#zscript
Explore tagged Tumblr posts
wjbs-mods · 1 year ago
Text
Important update!!!
I know Zscript now.
8 notes · View notes
neilforshaw · 6 months ago
Text
Making a #doom map for #RAMP2024 . This time I'm doing a mod for it. New weapons and removing hit scanners.
0 notes
thothxv · 1 year ago
Text
myhouse.wad-adjacent facts and blatant shilling for the musicians who soundtracked it
As has been largely disseminated, new mappers making levels based on their own houses are a common trope in the doom community, and they are often referred to generically as "myhouse.wad". The earliest myhouse maps are actually some of the oldest Doom maps in existence, predating Doom 2 (also at least one Doom 2 map was based on Sandy Peterson's house...)
A lot of people are impressed with myhouse.wad's room over room. I'm more impressed that in the first house myhouse used a boom-style silent teleporter to implement room-over-room sloppily so that the illusion very easily breaks (just step back up the stairs while one of the basement doors is open: it will snap shut because you are being teleported back into the version of the house with an upstairs, and thus there can't be an open door there), just like an inexperienced mapper might in 1999, before using modern GZDoom portals to do it more convincingly in the second house.
There's been a lot of theorizing about myhouse's author, probably because veddge is a very very competent mapper and also because everyone who does know who the author is has stonewalled inquiries at the author's request, implying that the author has a meaningful identity in the Doom community. Or maybe they're just shy. However, DavidXNewton noted in his analysis series on myhouse that it does a lot of things in a ways that are unnecessary using modern UDMF and ZScript but would be familiar to someone coming from a less advanced mapping format like Boom or Old ZDoom. This is indicative of Veddge being more along the lines of what he says he is: either someone truly returning after a long absence, or at the very least someone who isn't terribly familiar with modern GZDoom mapping. Either that, or the entire map was mapped in character. I genuinely don't know which I'd find more impressive.
"doomcute" is a term used to refer to maps that recreate real-world items or environments in doom (usually because the immediate reaction from players is "oh that's adorable!"). Myhouse maps are invariably trying for doomcute, but another early doomcute map was Shamus Young's Doom City from 1995 (yes, Shamus Young of DM of the Rings fame. I discovered while researching that he actually died last year. Rest in peace). Doom City recreated a couple of real-world looking buildings, but the thing everyone seems to remember about Doom City is its recreation of... a gas station. Food for thought.
Hilariously, myhouse almost got lost in the shuffle on Doomworld, because most people weren't looking for a myhouse.wad to play. Several of Veddge's collaborators posted in the thread to keep this from happening.
I believe Veddge's confirmed collaborators on myhouse are Kevansevans, esselfortium, and Jimmy. I don't know much about Kevansevans, but I believe he helped with the scripting and some of his scripting work from other sources made it into the wad because he's officially credited (as is everyone whose work was used in the map: it's all inside the PK3). Essel and Jimmy are credited only in anagram form because they are responsible for the music, which is actually wholly original (also Jimmy gave no indication he was involved until it was revealed by players unscrambling the anagram, which was very very funny).
I'm actually going to talk about Essel and Jimmy in detail over the next few bullet points, because I feel like it. And they're both really neat.
Sarah "esselfortium" Mancuso is responsible for memory=entryrrrr/////, the piece the plays in the burned house and various other places throughout the wad. She's composed professionally for video games and has several albums, but in the Doom community she's probably best known for creating and managing the Back to Saturn X project, a trilogy of megawads (only two of which are presently released) being developed by a massive team of modders, with custom assets, a custom palette, a complete original OST, and some very impressive maps... all intended to be playable with a vanilla doom2.exe. Which is insane: Vanilla Doom is brutal to map for, on account of harsh limitations that it's hard to be confident your map or project falls within. Back to Saturn X was so ambitious that it found previously undiscovered ways that Doom can crash. Of course, in addition to running the project, Essel also mapped for it, made textures for it, and composed a significant portion of the soundtrack. And because that was not impressive enough apparently, Essel also (with some help from a few others) created Knee-Deep in Knee-Deep in ZDoom, a joke wad that takes the (in)famous Knee-Deep in ZDoom, a mapset designed to show off the features of ZDoom, and recreates as many of its tricks as it can entirely in vanilla. A feat I can only describe as black magic of the highest order. She also went out of her way to say Trans Rights during her bethesda interview, so that's cool too.
