Doom Editing Latest Topicshttps://www.doomworld.com/forum/3-doom-editing/Doom Editing Latest TopicsenI'm having a visual issue with one of my Doom mapshttps://www.doomworld.com/forum/topic/142856-im-having-a-visual-issue-with-one-of-my-doom-maps/ So, I was working on my 3rd map for an upcoming megawad. And I noticed a visual issue with specific areas, like these stairs in one room and the floor after the other room.

However, in 3D mode, it looks completely fine. Any fixes?

930235736_Screenshot(108).png.4ff4d2cdb482623835bff56d545d1537.png

723552226_Screenshot(109).png.942be8468e5d8a386de9a173fa867281.png994222459_Screenshot(110).png.5be5a6a14cf61864f0036a0d66a1149d.png2081870254_Screenshot(112).png.afdc4aae31605d12452484a487953257.png1802238058_Screenshot(111).png.cdeda6386c27ed79f481c8e1eded8596.png531526761_Screenshot(113).png.60b63d706a012b2560e6837c442c0ba7.png

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142856Thu, 18 Jan 2024 17:17:44 +0000
Widescreen HUD in DSDA or Nugget Doom?https://www.doomworld.com/forum/topic/142561-widescreen-hud-in-dsda-or-nugget-doom/ Hey, so I've been wondering, is there a way to maybe get an HUD lookin' like this mockup I made, somehow, or is it just GZDoom for now....

 

170423478125358512.png.2cd592612462766ecc6914f7c88b8c57.png

 

Also Happy New year Doomers :3

 

Edit: It is possible, at least for Nugget Doom, file attached below...

]]>
142561Tue, 02 Jan 2024 22:41:10 +0000
I've got an issue with making my Doom maphttps://www.doomworld.com/forum/topic/142858-ive-got-an-issue-with-making-my-doom-map/ So while working on my 3rd map for an upcoming megawad, there is a visual bug. In-game, the stairs in one room and the floor in another look really glitchy. But in 3D mode in UDM, it looks fine. Any fixes?

 

Edit: I just realised that I've already made a post about this post. Sorry about that, I just have a weak signal from where I live and I can't see my other same post and also this one. So I cannot delete this post rn until it shows up in my profile.

1255873895_Screenshot(108).png.35d79ccad487686491d86d77a7aad46d.png478848214_Screenshot(116).png.2673b5ed6b8c0a56e7bb2c2d77ac5410.png570313188_Screenshot(111).png.b5416a4f08ef0b8d39cbf681d8304816.png101968411_Screenshot(114).png.28e087da717486db8c2b6d620b144844.png

 

 

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142858Thu, 18 Jan 2024 18:49:40 +0000
How can I make a switch change global brightness?https://www.doomworld.com/forum/topic/142862-how-can-i-make-a-switch-change-global-brightness/ I'm in UDMF format. I need a switch to set every sector (except a specific few) to 112 brightness, as well as lower a floor.

 

I assume I'll need to script this, but I have very limited scripting knowledge. Only ever copied a few ACS scripts so help is very much appreciated

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142862Thu, 18 Jan 2024 20:58:47 +0000
Strange Texture alignment Issuehttps://www.doomworld.com/forum/topic/142855-strange-texture-alignment-issue/ So I'm making a wad using Dsda Doom as its source, and all the textures look fine and aligned for the map. But upon loading the wad today with Gzdoom I was shocked to see that all the textures where showing as misaligned and the midtextures where all messed and hanging on the wrong places/heights..

 

I'm so puzzled and weirded out because I took all this time to carefully align my textures.. Do I have to go back to Gzdoom and align all the textures there or will that mess things up on the DSDA doom end? I'm feeling so confused and bummed..

 

Extra info: The textures appear misaligned when I go ingame using Gzdoom, however when looking around in the the editor using Gzdoom, they appear to be fine all of a sudden  (just like in DSDA doom), even more confused now..

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142855Thu, 18 Jan 2024 16:16:20 +0000
The Title name changehttps://www.doomworld.com/forum/topic/142854-the-title-name-change/ Hello everyone!

 

I would like to ask if there is a chance that the GZDoom startup name can be changed? I have noticed it can be done in a lot of other wads, so I figured why can't I change it for my own wad?

