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About QuotePilgrim
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If I was OP I would think it's hilarious because I have sense of humor.
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Quickly painted these two textures in Krita and took advantage of the "resynthesize texture" G'MIC filter to generate some variations.
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Dis doesn't look right.
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What method do you use to launch your pwads?
QuotePilgrim replied to Stupid Bunny's topic in Doom General Discussion
Most of the time, ZDL. When actively testing something that I'm making I will have a terminal open and launch it from there so I can read stdout. -
Over two years ago I started a thread sharing some of the music in Maddy Dreamscapes, my standalone GZDoom game project, but I'm unsure anyone has even heard any of it so I'm sharing something you don't need to download a file and open it in an audio player in order to be experienced: my digital art stuff. Part of the why I never shared any of it is I feel it's not quite DOOM-related enough but that's a bit silly of a reason. That said I will start with art that is present in the aforementioned game, and maybe post something different later. Polaroid Illustrations: These you can see by unlocking diary entries. Photomanipulations: Digital photomanips that can be found in a secret area in the art gallery. These are inspired by photographs taken by Zdzisław Beksiński before he became a painter. Images are 8x the size of the actual textures used in-game.
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Works like a charm. Thank you very much. I was in the process of carefully reading the whole Menu and ListMenu classes to figure out how the heck they work, and it's all very confusing. Looking at what you did so I can compare with the default classes will definitely help me understand the existing code in gzdoom.pk3 a bit better. I got a bit apprehensive when I got an error caused by the 'version "4.10"' line at the top, but it turns out was caused by the fact that I #included the file containing your code in my main zscript file, so just removing the line fixed it. I also replaced the item names in MENUDEF with identifiers to support localization (I'm making the game in Portuguese and English) and went ahead and removed the Save Game option from the title screen since it doesn't do anything before you start a game. As I said, it's working perfectly. I'm likely to use the code you provided unmodified in my game so I'm going to add a credits.txt file with your name in it (and those of whoever else ends up helping me in the future), if that's alright. On a side note: Fair point, but many of the games I play force you to go back to the title screen before you can properly exit and that never bothered me. Even the KEX engine port does that. Although in that case you could argue it's because you can then switch games in the starting screen.
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I'm pretty sure it needs to be script 1 ENTER, no parenthesis.
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I don't mean to sound rude but if my issue could be solved by reading a single wiki page I would have already solved it. The link you have given me only relates to changing the contents of the main menu, it in no way helps to make it so that its contents are different depending on whether the player is in the title screen or in-game. I can almost guarantee that if a solution exists at all, creating a new menu class in ZScript (probably inheriting from ListMenu or OptionMenu) is going to be the only way to do it. Alright, I will look into that. I don't have high hopes though so I'm not marking this as the best answer as of yet. It will take a lot of time to even test if your suggestion might work, considering I pretty much need to learn the entirety of ZScript, apparently.
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Do powerup reactions mean different things?
QuotePilgrim replied to Frangalho's topic in Doom General Discussion
Well they do all say "Like" when you hover over them. If they meant different things I would expect them to display different texts when hovered. -
Well I played all of The Ultimate Doom in UV difficulty for the first time (I had never gone back to it after having finished it in HMP). I was going to play through all of the expansions in order but I was really curious about Legacy of Rust so that's what I'm playing now. This is the most I have played DOOM in years, apart from playtesting my own levels, so yeah, I like it.