James "Jimmy" Paddock is responsible for the increasingly glitchy and messed-up version of D_RUNNIN that plays in the second house. Which figures, because Jimmy's music is everywhere. He takes commissions for music, he's contributed free music to the community, and his music is very very popular. Notable wads he's contributed tracks to include Plutonia 2, Speed of Doom, Reverie, Back to Saturn X Episodes 1 and 2, Eviternity, and Doom 2 In Spain Only, and the MIDI soundtrack to John Romero's SIGIL, which some consider to be even better than the Buckethead soundtrack. He also is the project lead and mind behind The Adventures of Square, a standalone, free game made in GZDoom, he's done texture work, he's made several award-winning doom mods (cacowards, that is), mapped for numerous other projects, and had just done a whole ton of stuff. The doom community gave him an award for lifetime achievement. Oh, and he did an alternative MIDI OST for Prodeus? Genuinely didn't know about that.
While researching this I learned that Jimmy is going to be evicted in a month, so now's a great time to check out his music online and see if you're into it. I'm not a super fan of his vocal delivery, but I really like some of his instrumentals and MP3 versions of his MIDIs.
390 notes · View notes
doom-nerdo-666 · 5 months ago
Text
"Finally got around updating my ZScript library that lets you create items that look different and provide different items depending on your chosen player class. Should work in singleplayer and multiplayer as well. Showcase:"
7 notes · View notes
lethedwarddavidsonworld-blog · 10 months ago
Text
Signalis Doom - 1
Starting a devlog now that i have a few lil things to show. I decided to get back into gzdoom, and i decided early on that since nobody had done Signalis Doom, i might as well. I've spent a few weeks on zscript and auxilery stuff, not doing as much mapping as i should. But i'm finally getting around to the Sig stuff.
There's a great deal to do here; i'm planning a full weapon replacement, enemy replacement to a degree, new textures, new maps, and new systems like companions and implimentaion of visual distortions. It's alot.
Tumblr media
I've put togehter a todo board to help with this. Frankly, it's more fun to add things to the board than to do things on it, but oh well.
A critical issue that is going to come up again and again is that Signalis is a game made for a very specific camera angle, and the art is made to reflect that. Many of the textures are made to look best from that specific angle.
Tumblr media Tumblr media
The lil black lines here ontop feed into the dark ceiling, as sig doesn't have any roofs. The bottom is meant to sell the connection between floor and wall. looks fine from an angle, looks odd in fps.
Tumblr media
I can account for that, extending parts and removing dark lines and turning them into more conventional textures. that'll take alot of work for every one of them however, and woukld need to be done on a case by case basis as some have it more than others. I'm unsure if i should even bother, or jsut convert them as-is. We'll see, it's a stylistic choice. Using a texture lumpw ould let me mass import the wall models, so that's my first step, getting the walls and floors adn anything that follows a pattern in here.
people have modeled and textured much of the game in useable blender files, so i have a wealth of resouces to pull from. other people have done alot of the work here, i jsut need to assemble it.
Today, i'm planning to get as many of the textures in there as possible. Later, i'll need to start figuring out how i'm going to do the weapons/enemies, ie with custom sprtie art or sprite rendered models or just normal model md3s. we'll see.
it's alot of work but since i'm working with premade(stolen tbh) assets, it's going to go alot smoother than it would otherwise.
Tumblr media
14 notes · View notes
wjbs-aus · 10 months ago
Text
Since this is having a resurgence kinda,
Reblog for a larger sample-size or something? Or not. Your call!
Context for each below.
Back in, like, 2016 or something, the Secondary School I was at did lifeguard training as part of its PE curriculum; one of the activities involved was rescuing a hollow plastic dummy. When it was my turn, I grabbed it, but it suddenly filled with water, and I was suddenly dragged to the bottom of the pool; eventually I managed to let go of it, and I was allowed to sit on one of the benches next to the pool for the rest of the session.
