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glam bam rock
Jun 2, 2009

aaaaaaaaawwwwwwwww
WHAM BAM THANK YA GLAM

2house2fly posted:

drag both files onto the .exe at once

this will almost certainly work, it only gets messy when you start trying to play different standalone mods at the same time. while some level packs won't play nice with mods because of DeHackEd or conflicting ACS / DECORATE, the vast majority of them will. whether it changes the balance has absolutely nothing to do with whether the thing will run.

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Icept
Jul 11, 2001
Just make a shortcut to your Doom client of choice and add the filenames afterwards, for example \...\GZDoom.exe thebestmod.pk3 sicklevels.wad ahudorsomeshit.wad

Edit: this only works if you keep your maps & mods in the same folder as the executable

Icept fucked around with this message at 05:39 on May 6, 2015

Woolie Wool
Jun 2, 2006


2house2fly posted:

I have probably the noobiest question about Doom mods, but if I don't ask I won't learn so: how do you use multiple mods at once? Like, can you use Doom Expanded with Scythe? The beginner's guide I read for GZDoom basically ended at "drag the wad over the .exe" but I've seen a bunch of posts along the lines of "Brutal Doom wrecks the balance of X level pack" and presumably you don't just drag both files onto the .exe at once. So what's deal, help a contard out.

Run it from the command line, like zdoom -file foo.wad bar.pk3

I always run Doom from the command line, using drag and drop sounds messy and clunky and generally awful.

Nintendo Kid
Aug 4, 2011

by Smythe
I use ZDL as a launcher because it makes it easy to set load orders and quickly choose between IWADs. It's in one of the first posts in the thread.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!

kmxexii posted:

whether it changes the balance has absolutely nothing to do with whether the thing will run.

Oh I know, I just meant I've seen people reference playing Brutal Doom with Back To Saturn or whatever so clearly they can be played together but surely it's not as simple as just loading all three files at once. Turns out it is!

Bouchacha
Feb 7, 2006

2house2fly posted:

Oh I know, I just meant I've seen people reference playing Brutal Doom with Back To Saturn or whatever so clearly they can be played together but surely it's not as simple as just loading all three files at once. Turns out it is!

It only gets complicated when you consider WAD conflicts, which generally are not an issue with almost all Doom WADS. Best way to think about it is that if wad A changes the zombie to duke nukem, and wad B changes the zombie to the quake ranger, whichever one you load last are the changes you'll actually see. If you load multiple gameplay WADs at once, it'll be pretty obvious that something is broken unless they both affect a narrow slice of Doom. It's relatively rare that you have level packs add custom monsters so just go wild unless something is obviously broken.

Jordan7hm
Feb 17, 2011




Lipstick Apathy
ZDL is really great, and allows you to quickly flip between IWads and source ports, load multiple wads at once, and save command parameters like demo recording.

There's a launcher in the doomworld general forums by hobomaster that's supposed to be good too, but I haven't messed around with it.

nexus6
Sep 2, 2011

If only you could see what I've seen with your eyes

2house2fly posted:

I have probably the noobiest question about Doom mods, but if I don't ask I won't learn so: how do you use multiple mods at once? Like, can you use Doom Expanded with Scythe? The beginner's guide I read for GZDoom basically ended at "drag the wad over the .exe" but I've seen a bunch of posts along the lines of "Brutal Doom wrecks the balance of X level pack" and presumably you don't just drag both files onto the .exe at once. So what's deal, help a contard out.

You can, I prefer to use QLZ https://bitbucket.org/SavageMessiah/qlz/src

Just be aware that not all mods play nice with each other, for example if more than one affect weapons.

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies
The only issue I have with ZDL is that it flat-out refuses to remember the last folder I was in. Every time the Open File dialog opens up, it's in the folder ZDL's running from. No exceptions.

Jehde
Apr 21, 2010

Rupert Buttermilk posted:

So, my wife and I play on a goon-run Minecraft server from time to time (Limecraft, which is here), and I usually get bored after I build my house. So, I decided to undertake something that I've always wanted to do.

I take it I don't need to tell you all what this is. It's not finished yet, and I have yet another classic FPS idea for what will be found behind the door at the end of the industrial hallway.









From a few pages back but I did something similar quite a few years ago. I rebuilt the full multiplayer version of the level in Active Worlds, a precursor to Second Life. I uploaded all the level's textures to imageshack so that I could use them as hosted images in the game. I even set up a rudimentary script that would teleport players to a random spawn point if they were clicked on from first person view.

