Kiwi Farms Community Doom project: Custom Assets thread - Not only for graphical artist, but for sound and music makers, or even coders too. Come and share content from your favorite cow, or other parts of this site, even if you have no interest in Doom itself.

Got some inspiration from a post made by @BathTubShine and did this quick thing.

2024-08-24 224952.png
 

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The Gunt Knight v1.



3d render/design/sounds by @Hax1337, pixeling and logic by me.

To use this, make a new wad in Doom Builder and add the pk3 to the map resources. Remove the .zip first.

Code:
class GuntKnight : Actor
{
    Default
    {
        //$Category "Monsters/KF"
        Health 440;
        Radius 24;
        Height 64;
        Mass 1000;
        Speed 6;
        PainChance 96;
        Monster;
        BloodColor "red";
        +MISSILEMORE
        +FLOORCLIP
        SeeSound "guntknight/sight";
        PainSound "guntknight/pain";
        DeathSound "guntknight/death";
        ActiveSound "guntknight/active";
        Obituary "%o got Gunted! So sad...";
        Tag "Gunt Knight";
    }
    States
    {
    Spawn:
        GNT2 AB 10 A_Look ;
        Loop;
    See:
        GNT2 AABBCCDD 4 A_Chase;
        Loop;
    Melee:
    Missile:
        GNT2 EF 6 A_FaceTarget;
        GNT2 G 6 A_CustomComboAttack("GuntBall", 32, random(30, 50), "baron/melee");
        GNT2 PQ 6 A_FaceTarget;
        GNT2 R 6 A_CustomComboAttack("GuntBall", 32, random(30, 50), "baron/melee");
        Goto See;
    Pain:
        GNT2 H  2;
        GNT2 H  9 A_Pain;
        Goto See;
    Death:
        GNT2 I  8;
        GNT2 J  8 A_Scream;
        GNT2 K  8;
        GNT2 L  8
        {
            A_NoBlocking();
            A_SpawnItemEx("LostSoul", -1, 0, 21, 0, 0, 0, 0, SXF_TRANSFERPOINTERS);
            A_StartSound("skull/melee", 0);
        }
        GNT2 MN 8;
        GNT2 O -1;
        Stop;
    Raise:
        GNT2 O 8;
        GNT2 NMLKJI  8;
        Goto See;
    }
}

class GuntBall : Actor
{
    Default
    {
        Radius 6;
        Height 16;
        Speed 17;
        FastSpeed 20;
        DamageFunction random(25, 45);
        Projectile;
        +RANDOMIZE
        +ZDOOMTRANS
        RenderStyle "Add";
        Alpha 1;
        SeeSound "baron/attack";
        DeathSound "baron/shotx";
        Decal "BaronScorch";
    }
    States
    {
    Spawn:
        GBAL AB 4 BRIGHT;
        Loop;
    Death:
        GBAL CDEF 6 BRIGHT;
        Stop;
    }
}
 

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Last edited:
The Gunt Knight v1.
Amazing work. I was smiling watching the clip knowing my shitty render ended up being a part of something so autistic and high quality.

I was thinking of maybe superchatting that video for the next MATI to show off the progress of the project so far.
Perhaps someone can put together a little map showing off more assets?

It's been a while since the community happenings post announcing the thread, we might get some new contributors.
 
Amazing work. I was smiling watching the clip knowing my shitty render ended up being a part of something so autistic and high quality.

I was thinking of maybe superchatting that video for the next MATI to show off the progress of the project so far.
Perhaps someone can put together a little map showing off more assets?

It's been a while since the community happenings post announcing the thread, we might get some new contributors.
Thanks man. Glad you like it. :lol:

To make a map with the assets, we must first put it all together since everything is in parts right now. That means also we must create definitions for the animated textures, switches and broken glass and create objects for some stuff that's not done yet. It will take some time and work is my point.

And @Judge Dredd never replied what he planned for his project, so there's that to consider too.
 
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To make a map with the assets, we must first put it all together since everything is in parts right now. That means also we must create definitions for the animated textures, switches and broken glass and create objects for some stuff that's not done yet. It will take some time and work is my point.
I didn't mean make a full blown wad with every asset we have so far.
Just a simple 1-2 room map with a couple of gunt knights and some of the static textures/props, similar to the clip you already sent that could be played by Josh on next MATI to get the project some more attention.
The last contribution not made by you was submitted 20 days ago, maybe we could get some more people to make stuff.

I will grab some of the assets that were posted and put something together for a short clip.

Edit: Getting an error when loading the pk3 in Ultimate Doom Builder.

guntknightpk3error.png
 
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I didn't mean make a full blown wad with every asset we have so far.
Yea, but it's something that has to be done anyway, so I thought it was better to do everything at once. Then you can pick and choose.

