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Everything posted by Chameeleoh
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STANLEY: A tribute map to 'The Stanley Parable'
Chameeleoh replied to Dee Legit's topic in Map Releases & Development
Very well done! Love the wad and your music 😁 thanks for sharing! -
You could always download a realm667 asset similar to what your going for, then look at its code and see how it works and try to do the same thing. that's what worked for me. but those tutorial vids i posted above share alot about coding and pk3 file structure. also how to edit and add your own textures and stuff. those videos are taught me all i know about doom modding. but yeah youre going to want to make your own wad. the doom wads are only there for reference when you want to play the project, you shouldn't really pull anything or edit from them unless you're doing it on purpose for some reason. but basically youre going to need slade3 to make it a little easier on yourself. its a wad editing tool. so you can import your graphic and code in there and then make your map. but pk3 is much easier cause you can have it all organized into its own little folders. i guess basic item creation. Make graphic, import it into wad using slade3. convert to doom.gfx define your actor in decorate or zscript class. and open up your editor and should be good to go. i dont use discord much anymore sorry! you can always do a gdrive link here as well
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How the hell do the stair builder line actions work???
Chameeleoh replied to CNDLWYX's question in Editing Questions
Check out ChubsDoomer tutorials! This guy is super thorough. https://youtu.be/rFPPKNFum2w?si=L2n2tcrlJV9mQvrf -
Also sry for late answer. My job requires i wake up very early. And im tired. Lol Yeah this is correct here. Youre going to want to learn how to make a pk3 using slade3 and then when you use ultimate doom builder you import your pk3 assets package as a reference that your wad looks at for resources. It takes a little time. But that video i sent in the post above shows a full tutorial on how to do everything. Thats where i learned from. Its saying its missing PZP1A because thats my graphic that i named, so you gotta name your graphic to that or something similar and then put the name in your code accordingly. Also check out zdoom inheritance. The technique i showed is an example of that. Basically youre taking an item thats already in DOOM and inheriting its properties to do the easy work. And what youre doing in the actor code is changing what you want to change. Graphic, sound pickup, inventory msg, all of that. Listed here at the zdoom wiki. Keep this wiki bookmarked cause its basically the manual on how to do everything zdoom and acs https://zdoom.org/wiki/Using_inheritance (Another thing to note is that the decorate method is depreciated, meaning it will still work, but the zscript class method is the current standard. You make your custom class and then in your zmapinfo lump youll add a DOOMED block identifying its ultimate doom builder editor actor number.) DoomED { 30000="youractorhere" } Video here for more explanation In the long run making a pk3 will make organizing your projects assets so much easier than endlessly scrolling through a giant wad of endless textures and assets Also heres a video on doing your custom images with slade3 From DOOMKID. Their tutorials are also great info dumps!
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Hope this helps. Sorry its an info dump! NGL, this is not an easy process. but its not impossible. once you delve into the code of how other people create props and monsters it gets easy to understand. theres most likely different ways to get this done. but this is what i frankensteined together. lol heres a ACS HUDMESSAGE METHOD. Heres some methods on how to freeze your player and do stuff in between. This is how you can freeze the player and do some moving camera stuff or whatever else you want to do
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This can be done with the hudmessage function in acs! I actually did this recently with a notepad of my own for an upcoming mod im developing. Watch this tutorial on hudmessage. He shows you how to display images with hud message near the endish. Youre also going to need to write a some code in keyconfig lump calling up your key to open the note. I can elaborate later if you wish. https://youtu.be/VKcmXehHqkA?si=CtQCWgSTAaB0t0NQ
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Hello there 👋 Im wondering if its possible to have Map03 example nextmap = map04 cluster 1 Exit text =example 1 secretnext = map11 Cluster 2 Exit text =example 2 This is not the identical code im using at all. Wondering if the logic is even possible i have only been able to get a single cluster show regardless of my map exit
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Hello, Doomworld. playing with dialog in my current project. map open, I set music vol to 0.0. but whenever I talk to my first NPC it always just plays music again. I've tried to find a fix which lead me to a GitHub link with some code that looks like this. I don't want to link GitHub cause I heard they got hacked. but this is the code I'm not sure where to even use this? anyone have experience with this? override void OnDestroy() { if (mDialogueLines != null) mDialogueLines.Destroy(); SetMusicVolume (1); SetMusicVolume (Level.MusicVolume); Super.OnDestroy(); }
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I will try this soon and let you know thank you! Well Unfortunatley that did not work for me. but i found a simple fix for that particular npc convo. i just did Script 1 enter { SetMusicVolume(0.0); SetMusic(""); //among other random functions } thank you for your help!
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Well. I just mean the music for the map. I have a open script similiar to this script 1 open { //among otherthings left out here SetMusicVolume(0.0) } But when i hit my first convo with my npc it just plays the music like nothing ever happened. Then as soon as im out of dialog it goes back to normal. But its only with this first npc, by the time the player comes across another ive alrdy done a music track swap and faded the volume back in. The code i posted above was from a github link "fix" for this issue i had found online. But im not sure where to inject that code statement. Would it go in dialog? Or my map scripts?