Jehde fucked around with this message at 17:52 on May 6, 2015

my bony fealty
Oct 1, 2008

Jblade posted:

Xen was genius because Valve was commited to the idea of creating an alien world that was not built with navigation for humans in mind - it was a confusing labyrinth that was a nightmarish tangle of long distance jumps and weird architecture, but it worked because of that. It pulled the rug out from under your feet and it was great because it was nothing like the rest of the game. If you want games to follow a set list of game design rules that's fine but that's also a very boring and safe experience. I liked the section, and the build up to the Nihilianth was still very eerie. I can see why the Citadel was fairly dry in comparison to Xen, I can't blame them for doing it I guess.

I 100% agree with this. I fuckin' love Xen. It's confusing and can seem poorly designed at times, but it is supposed to be. I was honestly really hoping for some Xen action in HL2. Maybe Episode 3 will have some......hahahaha

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Jehde posted:

From a few pages back but I did something similar quite a few years ago. I rebuilt the full multiplayer version of the level in Active Worlds, a precursor to to Second Life. I uploaded all the level's textures to imageshack so that I could use them as hosted images in the game. I even set up a rudimentary script that would teleport players to a random spawn point if they were clicked on from first person view.

OK, so this is incredible. Good job. I'd love to see that, but holy poo poo, am I not going to set foot in any place like Second Life. Have any screenshots/videos?

The Kins
Oct 2, 2004

Shadow Hog posted:

The only issue I have with ZDL is that it flat-out refuses to remember the last folder I was in. Every time the Open File dialog opens up, it's in the folder ZDL's running from. No exceptions.
I've never used the Open File dialog in ZDL. I just drag-and-drop stuff into it, then fix the sorting if need be.

Karasu Tengu
Feb 16, 2011

Humble Tengu Newspaper Reporter

Shadow Hog posted:

The only issue I have with ZDL is that it flat-out refuses to remember the last folder I was in. Every time the Open File dialog opens up, it's in the folder ZDL's running from. No exceptions.

I just throw ZDL into my doom folder and set a shortcut.

Jehde
Apr 21, 2010

Rupert Buttermilk posted:

OK, so this is incredible. Good job. I'd love to see that, but holy poo poo, am I not going to set foot in any place like Second Life. Have any screenshots/videos?

Unfortunately not. :( I thought I still had the textures I used, but it turns out those are gone too. I don't even remember how I managed to get the textures come to think of it. I just realized this was a decade ago.

Active World was quite a bit different from Second Life. People just built a bunch of buildings instead of getting into weird fetish poo poo. I imagine there was still that sort of poo poo present on smaller servers, since it is still a massive interaction game after all, but my memory of it is just a bunch of neat buildings. I have fond memories of exploring SW City endlessly.

Jehde fucked around with this message at 17:57 on May 6, 2015

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
Maybe is just the wads I've been trying but one thing I have noticed is that when loading multiple wads at once, if more than one has an option menu only one shows up. Like, if you have SmoothDoom and DoomRPG, only the menu for RPG will appear in the Options screen.

TerminusEst13
Mar 1, 2013

Stuff like menudef and sbarinfo aren't stackable, unfortunately, so multiple mods with one defined means others get overwritten.

Generally, loading multiple gameplay-changing mods at once is a Bad Thing and should really be avoided, unless you know for a fact they were designed for each other, like Doom RPG/DoomRLA.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!

Jblade posted:

Xen was genius because Valve was commited to the idea of creating an alien world that was not built with navigation for humans in mind - it was a confusing labyrinth that was a nightmarish tangle of long distance jumps and weird architecture, but it worked because of that. It pulled the rug out from under your feet and it was great because it was nothing like the rest of the game. If you want games to follow a set list of game design rules that's fine but that's also a very boring and safe experience. I liked the section, and the build up to the Nihilianth was still very eerie. I can see why the Citadel was fairly dry in comparison to Xen, I can't blame them for doing it I guess.

Nailed it. Xen rules because it's so weird and alien, I wonder if Black Mesa will capture that or just switch it to something more normalized.

Keiya
Aug 22, 2009

Come with me if you want to not die.

Rupert Buttermilk posted:

Boy howdy, it sure would be great if these mods that are based off of cross-platform games were, themselves, cross-platform (Goldeneye: Source! :argh:)

Blame Valve. Source uses native executable code for its gamecode (like Quake 2 and Half-Life) rather than a bytecode VM (like Quake, Quake 3, every version of Unreal Engine, etc)

Edit: It took a bit to verify it but I found another companion for Source: Lithtech. So... congrats?

