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WHAT'S BEHIND THIS DOOR, DOOM GENERAL
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DOOM THREAD / RETRO FPS THREAD, JAZZ HANDS EDITION - Last thread >>3235545

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/GnWMDhg0

SO YOU WANT TO PLAY SOME...
Doom: https://data.desustorage.org/vr/image/1448/27/1448271860636.png
Doom download: https://yadi.sk/d/469ydBaLndVCJ
Quake: https://data.desustorage.org/vr/image/1405/27/1405272990521.png
Quake pastebin v7.1: http://pastebin.com/cpjZmazY
Duke: https://data.desustorage.org/vr/image/1403/19/1403195896088.jpg
Thief: https://data.desustorage.org/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desustorage.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

COMMUNITY PROJECT
Make a Boom-compatible E1-themed Ultimate Doom map.
Status: https://desustorage.org/vr/post/3019509

IM NOT ORIGINAL POSTER BUT I DO MY DUTY
>>
===NEWS===

[05-23] Preliminary DUMP 3 info
>>3236948
http://pastebin.com/QYXUCMHZ

[05-22] New, higher res scans of The Doom Comic
https://www.doomworld.com/10years/doomcomic/comic.php

[05-22] /newstuff #498
https://www.doomworld.com/php/topstory.php?id=4589

[05-19] Original Chex Quest dev is remaking it in UE4
http://www.chexquest.org/index.php?topic=5307.0

[05-19] Anon mod release:
https://www.dropbox.com/s/2ptiz7sqr1z607q/plasmaBurst.pk3?dl=0

[05-19] Midi covers by anon >>3224369
https://www.dropbox.com/s/2mrl1rjc7ubdfhn/DEFENDERS.mid?dl=0

[05-19] Anon made speedmaps >>3223012
http://s000.tinyupload.com/index.php?file_id=81941233607651924415
http://s000.tinyupload.com/index.php?file_id=21678336224653867121

[05-18] Some madman tries to remake Doom in UE4
https://www.youtube.com/watch?v=fG8Lb9G7ul8 [Embed]

[05-15] DOM maps for UT
https://sites.google.com/site/fragnbrag/Home/domination-maps

[05-15] Some details on the "Booty Project"
https://desustorage.org/vr/thread/3210404/#q3214427

[05-13] RetroAhoy releases review of Quake
https://www.youtube.com/watch?v=OipJYWhMi3k [Embed]

[05-12] DOOT
https://www.youtube.com/watch?v=hzPpWInAiOg1 [Embed]

[05-10] Anon map release: Baal Hadad
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/baalhdad

[05-08] Ancient Aliens: new megawad by Skillsaw et al.
https://www.doomworld.com/vb/post/1604948

[05-08] Colourful Hell v0.85
http://forum.zdoom.org/viewtopic.php?t=47980

[05-07] Quake 3 Revolution stuff:
https://clyp.it/fgajeyq1
https://www.sendspace.com/file/t8c7jo
https://www.sendspace.com/file/fhbms4

[05-06] Anon map release: zimmercanyon / codoka
>>3191789 >>3194026
https://drive.google.com/file/d/0B4mwJRa7e5VpNG1lRHZWWXU5Y28/view

[05-06] Anon mod release: Impatience
>>3191379 >>3193741
http://www.mediafire.com/download/a9mgp8lt3lc1av5/Impatience_3.wad

[05-05] Anon map release: Olde1.BSP (Quake 2)
>>3192765
http://quakeulf.suxos.org/3d/olde1.bsp

===

TO SUBMIT NEWS REPLY/BACKLINK TO THIS POST.
>>
>>3239648

THE ACTUAL FUCKING LAST THREAD SINCE I CAN'T COPY AND PAST
>>
>tfw no one to collaborate with on a great mod project idea
>>
>>3245218
Didn't take you advice, but your explanation helped. Fixed the issue by making the closest sides by raised floors rather than lowered ceilings. Thanks!
>>
>>3245242
>making walls by lowering ceilings or raising floors until the sector height is zero

pls don't
>>
>>3245250
Then how else am I meant to make them?
>>
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>Ancient Aliens is very mod-unfriendly.
Damn, everything I love ruins the palette.
>>
Accessories to murder is pretty decent, it's like a balanced trailblazer, That or Trailblazer ripped off of it.

My only complaint so far is that revolver is considered a clip based weapon.
>>
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What should someone who just finished Doom 1 for the first time do next?
http://www.strawpoll.me/10313491

---

A few questions:
https://www.doomworld.com/vb/wads-mods/58879-the-hi-res-doom-sound-pack-is-updated/

Are there any side-by-side comparisons of Doom 1 sounds compared to this sound pack? Any way to only get the 1:1 recreations (rips from the original sound library Doom used) without having the non-exact recreations? Does the other SFX sound different enough to notice it's not authentic Doom sounds?

Are there any good level packs for Doom 1 that have combat and light puzzles / exploration, like early levels in Doom 1, but not a shitload of maze layouts, like later levels in Doom 1?

Is the "par time" in levels pretty much a speedrun & no secrets par time? Or are you supposed to be good enough to get secrets and still clear in time for par?

What HUD is this?
https://www.youtube.com/watch?v=QpzTyttq6ZI

How does Chex Quest compare to Doom 1 & 2?

Am I supposed to be able to find every secret in Doom without a guide?
>>
>>3245251
I don't know what editor you're using, but you're supposed to remove the sector (In doombuilder you just select it and hit delete) to make walls, which makes the lines one sided. The only reason to make walls out of actual sectors is to have a different texture on the upper and lower sections of the wall.
>>
>>3245263
logic or gameplay as the reason for not liking the revolver's reload?

if it's logic then it can be explained away with speed loaders and not wanting to spend time inserting individual bullets
>>
>>3245264
>Doomsday
What the fuck? What the fuck?
>>
I sure hope >>3241752 comes back.
>>
>>3245115
Well, YES, Smooth Doom uses it's own Decorate enemies and weapons, of course trying to use another mod that replaces those same actors with something else is going to conflict, what did you think would happen?
>>
>>3245264

On the par time, yeah par time is some straight up speed running. It's impossible on a majority of levels to get both Perfect and Par.

An average player should find enough secrets to keep their health armor and ammo up, though some secrets are worth more than others (Hello BFG...). And yeah there are a lot of secrets that are of the press wall on one side of the level to open up a passageway for 10 seconds on the other side of the level. So don't feel bad about missing secrets.

Chex Quest is... Interesting but I personally would pass.
>>
>>3245264
Go for Doom 2. Level design is not that great, but it is worth checking out. At least for learning ropes with Super Shotgun and new enemies.

