Editing Questions Latest Questionshttps://www.doomworld.com/forum/58-editing-questions/Editing Questions Latest QuestionsenSpawn AI when other AI reduces HPhttps://www.doomworld.com/forum/topic/142880-spawn-ai-when-other-ai-reduces-hp/ I am new here and I apologize if this question has already been asked.
Is it possible in Doom to create a kind of waves in battles, for example, with a boss or miniboss. 
Example, the boss has 100% HP, when he got 80% HP, the door opens and he comes to the aid of monsters to support. 
How hard is this to do? 

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142880Fri, 19 Jan 2024 14:41:42 +0000
Weird texture issuehttps://www.doomworld.com/forum/topic/142888-weird-texture-issue/ I added a new texture to a map Im currently making 

Uadsntitled.png?ex=65bd5356&is=65aade56&

 

It looks fine in DOOMBUILDER, but just isn't there ingame 

image.png?ex=65bd53ff&is=65aadeff&hm=2ad

DOOM00.png?ex=65bd545e&is=65aadf5e&hm=76

 

Its converted to DOOM and its in the TEXTURE1 and PNAMES, its in-between the PP_START/PP_END markers so i have no idea what's causing this

image.png?ex=65bd5489&is=65aadf89&hm=a8e

All help is appreciated

 

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142888Fri, 19 Jan 2024 20:51:43 +0000
I once again require a Debian package of Slade 3.1.13https://www.doomworld.com/forum/topic/142853-i-once-again-require-a-debian-package-of-slade-3113/ So, I did some OS changes and the newest version of Slade has a really bad bug where all visual elements don't appear (can't view graphics and the map editor just crashes the program). I'm currently using the oldest available Slade version from the DRDteam Debian archive (3.2.3-1), which seems to work for the most part (at least the map editor seems to work), but it crashes when I try to access the TEXTUREX screen. In my experience - Slade 3.1.13 seems to be one of the more stable versions of Slade on Linux, unfortunately - The DRDteam Debian archive is missing all the early Slade versions before 3.2.3-1. 

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142853Thu, 18 Jan 2024 11:55:36 +0000
Item Spawning Scripting Helphttps://www.doomworld.com/forum/topic/142839-item-spawning-scripting-help/ Hi all!

 

It's been awhile since I've been on here but I've been working on a Doom mod and what I'm trying to do seems so simple, yet I cannot figure out how to accomplish it. My end goal is a little complicated so I'm going to dumb down my question and figure it out from there. 

 

I want to create a semirandom item spawning system. Basically let's say I created an actor in decorate called "WeakPowerupSpawner" and it's only goal is that upon loading the map it has a 50% chance to spawn green armor, 25% chance to spawn a Medkit and a 25% chance to spawn Blue armor. I know how to achieve this effect using map spots, however I also want to create a "StrongPowerupSpawner" and I feel that map editing would be much easier if I could use separate actors instead of giving identical map spots different tags.

 

Is this possible and if so could you please help me? THANKS!

 

Ask away if I'm not clear enough

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142839Wed, 17 Jan 2024 16:22:32 +0000
URGENT Slade (or other util) questions to help fix patch/texture tableshttps://www.doomworld.com/forum/topic/142450-urgent-slade-or-other-util-questions-to-help-fix-patchtexture-tables/ I started fixing my resource file, it contained multiple, misnamed etc patches. I started renaming and removing them but now patch table and texture table are f*cked regarding those textures. Is there anyway to fix them? I'd just like to be able to add missing entries and remove unnecessary ones. I cannot delete texture table because I've made so many textures. Surely there must be some utilities, whether in Slade or out, to help fix patch table and add textures from patch table to texture table if they are missing and maybe even delete textures that don't have corresponding patches?

 

Hope I'm making any sense. I was making headway on my project until late night "fixing" the wad brought me here, what to do next, live with a broken resource file or somehow fix it?

 

And in the future when I like rename a patch or something, what's the correct way to make sure it gets renamed in patch and texture tables? If I click "add to texturex" I think it will create new ones instead of replacing them, am I right?

 

BIG THANKS if anyone can help.

