@Robot2
Not sure it's really a version issue, rather 2 versions of the script are mixed up so they don't work properly. But yeah I just need to stick with whatever works for now. It should actually work on latest build fine. I just mean there's no need to update after this, latest builds are pretty good, but if it gets broken again I'll stick to what works.
@O illusionista - Hey thanks dude, somehow I missed your reply the other day. Don't worry about the version thing I think I know what I did wrong, I'm going to have to make a new copy thou.
Thanks for the info on that, I actually had no idea anymore what I was doing anymore and was simply guessing values lol. There used to be a post to explain it on lavalit but it got lost. What you said thou is exactly what I was trying to resolve, but the problem is bglayer is confusing as **** to understand.
I can't seem to find a way to make it work.
bglayer {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio} / background {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha}
~These 2 command have same effect which is create a background layer with the image at {path}.
~The image used must have a width which is a multiple of 4 (ex. 4, 200, 128, not 3, 202, 130).
~The height could be any size but make sure it matches screen resolution to avoid void background areas.
~Just like any image used by OpenBoR, background and bglayers must use paletted images. In 8 bit colourdepth (default), it must use same palette as 'background' (see above). In 16/32 bit, it can use different palette
~Beware though, if bglayers use different palette than background, 'palette' command (see below) won't work
~The graphic automatically repeats if the stage is longer than the background.
~Layers are drawn in the order they are defined; currently, up to 100 are supported. However 'background' sets the bottommost layer while 'bglayer' sets layers in front of it.
~{xratio} and {zratio} determine how fast the layer will scroll; 1 = same scroll speed as panel, 0.5 = same as background, any float value can be used for them. It works also in levels with direction up or down but the layers will autoscroll just like background.
~{xposition} and {zposition} determine where the top left corner of the first layer will be. {xposition} is measured from left for direction right levels, from right for direction left, from bottom for direction up and from top for direction down levels.
~{xspacing} and {zspacing} determine how how much blank space there will be between repeated layers. Only works if you set repeating layers (see below).
~{xrepeat} and {zrepeat} determine how many times the image will repeat. Setting 0 will make layer not drawn at all (it will become palette holder). Setting -1 will make it repeat forever
~use 1 for {transparency} to have your transparency color not appear. Remember that this is more processor intensive, so don't use it on images that won't benefit from it. And don't use it for 'background' too since it's the bottommost layer. In 16/32 bit mode, pure black color will be used instead.
~{alpha} will display the image using alpha transparency. It works just like for entities. Possible values are 0 to 6. Don't use it for background too.
~{watermode} determines water effect. Currently there are 3 modes.
0 = No water effect for this bglayer
1 = Water effect for this bglayer is on
3 = Mode 7 effect
~{amplitude} determines the amplitude of sine wave for water effect. Only apply if {watermode} is not 3 (see below)
~{wavelength} determines length of sine wave in pixels. It's repeated since it's sine wave. Only apply if {watermode} is not 3 (see below)
~{wavespeed} determines the moving speed of sine wave. Only apply if {watermode} is not 3 (see below)
~When {watermode} is set to 3, the next 3 parameters ( {amplitude} {wavelength} {wavespeed} ) becomes new ones: {beginsize} {endsize} {perspective}
~{beginsize} and {endsize} defines size multiplier of upper and lower border
respectively. The upper border should be smaller than lower one cause the former is farther
~{perspective} defines z depth effect it should have
0 = No effect (default)
1 = Perspective & tile
2 = Perspective & stretch
~{bgspeedratio} determines the moving ratio of this bglayer relative to main background. Defaults to 0 (no movement).
@nedfladeurse
-yeah it looks like they move because floor is.
- I agree, dunno if it's really needed, but the thing is it's better than editing the old stage floors, I've tried changing perspective on them it's ok for small panels but larger ones it's hard to get right. Also if we can draw floors with bglayer it means I only need one tile of each floor type, instead of giant panels for floors for every stage. (like the grey floor gets used in countless stages) For me it doesn't bother me just to use the flat panel floors, in a screenshot you can really notice but in game you don't really notice.
- Nah it would probably be be too hard to code this. My memory of coop/deathmatch doom it's not weird to see doom guy sliding around like this when shooting.
- I don't actually have any bosses yet, (you mean the barons?) not sure about scaling up the old sprites. Spiderdemon and Cyberdemon I had in game once, they are freakin' huge. I'll redo them thou because I changed the sprites. Baron of Hell I thought of scaling him a bit like you said, but keeping he Hell Knights normal size.
But some of my planned miniboss are N64 doom sprites, they look bigger already. Also some boss from HEXEN, HERETIC and BLOOD.
(both sprites scaled 200% for the mod)
I'll probably use 64 sprites already adjusted to doom palette thou. Hadn't decided where these will go yet. Probably in the custom episode.
Blood enemies (for mini bosses) I could scale these again, but they'd be pretty big.
- I hadn't decided about jump yet, some vote yes others no. I also had dodge but I removed it for now, it would need better sprites.
I also have crouching sprites for each weapon, crouch walking, shooting, dying etc. that could be added too.
That would be cool if you think you could make better jumping sprites thou.

(BTW I should of asked you to do the 'holding weapon' walking sprites for wolf3d too, because mine are not very good I realised lol)
That dropbox copy is pretty broken, I'll add some better stages for you guys to see. I have to remake the ones in there currently, that's why they're the only ones added at the moment, to make sure I do them first

They are broken because a lot of objects and custom ents are missing, I used to have multiple enemies for example, now I only need one of each (thanks to script, new openbor etc.)
But to focus on one thing at a time the priority is episode one, it's the most boring but will be easy to complete first. This game is going to be more about the custom stages and enemies.
The old mod has heaps of content, but a lot needs updating, some stuff is still using old openbor methods, so i'm adding things to the new mod as needed and updating accordingly, instead of a big mess to fix at once.
The first step was remaking Doomguy, weapons and main enemies. I'm almost done with that.
