 30s 😨
same
perc 90 ultra
“We have to contain this…” -Ballivia
i dont make the rules.. complain to admins or something. 1984 that snapmap sex is banned..
how to mod the 1993 doom re-release?
WE need a tool to import models into this fuggin game
mod support
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
kms


based way to put it
Without the same mods, they just show up as black boxes
in editor. Ingame, they don't appear at all
ladies n gentlemen. the first model modded into snapmap
it needs a texture still thats why there's ghetto decals
still figuring that out
He is finished, custom texture and all LETS GOOOOO
the first fully modeled custom prop
in doom 2016
now port jerry in
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
Halo?
now master chief
it will happen
it'll actually be easier,
than changing weapons, the hardest part is finding good models
doom eternal meathook
possible, but meathook is lame
based
imma just make a grapple instead
yes
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
someone really told me why i dont just mod eternal cuz they have tools and support
lmao
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
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

snapmap for the modding community is like peanut butter and jelly
snapmap on its own? cool
modding on its own? cool
SNAPMODDING??

did you just use those cursed emojis
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
-uses axe for long range
-uses firearm for close range

LMAO
modding
gmodders be like.
just clicked the check mark and have model now.
im a modder 
just tested mulitiple materials in blender and it works
its possible to have more than 1 texture show up on 1 model
Man if these came out 3-4 years ago, I would be all over them