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142450Thu, 28 Dec 2023 16:20:09 +0000
How do I apply ZokumBSP in Slade?https://www.doomworld.com/forum/topic/141307-how-do-i-apply-zokumbsp-in-slade/ Today I've been trying to start using custom monsters and textures, but every time I have to try them in a map, it just doesn't play, Slade doesn't even load my wad, I can notice it by the palette, but the most annoying problem is that every time I try to save the test map with the custom monsters, it just says that nodes won't build. I know there's an issue with node builders, but I don't really understand how do I use ZokumBSP to solve this then.

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141307Mon, 06 Nov 2023 21:57:42 +0000
Issue with custom sounds not playing (Slade)https://www.doomworld.com/forum/topic/142850-issue-with-custom-sounds-not-playing-slade/ I've had this issue for awhile now, and I still haven't been able to find anything. I've been experimenting with making different things in Slade, but I've never been able to have custom sounds that work. I made a SNDINFO lump, and assigned names to my sounds in there, and I made sure the files themselves were converted to Doom format. I've tried doing this a few times with different types of actors, for example, I made a weapon that is supposed to make a sound when firing its projectile. I used A_PlaySound on the weapon's firing state, and when that didn't work I tried assigning the sound to the projectiles See state, and made sure everything was typed correctly. Whenever I run my file to test it, I always hear nothing where there's supposed to be a sound.

 

I'm sure the problem is something simple, but I've been trying for awhile and I don't know what I'm doing wrong. I found that replacing an already-existing sound file makes it work, but I don't want to just replace sounds.

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142850Thu, 18 Jan 2024 04:16:56 +0000
Is there any benefit to joining identical sectors?https://www.doomworld.com/forum/topic/142773-is-there-any-benefit-to-joining-identical-sectors/ Specifically in an attempt to minimize sectors in a map. I know that joining sectors can be used for bars that open or close or for getting sound into monster closets, but what about just joining sectors that happen to be identical for no other purpose than to minimize sector count? Is it more efficient space-wise or is it just a waste of time?

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142773Sat, 13 Jan 2024 23:07:50 +0000
2 questions... Explosion spawners? Scaling spawners?https://www.doomworld.com/forum/topic/142816-2-questions-explosion-spawners-scaling-spawners/ Hey all,

So... question 1... anyone know of any cool explosion spawners out there? I've used scripts with spawning barrels that detonate immediately and while it does work... to a degree... im kinda left thinking there's gotta be a better way... anyone know of any better or easier ways to trigger random cool looking detonations?

Question 2... is there any way to change the scale of spawners? I've changed the scale option in builder but it always spawns the regular size. Is there a way to scale them up? I'm talking about the kinda of stuff found on Realm667... fire spawners, steam, sparks etc.

Cheers everyone :)

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142816Tue, 16 Jan 2024 08:12:29 +0000
Blank PK3 sky problemhttps://www.doomworld.com/forum/topic/142810-blank-pk3-sky-problem/ I know this is me overlooking something, but I can't seem to figure out what. I've never had the issue before so I'm sure it's my own stupid error. 

 

I made a new PK3 from scratch, completely blank. I imported patches etc, sounds, sprites, and all that I generally need to make the game work. However, in UDB I cannot get skies to work now. The skies show up as textures. What is it I've overlooked here? I didn't have this trouble before, it's something I've forgotten to do somewhere.

 

EDIT: OOPS never mind. I forgot to import an F_SKY flat. Sorted.

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142810Tue, 16 Jan 2024 00:33:53 +0000
Why is my ceiling semi-see-through?https://www.doomworld.com/forum/topic/142790-why-is-my-ceiling-semi-see-through/ I was working on a map for a project, but I'm having this problem with one of the ceilings on MAP03.

image.png.65ee17d8a63cf4a2ed1bb01ed9c160ea.png

As you can see, the ceiling is showing the skybox. The map is in DOOM 2 format and I'm playing on ZDOOM, which the project is made for.

 

Here is the room in Doom Builder X:

image.png.854b1725f816ec966817ec4e70e0eadf.png

image.png.fff79cfc80b78bb09b10d76f2864d0b0.png

 

What's causing this?

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142790Sun, 14 Jan 2024 20:59:29 +0000
Dynamic lights shining through solid 3D floors...https://www.doomworld.com/forum/topic/142785-dynamic-lights-shining-through-solid-3d-floors/ Hey all,

So... got some attenuated dynamic lights on the ceiling of a 2nd floor building with a 3D sector separating the two floors. The dynamic lights are illuminating through the 3D sector.