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I have a track record of asking questions here, and later coming back saying something along the lines of "actually I already figured it out, guys". This time it won't happen... Probably. Anyway what I want is pretty simple. I want the standalone game that I'm making to show a menu when the player presses Esc in-game that is different from the menu that is shown in the title screen with the same key. Namely, I want to get rid of the "New Game" option and replace it with a "Resume" option that only closes the menu, and similarly replace the "Quit Game" option with an "End Game" option that drops the player back to the title screen. It doesn't necessarily need to be a different menu per se; it would suffice, if possible, to have a menu capable of showing different options depending on whether the player has started the game or is in the title screen (an "if in-game then show this option else show this other option" type thing). That would make the menu more similar to the new KEX engine port, but that is not why I want to do this. I have had some people playtest my game and a couple months ago or so one streamer in particular has accidentally started a new game because he expected the first option in the menu to be a resume game option and has commented on how "New Game" should absolutely not be anywhere in the "pause menu" of a game and, well, I agree. (Yeah I know it's technically not a pause menu and there is dedicated keybinding for pausing the game, but come on, no one does that, everyone pauses the game by hitting Esc to bring up the menu). Apart from DOOM every single game I can think of shows a "resume game" or "close menu" option as the first option of its pause menu. All I could find was Jimmy asking pretty much the same question on the zdoom forums, and Graf Zahl basically saying "absolutely not". That was 14 years ago though, and I find it very hard to believe it isn't possible to do this with current ZScript features, what with the ability to define a whole new menu class and use that in MENUDEF as the class for your "MainMenu". I'm just not familiar enough with ZScript to figure it out.
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Maddy Dreamscapes (Updated July 30th, 2024)
QuotePilgrim replied to QuotePilgrim's topic in Map Releases & Development
Update: I had planned to submit this update two days ago, exactly a year after the original post, but circumstances didn't allow me to, unfortunately. There is now about twice as much content in the game as there was since the initial post, but it's still not a lot and not as much as I had hoped. Suffice it to say this is still very much in an early alpha stage. I will submit an update here whenever I feel there is enough new content to warrant it. For more frequent updates you can follow me on itch, as I upload a new version of the game pretty much every time I make any changes. That also means for anyone seeing this thread in the future, the version you can download right now might be more recent that what is available at the time I am writing this post. -
If I understood what you're asking, what you're looking for is the StartConversation action special. You can place the actor a conversation is attached to out of bounds and apply that special to a line that can be activated by any means you like (player use, player cross, monster cross, etc) and it should start the conversation as if you walked up to the actor and pressed E. You can also use StartConversation in ACS scripts, naturally. Is there a better method? That depends on what you consider a better method as that is entirely subjective. There are different methods. You can use Print or HudMessage to show text (or graphics!) on screen. Print is simpler and easier to use, HudMessage is more flexible.
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How to Use DOS Doom Editors in 2024
QuotePilgrim replied to InfinitePossiblities's question in Editing Questions
Hah, what a thing to be remembered for LOL. Yeah, I did do that, and most of the struggle was in terms of the usability. Getting them to work in and of itself was a non-issue to me, I suppose because I was already used to DOSBox from playing a lot of ancient games. And being Linux user who lives in the terminal has probably helped to some extent. I don't know of how much assistance I can be. I don't remember exactly how to use any of these editors, I mostly figured it out as I went. Plus I did it on a laptop. Without a keyboard and mouse plugged into your device I can't imagine you'll get very far. First things first, DETH is a an improved fork of DEU, so you should probably use that instead. You might need to get a node builder though; at least for me it didn't build the nodes automatically when saving a map even though I'm pretty sure it's supposed to. What worked for me is ZenNode v0.98a, with the 32RTM.EXE file that comes with v0.98. (And no, just getting v0.98 didn't work, why? that's beyond me). If using an external node builder is too complicated and DEU is in fact building the nodes for you then you can keep using it. Anyway the basic workflow with DEU/DETH is, in vertices mode, hover the mouse where you want to add vertices and press Insert. Then select the vertices in the order you want to draw the lines (you need to go clockwise around a room so all lines point inwards) and then press Insert again to add lines connecting the vertices, this will put you in lines mode, but will not fully enclose the room so go back to vertices mode (V) and select the two vertices that belong to the last line you need and press Insert again. Select all the lines that enclose the sector you want to create, then press insert. This should create a sector. Go to things mode (T), hover somewhere inside the sector and press insert to add a player 1 start thing. Save the map and check that it works. To add textures to a line, you need to select it in lines mode and press Enter, this will bring up a menu you can navigate to edit all of the properties of the line. If you want to know what shortcuts are available to you, press F1 for general shortcuts and F6 for shortcuts associated with the current mode you're in. You'll need do to that a lot before you actually learn all the shortcuts. Also, consider using DMapEdit instead. As far as I recall that one is by far the most user-friendly DOS Doom map editor. I should know, I have used all of them. (EDIT: Apparently I have severly misremembered my experience with DMapEdit, I hated it for some reason back then. The one I actually really liked was DCK. Kind of ironic if you ask me.) Also also, as someone who has used all of them: don't. And when I say this bear in mind I'm a weirdo who learned to map in ReDoomEd, a fork of the original DOOM level editor (with no changes made other than being able to run on Linux and Mac in modern hardware). My honest to god advice is get a cheap netbook or something and install UDB or SLADE or Eureka (that last one is Linux-only afaik). If you can't afford one, wait until you can. I'm on a 12 year old laptop and only now I'm getting a new machine because I can finally afford to. This laptop still servers me well though, even the latest version of GZDoom runs without any issues which is pretty impressive IMO. You are absolutely right, when it comes to making doom maps, Android sucks. Any smartphone/mobile device, running Android or otherwise, is completely unsuitable for the task. That's just the unfortunate reality. EDIT 2: HOM is happening either because you're in a sector whose ceiling and floor are both at 0 or you have missing textures in your lines. To solve the former select the sector in sectors mode and press Enter to edit its properties. To solve the latter select the offending line(s) and press Enter to edit its properties. You'll need to think about the changes in height between floors and ceilings in adjacent sectors to figure out if the missing texture is an upper or lower texture; in case it's one-sided line it's the middle texture. DEU/DETH might also show you what textures are missing when you hover over a line in lines mode. I know at least some editors do, maybe it's all of them. -
[MegaNoob] Questions regarding some aspects of UDB/Slade3
QuotePilgrim replied to silenthillfog_enjoyer's question in Editing Questions
These are not easy questions to answer. You have to create a class that inherits BaseStatusBar in ZScript and tell your game to use it by setting the StatusbarClass property in your GameInfo definition. Sort of? GZDoom goes through great lengths to prevent you from hiding existing options so you have to rely on workarounds and if a lot of people start using workarounds to limit the menu Graf Zahl will make sure those workarounds don't work in future versions. Anyway the documentation you want is on menudef; just create a simple ListMenu named "MainMenu" and copy the options from the default one except for the ones you don't want like saving and loading. If you want to make more extensive changes, you could recreate all the existing menus from scratch under different names while omitting options you don't need and then have your MainMenu point to them instead of the default ones, but do it at your own risk; Graf will show up to your house with a baseball bat. As for skipping the skill selection that is easy enough, just make sure your MAPINFO has exactly one skill definition and the game will not give players the option to choose the difficulty. SLADE, basically. Read this. Create one font named SmallFont and one named BigFont and your game will use them. There are multiple different ways to change what font any text uses depending on what is drawing the text. Your HUD class will not change its font the same way an ACS script that prints some text to the screen will. That depends on how much control you want. If you just want a default system that works, use ZSDF. Otherwise you probably just need to build your own. The one in my game is a weird hybrid ZSDF/ACS system. You can probably do something in ZScript. Anything I have not responded to I don't have an answer to. I only know what I know about GZDoom because I am making my own game that happens to be a Yume Nikki fan game of sorts. You can try to look at its internals and figure out what the heck it's doing and how it's doing it but it's very much in alpha stage and I do a lot of weird things that are frowned upon or strongly recommended against. The project is done 100% in SLADE. Also bear in mind all my level scripts are compiled with ZT-BCC and I hack my slade.pk3 file to make it recognize them as ACS files.