Last year, around Halloween, my dad randomly phoned me up and asked if I wanted him to buy me an axe or scythe from the Halloween section of Tesco. I said I wanted a scythe, and he bought it; it was very plain, and consisted of a hollow plastic tube and a simple-looking, poorly-moulded blade that slid over the top. It eventually got pretty badly-damaged, and my brother - in a fit of sleep-deprived impulsiveness - secretly bought me a cooler, much higher-quality one (the blade is actually a skull wearing a mask with a long "beak" attached to it!)
Technically, I don't have all the Skylanders figures I got when I played, since at least one is still at the flat I used to live in, but otherwise I have all of them. Also I only had Giants, Swap Force and Trap Team; I missed out on playing Spyro's Adventure, and I only had a Wii at the time so I couldn't play most of the games after it (except for Superchargers Racing, which is literally just the racing minigame from the fifth game but released on its own).
Play Hard Reset. Do it do it now. It's short, kinda frustrating at times and has questionable writing and voice-acting, but the aesthetic is really cool and it has an interesting mechanic where the player only has two weapons, but can unlock different modes for them that effectively mean the player has ten. I haven't played much of Hard Reset Redux, but it seems to be the same, but balanced a bit better and with much better dialogue.
I got into ZScript late last year, but I've got pretty good at both the inheritence system and making original stuff (which is technically jus the same as using inheritence, but you have to define everything yourself.
I can't remember exactly when this happened, but it was around either Halloween or Christmas (since Nightmare Before Christmas was on TV) and possibly in 2018; I made myself a cup of tea, but didn't notice that the kettle had limescale remover put into it (aside from the colour being a bit off). When I started drinking it, I immediately spat it out, and since then it's been known in my family as A Thing I Did Once™.
I love Sea Power! They make good music! Check out Let The Dancers Inherit The Party, it is their best album in my opinion!
Yep, done this one. Haven't finished Quake 1's second expansion and I'm only on, like, map 2 of Quake II, but I've played all of Quake IV's story campaign. Also, if it counts, Quake III's "singleplayer campaign", which is just a series of increasingly-difficult bot matches.
When I got Reaper one of the first things I recorded was a scream, which coincidentally ended up being a scarily-good impression of the headless bombers from Serious Sam.
A while ago, I tried playing the Game Boy Advance version of Bionicle Heroes with an emulator, since I wanted to check it out; when I tried playing it with VBA, it crashed on the second screen, and while another emulator (namely No$GBA) allowed to, I had to make a DS4 controller-profile specifically for use with it, since it wasn't registering my inputs properly with my regular one. Eventually I just bought a Bionicle Heroes GBA cartridge online so I could play using my DS Lite.
Anyway here's the new scythe.
Tumblr media
This picture physically hurt to take, like I had to lean really far back and stretch my arm really far out
5 notes · View notes
darsycho · 2 years ago
Video
tumblr
Update to ModOhFun, nothing really new, just a ton of converting monster decorate to Zscript to fix a bug. Really tedious and boring work, and at this point I'm sick of editing it, lol.
https://darsycho.itch.io/modohfun
mapset used in video: https://novaplusplus.itch.io/squenched-avacausage
18 notes · View notes
greenlegacy · 2 years ago
Text
Improved Statusbar!
At last, I converted Sbarinfo to Zscript. That means I can add more animation to the status bar! The old version had only looping animation.
7 notes · View notes
bapzap · 16 days ago
Note
BELL BELL BELL OH MY GOD I FIZED IT. I FIZE DIT ALL ON MY OWN. SO . THE . ITS THE LOAD ORDER RIGHT. IT WAS LOADING
-bigzombieman
-mapinfo
-zscript
in that order.
so i made it so mapinfo would come first in windows by adding a 1.
Tumblr media
i did this. so in windows when looking at the files. it would have the mapinfo come first. because load order in doom is important. and it recognizes it now.
i just. like i finished watching the remake of silent hill 2 i cried intense etc. and tired mentally because emotions yucky and then i go ans after a few minutes get it .
YESSSSSSSSSSS LATE BECAUSE I CHECK MY INBOX EVERY OTHER DAY BUT YEAHHHHHH
0 notes
m39 · 2 months ago
Text
Decade of DOOMstruction(2000s): 2-7 maps WADs (source port)
Oh, boy! A full stack of WADs to check out today.
Let’s hope at least half of these will give me fun.
2000 – HELL FACTORY
Tumblr media
Ah, shit.
