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Everything posted by SMG_Man
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Would like to request slot 31. Never mapped in Boom format before, so I'll try to learn and really make use of the features it offers.
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How would I set a line def as a portal random?
SMG_Man replied to Murderous Owl's question in Editing Questions
In UDMF, certain portal types can be redirected during gameplay via ACS. Action 156 (Line Set Portal) with the "Visual + Simple Teleporter" type can be re-assigned with a different exit line tag simply by triggering a script and using the "SetLineSpecial" function to modify the line's action. From there, you can set up a simple script to either randomly redirect every portal at the start of the map, or have persistent reusable scripts that trigger throughout the map that redirect your portals. -
Adding custom texture sets in Ultimate Doom Builder?
SMG_Man replied to Legendary_Memez's question in Editing Questions
If you want the entirety of OTEX in your WAD, here's what you can do: 1. Make a copy of the OTEX set 2. Open your level in UDB 3. Select "Save Map Into..." and choose the copy of OTEX as the target The downside to this is that your WAD is going to have 68 megabytes worth of textures added, and getting rid of the unused textures/patches/flats may be a bit tedious. As far as a video tutorial for adding textures with SLADE, there's this one that should help: -
Adding custom texture sets in Ultimate Doom Builder?
SMG_Man replied to Legendary_Memez's question in Editing Questions
You have two options: 1. Load your custom level along with whatever WAD(s) you use for resources. Most/all source ports allow you to load multiple WADs at a time via the command line or something similar (basically how Doom Builder handles it). 2. Move the textures into your custom level's WAD directly. This is what most people do when they release their completed WADs, and this operation is (usually) done in SLADE, a separate utility from UDB. -
Good stuff. The first few pages remind me a lot of Metroid Prime.
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Tom's Halls: A Doom Alpha Community Project (MUSICIANS WANTED!)
SMG_Man replied to Faceman2000's topic in WAD Releases & Development
Question - in the FAQ you said the format is "Doom (Doom Format)". Does this mean anything available in the format from later versions/Ultimate Doom is fine to use (e.g. blazing doors and fast lifts), or should we strictly stick to what was available in version 1.1? -
All right, this HUD material seems to be taken from a different mod https://forum.zdoom.org/viewtopic.php?t=60356 (specifically the "LevelInfo" part) I would recommend taking a look at the material in the original, unadulterated mod linked above. Specifically, I would recommend looking at the two files in the "source" directory of levelinfo.pk3; there's some helpful information you should be able to find there.
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Here's an example of what that could look like Basically, just change all of your current "DECORATE" lumps into named .txt files (I use a directory named "Actors" for this, but you can put them somewhere else) and reference them in one single "DECORATE" lump in the top-level directory of your PK3.
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If you open DOOM.WAD or DOOM2.WAD, you will notice that sprites generally use the following convention for their names: XXXXYZ where XXXX is four characters that denote what sprite set an individual sprite belongs to (this is not a strict requirement, just a convenience) Y is a letter (OR [, \, or ]), and denotes what frame that sprite is for that set (again, purely a convenience, but it's good practice) Z is either 0 (denotes a sprite with no angle that always faces the player, like most pickups and decorations), or a number between 1 and 8 (denotes what angle the sprite is at) (this one is less negotiable) All this to say, if we look at the weapon sprites in Doom 2 we will see that each one has "0" at the very end, which all of your sprites lack. Try fixing that and see if it takes care of things. edit: Also, try renaming "SS_START" to just "S_START".
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honestly at this point the easiest way to diagnose the problem would be for you to share your WAD, OP
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This would be true if it were intended as a standalone resource like you'd see on Realm667. But as shown in CannibalKane's post, there is a custom player pawn defined with the 'Radbat' marked as a slot 1 weapon, which removes the need to specify "Weapon.SlotNumber" in the weapon's own code.
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Recreate Plutonia from Memory! (CP) (Completed)
SMG_Man replied to Engired's topic in WAD Releases & Development
Okay, this should take care of the texture pegging. map31_cyberdyne_systems_ver3.zip -
the three tracks from doom 2 that I couldn't get enough of were Shawn's Got the Shotgun, Into Sandy's City, and The Demon's Dead now for the twist:
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An alternate way of making invisible floors (such as the invisible bridge in Plutonia map 2) is by utilizing "self-referencing" sectors. It's a slightly more advanced concept and you need to be careful lest you accidentally break the effect while working on your level, but it's a completely vanilla way of having raised floors/platforms that are 100% invisible.
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Question on using ACS in Slade3, UDMF format
SMG_Man replied to aloysiusfreeman's question in Editing Questions
You're using UDMF for your map. UDMF allows you to lock any line special with a key. None of what you're trying to accomplish here has to be done via ACS. -
I've heard "Lullaby" by The Cure in a surprising amount of custom levels, from random WADs in the Maximum Levels collection, to the finale of Evil Tech, to a modified shitposty version in a level of Mock 2. It's a pretty good song.
