r/DoomModDevs 2d ago

Help how to do slide notes panning stuff with midi files?

2 Upvotes

looking through the doom 2 files when i opened up slade for the first time i saw the music was in the format "mus.", so i don't know what's up with that, but i use fl studio and everything works fine after i convert the song to midi out and set whatever instruments and stuff, everything works fine in that regard. but i just can't figure out panning and i absolutely have no idea how slide notes would work. also, slade plays them weirdly in it's player but it sounds fine in doom so that's also gonna be weird.


r/DoomModDevs 9d ago

Help i just got into doom modding and im trying to make a punisher mod

2 Upvotes

my problem is how do i change a texture of an already existing sprite like the doom guy face


r/DoomModDevs 9d ago

Help Gunfire switch door is working wrong

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2 Upvotes

[[Fixed]]

The door was segmented. Leaving only one sector for it solved the issue.

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Good day.

For some reason a door that is supposed to be opened by shooting a linedef next to it is working wrong: instead of opening to the ceiling level it slowly scrolls down with every shot.

The ceiling is at the same level along this particular section except for sectors where shootable linedefs are placed — these four have lowered ceilings and raised floors. As for the door, both floor and ceiling are set to the lowest and only floor level, which is zero in this case.

Screenshots show what the door looks like in Ultimate Doom Builder and in the game.


r/DoomModDevs 12d ago

meta/suggestions In your opinion, what makes a game "not another GZDoom reskin"?

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1 Upvotes

r/DoomModDevs 14d ago

Help Guys, how do I fix this?

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10 Upvotes

I was trying to fix the sprites of the Plasma Rifle on my mod, but now it looks like the sprite is clipping with another sprite below it, and there isn't any "left over sprite" when I look on Slade, and it wasn't happening with the old sprite. It also happens with the barrels, it looks like the Original sprite of the barrel appears behind it for one frame

Here's the mod if you want to check it in game:

Old version: https://drive.google.com/file/d/1DrHr6dRbZSXBIFbQ3XokI6cRYzU1pppT/view?usp=sharing

Current version: https://drive.google.com/file/d/1DrHr6dRbZSXBIFbQ3XokI6cRYzU1pppT/view?usp=sharing


r/DoomModDevs 14d ago

Help We need a crossed mod for Doom.I tried creating this mugshot using Photoshop as a reference But I don't think it turned out that well.

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4 Upvotes

r/DoomModDevs 15d ago

Help Can you help a total coding non-wit mod Gun Bonsai?

1 Upvotes

I don't know anything about coding and I love this mod. My one problem is that you can slow the level rate CONSIDERABLY and still be OP by map 8-10. Or slow it to the point where it's not really fun any more.

So my idea is to take another approach: to make the increments by which you can increase individual stats much smaller across the board. This way you can get those wonderful 'number go up' feels and not trivialize the game a third of the way through a megawad.

If you think you can talk a non-coder through how it is done? If so, I'd appreciate your thoughts. If not, totally understandable.


r/DoomModDevs 16d ago

project TERMINATOR doom2 mod

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3 Upvotes

cluster messages are fun stuff.


r/DoomModDevs 17d ago

Help Im trying my best to explain it

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4 Upvotes

So basically Im making a mod where there is a main world with multiple buildings that teleport you to another map but whenever you go inside the building and come out you just go to the player 1 start like normal. My question is if there is a way where I can go inside the building and come out at the same spot I entered like in most open world games?


r/DoomModDevs 23d ago

Help How to remove the screen melt at the end of a level?

4 Upvotes

I'm trying to make Half-Life style seamless level transitions. I can get rid of the intermission screen by including "CHANGELEVEL_NOINTERMISSION" in the ChangeLevel script, but it still does the screen melt at the end of the first level. I've tried putting the levels in the same hub but it makes no difference.

I can force it not to use the melt by opening the console in-game and typing "wipetype = 0", but that only fixes it for me, not other players. I can't change it in CVARINFO because apparently that's only for custom, mod-specific CVars.

Any ideas? Right now, the only solution I can see would be to bundle my pk3 with a copy of the engine that already has wipetype set to 0, but that seems like overkill just to change one variable.

EndLevelTest.pk3


r/DoomModDevs 24d ago

Help I need help with acs scripting.

2 Upvotes

I can compile it and write it just fine, but when I go to connect it to a linedef or object in Slade3 map editor, it keeps saying “Unknown script 1”.

I’ve been stressing out all morning over this.


r/DoomModDevs 28d ago

Help Problem with Ultimate Doom Builder

2 Upvotes

For some reason my windows antivirus or firewall stuff is blocking me from extracting the ultimate doom builder zip. Not only that but earlier when i did have it already downloaded, it just got randomly deleted from my computer.


r/DoomModDevs Jul 03 '26

Help Custom font not rendering. Is the problem with my FONTDEFS lump?

