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Adds simple particle fountains to teleporters dynamically. Compatible with all PWADs

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Simple Teleporter Effects

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About

This very simple mod is designed to add particle fountains to all valid teleporters in Doom and any pwads. It can be configured using the teleporter_flats_color console commands. Simply add comma-separated flat names to these lists and they will be handled correctly.

The mod detects teleporters by ensuring at least one linedef on the sector has the Teleport (70) Action Special. This means it should also work for other games like Strife, Hexen etc, however these games already have teleporter effects, so it doesn't really make sense to use them there.

Building

Please note that the repository only contains source code with no transient data (no zscript include files or compiled ACS script) Premade release versions are ready to go on the Releases page.

If you wish to build it yourself you can do so using the following steps:

  1. Clone or download the repository
  2. Create an include file for all files in the zsc directory. Zscript includes are discussed in detail here
  3. Zip the contents of the src directory as a pk3, then run in GZDoom by dragging and dropping it onto gzdoom.exe, using the -file parameter or using another method.

Alternatively, for a much quicker build experience, a config file is included for use with my doom_quickbuild utility.

Contributing

There are many ways to contribute to the project. The easiest way is by filing a bug report or feature request, however code and documentation contributions are welcome. Documentation of the various features and lighting modes is especially important. All pull requests are welcome, however code should generally follow these rules:

  1. ZScript should always be preferred over DECORATE and ACS.
  2. Features should be as compatible as possible. Changing or overriding a function or flag on an actor is preferred over simply making a new actor.
  3. Almost no thought has been put into multiplayer. This mod has not been tested at all with multiplayer. It is not required for contributions to consider multiplayer, however some consideration would be appreciated. A good example of small considerations is considering whether a console command should exist within the user or server space, and using netevents wherever possible.
  4. Consideration should be made for hubs. There is not a significant number of popular hub maps for Doom, however this mod is intended to eventually support Hexen, at which point hub map support will be required. This is usually as simple as checking for e.Reopen when defining/using an event handler.
  5. Documentation should be clear. Pull requests and commits should be well documented. Code should be documented where necessary if the intention or logic is not clear. Please follow the existing code style.

For questions or feature suggestions, feel free to create an issue on the issues page, or email me at tunbridge.p+doom@gmail.com

Other Stuff

Checkout my other mods on github

  • Simple Teleporter Effects - add particle effects to any teleporter in any map in a compatible way
  • Simple Saving - remove save scumming and tie saving to resource usage.
  • Simple Inventory Items - make most Doom powerups usable from the inventory bar in a compatible way.
  • Simple Completion Rewards - be rewarded for getting 100% completion in a map. Highly configurable.
  • Flashlight Mod - adds a usable flashlight, the ability to darken the map, a dynamic system for enemy and player stealth, and more.

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Adds simple particle fountains to teleporters dynamically. Compatible with all PWADs

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