Jaska Posted January 14, 2020 Thanks. But no, Won't work correctly. I'll do something else for a moment.. 0 Share this post Link to post
Payload4367 Posted January 14, 2020 (edited) 3 hours ago, Jaska said: Thanks. But no, Won't work correctly. I'll do something else for a moment.. Try this test map http://www.mediafire.com/file/q99d8y76qkjftzg/BALCONY.wad/file This is how I make it work. 0 Share this post Link to post
Jaska Posted January 14, 2020 1 hour ago, Payload4367 said: Try this test map http://www.mediafire.com/file/q99d8y76qkjftzg/BALCONY.wad/file This is how I make it work. Thanks! Now it works. I deselected "jump over railing". I also modified textures offsets. I also found some errors on the map but not in that location. So, not sure what exactly the problem was. 1 Share this post Link to post
Spectre01 Posted January 21, 2020 (edited) I am having a very strange issue with a Boom map I've been working on when running it in GZDoom. At the very start of the map, looking slightly to the left crashes GZDoom on the same spot every time. And not the crash with a message, but it just freezes with the midi running. Not only that, but if I move my mouse to the right and spin my character 360 degrees, the problem no longer occurs and I can play the map as normal. At that point, starting a new game and looking left no longer causes the issue. It only occurs when initially launching the map and running GZDoom. Any idea at all as to what could be causing such a bug? Happens both with 4.3.1 and after updating to 4.3.3. Edit: And the culprit is 7 extra lines nearby slightly rounding out a rock wall! Situation normal: Spoiler Crash on startup: Spoiler Edited January 22, 2020 by Spectre01 0 Share this post Link to post
Gradius Posted January 22, 2020 Do you know if there's a way to stop 'props' (decorative things) from being pushed around? I have a few decorations close to moving platforms, and when they move they tend to 'pick up' the object, even though the hitbox isn't touching. Not only that, but technically the object is below the platform, so when it starts moving down, the object pops up into the air in a very jarring fashion. Simply setting the position to absolute doesn't help. 0 Share this post Link to post
Jaska Posted January 23, 2020 12 hours ago, Gradius said: Do you know if there's a way to stop 'props' (decorative things) from being pushed around? I have a few decorations close to moving platforms, and when they move they tend to 'pick up' the object, even though the hitbox isn't touching. Not only that, but technically the object is below the platform, so when it starts moving down, the object pops up into the air in a very jarring fashion. Simply setting the position to absolute doesn't help. What port are you aiming to? Not sure, but I would try to use some of the physics flags: https://zdoom.org/wiki/Actor_flags#Physics Like this one: -MOVEWITHSECTOR or +RELATIVETOFLOOR 0 Share this post Link to post
Gradius Posted January 24, 2020 12 hours ago, Jaska said: What port are you aiming to? GZDoom/UDMF. Was hoping not to use decorate though, since that means they won't work normally in places where I might want ordinary behaviour. 0 Share this post Link to post
Jaska Posted January 28, 2020 I got this huge tank model. I've done collision with 3D-floors. Now this happens. Tank is rendered: And now it disappears: So.. Even if I modify 3d floors so, that the models center(that cube from which you can move the model in editor) is visible to player this happens. I had same problem with a long pipe but changing the 3d-floor I got it working. Without 3d-floors the big tank renders just fine. I tried inverting 3d-floor render rules, didn't work. So what are boundary conditions to this kind of cases? 2 Share this post Link to post
Dragonfly Posted January 28, 2020 You'll need to add a render radius to the item so if you're within it's distance it will always render. Try not to set this too high as if there's a lot of sectors within the radius, the check will be performed on all of those sectors every tic.https://zdoom.org/wiki/Actor_properties#RenderRadius 2 Share this post Link to post
