#zscript
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lynns-mods · 3 months ago
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This is unrelated to UMPIG, but uhhhh here's a quick thing I slapped together in like a minute to test a concept I have for an "alternate ammunition" mod", namely drunk rockets! Zscript thing below not that it's particularly interesting since it's just a three lines of code that are just the default Doom rocket spawn code with A_Weave added.
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neilforshaw · 1 year ago
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Making a #doom map for #RAMP2024 . This time I'm doing a mod for it. New weapons and removing hit scanners.
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personification-of-darkness · 7 months ago
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kay i . so zscript is based off decorate somewhat for how to write stuff out with minor minor changes such as adding a ";" to the end of every line to indicate its done. and a few other tiny tiny things... tried to convert a thing i made to zscript and it didnt work even though the game opened (?) so i have no idea why that happened but it didnt work.
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lynnbecks-gaming-sideblog · 5 months ago
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Something that I would do if I still made mods (and like. Knew how to actually code in a language other than Zscript or ACS, which are proprietary languages that aren't compatible with Minecraft) is like. Set up a Google Forms thing with the maximum amount of submissions set to like 250, and it would just be a box where people can put in what they want added. And then I'd put that in the mod.
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doom-nerdo-666 · 1 year ago
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"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:"
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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.
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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.
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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.
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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.
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torchstelechos · 6 months ago
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i got! my code working after a bit over a week of it not! so i had my zscript file which tells the game to actually read all of my custom weapon and playerclass files. and then in my playerclass folder i had a decorate file telling it to read the playerclass. getting rid of the decorate file fixed it. having two things telling it to read that apparently just breaks it !
i also then went and converted my magnum to zscript and then condensed down all my weapons into two folders "melee weapons" and "guns" i made folders inside each thing to preserve my original stuff. so inside my sprites folder theres a folder for the original sprites. inside my sounds folder theres a folder for rhe original sounds :)
im also reading a book called happy brain happy life its by this woman who at 40 realized she had nothing in her life aside from neuroscience work and only talked with coworkers about said neuroscience and even that was tense and awkward and she then made up for that awkwardness by working harder. and its about jow she went and used her knowledge to make her life something shes happy with and its all written about herself its what she went through doing tjat! i like books like tjat that are about the persons journry through that stuff braiding sweetgrass big recommend btw singlehandedly changed my relationship with the world and nature :) its also about her life and experiences as an indegenous woman whos a scientist and about merging her perspective of nature one of interconnectednwss and mutual benefits with the modern worlds view of science which breaks everything into tiny pieces !
and its doing good this reading im getting a lot out of it all
so yeah youre my goodluck charm now for coding because you beinf back and me getting it working (all on my own btw :) ) coincided :)
also @bapzap cause she likes jearing about my code
oooooohhh the code talk!! I'm happy it's working now! I can kinda see why a duplicate file could cause some damage, but at the same time it's like, :( please work!!! Also we love to see the organization, we love to see it
Interesting! I don't tend to read books about other people's lives like that, but I'll have to note that down because neuroscience is a fascinated by field but I can see how that can cause some awkwardness in social relationships if your very focused into your work....
Teehee, usually people call me a bad luck charm or bad karma so it's nice being a good luck charm for once <3
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bapzap · 7 months ago
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i got my cane weapon swinging ^_^ used offsets to add that in and it looks good.......
next steps im thinking are to convert the magnum to zscript add a flash to the firing sprite for it and then uhhhhhh like make the sprites look a lil better.... that starting period suckedddddd but im happy i stuck with this :) and then bigger scale stuff would be like learn the specifics of coding monsters and then like... then thats everything for that stuff id go onto learning how to use the mapping program and start doing that......
YESSSSSS CANE WEAPON LETS GO
im happy you stuck with it too i havent replied to ther last few that i read bc you sent them while i was insane but i looooove hearing these updates its so fun. cheering you on
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lynnbecks-mainblog · 1 year ago
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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.
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This picture physically hurt to take, like I had to lean really far back and stretch my arm really far out
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m39 · 9 months ago
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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adornesibley · 1 year ago
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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.
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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.
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lynns-mods · 2 years ago
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Important update!!!
I know Zscript now.
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neilforshaw · 1 year ago
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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
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personification-of-darkness · 7 months ago
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looked at zscript again and managed to actually understand the weapon basics before my brain shut down 👍
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infinite-archive · 1 year ago
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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.
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doom-nerdo-666 · 1 year ago
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"ZSAnimator lets you export animations from blender directly into gzdoom thanks to zscript"
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