This WAD is a perfect reminder of how much the early 2000s ZDoom WADs aged like milk. New sound effects that are louder than the rest of the game (although, this con fits perfectly with other types of WADs as well); unskippable cutscenes; stealth enemies that pop out of nowhere when they attack (including the hitscanners); cringy/pretentious dialogue (I don’t think it would be good even if the author was better in English back then); these are bigger issues that plague this WAD. These and it being somewhat confusing due to its hub-based design.
It does have good moments here and there, but personally? I think it will be better if you skip this one. There are better hub-based ZDoom WADs out there.
2001 – DOOM RESURRECTION
Tumblr media
This WAD was a surprisingly better experience than I expected. It removes most of the ZScript-related problems (stealth shit was still there, unfortunately -_-), while adding some interesting stuff in between. I know I was expecting more fun with this WAD, but I think it exceeded my expectations.
If you don’t mind the stealth shit, you can check it out.
2002 – DARK 7
Tumblr media
Christ on a bike! Another early ZDoom WAD?!
Well, the good news is – no more stealth shitlings… the bad news is that obnoxious, new sound effects are back… with a vengeance.
And I’m not talking about the ones from Doom 64 (since these are always good, even though here, these are incomplete). I’m talking about the rest of those, including the ambient noises that will make you want to rip your ears out after hearing generic announcement #whatever for the nth time on MAP04. I feel like none of them fits here, either due to not having their volume adjusted (weapon picking one being the worst case (I think it’s from Unreal but I might be wrong)), or sounding nonsensically (never put flak cannon’s firing sound into the Doom’s rocket launcher).
It’s sad to think that the rest of the WAD was IMO rather good (aside from two jumpscare explosions on the first two maps), but the new sound effects make a playthrough of it a half torture at best. It’s basically the same problem with Ruma – enjoyable only if you don’t mind these changes or mute them all together.
Honestly, you can skip that one.
2003 – THE BROTHERHOOD OF RUIN
Tumblr media
Compared to the previous WADs, this one feels like a golden bar found in the pile of dung heap. And even without comparison, this WAD is still pretty good; and its Mesoamerican theme only helps even further. It has some cheap moments here and there (like crushers and traps/ambushes with hitscanners), but the amount of pros is overall bigger than the cons.
Worth checking out.
2004 – DOOMWORLD FORUMS 3
Tumblr media
The hell am I supposed to say about that thing?
I don’t want to sound mean or anything, but this WAD is nothing more but a ZDoom slop made out of more annoying features of this port (at the time), sprinkled with unfunny, outdated humor that references stuff that happened in the Doom community twenty years ago, of which I recognize only the RTC stuff from the beginning.
The only highly positive thing I can think of is that the titular forums look rather dope.
You can skip this one. Only people who experienced these adapted events will probably enjoy it.
2005 – HI-TECH HELL 2 – ALIEN TECH
Tumblr media
Well, here is something odd – a WAD made for Doom Legacy (it thankfully became compatible with ZDoom after a while).
Compared with other ZDoom-like WADs, this one feels like a milestone, probably due to the simple yet time-saving option to skip the cutscenes.
Other than that, it’s still a good WAD. Sure, it gets annoyingly loud sometimes (especially on MAP03) and the layout of it seems to get confusing in some places, but other than that, it looks great, and is not really that hard, even when enemies’ counter goes over 200 in three maps.
Not as good as Brotherhood, but I still recommend it.
2006 – VAE VICTUS 2
Tumblr media
This one ended up better than I remember.
MAP05 might still be confusing and the new music tracks (at least the ones that I recognize) are kind of scuffed compared to the original versions, but other than that, I can’t recon more significant cons of this WAD. It’s really fun to play. Worth checking out.
That’s basically all I have to say about this WAD.
2007 – EPIC
Tumblr media
And now, we reached the final, three WADs in this category; some of the best ones; all made by the same guy. But the question is, do they still hold up?
Well, for starters, this one is still a banger to play. While it is kind of janky (one of Eternal’s earlier works), it is the best WAD in this category that I've played so far. It is also the second WAD on the list with ancient civilization stuff AND a train level. What’s not to like?!