Jaska Posted February 5, 2020 I'm making breakable supply crate. So I've this actor (mostly from doom enhanced) ACTOR BreakableWood : BaseDecoModelSolid { -INVULNERABLE deathheight 24 health 50 States { Spawn: AAAA A -1 stop Pain: AAAA A 5 A_PlaySound("gibbage/xwood") goto Spawn Death: AAAA A 0 A_PlaySound("gibbage/xwood") TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 6) TNT1 A 0 A_CustomMissile ("WoodGib2", 40, 2, random(0,360), 2, 10) TNT1 A 0 A_CustomMissile ("WoodGib", 12, 2, random(0,360), 2, 20) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 15) TNT1 A 0 A_CustomMissile ("WoodGib2", 20, 2, random(0,360), 2, 8) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 6) TNT1 A 0 A_CustomMissile ("WoodGib2", 40, 2, random(0,360), 2, 10) TNT1 A 0 A_CustomMissile ("WoodGib", 12, 2, random(0,360), 2, 20) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 15) TNT1 A 0 A_CustomMissile ("WoodGib2", 20, 2, random(0,360), 2, 8) TNT1 A 0 stop } } Then I have the model for it: ACTOR box11_supply1 : BreakableWood //$Title BreakableSupplyCrate //$Category Models/Supply { Health 70 Radius 10 Height 25 } How can I spawn an item when breaking that box without need of making a new actor for every item? If I redefine states it overrides inherited states and I should copy/paste everything anyway. I'm obviously not getting something here.. 0 Share this post Link to post
Archanhell Posted February 5, 2020 (edited) 1 hour ago, Jaska said: I'm making breakable supply crate. So I've this actor (mostly from doom enhanced) ACTOR BreakableWood : BaseDecoModelSolid { -INVULNERABLE deathheight 24 health 50 States { Spawn: AAAA A -1 stop Pain: AAAA A 5 A_PlaySound("gibbage/xwood") goto Spawn Death: AAAA A 0 A_PlaySound("gibbage/xwood") TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 6) TNT1 A 0 A_CustomMissile ("WoodGib2", 40, 2, random(0,360), 2, 10) TNT1 A 0 A_CustomMissile ("WoodGib", 12, 2, random(0,360), 2, 20) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 15) TNT1 A 0 A_CustomMissile ("WoodGib2", 20, 2, random(0,360), 2, 8) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 6) TNT1 A 0 A_CustomMissile ("WoodGib2", 40, 2, random(0,360), 2, 10) TNT1 A 0 A_CustomMissile ("WoodGib", 12, 2, random(0,360), 2, 20) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 15) TNT1 A 0 A_CustomMissile ("WoodGib2", 20, 2, random(0,360), 2, 8) TNT1 A 0 stop } } Then I have the model for it: ACTOR box11_supply1 : BreakableWood //$Title BreakableSupplyCrate //$Category Models/Supply { Health 70 Radius 10 Height 25 } How can I spawn an item when breaking that box without need of making a new actor for every item? If I redefine states it overrides inherited states and I should copy/paste everything anyway. I'm obviously not getting something here.. This page should help you if you have not checked it yet: https://zdoom.org/wiki/Classes:RandomSpawner And this one too: https://zdoom.org/wiki/A_SpawnItemEx Basically it has to look like this: Death: AAAA A 0 A_PlaySound("gibbage/xwood") TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 6) TNT1 A 0 A_CustomMissile ("WoodGib2", 40, 2, random(0,360), 2, 10) TNT1 A 0 A_CustomMissile ("WoodGib", 12, 2, random(0,360), 2, 20) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 15) TNT1 A 0 A_CustomMissile ("WoodGib2", 20, 2, random(0,360), 2, 8) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 6) TNT1 A 0 A_CustomMissile ("WoodGib2", 40, 2, random(0,360), 2, 10) TNT1 A 0 A_CustomMissile ("WoodGib", 12, 2, random(0,360), 2, 20) TNT1 A 0 A_CustomMissile ("WoodGib", 32, 2, random(0,360), 2, 15) TNT1 A 0 A_CustomMissile ("WoodGib2", 20, 2, random(0,360), 2, 8) TNT1 A 0 A_SpawnItemEx("CrateSpawner") stop } } Actor CrateSpawner : RandomSpawner { DropItem "YOURITEMHERE", Chance 1 to 256 of spawn DropItem "YOURITEMHERE", Chance 1 to 256 of spawn ... } Though this should be well to go on your model too, but I have never worked with them before. You can try this, else do this on your model: ACTOR box11_supply1 : BreakableWood //$Title BreakableSupplyCrate //$Category Models/Supply { Health 70 Radius 10 Height 25 States { TNT1 A 0 A_SpawnItemEx("CrateSpawner") stop } } Actor CrateSpawner : RandomSpawner { DropItem "YOURITEMHERE", Chance 1 to 256 of spawn DropItem "YOURITEMHERE", Chance 1 to 256 of spawn ... } Do not literally write "Chance x", just the number obviously :p (DropItem "HEALTHBONUS", 256 - For example) 0 Share this post Link to post