why not now
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
Doom Eternal exists 😔
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
nice but halo 4 actually sucks
halo 3 is a good one
i agree. Thats why i just said halo lmao.
a halo
4PLAYER
map. lmaoo
halo 2 is my fav
i just want a co-op modded map
ohhhh
i see how you could get confused tho lol
im an idiot i cant read
i started halo 2 anniversary its fun
ive always liked ce and 3 tho
thats cool. Ill probably combine some of my fav parts of the trilogy
like sounds, gun designs, armor.
halo 3 MP armor probably
When it’s on sale on steam it goes for 5 lol
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.)
use for jumpscares
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
Right-click Doom 2016 in your Steam library, choose "Properties..." > "General", and add +devMode_enable 1 to the "Launch Options" field.
lmao
the halo music... hmm yes.
Is that a SGN multiplayer deathmatch map?
sgn?
Super gore nest
oh well, it came before that lol
Oh
boneyard from 2016
Yea I don’t really play doom MP (because nobody else plays it
)
this was just showing battlerifle working online
its very underrated tbh
not as much as snapmap tho, man 2016 in general is underrated
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
this channel doesn't exist
this channel doesn’t exist
that's true
they wont be able to ignore it at some point tbh
I've tried to do snapmap before it's kinda hard to make a decent map
Not really, just time consuming
yeah if i had infifnte time itd be easy af
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?
nr?
number
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
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
if you're trying to remove an entire enemy type, maybe. But it's not like there's a separate file for each individual demon in each map.
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
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
tf is this dude on about 
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
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...
[...] 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.
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.
Also wdym? The physics are funny af. Does doom 3 even have physics props?
They used proprietary physics with the engine at the time
I don't have access to the entire code of cpurse but this is what it seems , based on my observations if you use ie corpses and decals stay longer parts of them will sometimes float in the air, weapons added on maps would stay in the air if you don't specify locations
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
The same applies to Doom 2016, if you use a physics-y prop entity.
Edit: On second inspection, I realise that you just meant "it's also the case in Doom 3", which you were asked about.
I haven't use it for enough time to know it yet all but with floating bodyparts from corpses I suspect that this can't be easily fixed
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
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.
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.
I am already into what you say, since I spend about 4-5 hours a day with pauses, since about... a week or so by now
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?
custom demons in snapmap
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.
#doom-2016 has a 5 second slow mode
and is much more active. why is this double
Nor type 6 emojis
💀💀💀
why is the doom launcher malicious
whut
Because it has no information on who made it so your computer will warn you that it might be malicious but if you download the right one its completely safe.
oh
DOOMLauncher works by modifying the memory (RAM) of a process while it's running. That's a very no-no thing to most anti-virus software (and rightfully so), but it's a false positive in this case.
doom-life
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?
#DOOM #XboxShare The first 2 levels of DOOM the movie the game are available now in DOOM 2016s SnapMap
Doom the movie the game E1M3 now active on snapmap
JEALUYFT FOR DOOM the movie the game E1M1, E1M2: GDD4AQZJ , E1M3: EY7KAQBG
how do you search snapmap levels
let me know what you think.
I’m home and I’m opening the game
So it starts with e1m1?
I went to the twitter and got the code
Every game has mods
I didn't know this one had, I just bought it like 2 days ago xd
yes
how do you make a multilevel campaign in doom 2016?
Next Map settings - In its settings you have to search for the next map in the campaign that you've published. Then you have to set Next Map Settings active with logic.
the one with the rock?
i thought that was doom 3 inspired, not classic doom
I tried that It's not working
So, you selected the next map in the Next Map settings?
What logic sets it Active?
When the red and green switch is touched
Is that what also ends the map in victory?
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
yes.
Ok. So yeah this should work once you add that delay
Hmm. Can you send the ID of the map and I can take a look?
So the first 2 levels you're testing the next map settings for?
yes.
the next map settings seems to work
next map settings don't load the next map immediately, rather it takes you to the lobby of the next map
map description override meaning the text on screen means it'll transport you to the next level
right?
I'm glad mods are officially supported in doom 2016
It makes it so the map description is changed when you next map to it vs just loading up the map directly
There is no official mod support
Just some clever people who have been able to crack into the games files/assets and modify/replace them
that's how snapmap works eh?
snapmap isn't modding
it's making custom content like levels modes and campaigns
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
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
Besides i heard id software LOVES modding and fan creations
i forgot how modding is an important aspect.
pfffft. their actions say otherwise
what do you mean?
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
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.
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.
oh yeah ohh i played this
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.
@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
fr
its still here 💀
you could probably upload 50gbs worth of imp twerking videos here and it'd just stay up
New and improved "Dash system" in snapmap
orblivia just chilling.. watching some spaz freak out on meth
is snapmap on the switch verison of doom 2016?
I don't think so
sadly not
IIRC they cut it for space reasons
worst mistake they could pull tbh
dammn it
Vertical dash too, so dope
I wonder if you can use a brush as trigger to start nextmap -ie if fall from an edge on planet Mars instead dying...
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
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
oh, I didn't know what campaign used to specify level to transition to, or that an entity there defined that at all
Can the console spawn the cyberdemon
in campaign and multiplayer, it has been done
Alright, is it the same as eternal spawning where i just type chrispy ai/ect/ect
yes, except you use snapHak and sh_spawn ai/etc/etc name
bosses might take a bit more than the sh_spawn command tho
Alright thanks
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
does DEternal have lateral dash as well?
The only difference between DEs dash and this dash really is that it can propel you vertically
While DE is only on the horizontal plane
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)
No idea, but I built this dash using zero-g cvars and triggering gravity to enable and then disable, not any ability built in
wait you can spawn cyberdemon in mp?
Yeah
sick
This is possible in doom eternal, is it possible to find a way to play as the battle mode demons in campaign
The multiplayer demons you can transform into? Possibly.
Because I was able to make a mod on that in eternal I wanna try and do it for 2016
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
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
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
Alright, rn it's just a concept
What's the console command for infinite ammo
The cvar is g_infiniteAmmo 1
It just says unknown command g_infiniteammo
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
has anyone tried to make the Harvester an enemy?
Here is the final version of the Harvester in campaign. After a lot of work I finally got him working as I initially wanted him to. Although I wish he could shoot his laser, I wasn't able to do it, so I made him shoot a bunch of fast small projectiles. He also has fully functional glory kills from Multiplayer.
Since I finally made him work, I w...
so harvester works with summoner skeleton?
Pretty sure
yes
but cant attack, thats what mods are for
we need some glory kills on it
like a horn break and like smashing it into its head
custom animations are beyond what is known to be possible, for now at least
k when of if it is possible we can get a few glory kills on it
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.
could probably use the glory kills on harvester player from MP at least
sad i had to cut this sword until further notice since binded movers dont seem to sync in co-op. maybe theres some things i can try?
Does 2016 has any model swap mods like in Eternal? For example, in Eternal, there's a Halo weapon mod.
Yeah you can import static models
This was a test import of a battle rifle model; the material configuration does need some work tho
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
ig i have to step it up
make that Halo MP armor mod
It's wonderful
Wtf is that thing
Amazing
Ok
the gun or the cat?
Both
the gun is a battle rifle from halo and the cat is a meme
Shit I thought you was banned for some dumb shit 😂
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
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
i've only ever tested this with legacy mod
ah so you do. well no problem already have it
if you dont have legacy mod [because zippyshare shut down], let me know
r.i.p to console users tho
big rip to game pass users who have access to doom 2016 on console but not PC
pretty sure it comes with snaphak
ah ok good
well thats cool ig. ill see if you can grind achievements
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
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
strange how thats even a thing
thats what i was thinking, i found it, went "cool, but why tho?"
random tests ig
they also have bot_fakePing which gives bots random ping...
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
forcing a bot to have ping lol
MP devs left so many weird commands. and im happy they did.
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"
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
that can easily be made in snapmap
https://www.nexusmods.com/doom/mods/38 already exists, so we don't have to imagine it.
(And like @ Telapoopy said, that sort of thing is very feasible in SnapMap without mods, too. That may even be preferable in some ways, e.g. having two weapon wheel rings for more than just 8 standard weapons, along with custom arena design.)
does anyone have a definitive 2016 3rd person mod
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
a
i just gotta figure out the texture mapping, probably just have to swap some decls or something.. but this is a good start
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
gerrard





