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Everything posted by EarthQuake

  1. Take a look at the "weapons" tab. Frame 17 is defined right there. I should mention, that although you can change which frame the muzzle flash will start with, some weapons, like the Chaingun or Plasma rifle rely on some hard-coded quirks to determine exactly which frame comes next.
  2. EarthQuake

    Help with replacing normal Ss sound

    What does your replacement sound... sound like? The reloading sounds for the SSG are comprised of various "clicks and clops" that happen after the "boom". If you only want to replace the "boom", all you need to replace is that first sound, DSDSHTGN. If your "boom" sound contains reloading sounds, you are probably going to want to remove the other sounds that are hardcoded into later frames. Here is the DECORATE definition for the SSG: ACTOR SuperShotgun : DoomWeapon { Weapon.SelectionOrder 400 Weapon.AmmoUse 2 Weapon.AmmoGive 8 Weapon.AmmoType "Shell" Inventory.PickupMessage "$GOTSHOTGUN2" Obituary "$OB_MPSSHOTGUN" Tag "$TAG_SUPERSHOTGUN" States { Ready: SHT2 A 1 A_WeaponReady Loop Deselect: SHT2 A 1 A_Lower Loop Select: SHT2 A 1 A_Raise Loop Fire: SHT2 A 3 SHT2 A 7 A_FireShotgun2 SHT2 B 7 SHT2 C 7 A_CheckReload SHT2 D 7 A_OpenShotgun2 SHT2 E 7 SHT2 F 7 A_LoadShotgun2 SHT2 G 6 SHT2 H 6 A_CloseShotgun2 SHT2 A 5 A_ReFire Goto Ready // unused states SHT2 B 7 SHT2 A 3 Goto Deselect Flash: SHT2 I 4 Bright A_Light1 SHT2 J 3 Bright A_Light2 Goto LightDone Spawn: SGN2 A -1 Stop } } Take a look at the "States" section. A_FireShotgun2 is the attack codepointer where DSDSHTGN is played. The other sounds are played when A_OpenShotgun2, A_LoadShotgun2, and A_CloseShotgun2 are called. Since you're using GZDoom, you can modify the frames directly (and by extension what sound lumps are played) by using DECORATE to creating a replacement Shotgun that inherits from this. If necessary, you can remove the 3 loading sounds by doing something like this: actor NewSuperShotgun : SuperShotgun replaces SuperShotgun { States { Fire: SHT2 A 3 SHT2 A 7 A_FireShotgun2 SHT2 B 7 SHT2 C 7 A_CheckReload SHT2 DEFG 7 SHT2 H 6 A_Refire SHT2 A 5 A_ReFire Goto Ready } } (Note: A_CloseShotgun2 also internally calls A_Refire, so I've replaced it with that keep the animation the same). But again, what steps you need to take to replace the SSG's sounds depends on what you're replacing them with. If you want to replace only the firing sound, then the solution is simple: just create a wad with something like Slade, import the file, name it DSDSHTGN. You can replace the other sounds in the same manner, just realize that the "timing" of the sounds might not make sense unless the sounds are very similar. Edit: you could also use SNDINFO to change around sounds or make them empty: //Example SNDINFO lump weapons/sshotf dsdshtgn // Firing sound weapons/sshoto dsdbopn // Opening chamber sound weapons/sshotc dsdbcls // Closing chamber sound weapons/sshotl dsdbload // Loading shells sound
  3. EarthQuake

    how do i change the exit message

    ZDoom-based ports provide the ability to change it through the LANGUAGE lump. The relevant strings you want to replace are toward the top of this list.
  4. EarthQuake

    Help with replacing normal Ss sound

    Typically a sound replacement is done by including a sound with your wad that has the same lump names as those found in doom2.wad. The SSG is a bit different than other weapons, however, as there are 4 distinct sounds that take place: firing, opening, loading, and closing. These correspond to lumps DSDSHTGN, DSDBOPN, DSDBLOAD, and DSDBCLS. All of these sounds occur on different frames, so how to go about modifying the SSG sounds depends on exactly what you're trying to achieve and what engine compatibility you are targeting. Edit: Forgot to mention, sounds in vanilla Doom must be 8-bit mono PCM wave files. These must be converted to Doom's sound format within Slade, in order for them to work with most engines. Some ports, notably ZDoom-based ones, are less picky about sound formats though.
  5. EarthQuake

    Going out to do some errands today

    Hahaha, the coldest I remember it being here in Ohio recently was -17°F. They closed the local university and the community center was turned into a temporary shelter where anyone could stay. Free hot chocolate, too. At -44°F, they would declare it a county-wide emergency and probably shut the entire city down. One thing I learned about cold weather is that wearing two or three pairs of socks can be quite comfortable if you loosen up your shoelaces. Also, you'd think that having a massive beard would keep you warm, but all it does is turn into an massive icicle just from merely breathing.
  6. You are legally allowed to modify original maps/assets and include them in your own wads as long as your wad is intended to be used in the same game. It gets a bit iffy if you, say, include Doom-specific stuff in a Doom II pwad, but in general, no one really cares either way and no one will judge you for it, nor will Bethesda come knocking on your door (heheh, maybe).
  7. EarthQuake

    Bouncing Projectiles?