2008 – GRAVITY
Tumblr media
This one is still great (as well). Sometimes I wonder if this WAD or Epic looks better, but it doesn’t change the fact, that these two maps have some of the most impressive-looking locations made in the late 2000s’. Some of you might complain that it’s not really hard, but even then, I still, fully recommend playing it. You won’t be disappointed (aside from Gravitown’s music… probably).
Also, it’s less janky than Epic.
2009 – HELL GROUND
Tumblr media
Disclaimer: Forget about what said about the MAP07 boss in my review of this WAD. It is not bugged. I was just too stupid to realize I was supposed to shoot the left eye from the right platform and vice versa. Someone please assist me with [[YOUTUBE]]. I am a failure of humanity.
Seriously, though, I really like this WAD. It’s like almost everything fits in there; the music from American McGee’s Alice only makes it better. Some of the enemy encounters can get annoying and some music tracks don’t exactly fit and/or are too short, but the amount of pros is much, MUCH higher than the one of cons.
100% recommendation.
WINNER
Here is a little spoiler for the winner, folks: Each of Eternal's WADs deserves the second award for the best 2-7 maps WAD of the decade, but only one will earn it. And in my opinion, it’s Hell Ground that gets the second Pink Pack award. The other two Eternal’s WADs (along with the Brotherhood of Ruin and Vae Victus 2) are, of course, named runners-up.
I don’t know how to finish this part. All I’ve got to say is that there are 7 8-9 maps WADs to check again next, so there won’t be any slitting into two halves.
That’s all for today, people. See you next time, with 2000s’ episode replacements.
1 note · View note
wjbs-mods · 2 months ago
Text
So like Zscript has a tag that allows Things to only be visible in mirrors (kinda like that one enemy from Wario World) and like. If I ever get around to making a fully original GZDoom game, I totally want to do something with that, either with a custom enemy or some kind of creepy decoration.
1 note · View note
neilforshaw · 5 months ago
Text
Pretty much finished the functionality of the map I'm making for #ramp2024 . Invunerability frames/more explosions ect... 😀
#doom #doom2 #doommapping #doommodding #zscript #gzdoom #retro #retrofps #retro
3 notes · View notes
adornesibley · 5 months ago
Text
RAMP 2024~
Like last year, I've made sure to participate in RAMP (Rabbit's All-comers Mapping Project) run by DavidXNewton. My level is the first in this video, Ruined. More discussion below the Keep Reading.
youtube
I've been so damn busy this year, and as such really only have had the time to upload this level which I'd prepared specifically for the RAMP event. I've been really bummed to not be as active as I was last year. Hopefully, next year will be a little calmer during the event and I can help playtest more and maybe even get two maps in like I did last year.
Thank everything in this god-forsaken world that David opened this project and has helped so many people explore their creativity. Please consider supporting him on Patreon as he deserves every bit he can get~
Support weird. Support community.
P.S.
I worked very hard to expand my knowledge of ACS and even dipping my toes into zscript this year. My other level, still in dev, was the first one where I delved into zscript in any serious capacity. I am so proud of my work and so happy to have discovered this additional creative outlet.
0 notes
doom-nerdo-666 · 7 months ago
Text
"ZSAnimator lets you export animations from blender directly into gzdoom thanks to zscript"
8 notes · View notes
infinite-archive · 5 months ago
Note
least favorite programming language?
If you program
i feel like you would but idk
If you don’t just go by names or pick javascript
Oooh, that's a tough one. Pretty much all the ones I'm familiar with are alright.
Maybe Lua? Just 'cause it's the I'm least familiar with and don't exactly get.
I'm familiar with Python, and I enjoy that, I quite like Java, even if I don't fully know it. Even off-shoots like Godot Engine's GDScript and GZDoom's ZScript, I quite like the versatility of.
Lotta G's in the programming/game dev world, I just realized.
0 notes
wjbminecraft · 1 year ago
Note
How are you doing these days!
Pretty well. Did a game-development course for a bit, had to leave for my mental health, ended up becoming pretty good at GZDoom's Zscript programming language (see @wjbminecraft-mods for some examples of what I've been doing with that), and I'm currently looking for a job!
(also, speaking of my modding blog, I do intend to get back into Minecraft modding at some point, especially since I'm considering learning Java so I can do some more complex stuff than what MCreator was capable of)
1 note · View note