If anyone knows how to achieve this.

 

Thanks!

419236955_7432156286803473_1588787254522743433_n.jpg

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142854Thu, 18 Jan 2024 15:23:02 +0000
<![CDATA[Balancing the SSG & Encounter design questions]]>https://www.doomworld.com/forum/topic/142762-balancing-the-ssg-encounter-design-questions/ I think that the SSG is really fun, but after a player gets one, many open encounters just become a cookie clicker simulator with some fun sound effects.

It might have slightly less DPS than the Rocket Launcher, but it takes just 2 shells to fire. The Shotgun Guy, drops 4 shells.

 

Unless the encounter is really tight and punishes the SSG's long reload animation, the weapon choice is pretty obvious.

 

And even then, the SSG's older brother is punished even more in those kinds of scenarios.

To fire the regular shotgun, you need press 3, wait for the raise state of the SSG to finish, press 3 again, wait for the raise state to finish AND THEN fire.

 

How do you guys balance your maps and encounters around the SSG?

How can I make the shotgun useful, besides post encounter cleanup?

How can I make the player's choices around weapons less obvious and more varied throughout an encounter?

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142762Sat, 13 Jan 2024 10:30:33 +0000
Automap name changehttps://www.doomworld.com/forum/topic/142774-automap-name-change/ Hello!

 

I have a question regarding map changes; I have succeeded in changing the map name in WhackEd4 and it shows correctly on the intermission screen but while viewing the automap it still remains unchanged from the level that I changed. When I did my first map it changed both, but for the life of me I cannot remember what I did.

Does anyone of you fine people know how to change the name in the automap so it displays it correctly? I would be very thankful.

Cheers!

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142774Sat, 13 Jan 2024 23:29:03 +0000
I made a small Doom Map for an art project.https://www.doomworld.com/forum/topic/142712-i-made-a-small-doom-map-for-an-art-project/ Our art teacher told us to make a drawing a room and, since I suck at drawing (and wanted to mess around a bit more with SLADE/Doom Builder), I asked her if I could make it as a Doom Map instead. She agreed, so I made it. I should show it to her tomorrow and thought to share it with you guys. What do you think of it?

 

P.s. I took a lot of stuff from other WADs and Realm667 but, since I will just show it to someone who doesn't know anything about Doom, I didn't put credits to them (I will just say that I took some stuff from the Internet). Also, after a while, I started messing around, so I added some stuff that only spawns on Nightmare difficulty. 

Casa.rar

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142712Wed, 10 Jan 2024 19:12:01 +0000
is it ok to use heavily modded doom 2 levels?https://www.doomworld.com/forum/topic/142817-is-it-ok-to-use-heavily-modded-doom-2-levels/ ive been thinking of making a deathmatch wad inspired by dwango

and im wondering if i could do the thing that many dwango wads did and thats heavily modding some of the doom 2 levels to make them still look like modifications but arent the straight up original levels

 

so moral of the story: Will it be Illegal/Redistribution if i mod tf out of a doom 2 level and publish it for free without id's permission?

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142817Tue, 16 Jan 2024 09:50:03 +0000
Blood sprites are not changing (DECORATE)https://www.doomworld.com/forum/topic/142821-blood-sprites-are-not-changing-decorate/ Need some help with this; as stated in the title, I have a option in the menu called "Family-Friendly Effects" which changes the effects based on the value of the CVar. I did this with the monsters, and it worked out fine.

 

But this just doesn't want to work. It sometimes just uses the Hearts (this SHOULD be enabled for ONLY the on option) for another option even when it is toggled off.

 

The on option doesn't even seem to work, it just uses the same sprites as the on option. I need help. PLEASE.

 

Here's a video showcasing the scripts, and the weird bug: https://1drv.ms/v/s!AoWCowdleidri4MYEe7-0bdETbInpg?e=sxiqsV

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142821Tue, 16 Jan 2024 16:31:12 +0000
Npc disappearing after conversation?https://www.doomworld.com/forum/topic/141294-npc-disappearing-after-conversation/ Hi. I'm making a map using the UDMF format and I am wondering how I can make an npc disappear after a dialogue option is chosen. Any help would be appreciated. Thank you.

