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Everything posted by inkoalawetrust
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As others have pointed out, you clearly don't know even the basics of programming yet. In fact, your lack of awareness integers even existing kind of reminds me of how I was only able to truly learn at least some coding after I was literally walking down the street one day, and came to the eureka moment of realizing that a variable is a value that stores a number. Before that no number of tutorials, examples, and explanations by others were able to help me at all. Your situation sounds pretty similar to mine. So to join the dogpile, I'd also recommend that you try to listen to the help everyone else is trying to give you here. And don't bother using LLMs like ChatGPT (GPT-3.5) to either give you instructions on writing ACS, or straight up writing actual ACS. The amount of information on the internet on these obscure Doom scripting languages is very little for any LLM to have any proper info on them. You could perhaps use ChatGPT to get the basics from a language people actually use like C or something, but first of all, the free ChatGPT is 3.5 and it's pretty shit, while the actually functional GPT-4 is paywalled, and every other LLM is currently pretty dogshit in comparison*, second, you'd still probably just be better off just reading a premade guide, there's literally decades of them for normal programming languages, and for ACS you can find an entire playlist guide here. *Frankly I'm not interested in any of these AI models until they can actually run locally as open source software, not as proprietary black boxes on some data center somewhere. Until then they are as good as useless, especially with how much these companies lobotomize them.
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I can do it myself, there's already crewmate sprites and the hardest part will just be making a system for catching keyboard presses to make custom vanilla style cheats, but I'm currently busy with other stuff.
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according to wikipedia doom64 used IDtech1?
inkoalawetrust replied to Shakariki Heisenberg's topic in Doom General
Nah, GZDoom and other forks like it such as K8Vavoom are their own thing. Doom 64 is id Tech 1 because it's basically just another console port of the PC engine, but with some extra tricks up it's sleeve like Edward said, and even then the biggest change is just the total change in art style, which isn't really impossible with like, the Linux Doom codebase. But modern source ports like GZDoom and K8Vavoom have WAY WAY MORE changes and additions. Doom 64 was a slightly more sophisticated console port, GZDoom is more like the difference between Quake 1 and GoldSource. -
I imagine this would replace all monsters with crewmates wandering around, and you can only win by killing all impostors, but if you kill 1-3 innocent crewmates you get ejected and lose. You have to find the impostors by either random chance or actually observing them killing someone (Who could also be you), and they will generally avoid doing it with you in sight. Getting ejected triggers an actual cutscene or scripted sequence of the player being thrown into space with the message "(Player name) was an impostor", oh, and it also changes the music to a midi of the Among Us theme.
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How would one go about making an armor ignoring projectile.
inkoalawetrust replied to St. Mildly Annoyed's question in Editing Questions
There is a +PIERCEARMOR flag you can use. -
You can also create them out of raised sector floors. Which should also allow decals to actually appear on them. A few years back it even gave them proper-ish vertical collision, where you could stand on top of them (But not top flat, since like Gez said GZDoom doesn't have REAL 3D polyobjects like K8Vavoom and SRB2). But nowadays there has been some regression that causes both 3D midtexture and raised floor polyobjects to have infinitely tall collision.
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Have any of you actually modified the source code of Doom before?
inkoalawetrust replied to coderamen's topic in Doom General
Well, I haven't messed with the Doom source code itself, but have made a few commits to GZDoom and have a to do list for more of them. Does that count ? -
[ZSCript] Referring to a class member causes VM to crash
inkoalawetrust replied to Il_Str's topic in Doom Editing
For complex ZScript questions like these it's better to ask in a place like the ZDoom Discord server instead. Since the questions section on Doomworld is mainly for mapping and simple DECORATE questions. As for the question itself, you've probably tried this. But have you tried to null check if the actual TL_Group class in that index is not null ? Something like If (GVars.TagLinker_Groups[TempVal1]) //Check if the index at TempVal1 is not null. { //If it isn't, run the other code here, like setting the value of StageName based on the iStageName of that particular class in the array. } -
You know when finding an answer to your own question it's usually nice to say what it was so that other people can know. In GZDB or UDB, you can select your sector(s), right click them to go to the edit sector window, go to the surfaces tab, and change the Rotation property on whichever sector plane you want.
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If the class extension is part of your code, then that's probably why your game isn't starting. First of all, you can't extend the base actor class, and second is that A_HeadAttack() already exists. So just remove that. Also your custom projectile is called MyCacodemon as well, should probably change that, since it makes no sense and also will produce a conflict. And it should inherit from CacodemonBall instead. Then to have your Cacodemon fire it's custom projectile, use A_CustomComboAttack() instead of the hardcoded A_HeadAttack(). Passing "random[pr_headattack](1, 6) * 10" as the functions' damage parameter will also allow it to do the exact same melee damage as the Cacodemon.
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Why is there an explicit condemnation of the 3DO port?