Just a simple 1-2 room map with a couple of gunt knights and some of the static textures/props
An idea could be a simple temple room(like the first stage in Hexen) with the sticker windows, some fancy colored lights and have the gunts bust through the windows. I made a breakable variant of the windows for just that reason.

I will grab some of the assets that were posted and put something together for a short clip.
That would be great, I'm a bit busy and I still need to update the Kiwi mug. Also, If you could record too it would be great. The program I use does not capture the colors right so it looks dark and saturated, and I don't know what to do about that.

Well, if you feel for it anyway. This is just a suggestion.
 
Edit: Getting an error when loading the pk3 in Ultimate Doom Builder.
Found a fix to the error, unzipped the file and changed version from "4.10" to "4.12" in zscript.txt, then repackaged and added as a resource in UDB and it works fine.
I think you're using an older version of GZ Doom.

Edit: In the SNDINFO there is also no definition for the attack sound and melee attacks are just silent. You used the attack sounds as the active sound instead. I intended the active and sight sound to use the same sounds.
 
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Found a fix to the error, unzipped the file and changed version from "4.10" to "4.12" in zscript.txt, then repackaged and added as a resource in UDB and it works fine.
I think you're using an older version of GZ Doom.

Edit: In the SNDINFO there is also no definition for the attack sound and melee attacks are just silent. You used the attack sounds as the active sound instead. I intended the active and sight sound to use the same sounds.
That's odd. Yea, I did change the version number for some debugging, but it worked so I forgot to change it back. Good catch.

But the sound thing. Yea I switched it around since I'm dumb and missed the attack sound, which is why there's no attack definition. I can add it if you want, but I'm afraid it might get a little spammy. Maybe just have it % chance to play each attack since he attacks so often?

But the melee sound. That's odd because it uses the built in baron sound, and it works here so I can't explain that.
 
But the sound thing. Yea I switched it around since I'm dumb and missed the attack sound, which is why there's no attack definition. I can add it if you want, but I'm afraid it might get a little spammy. Maybe just have it % chance to play each attack since he attacks so often?

But the melee sound. That's odd because it uses the built in baron sound, and it works here so I can't explain that.
The "AttackSound" definition IS the melee sound, and that's what I mean, not the ranged attack sound. As far as I'm aware there is no demon sounds for projectile attacks and it's the projectiles that make the sound when they're fired.
 
The "AttackSound" definition IS the melee sound, and that's what I mean, not the ranged attack sound. As far as I'm aware there is no demon sounds for projectile attacks and it's the projectiles that make the sound when they're fired.
Gotcha, that makes sense.

Here's v1.1. Hope it works correctly now.
 

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Here's v1.1. Hope it works correctly now.
Hmm, still getting the same error in UDB caused by the version in the zscript.txt. I'm using a fresh install of the current version of both GZDoom and UDB btw.
Also you missed one of the attack sounds in SNDINFO.
Here's a version that should work fine on the current builds.
 

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Hmm, still getting the same error in UDB caused by the version in the zscript.txt. I'm using a fresh install of the current version of both GZDoom and UDB btw.
Also you missed one of the attack sounds in SNDINFO.
Here's a version that should work fine on the current builds.
Did you unpack the file I posted? I just added the .zip so the forum would accept it, so if you unpacked it I can understand it breaking. If not I don't know but now it works so who cares.

Missed the 5th one yea, and you adding "attacksound" overrides the sound in custom combo, so it's all good. 👍
 
Did you unpack the file I posted? I just added the .zip so the forum would accept it, so if you unpacked it I can understand it breaking.
No, all I did was remove .zip from the name and got the same error as before when loading it in UDB.
However despite the error I just tested a map with the gunt knight enemy in it and everything seems to be working fine so I guess the error notification doesn't really matter. 🤷‍♂️
I tried looking the error up on the Zdoom wiki and forums but found no solutions, maybe someone competent at zscript can show up later and offer a fix for the final version.
 
Haven't looked through the thread yet, will do so, but I like to make noises, musical or otherwise. Anything in particular need sounds?
 
Haven't looked through the thread yet, will do so, but I like to make noises, musical or otherwise. Anything in particular need sounds?
Only one that I can think of and that's a custom "secret found" sound. Something that fits this site. Else, voice clips of cows but made demonic is always welcome. Ambient sounds or variants of stock Doom sounds works too.
 
The gunt knight is amazing, but I believe it would be more "lore accurate" if he spawned 2 lost souls on death instead of just 1. Looking forward to this being a playable map or even a full wad.
 
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