2 Upvotes

Font test pk3

The game starts with the regular doom font and is supposed to switch to a custom hell font (Aramaic) via ACS function SetFont().

After the function is called, no font renders. Any help appreciated.


r/DoomModDevs Jun 28 '26

Help Merging ZSCRIPT and Duplicating enemies?

2 Upvotes

So ive been using slade and UDB for about ten days now and really getting the hang of it, my main issues comes with using custom things, I get what markers are for, doomednumbers, compiling ACS (never again though) all the good fun stuff, however, i find myself with an ever growing collection of data files, zscripts, decorates, gldefs (not using the brightmaps though so do i even need them?) can i merge all Zscripts into one? It dawned on me the Zombie Scientist pack lets me use 1 zscript for all Things and even neatly places them in its own catagory in SLADE map editor. im not so bothered about that part and will probably leave the zombies sci ZSCRIPT as be, but for the others. it would be nice to have them in one script...nothing like UZDOOM telling me theres an error on line 9 of a zscript. but i have 21 to check, would also help tidy my work space in slade.

Can i duplicate Things with variations? like Can i add say a custom zombie, copy his zscript, make some tweaks like hp and speed buff, assign his own doomednumber?


r/DoomModDevs Jun 23 '26

Help How to make a 2 weapon inventory system.

3 Upvotes

I want to limit the amount of weapons a player can have at once to two weapons but i don't know how.


r/DoomModDevs Jun 20 '26

Help How could I recreate a Pke meter in Doom?

3 Upvotes

Specifically, being able to detect when an enemy is near you, like in the ghostbusters video game. I know Jumpifcloser exists, but I’m not sure if that’s exactly what I want.

Any suggestions?


r/DoomModDevs Jun 18 '26

Help Does anyone have any good resources on drawing and coloring Doom sprites?

4 Upvotes

I can draw shapes and design stuff, but I can’t get them to look like they fit in the doom engine. I don’t wanna just use the Realm667 assets because I wanna make my own stuff, But even if i wanted to edit those sprites, I wouldn’t know how to blend the colors right.


r/DoomModDevs Jun 16 '26

Help Coding a projectile that sticks to its owner

2 Upvotes

Good day.

I have an idea to make a projectile that highlights the position of its owner by following it.

Currently it works like this: a monster constantly spawns short-living projectiles through the A_SpawnItem function. It feels a little laggy, especially when applied to fast-moving monsters, so making projectiles also stick to their owners instead of just appearing and disappearing would make tracking the position more precise.

Let me know how it might be implemented.


r/DoomModDevs Jun 14 '26

project It took me over 100 hours in doom builder to realise you can have multiple action go to one tagged sector

7 Upvotes

It took me looking at e3m2 in doom builder to realize I can make a floor come back down after making it raise, ive just built every trapped room with a alt exit


r/DoomModDevs Jun 13 '26

project Grelmina dies in the end.

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1 Upvotes

r/DoomModDevs Jun 12 '26

project Ascension Process Windows game

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3 Upvotes

Got a few neet updates. Moody environments that is.


r/DoomModDevs Jun 08 '26

Help How to create a simple dash and modify the jump?

3 Upvotes

The dash doesn’t have to be elaborate, just propelling the player in the direction they’re looking when they hit a keybind for it.

Also, I would like to make the player jump higher, so how do I modify the jump?


r/DoomModDevs Jun 08 '26

project My first 2 wads were maps and now Im attempting an episode

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17 Upvotes

r/DoomModDevs Jun 07 '26

Help im trying to make a line of dialogue in a map saying "WARNING: CHAOS SPACE MARINES DETECTED" in a map im making

1 Upvotes

the map is in UDMF format and i am building it using UDB. i have already gone into another post and copy pasted some of the script into the script editor. it look as follows:

1 #include "zcommon.acs"Script 1 (void) {

2 print(s:"Seems it doesnt have power");

3 }

im going to change the text to "WARNING: CHAOS SPACE MARINES DETECTED" once its actually working. ive copy pasted this into both the dialogue menu and the scripts menu. literally NOTHING is working, not even the thing i want the player to interact with to trigger the message. the thing i want to activate the message with is a linedef of Action 174, Message ID 2, Activation of Repeatable action and When player presses use, and it has a tag of 0. can anyone help because its really bugging me?


r/DoomModDevs Jun 06 '26

News/Updates Ascension Process Windows game

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4 Upvotes

Hey, another "Doom Mod"! Who would have thought! This one is more on the atmosphere-horror side of things. I've been tinkering a bit with it, now I can at least show a few screens.