I'd suggest a wad to play, but I am drawing blank here. All the ones I love are bit trickier.
But anyway. Valiant, Ancient Aliens, Scythe 2, Deus Vult 2, Going Down, Sunlust, Freudian Slipgate...
As for gameplay mods, Smooth Doom, Demonsteele, Trailblazer.
Russian Overkill for slaughtermaps.

Mock 2, too.
>>
What's a good wad to pair with trailblazer? I feel more like blowing away monsters rather than extensively hunting keys. But I don't want just mindless waves of monsters either. Anything in the middle maybe? Right now playing Combat Shock 2.
>>
>>3245293
>level design isn't that great
It's pretty damn good until map 12
>>
>>3245301
I think it has its good maps, but there are lot of gimmicky or ugly maps.
>>
>>3245280
Romero said he speedran each level, added 30 seconds to it, and made that the par time.

http://5years.doomworld.com/interviews/johnromero/page3.shtml
>>
>>3245294
BTSX E1 pairs really well, probably E2 as well, though I haven't tried that yet.
>>
Bullfrog Productions, the developers of Quake 3: Revolution, added Horny from their game Dungeon Keeper as a secret character.

http://dungeonkeeper.wikia.com/wiki/Horny

They also added the Dark Mistress but she doesn't have a bio like Horny.

http://dungeonkeeper.wikia.com/wiki/Dark_Mistress
>>
>>3245269
/vr/ didn't even exist when I got into Doomsday. Gave GZDoom a shot and couldn't quickly configure it how I wanted. Now that I finished Doom I'm willing to switch.

Don't worry, I turned off sprite filtering in Doomsday when I played it.
>>
>>3245313
Thanks! I'll give it a play.
>>
>>3245294
Doomrl monsters, apocalypse or nightmare mode
>>
>>3245314
>Bullfrog Productions, the developers of Quake 3: Revolution
wat
>>
>>3245336
Yeah, id didn't develop it. They just sent Q3A over to them and they did whatever to it so that it would run on PS2 and have some new content. EA also supplied some tech.
>>
>>3245341
>>3245336
>>3245314
rip Bullfrog ;_;
>>
Whats the best 1P Doom 1 mod? i'm in the mood for something new
>>
>>3245347
The studio that some of the developers transitioned into, Lionhead Studios, closed down about a month ago too.

Some of them are still kicking; one of them owns TrickyPixels, who remastered Journey for the PS2, and is "helping on" No Man's Sky.
>>
>>3245357
*Journey for the PS4
>>
>>3245313
>>3245329

I implemented both and I'm already having a lot of fun. Thanks a lot. There goes my productivity.
>>
>>3245294
Pretty much anything hard as nails and/or full of monsters.

I like it, but it's one of those mods that utterly trivializes most WADs.
>>
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>Playing RPG with Roguelike mod
>Second-last level, get a heavy uzi and a firestorm mod
>Combine
>MFW

It took down the dukes of hell in three seconds each
>>
RE: John Romero and sourceports.

John Romero picked Doomsday for the 20th anniversary because it obviously provided a simple setup for LAN play. He was seen playing Doom with Macs with his sons and played Episode 1 with a member of IGN with said sourceport.

John Romero picked Zandronum for that small Deathmatch event because it provided a simple setup for online play.

Not that hard to understand at all.
>>
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>>3245357
We'll never get a Syndicate Wars sequel, because ded Bullfrog, and because Peter Molyneux became retarded.
There's no other game with a design and aesthetic like Syndicate Wars, I love the UI it has.

At least there's Satellite Reign
>>
>>3245613
Syndicate inspired wad when?
>>
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>playing doomrl arsenal with rl monsters
>"hey this is pretty fun why did i stop using this?"
>"oh hey why does that barrel have a nuclear symbol on it-"
>insti-kills everything in a giant radius
>have to be extremely careful around any barrels just in case rng ruins everything
fun
>>
why is everyone complaining about big explosions that you can choose when or if to set off
>>
>>3245639
>everyone
>>
>>3245639
bullet spray, people not used to https://www.youtube.com/watch?v=niHSDx4Y_zs around barrels, etc
>>
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how does /vr/ feels about future shock? is it worth the free download?
>>
>>3245642
is this music ironic?
>>
>>3245654
no he genuinely enjoys what he does and i wish i could also be happy like him
>>
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Everyone post their top 5 Doom tracks:

https://www.youtube.com/watch?v=34N_D2ecAFc
https://www.youtube.com/watch?v=C1xj-D7x4kg
https://www.youtube.com/watch?v=NlWDSvNSzlA
https://www.youtube.com/watch?v=4iIrg4DM078
https://www.youtube.com/watch?v=S_6ChXTP9TA
>>
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>>3245654
I have no idea. Let's post song better music.
Let's post songs that we thing would be Doomguy's entrance song if he were a wrestler.

https://www.youtube.com/watch?v=gINrK9RJ6-o
>>
>>3245680
>TNT tracks

good taste
>>
>>3245680

In no particular order:

Hiding the Secrets
Sign of Evil
Nobody Told Me About id
Shawn's Got The Shotgun
Waiting For Romero To Play

I've never listened to TNT's soundtrack.
>>
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>>3245680
Lorcan's covers of the TNT soundtrack are GOAT
https://www.youtube.com/playlist?list=PLwJy5y9vuI0QDXrBgLyPaudFmFbIKRfo7
www.youtube.com/watch?v=qGjTEe93okQ
www.youtube.com/watch?v=YvK9Q9prMXk
www.youtube.com/watch?v=oWfhQiE4FZs&index=7

Mazedude's remixes are still my favourite.
https://www.youtube.com/watch?v=TfpGfB_gURQ
https://www.youtube.com/watch?v=eiu5MvnFbHs
>>
>>3245683
Doom64/ Doom III guy.
https://www.youtube.com/watch?v=dnKwLXS7mqI
>>
>>3245647
fucking great game. Play it. Its hard though, be prepared to die. If you play on dos box, turn the cycles down to like 50% so the robots aren't TOO op
>>
http://pastebin.com/bJsQnKva

Hey Pickup code guy, you're code and commenting makes sense (to me, at least), but it doesn't seem to do anything in game.
>>
>>3245759
That's pretty fucking terrible, and I like a lot of electronic music. This is how it's done:

https://www.youtube.com/watch?v=dQLHGNUIACk&index=42&list=PLIJeo9SyVO_AOE9XzhhiXA4IAA6QYKh4p
>>
>>3245806
Nevermind, I'm a retard. Thanks a shit ton for doing this!
>>
>>3245680

