Wall Spray Pack Collection (+ instructions: make your own!)

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Wall Spray Pack Collection (+ instructions: make your own!)

Postby m8f » Mon Feb 19, 2018 9:31 am



Use cases:

- marking passages in a labyrinth:
- marking visited rooms
- distracting opponents in a deathmatch
- hiding a switch, and printing a fake switch in another place
- coordinating efforts in cooperative game
- using images as personal signatures

Contents:
  1. wall-spray-monsters.pk3
    Spoiler: Contains:
  2. wall-spray-texts.pk3
    Spoiler: Contains:
  3. wall-spray-misc.pk3
    Spoiler: Contains:
  4. wall-spray-animated.pk3
    Spoiler: Contains:
  5. wall-spray-custom.pk3
    Spoiler: Contains:

You can load any number of those pk3, they won't interfere. Each pack will have its own set of keys and settings.

Usage:
  1. Assign Spray keys in Options -> Customize controls -> Wall Spray Keys.
    For each mod you can assign key for spraying and two keys for switching sprays.
    Each mod has its own set of keys, mods are independent from each other.
  2. Select spray in Options -> Wall Spray options.
    Here you can also set vertical offset (spray height), and set if sprays should disappear when decal limit is reached.
    Like keys, each mod has its own set of options.
  3. In a game, stay close to a wall and press an assigned key.
  4. Have fun!

Download
Last edited by m8f on Wed Apr 18, 2018 6:33 am, edited 9 times in total.
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Re: Wall Spray Mod

Postby Machine-Reaper » Mon Feb 19, 2018 9:44 am

*sprays switch image on wall*
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Re: Wall Spray Mod

Postby RikohZX » Mon Feb 19, 2018 7:34 pm

Machine-Reaper wrote:*sprays switch image on wall*

That's nothing.
Imagine spraying animated Chaingunners in co-op.
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Re: Wall Spray Mod

Postby LukasG2004 » Mon Feb 19, 2018 8:14 pm

That's nothing.
Imagine spraying animated Chaingunners in co-op.

Is that possible?
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Re: Wall Spray Mod

Postby m8f » Mon Feb 19, 2018 10:35 pm

LukasG2004 wrote:
That's nothing.
Imagine spraying animated Chaingunners in co-op.

Is that possible?


Done! Updated the mod to version 0.2, now with animated chaingunner (special key for animated sprays).
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Re: Wall Spray Mod (now with animated spray)

Postby Spaceman333 » Tue Feb 20, 2018 12:18 am

Is this a univeral addon that can be used together with any other mod? : O
Last edited by Spaceman333 on Tue Feb 20, 2018 12:39 am, edited 2 times in total.
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Re: Wall Spray Mod (now with animated spray)

Postby m8f » Tue Feb 20, 2018 12:37 am

Yes, it should work with every mod.

The only limitation is that it needs Doom2 or Freedoom2 as IWADs.
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Re: Wall Spray Mod (now with animated spray)

Postby Spaceman333 » Tue Feb 20, 2018 12:39 am

m8f wrote:Yes, it should work with every mod.

The only limitation is that it needs Doom2 or Freedoom2 as IWADs.


Awesome! :D

Can you make a tutorial on how to add custom decals?

Theres a probably a whole wealth of wall spray decals on the internet that are waiting to be used to each of their own preferences. If there was a streamlined way to add, edit or switch the decals easily, in a newbie-friendly way, I'd have a lot of fun adding, painting and sharing decal packs.

I'd personally use the mod in singleplay to mark walls to help navigation and to taunt tough encounters that I survived, with something cheesy like "0wN3D by UAC, sucka!" or "DOOMGUY WAS HERE", to celebrate victories.
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Re: Wall Spray Mod (now with animated spray)

Postby m8f » Tue Feb 20, 2018 1:57 am

I added the tutorial to the mod and to the topic. I'm afraid it is not very streamlined, easy, and newbie-friendly (it requires having an ACS compiler), but it is all I can provide for now.

I myself wanted a way to add sprites without recompiling ACS script, but I currently don't know how.
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Re: Wall Spray Mod (now with animated spray)

Postby Spaceman333 » Tue Feb 20, 2018 2:34 am

m8f wrote:I added the tutorial to the mod and to the topic. I'm afraid it is not very streamlined, easy, and newbie-friendly (it requires having an ACS compiler), but it is all I can provide for now.

I myself wanted a way to add sprites without recompiling ACS script, but I currently don't know how.


Excellent, this is sufficient!

Now to find, design and draw some good decals...

EDIT:

For those looking for sprays, here are some gigantic resources:

https://gamebanana.com/sprays
https://www.reddit.com/r/Overwatch/comm ... 0_of_them/
viewforum.php?f=37

Use an image editor to resize them to an appropriate scale that looks good in doom (use doom sprites or the example image in this mod as reference) and you can have practically anything from anime characters to memes and other images be used as wall sprays. The possibilities are endless!
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Re: Wall Spray Mod (now with animated spray)

Postby m8f » Tue Feb 20, 2018 10:42 pm

Update v0.4:
- fixed bug that prevented from loading mod with Doom IWAD.
- added clockwise and anticlockwise imp.
- added Doomguy face.
- added "Gotcha!".
- added Strange Baron.

Also added a poll about spray key controls.
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Re: Wall Spray Mod (now with animated spray)

Postby Machine-Reaper » Wed Feb 21, 2018 1:47 am

looks like we can finally make our own portfolios in Doom.
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Re: Wall Spray Mod (now with animated spray)

Postby Spaceman333 » Wed Feb 21, 2018 11:10 am

m8f wrote:Also added a poll about spray key controls.


I'd prefer the following key setup:
Key1:Previous spray
Key2: Draw selected spray
Key3: Next spray

Each time next or previous is pressed, it would display a quick text using Print or HudMessage saying which spray number and spray name is currently selected.

If possible, another useful option would be to have a expiration time of sprays, defined in seconds.

Also why are animated sprays permanent? Even if I'm not spamming them, it still feels off to have a potential performance overload factor be available like that. It could also be used to grief a multiplayer game, so having them dissappear either after delay or a past a certain number of them would be a good idea.
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Re: Wall Spray Mod (now with animated spray)

Postby m8f » Wed Feb 21, 2018 11:26 am

Spaceman333 wrote:I'd prefer the following key setup:

Already working on it :)

Spaceman333 wrote:If possible, another useful option would be to have a expiration time of sprays, defined in seconds.

I'm afraid it is not possible because as I know decals in GZDoom do not support timeout. They are affected by Options -> Display Options -> Number of Decals, though.

Spaceman333 wrote:Also why are animated sprays permanent?

They are permanent because of the method they are drawn: basically, when you "draw" an animated spray, you plant an invisible actor that constantly shoots special projectiles to a wall. Those projectiles have decals for each animation frame. Older layers of animation will be removed automatically as all other decals, but because new frames are shot, image stays on a wall permanently. So there should be no performance overload.

On the second thought, I can make expiration time for static sprays if I use method similar to animated sprays: shooting actor would "renew" an image until time is out, then image will be removed with other decals. It can be done, but I do not plan implementing it now.
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Re: Wall Spray Mod (now with animated spray)

Postby Spaceman333 » Wed Feb 21, 2018 12:16 pm

lul :mrgreen:

Image
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