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141294Mon, 06 Nov 2023 05:54:37 +0000
Best weapon for a swarm of Cacodemons?https://www.doomworld.com/forum/topic/142687-best-weapon-for-a-swarm%C2%A0of-cacodemons/ What weapon would you expect to have if you where confronted by a swarm of Cacodemons?

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142687Tue, 09 Jan 2024 01:06:24 +0000
Finding Texture Sourcehttps://www.doomworld.com/forum/topic/142803-finding-texture-source/ (i previously had accidentally posted this to the wrong subforum)

 

Could anyone please help me find the source of these textures? I found them in Jaska's lost civilization, but they aren't sure where they got them from (and I don't think Jaska made them either)

PEG1_01.png.b8cb7cf0a8b825034319b4324fcbcbe3.pngPEG1_02.png.3784aa0a82538f7365d3286c2b6ef5d4.png

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142803Mon, 15 Jan 2024 18:42:49 +0000
[Boom2UDMF] Convert vanilla maps to UDMF online (v1.2.0)https://www.doomworld.com/forum/topic/128212-boom2udmf-convert-vanilla-maps-to-udmf-online-v120/ Boom2UDMF tool allows you to convert Vanilla and Boom maps into GZDoom (UDMF) just in your browser.

 

How to use it:

1. Go to the tool's website

2. Choose your vanilla/boom WAD file

3. Select the map you want to convert to UDMF

4. Press "Convert"

5. Download the WAD file with your converted UDMF map ;)

 

Source code on GitHub

Donate

Spoiler

Bitcoin (BTC): bc1q6tqmgyvjzpsh2fsmlvm662wtg4u95ed3erm2j7
Ethereum (ETH): 0xa64b803a64386c8BDe2B796643b1a1796307ED1D
Binance Coin (BNB): bnb17du4apr33a4gnqdvq7ld5ujpm42dl5cwpk944r
Litecoin (LTC): ltc1qwmcsc54c3jtz0xp2e0zdt3nt3sxr77ufk5sead
Dogecoin (DOGE): DEU3WuWcbxMbaR6XqGzjcnLmUpPRV73QsT
Tron (TRX): TMRy2j6UJhbb1H8NMuJh5kEE6jtUoNev54
Dash (DASH): XhCiA8xqdzvzERt6AJUuTrgwx77jrKyZiU
Solana (SOL): EGSH1jzPqryZgB1KniAjEKJmSFkMWgdwe4dEoPKvrCHS
Cosmos (ATOM): cosmos186djj0f49uqyx4kx4yklgtcnw2896urqdaz2f3
Tether (USDT, TRC20): TMRy2j6UJhbb1H8NMuJh5kEE6jtUoNev54
Zcash (ZEC): t1T4eZ8oBR3dDKiAMVyf2KxcZtRKUhqssoG

 

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128212Thu, 24 Mar 2022 06:23:41 +0000
Would MIDIs of copyrighted songs in a WAD get a stream bonked?https://www.doomworld.com/forum/topic/142620-would-midis-of-copyrighted-songs-in-a-wad-get-a-stream-bonked/ Apologies if this is not the right forum for this question, I wasn't entirely sure where to post it, though it feels like it's an editing-related question.

 

Long story short: if I use a midi version of a well-known copyrighted song in my map and someone decides to play it on stream, will they get copyright striked for it?

The reason I'm asking is because I remember reading somewhere that midis are in the same camp as remixes since they are technically rearragments of the original song. That being said, I've also heard that on modern streaming platforms it's possible to get a copyright strike if you simply sing the song yourself or even just hum it, depending on the song itself.

 

In other words, how bad would it be in terms of streaming to pack the wad's OST chok full of famous midis?

I know it's bold to assume my map would be streamed in the first place, but this is the type of question that I would like to settle for myself for good.

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142620Fri, 05 Jan 2024 18:40:58 +0000
Platform can lower, but I can't make it raise again. (Help)https://www.doomworld.com/forum/topic/142776-platform-can-lower-but-i-cant-make-it-raise-again-help/ Hi, I need some help with a very important part of my doom map. Basically, what happens, is you cross over a line which makes a platform lower. This action makes it so that it does not go up again automatically. Then you go to the platform, and press a switch on the wall that is supposed to make it raise, and then lower again 3 seconds later. But this doesn't work. I have a feeling that it doesn't work because the initial linedef action makes the platform lower permanently, making it so that the switch does nothing. The reason I think this is because if the platform starts lowered, then the switch works. But if you cross over the line to make it lower, it doesn't work. Does anyone have any idea how to make this work?