Did Dave Mustaine go through hormone replacement therapy or something?
>>
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How do i get gud at Plutonia?
>>
>>3245806
I've been messing with the max_dist and other distance settings and it doesn't seem to have any effect. I tried halving them, then halving them again and it seems exactly the same.
>>
>>3245870

He was at one of the streams for the new game. If anything, he got fat.
>>
>>3245874
persevere
>>
>>3245680

Evil Incarnate
Shawn's Got the Shotgun
Message to Archvile
Getting to Tense
TNT Evilution Map 02
>>
>>3245904

Oh yeah Honourable menton to METAL
>>
is there a corridor 7 wad for doom?
>>
>>3245680
I really like Plutmidi's music for the first level.
https://www.youtube.com/watch?v=WyYKTp4w3xs
0:00:15 - 0:03:08
>>
>>3245625
Honestly, I'd be hesitant for that, there already was one Syndicate inexplicably turned into a cowwadoodie game, I'm not sure it's fit for the FPS angle.
>>
>>3245926
is there a version of this with TNT?
>>
>>3245874
Any time you go to do anything- pick up a key/weapon/powerup, open a door, press a switch, go through a teleporter, even just walk across a single fucking room- assume that doing so will cause a platoon of chaingunners/revenants/pain elementals/an archvile to pop into existence exactly 5 feet behind you. This is Plutonia's one and only means of presenting a challenge, and it compensates for its lack of any other form of difficulty by throwing it at you every ten seconds. The only way to Git Gud is to memorize where the various Fuck You traps are positioned and have an appropriate weapon ready when you spring them.
>>
Risk of Rain/Binding of Isaac mod when?
>>
>>3245680
The first five midis in Scythe II, especially Rooftop Warzone's music.
>>
>>3246026
After Cyberpunk Shootout being left alone like a 19th century british child we really need a cyberpunk oriented mod.
>>
Was that really necessary
>>
>>3245921
There's a custom class for Samsara. One of the better-quality ones, I think, but that doesn't really say much when the bar is set so low.
>>
Having a little trouble getting a sound to play, it should play a random metal sound when this thing is destroyed. Here's a pastebin with all the relevant crap:

http://pastebin.com/qPzRHFi8
>>
>>3246131
Maybe Shadowrun?
That could allow for technically more variation, you could use assets from Hexen/Heretic too at odd times, as well as Quake.
>>
>>3246180
https://www.dropbox.com/s/39lw7jrt6ad2zz5/Scrap2.pk3?dl=0

Here's the pk3/ wad. For whatever reason, my trashcan is also shooting out more scrap than I expected (it should only be 3 pieces max), and some of them you can't even pick up. Any help would be much appreciated.
>>
>>3246180
the issue is your sndinfo

you list props/mcrash1 in the random list, but you define props/metalcrash1
>>
>>3246189
Keep your gay elves and magic and trolls out of my Cyberpunk. You know what would make great source material for a Cyberpunk game? Fucking CYBERPUNK 2020. Make some sort of campaign where you assault various MegaCorps and shit, or do a free roam type thing more in line with an RPG.
>>
>>3246202
i don't understand, it's a tabletop game?

why not a cool game that doesn't run on dice, like Hyper Iria, or X-Kaliber 2097, or whatever comes from the resources we have available
>>
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Do you guys have a groove you get into when making maps? Began my first attempt at map making a few months ago and worked on it when I had time. I have a full map now, fixing up some of the acs stuff and going to detail the rooms as I figure out the exact monster placements. It got a little big.
Do any of you create like this? Or go one room at a time, polish it and then move on?
>>
doom64guy is cyberpunk!doomguy
>>
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>>3246217
I make a few squares, stare at the editor for an hour or so then close it and try again in a few weeks.
>>
>>3246229
Damn, sorry to hear. When I was just just starting I'd watch a video and then think about what I'd be able to do with what I learned, then try to do it. Maybe that could help?
>>
>>3246217
I quickly blast out a burst of 4-8 maps in a short time, then realize they're not as good as anything in Scythe II, and are in fact worse than the average level. Then I procede to a massive pool of grief.
>>
>>3245880
>>3245806
They are absurdly large, I set them to that so that I could test other things easily.

A reasonable distance would be their values minus 10000 (128.0, 64.0, 64.0) to show you what they can do but you'd actually probably want them smaller than that. Have you made a map in doombuilder before? The units in doombuilder and the units in acs are the same units, that will give you an idea of scale. Also look at actor heights and radii.
>>
>>3246240
I'm a little worried about the quality of mine, might have been better to stop myself from getting too large.
You only learn by doing though! I bet your maps are more fun than you credit them anon
>>
>>3246217
>>3246229
>>3246240
back on /p/ we would critique, or criticize, other people's photos and (ideally) people would go into detail, and that's often helpful

i think that it would be nice if we did that with maps here, but i don't think that many of us have a strong grasp on mapping theory so critiques may not end up being much more than "This area was hard" or "Misaligned texture here" or "Puzzle was obnoxious", but that's better than absolutely nothing

maybe we could develop a framework for map critique based on a list of questions about the potential map that can lead to more in-depth analysis and critique, like "Does the player have a clear place to go? / Does the player have direction? If not, is this on purpose? For what reason?" "Does the texture choice properly illustrate what can be interacted with? Does it have a consistent tone in each area? Does anything seem out of place?" "Can the composition of elements in a room be improved? What purpose do these elements serve?" maybe throw in some Romero quotes reworked into questions
>>
>>3246217
I start by making a symmetrical room. Just a square first, then cut off the edges and add structure to it. Then I go into the 3D view and adjust ceilling height and pick a theme for the texturinig. From that point on it's just adding detail and repeating the process, while connecting the rooms with doors and short hallways.
>>
>>3246256
>tfw understand how to not make a bad map, but not creative enough to make a good one

SHIT
>>
>>3246212
Shadowrun is a tabletop game... I'm not sure what you're confused about. You can cop the setting without using the rules, I've always wanted to do a game set in the SLA Industries universe.
>>
>>3246245
>>3245880
>>3245806
I just went ahead and tested, the max_dists are working correctly.

Noticed during testing that I put a Thing_ChangeTID like three lines too early cause it was late last night, sometimes things that you picked up wouldn't disappear. Changed that. Pastebin updated, link is same as before:
http://pastebin.com/bJsQnKva
>>
>>3245264
>What HUD is this?
An ugly one. Blech.
>>
>>3246257
just for shits and giggles, you should force yourself to not make a symmetrical room for a whole map. asymmetrical compositions can be very strong and feel more freeing once you let go of symmetry and focus on flow and balance of elements.
>>
>>3246263
>http://pastebin.com/bJsQnKva
Fucking fantastic, thanks man!
>>
>>3246198
Got it working, mostly, thanks.