Any way to fix this? Is there a minimum thickness to a 3D floor that blocks the dynamic light? Or is it just one of those "it's just how they work" things?

Cheers for any help on this.

]]>
142785Sun, 14 Jan 2024 10:22:47 +0000
Double Weapon Troublehttps://www.doomworld.com/forum/topic/142770-double-weapon-trouble/ Hi everybody! I'm in a dilly of a pickle now, and gosh darned it if I ain't stuck like a bullfrog up a hickory stump! I'm working on a mod for GZDoom (currently version 4.10) and I want the player to be able to dual wield chain guns. Several strange things have been happening with the weapon when it runs out of ammo. Initially, instead of switching to another weapon when it ran out of ammo, it would continue firing (without shooting bullet puffs). This was strange looking to say the least so I tried to fix it. putting the -WEAPON.AMMO_OPTIONAL flag on it didn't help, so I tried to make a less ugly thing for the weapon to do that would let the player know instantly that they were out of ammo. What is happening is easy to notice but it's pretty ugly.

Giving it a A_Jumpifnoammo("Deselect") state before firing results in the weapon disappearing and becoming unusable. A_jumpifnoammo("nobullets") results in a weird flickering behavior that isn't much better than firing blanks. Working with Jekyllgrim's EDW weapon and ctlcdn's Mismatched pistols as templates I've rebuilt the weapon several times and always come down to this same behavior.

Ditto when I use

 

if (CountInv("Bullets") <= 0)
        return ResolveState("Nobullets"); //if no ammo, jump to Reload sequence
    return ResolveState(null); //otherwise, don't jump, move on to the next frame

 

Does anyone know anything that can be done about it?

 

This is the most recent attempt:

Class DChainGuns : Weapon 
{

  Default
  {
		Inventory.PickupMessage "You Got The Chainguns! (2)";
		Weapon.SelectionOrder 750;
		Weapon.Slotnumber	4;
		Weapon.AmmoType1 	"Bullets";
		Weapon.AmmoGive1 	25; //50
		Weapon.Ammouse1 	1;

		Weapon.Bobstyle		'InverseSmooth';
		Weapon.BobRangeX	0.7;
		Weapon.BobRangeY	0.5;
		Weapon.BobSpeed		1.85;

		Inventory.PickupSound "CHGNPKUP";
		Weapon.UpSound "CHGNPKUP";
}
	
  States
  {
  
  Spawn:
	DMGN A -1;
    Loop;
  
  Ready:
    TNT1 A 1 A_WeaponReady(WRF_NOFIRE);
	Loop;

  Select:
    TNT1 A 0 {
		A_PlaySound("Weapon/WhooshSFX", 6, 1);
		A_PlaySound("Weapon/AKPRaise",  5, 1);
		A_ZoomFactor(1);
	}
	TNT1 A 1  A_Raise();
	TNT1 AAAAAAAAAAAAAA 0 A_Raise();
	Goto RaiseAnim;
  
  RaiseAnim:
	AKPL DCBA 1;
	TNT1 A 0 {A_Overlay(3, "IdleR"); A_Overlay(-3, "IdleL");}

    Goto Ready;
  
  Deselect:
    TNT1 A 0 {
		A_ClearOverlays(3,-3);
		A_PlaySound("Weapon/WhooshSFX", 6, 1);	
		A_ZoomFactor(1);
	}
	AKPL ABCD 1;
	Goto LowerAnim;
	
  LowerAnim:
	TNT1 AAAAAAAAAAAA 0 A_Lower();
	TNT1 A 1 A_Lower();
	Loop;
	
Fire:
    Goto Ready;
	
IdleL:
    DBCG I 1 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK, "FireL");
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ALTATTACK && (CountInv("Bullets") <= 0), "Left.NoBullets"); 
	Loop;

IdleR:
	DBCG A 1 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK, "FireR");
	TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_ATTACK && (CountInv("Bullets") <= 0), "Right.NoBullets");
	Loop;
	