    The behavior of the BOUNCES flag changes depending on other flags set. From the official MBF docs: It might not be possible to have it bounce off walls and ceilings/floors in the same manner unless you're using ZDoom features, in which case you should use the proper actor flags for the projectile.
  8. EarthQuake

    Player in unknown sector type

    This is odd, since P_PlayerInSpecialSector() doesn't do anything other than handle the various behaviors of sector specials. The linedef type 37 must be changing the tagged sector's type to some garbage value, so that's probably where the crash is coming from. I don't really have much experience with the change-type linedef types, but it really sounds to me like the algorithm is not finding a valid model sector. I'll keep poking through the source code and see if I can learn more. Hopefully someone comes along with more knowledge about this sort of thing. Edit: I would recommend trying a similar setup in a fresh map to see it working on your end. It could be caused by a mapping error (e.g. an unclosed sector or something). Uploading the map for us to look also wouldn't be a bad idea.
  9. EarthQuake

    Player in unknown sector type

    What engine/map configuration are you using? This is a stretch, but can you also post a screenshot of the sector properties window of the sector that causes this crash? Also, type 37 uses the numeric model for figuring out which sector to change the properties of (from the Doom Wiki):
  10. EarthQuake

    just a little design rant

    Yep, this is a common problem with any sort of randomized content. One method to circumvent troubles with item/monster balance is to use a weighted spawning system where you assign values to each item that can be selected, and values to each monster that can be selected. Then you keep spawning stuff, adding together the values for each set until both sets are roughly some equal arbitrary value. I would perhaps start with monsters, and then spawn enough ammo/health to take care of them. It will take a lot of playtesting to make sure the values you assign are balanced, but you can easily tweak them by simply changing some numbers. I would not try to balance each area, but focus more on balancing the map as a whole. It's a lot easier, and if you spawn enough things using such a system, it will "even out" on the larger scale and can work pretty well. Regardless, there will always be instances where it is too easy, and instances where it might be too difficult. This is just a caveat of doing randomized stuff. Sometimes the RNG will fuck you and there is nothing you can do. I commend you for your efforts, though, and I implore you to keep at it. It seems daunting at first, but once you develop a system that works, you can apply that system to any map. The trick is to keep things simple and scripts generalized so they can be reused easily.
  11. EarthQuake

    Question about custom sprites

    You should also read up on the sprite naming convention as well. It can be a bit confusing to those new to editing wads.
  12. EarthQuake

    Post your Doom textures!

    Heh, I got really sidetracked while working on some rocky textures, and one of them reminded me of the surface of the moon... So I did a thing: And for shits and giggles (although it doesn't look that great): I dunno, maybe they belong in a skybox somewhere. ;) Again, Doom palette.
  13. EarthQuake

    Play doom in 2d

    Needs to be zoomed out a bit more, and possibly have more stuff going on in the background. In fact, I see some cool mechanics that could be possible here monsters, like demons coming out from doors that open in the background and merging onto the main path, with a chance of surrounding the player. Also, instead of having a straight path, it could turn at 90 degrees once you reach the end of the section, showing off another vantage point of the previous background. So many possibilities here and none taken. :( I think a 2D mod like this needs to take advantage of the 3D space available...
  14. EarthQuake

    Post your Doom textures!

    Been a while, so I wanted to share a subset of textures I've been working on: These are large base textures that probably shouldn't be used as is (I'm not gonna stop you), but would probably make a good starting base for some more elaborate textures, possibly animated ones. And yes, they're paletted.
  15. EarthQuake

    Ok question about scripts this going to sound weird

    Since you were asking about a "script", I'm assuming you're designing whatever you're... uh designing... for ZDoom? If that's the case, then it sounds like you want to define a new player class and change the Height property and Player.ViewHeight property of the new player. What exactly are you trying to do?
  16. EarthQuake

    Things about Doom you just found out

    Hahaha, I like the ouchface as he sees an imp emerging from the wall.
  17. EarthQuake

    Enjoyable Pistol

    Another idea is removing the Refire codepointer from the pistol so it is always accurate. This, of course, throws off the rate of fire, so some frame tweaking is required.
  18. Rjmaze was the precursor to Worst's rjrandom where he was experimenting with different types of maze generation algorithms. If that wad interests you, here is the most recent version of rjrandom that I have: https://drive.google.com/file/d/1JtCnhp0fZEn-TnRyUOXx2OAS9SADKfjg/view?usp=sharing Worst did a fantastic job on this, and I've spent countless hours playing it. There's a possible 10,000 seeds, each with random rules for generating the mazes and their textures. I was also involved a bit. I made a couple of the texture themes and gave Worst the idea to put a statistics counter at the end of the map, which gives each seed a unique name. There's no monsters, but you can collect armor points which are displayed in ZDaemon's player list. Randomly generated stuff is cool!
  19. EarthQuake

    how do i make glass

    I wrote a really elaborate tutorial, but then realized after I was done that there was a GlassBreak(). Fuck me.
  20. EarthQuake

    how to get thingcountname to work?