>>3246196
https://www.dropbox.com/s/frcfpalenyaxk8l/Scrap2.pk3?dl=0

Still having trouble with the scrap spawning thing I mentioned here >>3246196.
I added sounds to the metal pieces dropping but they don't seem to want to play.
>>
>>3246257
>>3246273
I strike a balance, my poor planning often leads to making changes that mean radically changing a room and losing symmetry..
>>3246256
I like this idea. Too new myself to do anything but ask questions, but I see the value for newbies and reward for experienced mappers in having a system like this. I'm going to download an unofficial mapping guide form doomworld, but don't want to read it until my one map is at least playable to completion.
>>
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That Mr X level on Scythe 2 was actually scarier than most horror games I've played
>>
>>3246263
I guess the only issue I noticed is that it will still destroy the item and give you one even if you can't use it (like a medkit when you're full HP). I'm sure there's some roundabout way to get around that, but is there some easy method? I think I might want to incorporate something along the lines of "if you try to pick up a box of shotgun shells, you only get enough to hit your max carry amount, and the rest fly out as single individual shells you can pick up later".
>>
Finally put the bots on Hardcore in Q3A, got first place by 5 points.
>>
>>3245303
This. Doom 2 is fun to play and the action is much more intense than 1, but the levels are all ugly as sin.
>>
>>3246229
same
I have this idea for a tower map where you're being chased by a cyberdemon throughout the level and you have to hit a switch on 5 or so different floors while dodging his missiles to complete the level, but when I open the map editor and look at all the options and settings I get lost and close the editor, I just don't know where to start.
>>
>>3245921
The protag of Corridor 7 is an optional playable character add-on for Samsara.
>>
>>3246287
What happens in that level? I only vaguely remember it.
>>
>>3246317
how do you make it clear the player is to run and not fight the cyberdemon?
>>
>>3246332
give no guns, they'll see switches and press them on the hunt for guns and it might click
>>
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>get to the end of Memento Mori II
>final map theme is the nutcracker suite
>>
>>3246292
You'd need to start checking based upon what the calling actor has so use
http://zdoom.org/wiki/CheckInventory
compare that to
http://zdoom.org/wiki/GetMaxInventory
then based upon what that returns, give the player however much of the item, and if you want to drop leftover items use
http://zdoom.org/wiki/DropItem
from the inventory item before it's removed, probably in a loop to spawn however much of the default actor amount the remainder is divisible by, since if you set a single item to have different than normal amount the script if used on it again won't be able to differentiate the shell with 9 shells from a normal 4 shells.
Probably the best way to keep track of how much goes into each item would be to either have a map level 2d string array that has classnames in first part and second is numbers, then use one of the string number parsers (like in commonFuncs.h) to convert to number, or to just write one yourself, or have two separate arrays that have the corresponding data in the same location in each array.

So either

str ammo[4][2] = {
{ "Clip", "10" },
{ "ClipBox", "50" },
{ "Shell", "4" },
{ "ShellBox", "20" }, };

or

str ammo_name[4] = { "Clip", "Clipbox", "Shell", "Shellbox" };
str ammo_amt[4] = {10, 50, 4, 20 };

Keep in mind you'd also have to account for the skill's DropAmmoFactor, and there's no built in function to do this.
If you're doing this for vanilla or your own mod or whatever then just checking skill with
http://zdoom.org/wiki/GameSkill
and then determining dropammofactor from there should be sufficient, if you're doing it for universal compatibility this gets more complicated.

Added the above to the end of the pastebin so you can find it again easily. I gotta head out now so I probably won't see anything until like 9-10am tomorrow.
>>
>>3246347
what emotion is this
>>
Hey pals just dropping in to share some aesthetic.
>>
>>3245264
>>3246271
>>What HUD is this?
It's in the video's title. Shooting Monsters With Textures.
>>
>>3246354
Oh, forgot to mention, to group the actors that give a particular type of ammo, you'd want to use another 2d string array to do so, have all ammo types on one line with the different actors, and compare the actors to the actor names until you find a match, and then you know what the other actors of the same ammo type are, with the ammo type at a particular position in each set. Either have a corresponding int array for amounts, or have the actor names have the inventory amount on the end of the actor separated by some character so when you parse the string you can use that as an indication that what follows afterwards is not an actor name and is a number you need to convert, or add an additional dimension and have some empty/unused values in the array.

This might seem complicated but once you get it going it's far, far more manageable than having a million conditional statements to do the same thing. It can reduce something like 200 lines of code to 20.
>>
>>3246365
Has anyone made a remake of Floral Shoppe's cover in Doom?
>>
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doin a thing for dump 3
>>
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>>3246202
>Keep your gay elves and magic and trolls out of my Cyberpunk.
>>
>>3246297
ya, those bots are nasty, I was surprised after coming from quake live just how hard they are.
>>
>>3246423
Neat. Right now i'm brainstorming ideas for my map. Thinking about actually utilizing zdoom shit this time around.
>>
>>3246161
yes
>>>/vg/
>>
>>3246326
it's also pretty bad
>>
>>3246489
Corridor 7 or the addon?

A lot of the post-release characters in Samsara aren't very good, but the novelty of being allowed to play as your favorite FPS hero is still kind of nice.
>>
Alright guys, I'm pretty new to Doom mods.
I've completed the HoE Starter Pack, Maps of Chaos, BTSX-E1, and most of Equinox.
What map pack do you recommend next?

I'm considering:
Vanguard with Combined Arms & Ketchup,
Scythe 2 with Demonsteele,
Brotherhood of Ruin with GMOTA,
or... something else.
>>
>>3246358
I suppose it's some sort of bewildered amusement or curiosity.

I just think the face is funny.
>>
>>3246512
Vanguard and Scythe 2 are both pretty great map packs, Scythe 1 and Scythe X are also good. Vanguard doesn't behave with mods that change weapons cause it has a pistol and chaingun replacement built-in.
>>
>>3246519
Hm, okay. Icarus showed the Combined Arms weapon mod with the Vanguard maps specifically in his video:
https://www.youtube.com/watch?v=aGcyocW1wEE
Maybe he just didn't showcase the weapon incompatibility...
>>
>>3246520
Oh shit, I was thinking of Valiant when I typed Vanguard. Disregard what I said.
>>
>>3246524
Oh, great then. So you'd recommend Vanguard and CA next?
>>
>>3246512
>Scythe 2 with Demonsteele,

yessssssssssss
>>
>>3246526
Yeah sure.
>>
>>3246529
>>3246528
Cool. Thank you for spoon feeding me.
>>
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>>3246423
>platforms aren't stone, but callused layers of demonic flesh
>>
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I know I'm playing DUMP2 in GZdoom, but it appears this sky textures is missing.
>>
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>>3246202
>Keep your gay elves and magic and trolls out of my Cyberpunk.
are you me?
>>
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>>3246621
if you don't like Shadowrun don't play it, faget
>>
When making a ZDoom WAD, there is literally no reason to not use UDMF nowadays. Why do people even use Hexen format?
>>
>>3246635
I'm not into shadow run either but you don't have to get butthurt
>>
>>3246627
If you don't like Terry WADs, don't play them.
>>
>>3246635
>>>/tg/
>>>/reddit/
>>
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>>3245276
Your wish is my command.