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142776Sun, 14 Jan 2024 01:36:02 +0000
can't even fix this fucking bug on sladehttps://www.doomworld.com/forum/topic/142719-cant-even-fix-this-fucking-bug-on-slade/ https://cdn.discordapp.com/attachments/1145329547135426611/1194855873609216075/2024-01-11_12-10-09.mp4?ex=65b1df3f&amp;is=659f6a3f&amp;hm=ef2bab3eb2932c8fd6afb8328731b601fe44799fbdb9850c525277f04dabd8e3&amp;

I can't even fucking add barney's head to the game, just click on the damn link.

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142719Thu, 11 Jan 2024 04:13:54 +0000
does anyone have a registered copy of deepsea? in particular, a version that works on windows 98https://www.doomworld.com/forum/topic/142660-does-anyone-have-a-registered-copy-of-deepsea-in-particular-a-version-that-works-on-windows-98/ really specific question, i know.

 

seeing as how deepsea is now free, i figured that it may be fun to use it to map on an old win98 machine that i have. however, there's one small problem: the current deepsea version only works on win7 and above, and the last versions that do work on windows 98 (before 12.15) are uh...rather hard to find. the only copies out there seem to be both unregistered and on rather sketchy-looking websites, and when i asked the author of deepsea as to whether or not he could give me one, he said that the only copies he had of it are on a dead computer.

 

so, that's just fantastic.

 

thus, in the name of preservation (and having fun in windows 98!), i'm reaching out to everyone here in an attempt to find a registered copy of these specific versions. it's freeware now, so there's no need to gasp in horror or anything because i'm asking this, heh.

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142660Sun, 07 Jan 2024 10:56:25 +0000
Schizofrenic Textureshttps://www.doomworld.com/forum/topic/142641-schizofrenic-textures/ hey doomers, anyone have some "Psycodelic" or "Magic" textures? Like, for a Schizofrenic Mushroom wad
pls
EXAMPLES:SKY2.png.5aebad16e75c69f8d46bfd9dc275d8b5.pngELECA0.png.2bf96c14f850cebc0121d184f4ad48ae.pngOLP_00_0.png.233d5a4f0e2e78e8ebb03e7ce1815ab9.png

 

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142641Sat, 06 Jan 2024 18:13:14 +0000
Loading error PK3 formathttps://www.doomworld.com/forum/topic/142720-loading-error-pk3-format/ Hello Doomworld!

 

I am currently learning how to make pk3 files in SLADE3 for a map I am working on.  I was able to make the basic format of the file, merge in a texture pack I like, and a WAD I had made.  So far so good...  loading the map I saw some yellow text, but ultimately didn't seem to do anything.  The map works perfectly fine, the textures are merged in, but I am concerned about the errors when booting.  Heres a screenshot i attempted to capture before the box went away, sorry for the blurriness...

 

 

Invalid data encountered for texture (map name).pk3:textures/pp_end

Invalid data encountered for texture (map name).pk3:textures/pp_start

1169354086_Screenshot2024-01-10221959.png.666e17e41562e6b697b01e5bd429bead.png

 

I immediately recognized these lines as markers in Slade.

When I imported the gothic texture pack, I have the first 2 folders in slade as flats then textures.

Within the wad file for the gothic texture pack, the creator used these markers to separate the textures and flats, so they were copied over when doing the merge.

i then just took the other bits from the texturepack wad and put below my textures folder, then drag and dropped my map wad below that...

Out of curiosity I figured, if markers in the folder were causing the error and markers essentially do nothing, just delete them.

 

I tried this out and now the map loads just fine without error.  Since playability / texture loading was never seemingly affected by the error in the first place, I guess im trying to understand why it happened on a more technical level just to broaden my own knowledge.