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This reminds me of the flood. Its disgustingly scary and i hate/love this.
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LOL wow. Also nice avatar. Ahhah
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NIN Ghosts VI: Locusts. Just finished the prior Ghosts albums. Needed more ambient NIN vibes at work. 😆
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I really love that design, Very nice
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I really like this work, and would like to use it in an upcoming free mod im making. I was unable to get the full download for the cargo pngs and was wondering if u still have them. also really love your cable textures as well. I was going to start messing around with them in some of the levels but wanted to make sure youre ok with it. Thanks for posting!
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This is wonderful. im making a megawad story and would love to use some of these banners and missing ads you've made. I will credit you in the pk3, leme know if you dont want them being used XD
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Hope this helps! As https://www.youtube.com/user/chubzdoomer ChubzDoomer tells us when learning scripting always keep this site up as a reference if you dont already! https://zdoom.org/wiki/Main_Page I havent had alot of success with that PlaySound function myself either XD idk what i was doing wrong with it. ActivatorSound has worked almost everytime for me. If youre just trying to call sounds from the original game. check this list out and call them like they did. https://github.com/ZDoom/gzdoom/blob/master/wadsrc/static/filter/game-doomchex/sndinfo.txt this worked for me by making a linedef call a function on player use. It should work regardless of the action that calls the script? but im just learning all this myself EXAMPLE script "floorlowerswitch01"(void) { setlinetexture(1,SIDE_FRONT,TEXTURE_BOTTOM, "SW2SKIN"); Floor_LowerByValue (1,6,24); //this is a classic sound as called from the link above. ActivatorSound("imp/pain", 100); } For custom sounds things like this have worked for me. but this requires you to go and add a SNDINFO to your WAD or PK3. not a ton of work, but useful knowledge. this one worked for me because i added it as an ambient sound, then called it from there. EXAMPLE //basic polyobj door open sequence. script "floor_elevator_big"(void) { setlinetexture(0, SIDE_FRONT,TEXTURE_BOTTOM, "SW2COMM"); Polyobj_DoorSlide (5,4,128,48,105 ); Polyobj_DoorSlide (6,4,0,48,105); // I call 2 sounds here, one ingame, and one custom. ActivatorSound("switches/normbutn", 15); LocalAmbientSound("ELEVDING",127); } EXAMPLE //linedef player walk over, plays dog barking custom sound. script "dogbark_snd"(void) { LocalAmbientSound("DOGBARK",127); } idk if other modders have used this site, but ive been playing with the sounds from here in my current map. https://pixabay.com/sound-effects/ make sure to save the links of the files you download and convert and credit them in your WAD or PK3 as always :D The videos below will show you how thats done in detail. Also https://www.youtube.com/@signaltome LazyGamer on youtube has some good tutorials as well. Most likely going to have to get SLADE and follow some tutorials Heres a good one
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Oh good idea! I will try to reach out to the creators ^_^ Thank you. Thinking about getting home and working on my maps are what gets me through the workday honestly. Lolol
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Hello doomworld. So im very new to the community. And have questions about sourcing textures, props, voxels, anything other people have made. I have found LOTS of cool stuff other people have made. Just want some advice on how things are done. Do most modders just use assets from other people and include them in the credits? Also have technical questions about the most effiecent ways to actually implement said props, decorations, textures. Ive been watching tutorials on how to use custom textures And props into my wad. But when I get to adding a bunch I almost always have errors. I assume its cause in not doing it as efficiently as possible. IE. Having my files and info do structured properly. My idea for my big project requires me to make big big city scapes, full of traffic, npc civilians, busses and eventually more and more industrial looking levels. I dont wish to sell anything, just want to have fun and make a really cool story. Heres some art I want to start using https://forum.zdoom.org/viewtopic.php?t=72748 https://forum.zdoom.org/viewtopic.php?t=36486 https://www.doomworld.com/forum/post/2167844 https://www.doomworld.com/forum/post/2135666 Alot of cool stuff on this one https://www.doomworld.com/forum/topic/121752-post-your-doom-textures-share-your-sprites-resources-listed-by-author/
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Oh hey, you said you wanted to start midi compositions! I am also trying to learn, and this is the program that ive been learning on.
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Thank you for this! worked instantly!
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Whoaaaaa tyvm for that link! Just played descent 1 for the first time since i was 4. Always try to get the ost to listen to my favy songs while I work 😌
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Hell-Forged Episode I - v1.11 Released
Chameeleoh replied to Amuscaria's topic in Total Conversions & Full Games
Late to the party here but have to say, this is an absolute masterpiece! Ive been wanting to take some maps from college i had and turn them into doom castles myself XD maybe someday theyll look as cool as this ^_^ -
Hell-Forged Episode II (Resources Released - Project on hold)
Chameeleoh replied to Amuscaria's topic in Total Conversions & Full Games
I do recall that revised Caco in a Myhouse actually... hahah -
is this some comedics or do you make some cool creepy maps? hahah