I've finally sorted out FreeDoom textures and sounds. It's not perfect if you load FreeDoom without it's textures, but other way around it works great.
Freedoom1-2.wad - levels from FreeDoom. Load it with Doom1-2.wad. Freedoom1.wad contains FreeDoom textures that were missing from Doom1.wad
Freedoom1-Doom2textures.pk3 - Doom 2 textures required by FreeDoom Phase 1 that are missing from Doom.wad.
Freedoom-resources.pk3 - unique textures that don't appear in both Doom1 and Doom2.
Freedoom1-2-music.wad - music.
Freedoom-miscsounds.wad - sounds like switches, elevators and PCspeaker sounds
Freedoom-enemies.wad - enemies.
Freedoom-weapons.wad - weapons.
Freedoom-items.wad - items.
Freedoom-player.wad - mugshot, player sprite and player sounds
Freedoom-hud.wad - status bar, font and menu skull
Freedoom-decor.wad - decorations like candles, impaled bodies and barrels
Freedoom-differenttextures.pk3 - textures that look unique and somehow different
Freedoom-similartextures.pk3 - textures that look very similar to their Doom counterparts
Freedoom-uaccensor.pk3 - if you are tired of UAC and want some AGM

All stuff that starts with "Freedoom-*" works with both Doom1 and Doom2.

http://www.mediafire.com/download/kim6sgj682gi966/FreeDoom-modular.zip
>>
>>3246680
Freedoom's Icon of Sin looks so trashy.
>>
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>>3246695
I tried one of the OBLIGE builds on their forum that was tailored towards GZDoom.

God, fucking WHY?
>>
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>Doom Retro
>>
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>>3246695
It also has Stallman inside.
>>
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>>3246713
Oh fucking hell.
>>
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>>3246712
is this a fucking trick question
>>
>>3246512
Buttsex2
>>
>>3246712
Because the poor dude wanted to make another source port, so why not.
>>
>>3246712
i think that edge is the more egregious port in 2016 because people mistakenly make mods that use its unique scripting, assuming people want to download another port for no benefit
>>
It's 2016 and I see [3DGE] on the front page of the ZDoom forum.

This is the new terrywad.
>>
https://youtu.be/bX3r_M6_e30?t=31s
>0:31 in
what is this shit
>>
>>3246724
Can't you do basically everything you can do in 3DGE in ZDoom just fine?
>>
>>3246680
Neat.
>>
>>3246735
Fucking hell it's the Duke 3D High Resolution Pack all over again. Who actually thinks this looks good?
>>
>>3246739
People who like the HRP.
>>
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>>3246735
>you have to pay for this
>>
>>3246739
Honestly, it's even worse
>>
>>3246741
I like the HRP. I don't like that. Not one bit.
>>
>>3246739
Hi-Res pack is the Brutal Doom of DN3D.
>>
>>3246618

What iwad are you using?
>>
Is Doom 2 Reloaded a credible replacement for the Doom 2 IWAD levels? What "problems" (from the OP) hamper the regular Doom 2 levels?
>>
>>3246735
This video editing is like I'm watching a student's Powerpoint presentation where they use ever transition and WordArt effect they can. It's kinda charming.
>1:41
"Doomguy got something in his eyes" vision
>>
why does anyone need freedoom? classic doom is basically abandonware and nobody gives a damn how you get it
>>
>>3246753
...Doom 2? the IWADs share sky texture names anyway so it would be something custom
>>
>>3246762
It's still sold on Steam by Bethesda, so it isn't abandonware yet. Every discussion hub that isn't this general always says to buy them.
>>
>>3246762
For building off games or TCs with
>>
>>3246743
Wait, does that make this plagiarism?
>>
>>3246757
No, it's an entirely distinct megawad that goes for it's own thing.
>>
>>3246695
>>3246680
I like how instead of using id's copyrighted artwork, these turds are just using someone else's copyrighted artwork.

Speaking of which....
I made a map using a ton of textures from the Hell on Earth Starter Pack. I have since gone through and just pulled out the textures I actually use and put them in a separate resource pk3. Even though the textures have the same name, when I try to get rid of the HoESP resource, it deletes all my texture information and I'm left with a bunch of blank terrain. Is there anyway to do this without having to retexture everything by hand?
>>
>>3246791
>these turds are just using someone else's copyrighted artwork.
IIRC all of freedom's stuff has either been specifically made for the project or was explicitly released under a license that allows them to use it, it's not like they're stealing things.

Unrelatedly, taking a break and thinking about zdpso features: How should drla be handled in regards to player loadouts and banned weapons? Was going to remove all things that would spawn from a particular banned weapon, and for loadouts have random weapon within the slot given instead of being able to specifically select a particular weapon. This would be easier to code, keep options interface for drla the same as other supported mods and (hopefully) be within the roguelike spirit. Thoughts?
>>
>>3246791
Nevermind, I got it.
>>
>>3246732
When I finish the latest project I'm working on, I'm going to post it on the 3DGE site. Then get extremely offended when people ask if there will be an 3DGE version.
>>
>>3246804
Please, post info how you did it.
>>
>>3246807
Turns out I'm a dumbass and I didn't have all the textures I thought I did. If they have the same name there shouldn't be an issue.

New problem though:
I'm getting an error in GZDB saying that some of my custom shit can't inherit from classes like AMMO or MONSTER.

" DECORATE warning in "WASTELANDER5.pk3\Decorate\Crossbow.txt", line 19. Unable to find "Ammo" class to inherit from, while parsing "IronBoltAmmo:1700"."
>>
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Playing through Ancient Ayys slowly but surely. Tough, but an excellent wad, just judging by first 8 maps.