 

The files are structured as follows:

top level

image.png.241d839176ada423688c34ed2550c21d.png

top of flats folder with ff start map marker

image.png.3c419ce8f673e92d9898ed11a3803962.png

bottom of flats folder f_end

image.png.395cf579d9919ee3beb79f6b38ba0fb5.png

textures folder with no markers

image.png.dec3384953679e9f5d08faea79847eb7.png

 

Now prior to deleting the markers in the textures folder the appeared at the top and the bottom of the textures with names pp_start & pp_end.

if those markers caused these errors, why are the markers in the flats folder not doing the same?

 

Im curious as to if anyone may know the more technical reason for this to happen?

 

 

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142720Thu, 11 Jan 2024 05:45:38 +0000
Trying to open a saved level, Into a different modehttps://www.doomworld.com/forum/topic/142738-trying-to-open-a-saved-level-into-a-different-mode/ With one level i made it wont open saying "please select a map to load for editing" but the other does open fine and they literally have the same selected resources.

It was previously "GZDoom2 Doom Format" when i made it and now I want to make it "GZDOOM2 UDMF" for access to the script icon in the top left

What.png

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142738Fri, 12 Jan 2024 02:11:09 +0000
Doom Map deleted and Ultimate Doom Builder Settings removed.https://www.doomworld.com/forum/topic/142732-doom-map-deleted-and-ultimate-doom-builder-settings-removed/ Hello everyone! I don't know if I'm posting this in the correct section.

 

The other day, around 9:00 p.m., there was a power outage throughout the building while I was editing a map, luckily I had saved the progress a little earlier. The next day when I wanted to continue editing the map I could no longer open it because it did not exist, it was deleted. He was saved without problems before the light fell, how is that possible? I opened the wad in Slade3 to see if there was anything inside and the only thing I found was a total of 78 Marker, nothing more. Luckily, I was able to recover the map by searching the forums for a solution. But it doesn't all end there nononono. In Ultimate Doom Builder all the changes I had made in it have been lost (Preferences, Game configurations, Linedef presets, Things filters, etc.). As if I had installed it for the first time.
Does anyone have an idea how this could have happened? Or have I been a victim of some type of witchcraft?

 

Thanks!

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142732Thu, 11 Jan 2024 18:53:27 +0000
<![CDATA[Hacx & Doom Builder 2?]]>https://www.doomworld.com/forum/topic/69044-hacx-amp-doom-builder-2/Yesterday I was looking forward to toying around with Hacx in DB2, only to discover that it's not listed anywhere on the configuration screen. The handful of maps available on idgames were apparently made with programs I never heard of before. Is there a trick to building Hacx maps with DB2 or am I gonna have to use a different map builder altogether?

Sorry if this question was answered elsewhere on the forums. I searched for Hacx threads and mostly got stuff relating to "hay anyone remember dis game?" and Hacx 2.0

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69044Tue, 17 Jun 2014 05:55:51 +0000
Slade 3 crashing in Manjaro Linuxhttps://www.doomworld.com/forum/topic/142498-slade-3-crashing-in-manjaro-linux/ Not sure if anyone's able to help me with this, or if I'm just messing things up. I'm trying to import new textures into Slade, and it crashes out. I can click the Texture Editor button fine, I tick "yes" to creating or importing texture definition list, and the dialog box after works as well - I select the option to import from the base resource archive (set to doom2.wad). Then, it crashes out.

 

Terminal output:

Spoiler

Version: 3.2.5
No current action

 

Operating System: Linux 6.7.0-4-MANJARO x86_64
Graphics Vendor: OpenGL not initialised
Graphics Hardware: OpenGL not initialised
OpenGL Version: OpenGL not initialised

Stack Trace:

Last Log Messages:
Loading text style sets
Loading colour configuration
Loading base resource
Base resource loaded
Loading game configurations
SLADE Initialisation OK
Opening archive [redacted]
Opening took 57 ms
Setting up the OpenGL context
Failed to setup the OpenGL context

 

Seems to be an OpenGL issue, which is weird. It's working fine for everything else on my computer, and stuff like 3d preview in the Slade map editor works fine as well. As far as I can tell there's nothing wrong with my graphics driver (though I'm not completely sure on how to properly check this).

 

I'd downloaded the Flatpak version of Slade.

 

Graphics driver I'm running is Nvidia version 545.29.06.

 

Anyone got any pointers on what more I can do to poke at this issue? I'm at a bit of a loss, and I'm not great at this stuff.