inkoalawetrust replied to coderamen's topic in Console Doom
Do you work 20 hours a day or something for a 5 minute post to be a lot ? Because that's probably about how long that reply took to write. Or were you expecting to say something dumb and not get a response, or only expected Twitter-style meaningless zingers instead ? As for the post. Yes, the 3DO port is still terrible at the end of the day. Rebecca even admits so yadda yadda, other people have already told you that. -
Here's a bunch of spritesets for civilians. DeeDeeOZ also has a bunch of other human sprites you can find by looking at his forum posts. https://forum.zdoom.org/viewtopic.php?t=72748
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I think Dasho said it best. Basically explaining what Fraggle's talk about free as in freedom actually means. The most practical reason for Freedoom to exist is that the only reason any of us are still here and prancing around with Dooms' still VERY MUCH COPYRIGHTED ART ASSETS is because id/Bethesda/ZeniMax/Microsoft doesn't care and is letting us do it. If any of these companies up the corporate pyramid wanted to, we could all be getting cease and desist letters tomorrow. Sure, source port developers would be fine since Carmack made the engine FOSS. But nearly every mod that isn't a total conversion would very much not be, since we are constantly using and redistributing copyrighted assets, including other media IPs like Duke Nukem. And it's not like there's no precedent for this, Doom is about the safest game series to mod. Other game companies like Rockstar and Nintendo are FAR more harsh. Like Nintendo putting people into indentured servitude and Rockstar suing people reverse engineering their old game executables so that they can sell shitty remasters. And they get away with it all the time. Doom's IP holders could very easily decide to do the same thing one day, and with how the video game industry is going, it might even be guaranteed that they will try something like that before the end of the decade. After all, I don't think anybody expected Unity to kill itself last week either. And the moment we all have the letters come in the mail, the point of Freedoom will become a lot more fucking obvious to the ones that still think it's just Doom for people who don't want to pay 5 quid or Google for 5 minutes.
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Changing this particular part of status bar ?
inkoalawetrust replied to Dranyan's question in Editing Questions
Well since someone decided to bring back this thread just to say something wrong. Here is how to properly change the border texture in GZDoom. It's just a MAPINFO setting. And MAPINFO's GameInfo block has a similar setting too. Which allows you to globally change the border graphic, though I think the per-map borders still take precedence. -
That's wrong, you can add specific sounds to specific doors in GZDoom with SNDSEQ. Then you just open the edit sector window, find your sound sequences' name, and select it. Like this: And this is what that sound sequences' definition looks like in SNDSEQ: :GiantDoor Door 4 playrepeat "door/giantdoormove" stopsound "door/giantdoorshut" End The sound names are defined in SNDINFO though, so you do still need to figure out how to use SNDINFO @Skemech Nearly all special files in GZDoom are just text files, so yes it will work.
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AI generated Coca cola flavor!
inkoalawetrust replied to natashanightmare's topic in Everything Else
I have definitely not seen these before, it's strange for me to even see like, lemon coke or whatever the fuck, and I've never even tasted that one. I do wonder what this would taste like though, or how the fuck it was even made. Did they ask ChatGPT to make a list of ingredients for a cola drink or something ? -
How could i make hotel balcony's in ultimate doom builder, kinda like Anti social?
inkoalawetrust replied to JetteboyTV's question in Editing Questions
Are you asking how you could make 3D floors with semi-transparent textures on them ? If yes, then here is a video I recorded showing how you can set up a 3D floor grating, it's just a normal 3D floor with a grating texture. https://streamable.com/tf71a4 I also attached the map so that you can see how it's done. 3D floor grating.zip -
More Night Dive Remasters Announced: Turok 3 and Dark Forces
inkoalawetrust replied to Kinsie's topic in Everything Else
I think he just responded like that because of you saying that a non-microtransaction multiplayer game has no place in the modern day basically. Plus, Doom was pretty well known for it's multiplayer, which is still at least somewhat active to this day, and would probably be more so if GZDoom had better networking. -
More Night Dive Remasters Announced: Turok 3 and Dark Forces
inkoalawetrust replied to Kinsie's topic in Everything Else
Are you trying to troll or something ? Do you think that high school jocks play remasters of 20-30 year old games instead of old geeks and nerds ? -
I seriously doubt a Chromebook is going to be running a virtual computer within itself.
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What is the internet to you nowadays?
inkoalawetrust replied to fuzzytrick's topic in Everything Else
Yes I have been using uBlock for almost a decade now too. But that doesn't stop the mass surveillance (Not alone anyway), the consolidation of everything into a select few sites that use the same 2-5 web hosts. Or that actually useful information has been a lot harder to find, nor does it stop the increased tribalism. Which is what the other users in this thread have been talking about. Really, the ads are probably one of the few things that have stayed from yesteryears' internet. -
What is the internet to you nowadays?
inkoalawetrust replied to fuzzytrick's topic in Everything Else
You are missing the point, the people complaining about this already understand there are still places like that on the internet, they are literally in one. But places on the internet that aren't ad infested, tribal corporate hellscapes have become rarer than unicorns next to the sites you mentioned. Interesting or non-Hell sites make up a fraction of a fraction of a fraction of Twitters' userbase alone, let alone the other ones like Facebook. -
How to Create a Portable Radsuit?
inkoalawetrust replied to [name_withheld]'s question in Editing Questions
Nah, this is right. Just getting the damageamount from whichever sector you have a pointer to is enough, no need to nullify all sector damage. Sector damage from both the UDMF damage amount variable, and the vanilla and BOOM generalized specials, are all put in damageamount as you can see here, other data like stock damage types for the specials are also handled like this. But if UDMF damage is defined, the specials are ignored and the UDMF key takes precedence. And the instant death special is just handled by setting the sector damage to TELEFRAG_DAMAGE (1,000,000, in vanilla this was just 1,000), like all instant death stuff in (G)ZDoom is handled. It took me like 15 minutes of running in circles to find out how sector damage is exactly set up lol. -
Importing a custom monster in GZDoom (Doom format)
inkoalawetrust replied to RoxyRubyD's question in Editing Questions
This is a pretty bad way to go about it, and I doubt you need the exact attack function Pinkies use. I'd suggest that you'd just use A_CustomMeleeAttack like indigo suggested instead. It does basically the same thing, and is actually configurable. You generally shouldn't even bother using the vanilla hardcoded functions. Even for variants of vanilla monsters, unless you want the EXACT behavior. -
That's been disabled since like last year and is only turned on for some specific versions whenever Graf wants to do some stupid survey. And also explicitly asks you. It also does not create any directories. It just sends some basic PC info like what CPU you have to a server.