What just bothers me so immensely about Skillsaw's work is that they are very mod-unfriendly.
>>
>>3246819
Ancient Aliens is fucking gorgeous. Skillsaw's one of the most talented mappers we still have.
>>
>>3246819

would just a weapon mod work on Ancient Aliens? From my understanding, AA has some custom monsters and shit but I'm sure just a weapon mod would work
>>
>>3246819
I'm playing it with burl tumd. Been enjoying it a lot with it, wish it got an update, at least make the Arch Viles not so stupidly annoying.
>>
>>3246835
Brutal worked fine, some of the imps had darker sprites during some frames, but otherwise it seemed to work fine. I didn't get very far though.
>>
>>3245680
I'll just list commercial WAD midis because it would be impossible otherwise for me.

Imps song
Soldier of Chaos
Into the Beats Belly
Dave D Taylor Blues
Kitchen Ace
>>
>>3246818
Disregard errors, db doesn't know what it's talking about. If they also pop up when running it normally then pay attention, but unless things aren't showing up in the thing placement menu don't worry about it.
>>
>>3246818
>>3246865
To add: the specific reason it's doing this is because ZDoom.pk3 isn't loaded as a resource, so it doesn't realize that there is an ammo class defined in it. Once zdoom actually runs it though it works fine. Don't add ZDoom.pk3 though, that will clutter up your thing placement menu unless that's been fixed.
>>
>>3246869
The only issue I've had is that at least one of my custom actors doesn't show up in the editor.
>>
>>3246871
Did you give the actor a doomednum or whatever it is/made sure it wasn't sharing the number as something else?

When you run it in normally are there any errors on startup?

Are any of the errors for the custom actor that isn't showing up?
>>
free hissy
>>
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>>3246805
Screencap it if you do.
>>
>>3246880
Will do, will probably get permbanned from zdf again.
>>
>>3245224
>Last thread >>3235545 → →
OP, I..
>>
>>3246818
Crossbow Anon, did you see this post? >>3244756
>>
>>3246894
Yeah, I ended up giving the bolts BOUNCEONACTOR and it's working fine now.

>>3246876
Weird, it's my Rat spawner which might not be working because it's a temporary thing I guess that needs to be triggered. But they have a Doomed number and there are actually no errors coming up, All the shit with the errors is showing up normally.
>>
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Oh boy here we go.

I need some unique hit effects for the sword itself, and I might fiddle with the side swipe, but I'm liking this so far.
>>
>>3246951
you can probably find a few good ones in final fantasy 6 (especially Cyan/Cayenne's skill)
>>
>>3246959

I was actually thinking of Hexen's axe hit effects. Though I'm already using FF6 effects for Blaz's sword
>>
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>>3245224

Oh my god guys, I'm so happy I've gotta share.

So I'm working on the old Zombies TC for doom from the 90's, changing the weapons, adding zombies, give it a bit more of that "Romero" feel to it. One thing that has always bothered me is that bikers and zombies would cooperate to kill you, living in harmony. Since decorate has no function for multiple factions and "thing_hate" just doesnt work with multiple enemy types, I spent weeks trying to find a workaround. So here's what I did : I added a line to the zombies "see" state that shoots an invisible explosive object straight at the ground. The object explodes with a small radius, attracting infighting from nearby enemies. I then set all the zombies to belong to the same species so they wouldn't fight each other and all the humans to be immune to this damagetype so they don't lose health from it but still react by becoming agressive towards whoever emitted the damage.

I don't want to seem like I'm boasting, but I'm pretty new to decorate (I did a few things but that was years ago and much of my "work" was flat out stealing code from other authors) so I'm pretty fucking proud of myself. There's probably a more elegant way of doing it but... It works !
>>
>>3246965
Neat. Does Thing Hate not work if you have one base zombie that is hated and then make the rest of the zombies inherit from him? Same with the bikers. I've never used Thing Hate so I'm curious how it works.
>>
>>3246970

I've made plenty of recsarch on thing_hate and basically I've only found people that have given up on it because they couldn't achieve what they wanted. Something about multiple actors having to share tids or something. I don't understand it all, but from what I've seen on the zdoom forums, nobody really found a workaround so I thought "if they've not found a solution, I sure as fuck won't"

And a thing I like about my formula is that bikers do not actively "hunt" zombies, they only start shooting if zombies get too close. Seems sensible.
>>
>>3246983
Sounds like something I may be able to use later. I'm working on a post apoc TC right now. I've got some cannibals and mutants as the two main enemy groups, I might consider making them hate each other if it's not too much work.

Since it's 4am and I'm about to hit the hay, I'll give you a quick run down. Randomized maps, crafting, randomized enemy spawns... uhh... that's all I got for now. The hardest part will be putting together enough maps.
>>
>>3246996

My method is honestly easy as pie. The idea struck me last night as I was heading to bed and I thought "this is too simple to work, right ?" but after one hour of fiddling with it, I got it to work for one zombie, and then I just copied the function to all the other zombies, added +dontharmspecies and species zombie to all the zombies, damagefactor "stench" 0 for all the humans (including the player) and I was pretty much good to go.

Your TC sounds real interesting though.

Are you the guy who tried to educate me on map dependant randomspawners yesterday ? I've looked at acs a bit and I can't make sense of any of it. haha
>>
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This fucker was damn near impossible to kill because of him piling on auras that cursed me and depleted all my ammo, but clever trickery and shenanigans resulted in him dropping a ton of rockets I didn't need and 60k credits.
>>
>>3247010
Also what does curse do in Doom RPG? I've got it for the next two hours.
>>
>>3247016
AFAIR, you take more damage while curse is active.
>>
>>3247018
That explains a lot
>>
>>3247001
>Are you the guy who tried to educate me on map dependant randomspawners yesterday ? I've looked at acs a bit and I can't make sense of any of it. haha

that was me, just a friendly mapper.

here's how I spawn shit randomly in my maps:

http://pastebin.com/ewzwSX2q

This will randomly spawn a monster every 800 to 1000 tics
>>
>>3246951
I thought this was meant to be a huge sword? it seems like a normal one to me.
Besides that it's looking good (also how does the hit detection work?).
>>
>>3247001
>>3247001
>Are you the guy who tried to educate me on map dependant randomspawners yesterday ?
No, that's me. I'm that guy that was helping that other guy with the point thing.

You can actually use thing hate for this but you have to do things like give every monster a tid and check los in acs constantly to decide what to give the thing hate to. You could also use this in conjunction with your method, to have the decorate version a shorter range thing; eg the bikers see you first and don't start shooting at the zombies across the map, but if the zombies get close to them they switch targets to the zombies. Meanwhile the zombies see the bikers first with acs and so shamble towards them, but check with acs their proximity to players or bikers within a certain max range, so that if a player or biker gets too close they target them instead. Also consider adding flags to zombies like the drop off flag so they will run off of ledges. I'm using both target methods (well, radiusgive with script rather than painstates, but very similar except it doesn't interrupt monster with a painstate, but downside is its only really feasible when done from a very limited amount of monsters) for the mini marines in fractal doom so that monsters attack them if the see them. Also holy shit apparently there is a doom mod madness video for fractal doom
https://m.youtube.com/watch?v=PVjy5L-kj_o
I had no idea people were still playing this dumb meme mod in 2011+5.