FireR:
	TNT1 A 0 A_JumpIfNoAmmo("Right.NoBullets");
DBCG B 1
		{
			TakeInventory("Bullets",1);
			A_OverlayOffset(OverlayID(),0,0,WOF_INTERPOLATE);
			A_OverlayScale(OverlayID(),1,1,WOF_INTERPOLATE);
			//Do the same with the muzzle flash so it's synced
			A_StartSound("weapons/dblchngun", CHAN_WEAPON);
			A_FireBullets(5.6, 0, 1, 5, "BulletPuff");
			A_AlertMonsters();
		}
		DBCG CDEF 1;
Goto IdleR;

Right.NoBullets:
	DBCG C 1
			{
			A_StartSound("CGCLIK", CHAN_WEAPON);
		}
	DGCG DE 1;
	DGCG F 1 A_Refire("Right.NoBullets");
	Goto IdleR;

Left.NoBullets:
	DBCG K 1 {
	
			A_StartSound("CGCLIK", CHAN_WEAPON);
			}
	DGCG LM 1;
	DGCG N 1 A_Refire("Left.NoBullets");
	Goto IdleL;

	FireL:
		TNT1 A 0 A_JumpIfNoAmmo("Left.NoBullets");
		DBCG J 1
		{
			TakeInventory("Bullets",1);
			A_OverlayOffset(OverlayID(),0,0,WOF_INTERPOLATE);
			A_OverlayScale(OverlayID(),1,1,WOF_INTERPOLATE);
			A_StartSound("weapons/dblchngun", CHAN_WEAPON);
			A_FireBullets(5.6, 0, 1, 5, "BulletPuff");
			A_AlertMonsters();
		}
		DBCG KLMN 1;
		Goto IdleL;
	}
}

Class Bullets : Ammo 
{
  Default
  {
  Scale 0.25;
  Inventory.PickupMessage "Got some Bullets"; // "Picked up a clip."
  Inventory.Amount 11;
  Inventory.MaxAmount 300;
  Ammo.BackpackAmount 11;
  Ammo.BackpackMaxAmount 600;
  Inventory.Icon "BHUDB0";
  }
  States
  {
  Spawn:
    AMM1 A -1;
    Stop;
  }
}

Class BulletBox : Bullets 
{
  Default
  {
  Scale 1;
  Inventory.PickupMessage "$GOTCLIPBOX"; // "Picked up a box of bullets."
  Inventory.Amount 100;
  Inventory.PickupSound "P_AMMOB";
  }
  States
  {
  Spawn:
    AMMO A -1;
    Stop;
  }
}

 Which results in this:

 

Woe is me, for I am the saddest man who ever wielded two chain-guns! 

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142770Sat, 13 Jan 2024 21:35:56 +0000
How to cut up a sprite sheet and make the background transparenthttps://www.doomworld.com/forum/topic/142767-how-to-cut-up-a-sprite-sheet-and-make-the-background-transparent/ Hello there. I'm am trying to use the attached sprite sheet to develop a custom monster in Slade, so I was wondering what the best way is to cut the sheet up and make the background transparent. 

 

m9ogLQE.png.41ab4b80c716a419a360dc6f7914c344.png

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142767Sat, 13 Jan 2024 18:26:18 +0000
3D Floorshttps://www.doomworld.com/forum/topic/142728-3d-floors/ So if i have a 3d floor above a non 3d floor and   place   linedef for player to walk over it doesn't recognize the line ontop 3d floor?

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142728Thu, 11 Jan 2024 15:18:07 +0000
How to make randomizer that replaces all monsters rather than individual ones?https://www.doomworld.com/forum/topic/142146-how-to-make-randomizer-that-replaces-all-monsters-rather-than-individual-ones/ So far I have been using randomizer like this:

eee.png.483d230e3fe35b431bf4621cd5b101ca.png

And it works fine but once you add too many monster types to single replacer levels become a bit too messy. I'm thinking about something that would replace given enemy type with one other randomly chosen one throught entire level. What method would you use for that? Do you know any randomizer that does something like this without very complicated method? 

 

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142146Thu, 14 Dec 2023 19:40:42 +0000
Why are textures split up?https://www.doomworld.com/forum/topic/142733-why-are-textures-split-up/ I'll give an example using CRATE2

In Map editors like UDB, CRATE2 appears as 2 silver crates placed on top of one another, however in the DOOM assets, there's no CRATE2 texture, but rather GCRATEL1 and GCRATER1, which are halves of one silver crate.

