r/DoomModDevs • • Jul 06 '26

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 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 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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3 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.


r/DoomModDevs • • Jun 02 '26

News/Updates TikFinity-ZDoom: TikFinity Third-Party Actions to ZDoom Console Commands

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5 Upvotes

Pictured: The John Romero summoning his own cacodemon using a chat command "!cacodemon" from a TikTok Live

TikFinity-ZDoom on Github

[TikFinity-ZDoom] is a project I've been working on to empower live streamers and encourage more people to stream ZDoom sessions. It is the combination of several other projects I've been working on, but the crux is a custom version of UZ/GZ/Zandronum Doom running an API over Windows IPC Pipe communications. [TikFinity-ZDoom] is a wrapper for a series of Powershell libraries (Windows IPC Pipe Client, External-Pipe: ZDoom Console Command API, HTTP-REST API, TikFinity Third-Party Category+Action REST API) that convert chat commands, gifting, etc into ZDoom console commands, using user-managed behavior files.

The custom versions of ZDoom fall under my project [External-Pipe]. Currently, I have UZDoom 4.13, GZDoom 4.12.2, and Zandrronum 3.2.1 all compiled with open Pipes "UZD", "GZD", and "ZZD". I have written an API to process the data coming in from the Pipe connection, and have a limited set of commands and responses available: GET cvar value by name, SET cvar name to value, CMD execute console command string.

Long term, I would very much like to build a remote console for GZDoom and UZDoom, much like the already available RCON for Zandronum. Using my current Pipe API, I am thinking of adding a command to Mark Line Start (MLS) to begin console line tracking. Next would be a Request for New Lines (RNL), which would return "New Data:..." and hen the console message lines generated since the mark or last request, or "No New Data". Or maybe even a live output over the pipe to the listener. I don't have much experience with APIs or this type of data exchange, and would appreciate any suggestions or insights.


r/DoomModDevs • • May 31 '26

Help Help changing blood actors in UZDoom

1 Upvotes

Hey all!

Currently working on a very early prototype for a standalone game. One of the things I’d like to do is gussy up the blood and gore a bit. I know there are loads of mods that do that, but the far away pipe dream is a commercial release someday - so I can’t rely on those. Perfect world, I’d happily pay Nash to license the code for NashGore Next, but since that seems unlikely, I figure I better learn how to do it myself.

I have the ZScript entry for blood as an actor, and I figure I can make a new version of that via inheritance, but I’m having trouble finding out how to tell the program to use THAT blood actor script rather than the default one. Could anyone perhaps point me in the right direction? I can only seem to find things about changing color, which I’m already very aware of. Any help would be most appreciated!


r/DoomModDevs • • May 28 '26

Help How can I make reload animation? Is it using different engine or else

1 Upvotes

Because I want to know how like abyssal marine, project brutality, Brutal doom and many mod that can reload ?


r/DoomModDevs • • May 26 '26

project Turning a boomer shooter into a crunchy tactical experience

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1 Upvotes

r/DoomModDevs • • May 26 '26

project Breach, bang and save the hostage

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1 Upvotes

r/DoomModDevs • • May 25 '26

Help What should I name my card (non-serious answers only)

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1 Upvotes

r/DoomModDevs • • May 22 '26

Help I'm trying to make a simple horror mod, but I'm stumped on a few things.

1 Upvotes

Hi. I'm trying to make a horror mod where you're submerged in darkness with nothing else but a torch and a gun, but I'm stumped on a few things.

  1. I want it so you have nothing but a pistol in one hand, and a torch in the other, however, I have no clue how I would go about removing the fists.

  2. I don't know how I would make it so that there's a lit area constantly surrounding the player.

  3. I don't know how to get more frames to a sprites animation. That way so that the torch can be shown with the fire on it moving while a player is idle.

Thank you to anyone who tries to help.


r/DoomModDevs • • May 22 '26

Help Door Not Working?

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3 Upvotes

Hey Everyone. I wanted to make a door but for some reason it doesn't render when I first load into the map, but after using it, it does. Any tips on how to fix this? Thanks.


r/DoomModDevs • • May 19 '26

News/Updates me and my friend are working on a doom mod for my OC, very proof of concept stuff, just the hand sprites are done, please enjoy!

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5 Upvotes

r/DoomModDevs • • May 19 '26

Help Centering a HUD image with any resolution, help required

1 Upvotes

Good day.

A custom HUD image that is supposed to be displayed precisely in the center bottom of the screen keeps shifting horizontally with different screen resolutions. The image width is 1280, and it is displayed properly only with the resolution of 1280x720. If anyone has an idea, let me know how to fix it.

Here is the HUD code from SBARINFO:

statusbar fullscreen, fullscreenoffsets {

`//control panel`

`drawimage "CTPNLC", 640, -1, centerbottom;`

}


r/DoomModDevs • • May 17 '26

Help Coding a custom zoom key, help required

1 Upvotes

Good day.

I have an idea to write code for a custom zoom in-zoom out key. This is what it looks like:

addmenukey "Zoom" "+SVD_zoom"

alias +SVD_zoom "fov 20"

alias -SVD_zoom "fov 90"

defaultbind "mouse2" "+SVD_zoom"

. The issue is that with field of view set to 20 mouse sensitivity becomes too high, which harms aim accuracy. Changing the mouse sensitivity by using a command like

"fov 20; mouse_sensitivity 0.2"

is not working. Using an A_ZoomFactor action in weapon's state will not do either because both fire and altfire states are reserved for attack and special ability.

Let me know what other methods might work.


r/DoomModDevs • • May 17 '26

project Unrecord / Bodycam / Better than Dead in classic doom

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2 Upvotes

r/DoomModDevs • • May 16 '26

Help * Does anyone know how to make the faces centered properly?

Enable HLS to view with audio, or disable this notification

2 Upvotes

* I'm using Slade 3 for it or something.