As for acs, it's basically just a limited version of C, so any tutorials for C will also be applicable to acs, more or less. It will make more sense than decorate once you learn it.
>>
>>3247030

It's still pretty damn big, and depending on what swing animation plays, you "fire" melee projectiles in a

/ shape
\ shape
or - shape
>>
>>3246965
I'd love for an actual faction system in ZDoom, too bad you have to resort to hacks like this as monsters only look for players.
>>
>>3245680
who is that semen demon?
>>
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>>3247032
The way it's being held in the idle state it looks like it's only half a metre long, it doesn't even reach past the centre horizontal line of player vision. When you see the rest of the sword when it's swinging it's implied that when the sword is idle it's actually being held at the height of doomguy's knee or lower.
>>
>>3247047

Yeah, I had to take some serious liberties with the idle frame, I didn't want to take up a shitload of screen space.
>>
>>3247047 (me)
Oh, also when I said it seems like a normal sword I also meant the swing speed almost being HaeLin-level with little weight to it.
>>
>>3247053

I considered making the swings slower as well, but those would fuck the player over with how fast GMOTA's gameplay is. Just roll with it man. I mean the Master carries a pretty long sword and he swings it pretty fast.
>>
>>3247056
>the Master carries a pretty long sword and he swings it pretty fast.

Try to swing more than once in ActRaiser. See what happens.
>>
>>3245680
https://www.youtube.com/watch?v=44lhqrsUTlo
https://www.youtube.com/watch?v=44lhqrsUTlo
https://www.youtube.com/watch?v=44lhqrsUTlo
https://www.youtube.com/watch?v=44lhqrsUTlo
https://www.youtube.com/watch?v=44lhqrsUTlo
>>
>>3247031

Fractal doom is pretty fun, I think.

I really like your +DROPOFF idea, I added it.

However, the ACS thing_hate thing... I'm not sure, I wouldn't want all monsters to murder each other before you even get the chance to get to them.

I might do another slightly larger radius thing for zombies to attack nearby bikers though.
>>
>>3247065

To be fair Actraiser has a very specific flow for its gameplay, if I went for a slower swing rate in GMOTA, you'd get clobbered pretty quick. Even if the attacks were REALLY powerful, a longer delay between each swing would leave the player really vulnerable, and I want the Doomslayer to be a guy who wades in similar to Blaz
>>
>>3247050
B-But it's a huge sword! ;_; What's the point of having a big fuck-off sword if it doesn't take up screen space.
>>3247056
My point is you can *say* it's a large sword, but unless it feels like one to the player the idea's kinda lost.
I'll roll with it though, I was just giving some feedback on it from what I've seen so far, not trying to muddle up what you're working on.
>>
>>3247074

and I appreciate that feedback, don't you fret.

I'll look into making a better idle frame for Doomslayer's blade, and I'll make sure the sound effects sound meaty.

and perhaps I can add an extra few tics here and there between each swing attack to add some more weight to it, but I'll have to be very careful there.
>>
>>3245242
>>>/wsg/1101616
>>
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>>3247083
Chivalry goes so far as to have the sword go offscreen, but I'm not sure if you want to do that.

Alright, also is that short-barreled double shotgun shown a little while ago related to this, or is it for something else?
>>
>>3247090

The wrist breaking pocket super shotty is for a side project that I wanna start proper when I get this GMOTA update out. The doomslayer's getting a blunderbuss.

It'll be a like, a spin-off of Combined_Arms in a way, weird exotic weapons in apperance but pretty simplistic execution. Mainly as a test for myself to see if I can actually make a mod that's not ridiculously complex
>>
>>3246965
>>3246970
>>3246983
>>3246996
>>3247001
>>3247034
To add to my post >>3247031, the way to do factions in acs would be, all monsters get user var in decorate that will be faction, then run script on spawn that passes arg to script that sets their faction var from arg (in case needed later) then gives them a unique tid and stores it in the global array, and increments entry count for faction by one.

Global array would be used since unlimited, but can't have multidimensional global array so array management would be needed. Array management would be: separate factions by largish number (say 1000) and first number in each faction (so faction[0], faction [1000], faction [2000], etc) is just the entry count for the faction, so if there are 52 monsters in faction 1, then faction[0] is set to 52, which is used so that the upper limit to check is known. You would also need an open script that continually checks if any particular faction is getting full, and if so shuffles everything in the array forward by 1000 (or whatever number) to make room, and a exit script to zero out the entire array.

(continued)
>>
>>3247101
Now, for the actual scripts, you'd have in the spawn state along with the a_look calls to a script that would use
http://zdoom.org/wiki/CheckSight
to check line of sight between itself and monsters in enemy factions (after first checking that the tid does not reference a corpse) and then, for monsters that are in its line of sight, any max distance you would like to set. Either go with the first result that meets the above criteria or store them in a script level array until all are checked, at which point you can have them choose which to use
http://zdoom.org/wiki/Thing_Hate
on, either something like go after the closest or maybe pick a random one from all of them so that all monsters in one faction don't all target the same monster from an enemy faction.

Then, during see state have a similar script that has a much smaller max distance and in addition checks players as well as monsters in enemy factions. Would also probably be a good idea for both scripts to limit how frequently a monster can pick a new target, like monsters do already. Easiest decorate way to do this would be to have a timer var that gets set to something like 100 or whatever when the targeting script successfully picks a target, then in the decorate this gets decremented every couple of tics and the targeting script immediately terminates whenever it gets called and the timer var is any value above 0.