Keiya fucked around with this message at 20:28 on May 6, 2015

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies
I wonder if that's liable to change for Source 2?

SavageMessiah
Jan 28, 2009

Emotionally drained and spookified

Toilet Rascal

Keiya posted:

Blame Valve. Source uses native executable code for its gamecode (like Quake 2 and Half-Life) rather than a bytecode VM (like Quake, Quake 3, every version of Unreal Engine, etc)

Edit: It took a bit to verify it but I found another companion for Source: Lithtech. So... congrats?

What's preventing modders from just compiling their poo poo for other platforms?

Linguica
Jul 13, 2000
You're already dead

SavageMessiah posted:

What's preventing modders from just compiling their poo poo for other platforms?
WORKSFORME WONTFIX

Lemon-Lime
Aug 6, 2009

SavageMessiah posted:

What's preventing modders from just compiling their poo poo for other platforms?

Any custom shaders you've written are going to break and require rewriting, along with a bunch of other stuff breaking for no reason.

Good soup!
Nov 2, 2010

Shadow Hog posted:

The only issue I have with ZDL is that it flat-out refuses to remember the last folder I was in. Every time the Open File dialog opens up, it's in the folder ZDL's running from. No exceptions.

For some reason it picks and chooses when it wants to remember on my computer, I have yet to figure it out. I don't really use too many wads or addons outside of SmoothDoom these days though.

Love my vanilla Doom the way God intended. :spergin:

Segmentation Fault
Jun 7, 2012
The Steam Reveal trailer for Black Mesa is really awesome.

https://www.youtube.com/watch?v=zVYJ9o6Bddo

Apparently to get the VHS effect with the distortions and everything they put the video on a real VHS cassette, damaged the cassette, and recaptured it. It looks great!

Nintendo Kid
Aug 4, 2011

by Smythe

SavageMessiah posted:

What's preventing modders from just compiling their poo poo for other platforms?

The fact that most of them don't have the other platforms? And thus no way to reliably test?

Al Cu Ad Solte
Nov 30, 2005
Searching for
a righteous cause
I love Xen too! Though I also have a soft spot for games that have the last 3rd of the experience go completely off the rails. Gets me every time.

spongeh
Mar 22, 2009

BREADAGRAM OF PROTECTION

Keiya posted:

Blame Valve. Source uses native executable code for its gamecode (like Quake 2 and Half-Life) rather than a bytecode VM (like Quake, Quake 3, every version of Unreal Engine, etc)

Edit: It took a bit to verify it but I found another companion for Source: Lithtech. So... congrats?

Are you trying to imply that non-native gamecode is the majority? More shipping UE games than not are mostly C++, not UnrealScript. UnrealScript is too slow, especially on consoles. UE4 makes it even easier and gives you C++ and Blueprint, with the ability to expose new Blueprint components through C++. You are completely free to use whatever platform-specific code you want in all of those cases to break support for whatever platform you want. Quake 3 let you use C/C++, or QVM, too. QVM's performance, and inability to link to other native libraries often resulted in dll mods being released.

spongeh fucked around with this message at 00:20 on May 7, 2015

BattleMaster
Aug 14, 2000

spongeh posted:

Are you trying to imply that non-native gamecode is the majority? More shipping UE games than not are mostly C++, not UnrealScript. UnrealScript is too slow, especially on consoles. UE4 makes it even easier and gives you C++ and Blueprint, with the ability to expose new Blueprint components through C++. You are completely free to use whatever platform-specific code you want in all of those cases to break support for whatever platform you want. Quake 3 let you use C/C++, or QVM, too. QVM's performance, and inability to link to other native libraries often resulted in dll mods being released.

QVM wasn't a language, it was a compile target. That doesn't invalidate your point but the distinction of language isn't that important, what's important is whether it becomes native or non-native bytecode. Engine developers always have the option of developing tools that can compile their scripts into native code, the question is if they think it's worth the effort or not. (Probably not worth it now that there are several different popular gaming platforms all with widely different CPUs)

Edit: As an aside I wish I knew that Unreal had C++ as an option, a buddy of mine wanted help for a mod a while ago and I took a look at UnrealScript and said NOPE, I want to write in a language that preserves my dignity

BattleMaster fucked around with this message at 10:54 on May 7, 2015

closeted republican
Sep 9, 2005
Hey man, Unrealscript is the backbone behind all of the cool mods made for UT99 and UT2k4. It served it's purpose back then.