    Ahh, sorry, my mistake. Too many function and special names that all look like each other. :)
  21. EarthQuake

    how to get thingcountname to work?

    You don't need to set a trigger on them at all. Use a script to spawn the monsters at a given mapspot, and then in that same script, enter a loop that checks for when those monsters are all dead. Once dead, do something. One script does it all. Script 3 (void) { Thing_SpawnFacing(666, T_LOSTSOUL, FALSE, 172); // Spawn lost souls with TID 172 at each mapspot with TID 666. While (Thing_Count(T_LOSTSOUL, 172)) Delay(1); // If the number of lost souls with TID 172 is non-zero, delay for a tic. Plat_DownWaitUpStay(300, 3, 0); // Do the plat thing. } Also, you should use mapspots, not teleport destinations, and using the "Facing" version of a special/function will allow your lost souls to spawn facing the directions of your mapspots (in case you want them to surround the player, facing inwards).
  22. EarthQuake

    How do you approach your maps/ episodes ?

    Before I even touch the editor, I use my imagination to envision what different parts of the level will look like in their final form. I picture myself and my friends playing the map. I think about what kind of experience I want us to have. I think about the atmosphere I want to portray, the encounters I have with various monsters, and I think about the temporal flow of the level (i.e. the order things happen and how much time spent in each area). The moment I crawl into bed for the night is a good time (for me at least) to do this. I don't necessarily start mapping where the players will start; it's usually some significant landmark where I will branch out from. Once the landmark looks roughly like how I envisioned, or unexpectedly turns out better, I start scoping out the area for things to do next. For example, if I build some tall, elaborate free-standing tower structure, I might go "it would be really cool if I could see this from a distance", so I'll find an angle that looks cool, and expand the area to give me the shot I want. Then I have to put some sort of path that connects said tower to said vantage point, so I start working on that. It might even turn out that my vantage point isn't as perfect as I thought it would be, so I might have to go back to the tower to change something about it. It's a back and forth process. Many times, I will create several landmarks and find ways of connecting them after they are built. I find that this leads to interesting level layouts, especially when they are designed in a way that allows various arrangements. My suggestion for when you get stuck on a particular area, would be to start fleshing out a different area of your map, and worry about connecting them later. Also keep in mind that whatever you have already "finished", isn't set in stone. You can change anything to suit your needs, even if it means removing something to make way for something better. In almost every case, any time I redo an area, it turns out greater than it previously did. I reserve things like item/weapon placement and tag/script assignment for after an area is mostly complete. I do consider these things when designing the map, I just don't actually place them until I think I'm done moving around sectors. As for actual monster placement, I don't have much to say on it. The types of maps I create are mostly concerned with what monsters do while active. So to answer your question, I guess I mostly follow a room-by-room approach, but I jump around a lot. Most rooms don't become fully resolved until I run through them many times. I keep progressively adding and modifying things until everything is connected, looks nice, has the desired atmosphere, and satisfies my original vision.
  23. EarthQuake

    Need Tips for Outdoor Area Detailing

    A sky paradox works best in situations where the walls behind it are lowered. When using them out in the open like that, you have to take into account where the player is able to stand. Those marble vine walls look really high to begin with, so I'd suggest lowering them/turning them into actual platforms with sky visible behind them. I can't really tell how that's made from the screenshots (are you rereferencing sectors?). Normally you have a thin border of sky around the structure and you can tweak the height of that sector to get the effect just right.
  24. EarthQuake

    Modern Practices and Clarifications?

    You can actually just use a directory during development and load the entire directory as if it were a .pk3. You can specify this in GZDB when configuring your wad resources and to load it with GZDoom, you can either use the test feature in GZDB or just drag-n-drop the entire folder onto GZDoom. Dunno about the script thing though, I've never used ACS in UDMF before. I assume it just stores it inside the map wad?
  25. EarthQuake

    How much detail do you put on your wads?

    Oooh, this is a hard one for me, and I think it stems from a couple of reasons. The first is lack of precision at the engine/map level. Working with a lower grid results in more roundoff errors from what I've observed, especially when really oblique subsectors are generated by the nodebuilder. This often led to tons of slimetrails, where some of those would leak sector properties in really undesirable ways (like causing invisible walls, or messing up the blockmap/reject). The other reason, is that when manipulating geometry in a higher grid than that geometry was originally created with, would cause things to not snap unless you dropped the gridsize back down. Thankfully Doombuilder did something about that, and that is no longer an issue. The first issue does still exist, but to a lesser extent with the nodebuilders and source ports we have today. So really, I feel like there is little reason to cling onto this practice anymore.