That would pretty much be all you need to do factions in zdoom, I think. It probably wouldn't even take that long to implement, if you wanted to upload your mod someone here could do it.
>>
>>3247069
>However, the ACS thing_hate thing... I'm not sure, I wouldn't want all monsters to murder each other before you even get the chance to get to them.
This is easy: just either don't call the script in the spawn state at all, or if you want the player to come upon scenes of bikers fighting zombies but not have them fight so soon that they kill each other off before the player sees them, either have a distance check in the spawn state script that stops it if no players are closer than a specified amount, or have the monster have two spawn states, the first doesn't do the script but checks for an item to send the monster to the second spawn state where the script is called, then the player actor states constantly a_radiusgive with the no line of sight flag the item that puts monsters in the second spawn state.
>>
>>3247104

To be perfectly honest I'm pretty content with my current implementation I'm happy that I've been able to find such a stupidly hacky solution, if anybody wants to check my wad and try that ACS code for curiosity or experimentation's sake, I'll share it of course.
>>
File: [MUFFLED HEH HEEEENNNHHHH].webm (3 MB, 720x360) Image search: [Google]
[MUFFLED HEH HEEEENNNHHHH].webm
3 MB, 720x360
>>3247090

I dunno, what do you guys think?
>>
>>3247118
Upload it and I may work on it tonight while listening to Term's stream instead of writing code he doesn't want and won't use.
>>
>>3247119
Looks good to me.
>>
>>3247119
You should make a voxel sword and use that, it will give a better sense of distance and impact.
>>
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>>3247126

>voxels

Please no. I don't want to strain people's computers.

Plus I don't think voxels would actually work for a HUD weapon.
>>
>>3247119
I'd say a small delay between each swing would help with the feeling of weight. Looks good for length now, though.
>>
>>3247128
It "works" but it's shit in practice.
>>
>>3247101
I wonder if it's possible to abuse the "team" property for monsters if the game is run in MP mode
>>
>>3247130

I'll add at least one more tic of a delay between each swing, but I don't wanna go slow mode here.

>>3247134

Yeah, I'm sticking with sprites. I think voxels can be fun but I don't think they'd work at all here.
>>
>>3246881
> again
What did you do?
>>
>>3247126
This is DOOM not Ace of Spades
>>
>>3247128
They do, but you have to do what I suggested to that guy that used the hl pistol model that got it working, have the voxel warp to the player with weapon code just dictating what the offsets the code should use are. Easy!

Actually though I'm just joshing, the sword looks terrific. Though something that cyan is an odd color choice. No not really, color is fine.
>>
>>3247119
Now we're talking! The swinging sprites look "larger" too since there's a better reference of size in the idle pose. Sweet.
>>
>>3247128
Voxels, even in GZDoom, wouldn't be any issue in this case since there's only one voxel instead of however many voxel actors. In ZDoom they have pretty great performance.

>>3247134
They work fine from what I understand, in ZDoom anyway, as they don't have the same issue as constantly warping models do that the half life pistol anon tan into.

>>3247138
I'm not familiar enough with zandronum to know, but I would think those would only work for players. I might be wrong though, worth a look.

>>3247140
I filled some prescriptions.
>>
>>3247142
I'm the guy with the hl pistol. It does not work in practice due to interpolatin issues. An absolute dead end right now.a model that isn't required to change angles dynamically can be rotated through changing offsets and angles in modeldef between each frame declaration of a static model though.
>>
>>3246724
>>3246732
It wouldn't be a problem if 3DGE weren't the definition of a shit port.

>uncap framerate in 3DGE
>Doom 2 Map01 never goes over 62 FPS, looks and plays like complete ass on my 75hz display
>GZDoom gets consistently over 250, gameplay is smooth as butter and the lighting actually resembles Doom
And people bitch about GZDoom's "high" requirements. Once you're over the "having a video card from the past six years" hurdle, it's actually really good.
>>
>>3247153
Aren't those issues only applicable to models in (G)ZDoom or voxels in GZDoom, and not voxels in ZDoom?
>>
>>3247157
Try having a simple sprite warp in front of your face then walk up the map01 stairs. Yeah..
>>
>>3247160
I'm on phone right now so can't check, but iirc when I played around with warping sprite actors in zdoom they conformed to player pitch and angle pretty flawlessly. Am I misremembering?
>>
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More swording.webm
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>>3247152

The other issue I would have with voxels is it'd probably result in a smoother animation, which would be detrimental to how snappy I want the sword to be.

Speaking of which, I added a few more tics between each swing and cleaned up the blade of the idle frame a little.
>>
>>3247123

https://www.sendspace.com/file/gnbd9v

Have fun, the download is a bit meaty due to the absurd amount of flac sounds I crammed in there for the zombies. It's only designed to run with zombies.wad and will do some cooky shit if you try to run it with another mapset (a lot of the code is based on the dehacked trickery of the original TC). It's obviously very unfinished and is largely untested beyond the first two levels.

My code is bad, and so are my photoshop skillz so be gentle.
>>
>>3247160
>>3247161
Also lemme add: I'm not doubting you, I just test everything pretty much exclusively in ZDoom, while from what I understand most other people use GZDoom, and I'm wondering if there might be a difference between them since sprites in GZDoom are flat models.
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>>3247168
Will download when I get him and take a crack at it later tonight..
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>>3247172
*home
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>>3246217
>made one map, shared it, got the reviews
>going on another
>want to do a big one
>ambition dying with the time and the creativity
>need to work on my thesis
>now make some small steps towards the finish, very sporadic
That's it.
>>
>>3247167
What are these cyan things that fly out from the dead imps?

The sword's looking great!
>>
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things.png
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>>3247180
Oops, forgot picture.
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>>3247181

I'm gonna fix those bones.
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>>3247161
X/y position of the actor based on your position, pitch and angle is fine. As is pitch and angle for 3d models. It's when you combine them or introduce the z dimension (stairs, jumping) that shit goes wacky
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>>3247183
Huh. I may test it in zdoom when I get home for my own peace of mind, but that sucks to hear.

Is it any z-movement that fucks it up or just stairs and jumping? IIRC aren't stairs in Doom teleporty things that make you move without any momentum? If so I can see how that would fuck it up. I have no idea how jumping is handled internally.

Maybe you could make a wolfenstein type project with models for weapons, wouldn't run into any problems then.
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>>3247123
Oh wait today is Friday. My vampire schedule has me all kinds of fucked up.
>>
Silly wad ideas, classic doom style recreations of the events of the doom rpgs, maybe one for wolfenstine rpg too
>>
>>3245874
>>3246064
Also memorize whether and where you can escape to cover so you don't lose all your health and armor within 5 seconds

t. someone playing Plutonia with the pistol start challenge
>>
>>3247187

>Is it any z-movement that fucks it up or just stairs and jumping?
Any changes in player Z. I tried making a dynamic skybox camera with in a room with 1/8 scale geometry that appears to connect with stuff in the actual map, but I ran into the Z interpolation issue there as well. Worked flawlessly otherwise!
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gunpoint.webm
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>>3247187
Oh and
>Maybe you could make a wolfenstein type project with models for weapons, wouldn't run into any problems then.
As long as you don't need the model to dynamically change angle (webm related), you can just use and actual weapon with 3d model frames.
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