 

Why are the textures split up inside DOOM's assets, and is there any way to work around this? It makes texturing and map editing more annoying and messy.

CRATES.png

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142733Thu, 11 Jan 2024 19:17:17 +0000
Model Helphttps://www.doomworld.com/forum/topic/142747-model-help/ I need help adding a custom model made in blender to GZDoom. It won't load and i don't know what i'm doing wrong.

I get the error message "DeadTree1 at (64.0, 4192.0) has no frames", despite the model, Modeldef and the Decorate matching up.

MODELDEF:

Model "DeadTree1"
{
Path "models"
Model 0 "deadtree1.md3"
Skin 0 "wood.png"
Scale 1 1 1.2
Offset 0 0 0 
AngleOffset 90 

    FrameIndex DTRE A 0 0 

}

DECORATE:

ACTOR DeadTree1 16001
{
  Radius 24
  Height 128
  ProjectilePassHeight -16
  +SOLID
  States
  {
  Spawn:
    DTRE A -1
    Stop
  }
}

I use Blender 2.66a with the MD3 Export tool.

 

This is what the Object Paths look like:
help1.png.754e6473714a54cdc3c852b765c20789.png

 

If you ask me, i might be able to provide the model/wad (it's a very early beta, so i should have no problem sharing it.)

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142747Fri, 12 Jan 2024 17:59:18 +0000
How do I make an actor spawn after some time has passed since the map has been loaded?https://www.doomworld.com/forum/topic/142715-how-do-i-make-an-actor-spawn-after-some-time-has-passed-since-the-map-has-been-loaded/ I want to make a boss that spawns after some time (It'd be better if it were random), how do I do it? I was also thinking about using multiple spawners around the map and, after one spawns the boss, the other ones are deactivated. 

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142715Wed, 10 Jan 2024 21:30:51 +0000
Shootable Switches Animating in DSDADoomhttps://www.doomworld.com/forum/topic/142605-shootable-switches-animating-in-dsdadoom/ I have a place in my WAD where the player needs to obtain the shotgun to be able to shoot multiple switches at the same time. The mechanism works correctly, but one switch for some reason causes all the adjacent switches to animate also, making the player think they hit all the shootable switches at once when they didn't. This only happens to me in the latest DSDADoom when I updated, and worked properly before. Is anyone aware of this issue and how to fix it?

 

This is what the switches look like, each switch is not the same linedef and is on a separate sector:

doom03.png

 

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142605Fri, 05 Jan 2024 00:34:34 +0000
Railgun Autoaim/Getting into pk3 editinghttps://www.doomworld.com/forum/topic/142581-railgun-autoaimgetting-into-pk3-editing/ Hi,

 

The question that I'm about to ask has been asked before but not necessarily for the same purpose. 

I play Doom on my phone exclusively via OpenTouch. Because of this I always have freelook off and autoaim on. Now, if I use a weapons mod that has a railgun type weapon (like Karnage Legacy or Zagemod - a few classes have railgun/laser/beam style weapons), there is no vertical autoaim. This results in situations that become unbeatable - for example - only having ammo for a railgun type weapon and loads of enemies at elevated places.

 

So my question is - is there a way for a complete novice to open up a weapons mod in Slade and add a line of code that would enable vertical autoaim easily?

 

I've only recently even begun to experiment with Slade, and I am a total novice with no experience. Most I've done so far is change weapon damage numbers.

 

If that's not an option - is there anything else I should do/try? I play on my phone due to how portable it is. Doom/Doom 2 is one of my favourite games and I've played it many times on a proper PC many times before. I just don't have this luxury at the moment.

 

TL;DR - Can I make railgun weapons auto aim via Slade?

 

Thanks

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142581Wed, 03 Jan 2024 22:06:28 +0000
How do I make a iwad instead a pwad?https://www.doomworld.com/forum/topic/120203-how-do-i-make-a-iwad-instead-a-pwad/ Hello, I'm very new on wad editing.

 

I want to know how I can do something like tnt.wad instead nerve.wad, to load it with -iwad name.wad instead -file name.wad.