BattleMaster
Aug 14, 2000

closeted republican posted:

Hey man, Unrealscript is the backbone behind all of the cool mods made for UT99 and UT2k4. It served it's purpose back then.

That doesn't mean it isn't awful; id had the sense to just use C in Quake II and III.

I like the flexibility that using an existing language gives you in terms of tools and development environment. I found out a year ago when I played around with making a mod for Quake II as a fun project that even the latest version of Microsoft Visual Studio can still compile the Quake II game DLL, but with a far better development environment than what existed in the 90s. (probably better optimization on the output, too)

Keiya
Aug 22, 2009

Come with me if you want to not die.
You'd be surprised how little is actually noticeably performance-sensitive. It's honestly much more important to be easy to maintain and port most of the time. Of course you'd do some profiling and rewrite the bits that it's spending the most time in (usually rendering and physics by a landslide, followed by some low-level routines used everywhere) in something faster, but all that code to manage elevators, handle weapon switching, projectile creation, an NPC running down the hallway to their inevitable doom, etc? It's not worth it, and that will form the bulk of your code on almost any project.

Shadow Hog
Feb 23, 2014

Avatar by Jon Davies

Segmentation Fault posted:

The Steam Reveal trailer for Black Mesa is really awesome.

https://www.youtube.com/watch?v=zVYJ9o6Bddo

Apparently to get the VHS effect with the distortions and everything they put the video on a real VHS cassette, damaged the cassette, and recaptured it. It looks great!
This just reminds me that I kind of hope they get Michael Shapiro to do the G-Man's voice proper for the ending, instead of using their Shapiro-soundalike like they got for the security guards. We can at least handwave those by asserting that they're not the Barney Calhoun that shows up in Half-Life 2, since he's busy going through Blue Shift; no such luck for the G-Man.

It's not like Valve is averse to getting the official VAs to do lines for mods, going by some Left 4 Dead 2 fan campaigns.

catlord
Mar 22, 2009

What's on your mind, Axa?
I guess this popped up yesterday. I loaded up most of the ones that weren't just Wolf3D ports, and they seem to run well, too.

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Jesus christ, I'm playing Going Down for the first time, and I'm also using BD v19, and it's a full-on mix of :stare: and :black101:

With a little bit of :getin: and :clint: in there, too.

EDIT: Rip and tear all the way down to accounting!!

Cialis Railman
Apr 20, 2007

Rupert Buttermilk posted:

Jesus christ, I'm playing Going Down for the first time, and I'm also using BD v19, and it's a full-on mix of :stare: and :black101:

With a little bit of :getin: and :clint: in there, too.

EDIT: Rip and tear all the way down to accounting!!

It's a shitton of fun with DemonSteele, too. Good thing, because I was getting a little tired of BD. :v:

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Rupert Buttermilk posted:

Jesus christ, I'm playing Going Down for the first time, and I'm also using BD v19, and it's a full-on mix of :stare: and :black101:

With a little bit of :getin: and :clint: in there, too.

EDIT: Rip and tear all the way down to accounting!!

There's a map later in the WAD where you will be on a large, hellish bridge, (possibly) trapped between a Spider Mastermind and a huge gaggle of lesser enemies like imps, and with only a minimum amount of space to take cover as the BD Mastermind's ridiculous Gatling cannon shreds through hundreds of enemies like they're nothing. The gun's splash damage ensures that it keeps pissing off more and more imps, and more and more imps keep making sure that the Mastermind stays pissed off at them. Blood and body parts everywhere.

RyokoTK
Feb 12, 2012

I am cool.
e: really bad post, never mind.

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Cialis Railman posted:

It's a shitton of fun with DemonSteele, too. Good thing, because I was getting a little tired of BD. :v:

I've got that all set to go next! :toot:

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SavageMessiah
Jan 28, 2009

Emotionally drained and spookified

Toilet Rascal

Cream-of-Plenty posted:

There's a map later in the WAD where you will be on a large, hellish bridge, (possibly) trapped between a Spider Mastermind and a huge gaggle of lesser enemies like imps, and with only a minimum amount of space to take cover as the BD Mastermind's ridiculous Gatling cannon shreds through hundreds of enemies like they're nothing. The gun's splash damage ensures that it keeps pissing off more and more imps, and more and more imps keep making sure that the Mastermind stays pissed off at them. Blood and body parts everywhere.

Haha, that sounds pretty fun. Having beaten GD I no longer have any qualms using gameplay mods with it - I might have to get my :stare: :black101: on!

I think map 15 will be... a little frightful though.

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