Gez Posted February 5, 2020 Add a call to A_Fall in the death state, this will make the crate drop its DropItems. Then you can define a lot of crate variants, only having to redefine their DropItem lists rather than copy-pasting the state code. 0 Share this post Link to post
Jaska Posted February 6, 2020 Thanks! Both are useful ways and I'll use them! 0 Share this post Link to post
Jaska Posted February 6, 2020 (edited) ACTOR box11_supply1 : BreakableWood //$Title SupplyCrateSmall_empty //$Category Models/Supply { +PUSHABLE Health 25 Radius 14 Height 25 } ACTOR SupplyHealthS : box11_supply1 //$Title SupplyCrateHealthSmall //$Category Models/Supply { Dropitem "stimpack", 255 Dropitem "stimbonus", 128 Dropitem "healthbonus", 192 Dropitem "healthbonus", 192 Dropitem "healthbonus", 192 } Hmmh, now model isn't rendered for some reason on SupplyhealthS's case. Box11_supply1 it renders. So does this mean I have to have model definitions for all of the crates? Edited February 6, 2020 by Jaska 0 Share this post Link to post
Darch Posted February 12, 2020 I've seen some wads using helper dogs' slot (thing 140) for custom monsters lately, but I couldn't find its frames numbers anywhere. I want to change the duration of its pain state frame, for example. How do I do it? 0 Share this post Link to post
Gez Posted February 12, 2020 I'm sure it's in some MBF text file somewhere, but for a quick reference you can take a look here: https://github.com/coelckers/gzdoom/blob/master/wadsrc/static/dehsupp.txt MBFHelperDog, Spawn, 27, // [MBF] S_DOGS_STND - S_DOGS_RAISE6 972-998 Tells you that dog frame numbers range from 972 to 998. https://zdoom.org/wiki/Classes:MBFHelperDog That puts the See state at 974, Melee at 982, Pain at 985, Death at 987, and Raise at 993. 1 Share this post Link to post
Arbys550 Posted February 13, 2020 I'm having this really aggravating issue with voodoo closets. I'm working on a boom compatible wad, and every time I go in to test, it plops me down in some random voodoo closet. Now I'm sure people will say "Just delete and replace the main player start," but here's the catch: I replace the main player start, and after making ANY change whatsoever to the map, it will spawn me back in the voodoo closet. even if I don't add any player 1 starts or modify the closets at all, it does this. I have to replace the player 1 start every damn time I want to test my map and it's getting on my nerves after 20 or so test runs. Does this happen to everyone? Is this just something I have to deal with, or is there something internal that's causing the player start to reset that I am not aware of? Any solutions? 0 Share this post Link to post
Dragonfly Posted February 13, 2020 Here's a trick @Jimmy taught me like 2 years ago now. This assumes you're using modern tools like GZDB or UDB or whatever has the ability to rotate selection. I can't remember what version of DB introduced this. :P Select both the offending voodoo doll and the intended player start. (If you're not sure which voodoo it is causing the issues, texture your closets differently to make it easy to identify) Next, press E. Grab one of the corners, then rotate the entire selection 180 degrees. Done. 5 Share this post Link to post
Darch Posted February 13, 2020 Also, when you place the mouse pointer over a thing on DB, it shows it's number (thing 14, thing 156, etc). The player start with the highest number will be where you spawn. 2 Share this post Link to post
Gradius Posted February 14, 2020 22 hours ago, Arbys550 said: Does this happen to everyone? Is this just something I have to deal with, or is there something internal that's causing the player start to reset that I am not aware of? Any solutions? Yeah. It (the editor, in this case) recycles the thing numbers in a slightly annoying fashion. So just deleting and then re-adding doesn't cause the player starts to reflect the last created start. 0 Share this post Link to post