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120203Fri, 05 Mar 2021 15:00:04 +0000
Stupid questions mostly regarding dehacked (especially directions, turning enemies to decos etc)https://www.doomworld.com/forum/topic/142400-stupid-questions-mostly-regarding-dehacked-especially-directions-turning-enemies-to-decos-etc/ I've got a lot of graphics that have and would make nice sprites, some decorative, others destroyable. I've already sacrificed archvile and SS enemies (as well as a lot of decos and not so necessary frames like from powerup anims etc) and this is where my need for knowledge begins. Basically I'm a tiny bit unsure of how to go about replacing enemies with multidirectional decorative sprites. Could I like for example just replace something like archvile with an office chair by turning off enemy functions? And would Doom II complain about missing sprites if my wad only had the ones I need for the chair? If I wanted archieve vanilla compatibility I guess you'd have to merge it into an iwad so providing only needed frames should be okay but I just wanted to make sure if any ports might have any problems?

 

What about making multidirectional sprites into single view ones, can it be done? Before I understood naming conventions and knew less about sprites I naively replaced SS with different decorations and was surprised to see it change when I walked around it :D Can I use enemy frames for single frame decos or do they need the sprite from every side? If directional sprites can be turned to nondirectional ones, how does one do this? I also read about adding more sprites to vanilla by adding numbers to them or something, could this be my solution? Can suita0 for example be made to four frames by having sprites suitb0, suitc0 and suitd0 present if I have dehacked slots for them?

 

Also for some reason my .deh got corrupted or something, a few items had changed back to defaults but I guess that's my stupidity which reminded me, if I'm using Boom, do I put .bex or .deh into a wad or both? So far been only using .deh but in Whacked4 I selected Boom format even though I haven't used any Boom specific things except likely exceeded a few string lengths, what happens then to the .deh? Are they cut, included, reverted to default or do they cause problems? Should I selected Doom format instead of Boom if I'm not using Boom stuff? (just mapping for Boom made me automatically select Boom and I'd like the longer strings). Are .deh files always vanilla Doom format or do Boom .deh files have stuff Vanilla don't like? Which brings me back to my question that if I use longer strings etc should I include .deh, .bex or both and how would I go about the latter? I know dehacked lump but is there some lump name for .bex?


BTW. Is there a list anywhere where I could _easily_ see which sprites, sounds and dehacked numbers belong to which enemies? (been having to google, look at game resources, scribble notes etc and still unsure of few but I'm stupid and at the moment unable to do very much testing)

 

Terribly sorry for this messy post, I'm so tired, medicated, preoccupied and stressed out but wanting to get even my resource wad together before bad things happen IRL. Just needs a few sprites, dehacked fixes and a few textures which reminded me of another bonus question, firewala(/firewal2/firewal3) or what it was called only displays two frames, can this be remedied? Also is there a limitation to animation patch/texture sizes? If I'd make 'em all 256x128 would they work? I've also read about people using longer patches so what about something like 512x64, would that work animated if at all? It'd really give room for plenty of cool stuff.

 

Big THANK YOU for anyone who even read this let alone can give me answers! If I could turn enemies into 1 sided decos, it'd help a lot. But this brought one _even_ more question, I was wondering can I use codepointer 281 just to play flamest sound effect? (which I've replaced)

 

Happy X-Mas and a Doomed New Year!

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142400Tue, 26 Dec 2023 05:17:47 +0000
Monsters that behave like +Ripperhttps://www.doomworld.com/forum/topic/142684-monsters-that-behave-like-ripper/ Is it possible to make a monster akin to the lost soul, but that blasts through its targets to the other side?
This would be as a player summon, akin to the summoned Wraiths.
The best I can figure out so far is to try and convert the monster into a missile during its attack, and have it turn back into a monster shortly after. Though this has issues with impact on the walls or ceilings.

Any input or obvious tags I have glossed over?

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142684Mon, 08 Jan 2024 20:13:03 +0000
Export single map from WADhttps://www.doomworld.com/forum/topic/142665-export-single-map-from-wad/ Me and my friends want to work on a project that will modify the vanilla DOOM2 maps and i wanted to export each map into its own wad so its easier to distribute to them to the authors.