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Portals and 3D floors are both supported by ZDoom, so I would imagine the real limitation would be strain on the software render. As I've never played or looked under the hood of MyHouse though, my main concern would be if it uses ZSCRIPT, and if so, whether it makes use of ZSCRIPT features that can't be replicated by the level of DECORATE/SBARINFO/etc. that ZDoom supports (as ZSCRIPT is unique to GZDoom and not at all supported by ZDoom in any way).
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Does the super shotgun have more or equal damage as a rocket launcher?
SMG_Man replied to MODSKILLTHISACCOUNTNOW's topic in Doom General
In terms of (theoretical) maximum damage against a single target, the SSG can deal up to 300 damage, while the Rocket Launcher can deal up to 288. Therefore on paper, the SSG is *slightly* more powerful than the Rocket Launcher. In practice, the Rocket Launcher has a few things going for it that the SSG doesn't: Its rate of fire is 1 per 20 ticks (so once per .57 seconds) It deals splash damage in a wide radius to multiple enemies, so if there are even just two demons near each other, it will immediately outpace the SSG's damage output Conversely, the SSG has a few things holding it back: We're assuming all 20 pellets connect. If even just one misses the target, the (theoretical) damage drops to 285, falling below the RL's max damage. The SSG's rate of fire is 1 per 57 ticks (so once per 1.63 seconds), meaning the RL fires nearly 3x as fast Vanilla Doom's RNG table has limitations, so it's not actually possible for the SSG to deal its max hit in normal play. Instead its maximum damage caps at around 240, which is below the RL's 288 Thanks to BLOCKMAP bug, in Vanilla Doom getting all 20 pellets to hit a target can actually fail through no fault of the player's own actions; some pellets will simply whiff Therefore in reality, we can safely say the Rocket Launcher "deals more damage" than the SSG by every meaningful metric. -
If you want portals in GZDoom, you pretty much have to use a more advanced format such as "Doom II (Hexen format)" or "Doom II (UDMF)". The format you're using, "Doom II (Doom format)", is much more simple - as a result, there are many advanced features that it either supports in a very crude way (slopes for example), or lacks entirely (Portals as shown above).
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While I've never been equal to the task of playing through *all* of Maximum Doom, the Master and Maximum levels both hold a special place in my heart. When I was younger, the Master Levels served the role of "more (real) Doom 2 levels" that Final Doom did for most others at the time, and the Maximum Levels showed me the broader realm of possibilities with Doom levels (cool maps with custom music like in #1DWANGO.WAD, or goofy maps with custom sound effects and textures like in YAKWORLD.WAD, or even just shameless copies of E1M1 with Cyberdemons and Spidermasterminds thrown all over the place). Although I was definitely aware of the internet at the time (and used it to play games on Chevron's website while my dad worked on computers), the ability to just "download more Doom" never even occurred to 5-6 year old me (let alone actually make maps myself), so the Master and Maximum levels alike were something I would go to when I wanted to play something a little different from shareware Doom or Doom 2.
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1. Make sure that what you're looking at is indeed a DECORATE lump and not a ZSCRIPT file. (ZSCRIPT does not allow you to assign editor numbers within actor definitions, and it must instead be strictly done via MAPINFO.) 2. Here's how the editor number looks in DECORATE: If the actor you're wanting to use doesn't have a number there, then type one in yourself. While there are gaps in the editor numbers Doom and (G)ZDoom use, since there are a little more than 32,000 editor numbers available, using the range of 20,000-30,000 for your custom actors should be more than enough and avoid potential conflicts/overlap with the stock actors.
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Recreate Plutonia from Memory! (CP) (Completed)
SMG_Man replied to Engired's topic in WAD Releases & Development
Made some minor revisions to my map after re-playing it a few times earlier. Map31_Cyberdyne_Systems_ver2.zip -
How to make Timer System in UDMF Format?
SMG_Man replied to Karnasis's question in Editing Questions
Take a look here: https://zdoom.org/wiki/HudMessage#Example_scripts Print/HudMessage can print integers you've declared in your script, so this shouldn't be too difficult to accomplish building from what Kan3 shared. -
ZScript custom weapon Firing Mode dependant on button press or not.
SMG_Man replied to Wo0p's question in Editing Questions
I'm not really good with ZSCRIPT, but it looks like what you're doing there is basically needlessly replicating the "A_Refire" function instead of just using "A_Refire" to point to two different states (which you can definitely do!). Here's how I accomplished the same general idea in DECORATE: States { Fire: PISG A 1 PISG B 0 A_Gunflash PISG B 0 A_PlaySound("weapons/pistol2", CHAN_WEAPON) PISG B 5 A_FireCustomMissile("PistolBullet", frandom(-1.2, 1.2), 1, 0, 0, 0, frandom(-0.6, 0.6)) PISG C 4 PISG B 5 A_Refire("Hold") Goto Ready Hold: PISG A 9 PISG A 1 A_Refire("Fire") Goto Ready If the player holds down the Fire key, they get subjected to an additional delay between shots. If they don't hold it down (and figure out the right rhythm of clicks to use) they can fire much faster with the pistol since they avoid the additional delay. -
Episode 2. My runner-up is Episode 1; although it has fairly tight level designs, the extremely limited bestiary and repetitive aesthetics hold it back just enough for me to prefer Episode 2 as a whole.