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142498Sat, 30 Dec 2023 21:51:31 +0000
*** The "ask a miscellaneous editing question" thread ***https://www.doomworld.com/forum/topic/74142-the-ask-a-miscellaneous-editing-question-thread/From time to time I have questions that I don't feel deserve their own threads, and others probably do as well, hence the existence of this thread.

--

Here's a "circle" with a radius of around 16400 mu.



I want to use it as a "sea". The actual playable area of the map would be much smaller, of course. Will this result in blockmap (or other) issues in Boom, and what's the largest this circle can be before these bad things happen?

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74142Thu, 13 Aug 2015 23:47:34 +0000
STBAR extender Python scripthttps://www.doomworld.com/forum/topic/141869-stbar-extender-python-script/ Hello. I made a Python script that extends 320x32 STBARs by using a provided widescreen STBAR template. This works well on STBARs that copy and recolor the design of a pre-existing STBAR with an extended hud made for it, such as the original DOOM STBAR. Output quality of the script depends heavily on the quality of the extended STBAR provided as a template.

 

Please read the README.md in full before actually using the script. Alternatively, you can open .md files using Notepad by right clicking the .md file and selecting "Open With" Notepad. But opening in Notepad will result in the Markdown being unformatted.

 

Here is the zip file. STBAR_extender.zip
Here is the Github repo.

 

 


Here are some examples of extended STBARs created by the script.
Note that this is NOT an exhaustive list of STBARs that this script can work on effectively.

Mayan Mishap

287581482-811c1a23-0bf8-4aee-aa9e-16ec4a47c476.png.dd73b4118af3561cdc4bb003d18d603b.png
287583839-5e596019-7fe3-4bb1-ab88-dc183bfe25ec.png.1fd8819ce3d319018629a114a6ca6b7e.png

Fallen Leaves

STBAR.png.b8b947a75e727407bf548c992aaa130d.png

287580759-3ce2816a-8707-42a1-a75a-eeb0e92579a1.png.9f864ce477904478d218482140d08e5a.png

 

Haste

STBAR.png.f16de44523faeb2e91d891a1265fc8eb.png
287579833-f02c9d0d-0a2e-4ca2-b350-c3301d28f337.png.4e6a3adbfa0d5e082ec62f5394b3c65e.png

Not Even Remotely Fair
287581000-9f3177c4-1706-40f7-8b33-e306886ec952.png.4ffd0f7bf76b5753bac74a83896ac1fc.png

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141869Mon, 04 Dec 2023 03:54:41 +0000
.lmp into .ttfhttps://www.doomworld.com/forum/topic/142652-lmp-into-ttf/ Hi everyone,

 

A bit of a weird question, but...

Is there a way to somehow convert a font from .lmp to a .ttf format?

 

Thanks.

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142652Sun, 07 Jan 2024 02:07:58 +0000
What's easier: modelling for Quake or making character sprites for Doom?https://www.doomworld.com/forum/topic/142212-whats-easier-modelling-for-quake-or-making-character-sprites-for-doom/ Hello everyone! I want to create a mod but can't decide whether to use Quake or Doom for it. I'm equally bad at modeling and drawing, so most likely I'll need community help regardless. However, I'd like to ask for your opinion. What's easier (faster time-wise): drawing sprites for Doom or modeling and animating assets for Quake? I'm referring to sprites of about the resolution and detail level seen in Trench Foot or models roughly with the polygon count of vanilla Quake.

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142212Sun, 17 Dec 2023 21:18:15 +0000
Perplexing Doom Editing Bug (Solved)https://www.doomworld.com/forum/topic/142686-perplexing-doom-editing-bug-solved/ I am making a map for the the second DOOMIUM and I have run into a really weird problem.

The starting area contains 3 switches that are used to lower the bars at the bottom of the cross shape. The problem is that the white one by itself lowers the bars. It is activating sectors tied to tag 16 while it is tag 1.

 

The way I got it working was by using a voodoo doll with 3 barriers that are each lowered by a switch. The linedef at the end of the closet is getting activated without the voodoo doll moving. I would really like an answer for this.

 

Here is the map if you need to take a look for yourself.

Use the resource pack with the map. It is Boom compatability.

Download

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142686Tue, 09 Jan 2024 00:07:39 +0000