valkiriforce Posted February 18, 2020 I'd like to ask about colormaps; how can I replace the visibility of the invulnerability powerup to something other than the black and white visuals? Basically something similar to what Doom 4 Vanilla did with creating a green tint instead of the regular black and white. If anyone could help me out with this I'd be very thankful, as I have zero knowledge about colormaps or how they're even created. 0 Share this post Link to post
Rainne Posted February 18, 2020 @valkiriforce In SLADE, you can export the COLORMAP lump as a PNG file, edit it with your graphics editor of choice, then re-import it. The invulnerability effect is the inverted grayscale line near the bottom. You can copy the top row (the base colors) onto that row and apply effects to it as you see fit. It'll only have effect in renderers that actually refer to the COLORMAP; enhanced ports that use hardware/truecolor rendering do their own color processing and won't be affected, but that's their problem. Here's a relatively recent thread on the topic of colormaps in general, which may be useful if you're learning about that. 1 Share this post Link to post
quickey Posted February 23, 2020 I have two questions: 1) with freelook on in gzdoom, is there a way to make the sky texture engross the whole sky instead of that weird wonky smooth looking bit in the middle? 2) what would be the best way to make warehouse shelves in Doom? Sprites that you can shoot through? Or a texture? Or just a bunch of 3d floors? 0 Share this post Link to post
Gez Posted February 23, 2020 26 minutes ago, quickey said: 1) with freelook on in gzdoom, is there a way to make the sky texture engross the whole sky instead of that weird wonky smooth looking bit in the middle? You'll want to use a skybox. 0 Share this post Link to post
PCKSP Posted February 23, 2020 I've been having a weird problem with my first map (I've just started making some today), wich is that doors act like walls you can walk through when opened (i.e. you can't shoot through them, and monsters won't agro unless you walk through them). I'm using doom builder x, zdoom with hexen format. I can provide my map file if needed (but I won't be replying very soon). Any help could be of use. 0 Share this post Link to post
Kappes Buur Posted February 24, 2020 (edited) Read Doom Builder: An Illustrated Guide In Sector Mode: Shift+D 0 Share this post Link to post
Dragonfly Posted February 25, 2020 On 2/23/2020 at 1:53 PM, quickey said: 2) what would be the best way to make warehouse shelves in Doom? Sprites that you can shoot through? Or a texture? Or just a bunch of 3d floors? You can use 3D floors and invert the shootability rules - this allows hitscan to pass through but not projectiles. Alternately, if you want projectiles to also pass through you could make them non-solid then use impassible lines to prevent players & enemies walking through them. 1 Share this post Link to post
quickey Posted February 25, 2020 A anew idea for teleporting monsters. So we have your usual set up, but the floor that drops out (or ceiling that raises) also continuously goes up and down, to possibly deny the monster from coming out, to throw a possible "random" chance of a monster coming out, like a slow trickle on purpose to keep enemies coming for in theory a long time. I have no idea how viable this is (will test it later) but was wondering if anyone had tried this before? 0 Share this post Link to post
Jaska Posted February 25, 2020 1 hour ago, quickey said: A anew idea for teleporting monsters. So we have your usual set up, but the floor that drops out (or ceiling that raises) also continuously goes up and down, to possibly deny the monster from coming out, to throw a possible "random" chance of a monster coming out, like a slow trickle on purpose to keep enemies coming for in theory a long time. I have no idea how viable this is (will test it later) but was wondering if anyone had tried this before? My "Lost civilization project", map13 uses up&down moving platforms to do this. 1 Share this post Link to post