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142665Sun, 07 Jan 2024 15:05:30 +0000
can you force compat with DSDA?https://www.doomworld.com/forum/topic/142649-can-you-force-compat-with-dsda/ ok - so here I am making a limit removing map right - and for DSDA I tested map 30 of it and the monsters didn't relefrag each other ... and I really really wanted em to

 

so I found out DSDA default compat is MBF21 - well ok - now I have to hope ppl play at the right compat or map 30 is borked right

 

Wondering like ... is there UMAPINFO code that will force the player to have this feature regardless? sort of like the map 30 special in GZ's mapinfo? Or even better a way to just force that compat without simply having trust in the player to do it lol

 

its a longshot but thought I would try

 

happy newyears all - exciting times I have 7 maps to go to complete this thing getting weary 

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142649Sat, 06 Jan 2024 23:28:57 +0000
green bars at the border texturehttps://www.doomworld.com/forum/topic/142648-green-bars-at-the-border-texture/ I am making a smaller sized wad and it has a custom hud with changed border texture for a black box, but there is a green bar in them for some reason.
How can I fix this?
Screenshot_20240106_222213.png.3de12a9ee5a1018867182d1cd54368ed.pngWad file (GZDoom only): AmatuerAdventures.zip

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142648Sat, 06 Jan 2024 21:24:08 +0000
Will us8ng a 256x256 wall texture cause issue in limit removing map for crispy etc?https://www.doomworld.com/forum/topic/142456-will-us8ng-a-256x256-wall-texture-cause-issue-in-limit-removing-map-for-crispy-etc/ Just checking friends 😁

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142456Thu, 28 Dec 2023 19:59:57 +0000
Trouble adding wall textures to WADhttps://www.doomworld.com/forum/topic/142526-trouble-adding-wall-textures-to-wad/ I'll skip to the chase and say that the problem I'm having appears to be identical to the one described here, except that I'm having it with wall textures instead of the skybox:

 

I'm following the wiki's instructions for adding wall textures, and for some reason the map doesn't load in Chocolate Doom once I add new wall textures. (I had a separate problem with flats, but that's been resolved elsewhere and I'm grateful). Per the instructions, I am:

 

  1. Loading a 64x64 png into SLADE
  2. Converting it to Doom image format
  3. Going to Graphic > Add to TEXTUREx
  4. Clicking "Import from Base Resource Archive" (making sure I have Doom II selected, as that's what I'm using)
  5. Double-checking to make sure the texture shows up in the TEXTUREx lump afterward

 

The wiki says if you do this and see it there, you're good to go. And I can even use it in SLADE, I just can't run the map afterward. I read through the other thread and tried renaming TEXTURE1 to TEXTURE2, but like the OP in that thread it just turned one error into another one. I've read through both the wiki instructions and the thread replies several times and I can't wrap my head around what I'm doing wrong.

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142526Mon, 01 Jan 2024 04:35:41 +0000
Why is my weapon twitchinghttps://www.doomworld.com/forum/topic/142632-why-is-my-weapon-twitching/ ACTOR Rifle : DoomWeapon
  {
    Weapon.SlotNumber 4
    Weapon.SelectionOrder 1000
    Weapon.AmmoGive 30
    Weapon.AmmoUse 1
    Weapon.AmmoType "Clip"
    Obituary "%o was shot down by %k's assault rifle."
    Inventory.PickupMessage "You got the rifle!"
    Tag "Assault Rifle"
    AttackSound "brutaldoom/rifle"
    States
    {
     Ready:
        RIFG A 1 A_WeaponReady
     Deselect:
        RIFG A 1 A_Lower
     Select:
        RIFG A 1 A_Raise
     Fire:
        RIFG A 1
        RIFF A 0 A_GunFlash
        RIFF A 0 A_Quake(0.4, 3, 0, 400)
        RIFF A 1 A_FireBullets(5.6, 5.6, 1, 5)
        RIFF B 1
        RIFF C 2
        RIFF A 0 A_Refire
        Goto Ready
     Flash:
        RIFF A 1 A_Light1
        Goto LightDone
     Spawn:
        RIFL A -1
        Stop
    }
  }

 

I don't like how when I equip it ingame and it automatically fires a shot then twitches rapidly until I shoot. How do I fix my weapon?

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142632Sat, 06 Jan 2024 06:48:37 +0000