Starting Out

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casinothekid
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Starting Out

Post by casinothekid »

Hello everyone, I am fairly new to this Doom Modding scene and was wondering if someone can point me in the right direction of where I should go.

Somethings to keep in mind.
- I am an intermediate scripter so langauge learning shouldn't be much a challenge. But I am currently unaware of the language Zdoom ultilizes.
- What map editor do you guys recommend? SLADE3? GZDoom? Doom Builder?

Any responses will be much appreciated.

- ctk
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kodi
 
 
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Re: Starting Out

Post by kodi »

I am fairly new to this Doom Modding scene and was wondering if someone can point me in the right direction of where I should go.
It depends on what type of mods or maps you're interested in doing. A good starting point in any case is to make a basic map with some monsters, doors, teleporters and other such basic features. Then you could experiment with more advanced things like 3DFloors, polyobjects, slopes, and deep water. Read the guides on zdoom wiki (links below) to learn how to make custom monsters, weapons and scripts.

Playing some of the fantastic maps and mods found in the Projects page here and on /idgames is great for inspiration, and you can open them up in slade3/gzdb to learn how they were made.
- I am an intermediate scripter so langauge learning shouldn't be much a challenge. But I am currently unaware of the language Zdoom ultilizes.
Read this: http://zdoom.org/wiki/ACS
And this: http://zdoom.org/wiki/DECORATE
The zdoom wiki is very well documented as has lots of guides and examples.
What map editor do you guys recommend?
GZDoom Builder by far.
SLADE3
I "only" use it for editing wads/pk3's and lump files.
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amv2k9
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Re: Starting Out

Post by amv2k9 »

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enderkevin13
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Re: Starting Out

Post by enderkevin13 »

Somewhere good to start out in lump editing is to try and make a gun, because it's the most basic DECORATE to make, other than inanimate objects. Go to the link above for more info.
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|ndußtrial
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Re: Starting Out

Post by |ndußtrial »

enderkevin13 wrote:Somewhere good to start out in lump editing is to try and make a gun, because it's the most basic DECORATE to make, other than inanimate objects. Go to the link above for more info.
try adding fancy functions (iron sights, reloading, etcetera) over time
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TheMightyHeracross
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Re: Starting Out

Post by TheMightyHeracross »

enderkevin13 wrote:Somewhere good to start out in lump editing is to try and make a gun, because it's the most basic DECORATE to make, other than inanimate objects. Go to the link above for more info.
I'm gonna have to kind of disagree with that part. A basic gun, such as a stock Doom weapon or something like the Rifle or replacement SSG from KDiZD, sure, but a standard weapon in a modern gameplay mod is different. Usually there's bullet casings involved, reloading, sometimes ADS or zooming, and more advanced features can be complicated. At that point, a monster is usually simpler- the effects for monsters usually are not as complex, unless you're making some super end-of-episode or game boss.
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enderkevin13
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Re: Starting Out

Post by enderkevin13 »

TheMightyHeracross wrote:
enderkevin13 wrote:Somewhere good to start out in lump editing is to try and make a gun, because it's the most basic DECORATE to make, other than inanimate objects. Go to the link above for more info.
I'm gonna have to kind of disagree with that part. A basic gun, such as a stock Doom weapon or something like the Rifle or replacement SSG from KDiZD, sure, but a standard weapon in a modern gameplay mod is different. Usually there's bullet casings involved, reloading, sometimes ADS or zooming, and more advanced features can be complicated. At that point, a monster is usually simpler- the effects for monsters usually are not as complex, unless you're making some super end-of-episode or game boss.
I mean like a basic gun, without any fancy effects, like a replacement for the SSG maybe.
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wildweasel
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Re: Starting Out

Post by wildweasel »

Effects come later. The basic gun comes first. What Mighty mentioned isn't a basic gun.
rayburn
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Re: Starting Out

Post by rayburn »

How to specifically get started with ZScript?

Say the project needs to affect everything but map and monsters. So basically a "weapon mod", though weapons in general are replaced with complicated RPG stuff. Like Heretical Doom mod. What else will that require apart from ZScript?

Can you recommend mods for dissection lol
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