Doom 2 Wad

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Expand view Topic review: Doom 2 Wad

by JangoFett » Fri Dec 05, 2003 5:32 pm

It does work now.

by Lexus Alyus » Thu Dec 04, 2003 7:53 am

I noticed that too :-D. Download the latest one from the download page. It should work, if it doesnt, then there is an error in your script like Enjay said.

:twisted:

by HotWax » Wed Dec 03, 2003 7:43 pm

JangoFett wrote:...I just use the one from WadAuthor...
Biff wrote:Don't use the acc.exe and the common.acs file with come with WadAuthor.
...

by Enjay » Wed Dec 03, 2003 5:56 pm

error #34: Missing ')'
Is there some additional information in your error message that specifically tells you there is a problem with zcommon.acs or zspecial.acs?

The reason I ask is that the error means that the compiler expects a close bracket ")" somewhere in your script but isn't finding it. It is unlikely the error is in any of the files that come with ACC otherwise someone else would have picked up the problem by now. The current files certainly work for me anyway.

So, unless you have edited any of the files the mistake is probably with one of your scripts. What may be happening is that the compiler is now getting to a point in your script that it couldn't before. Without the #include "zcommon.acs" line, the compiling of your script probably halted in a different place. Now that zcommon.acs is being loaded, chances are the compiler can now get to a point in your script where it recognises an error with what you have typed.

FYI, the #include "zcommon.acs" line tells ACC to read and include the zcommon.acs file. This file is a simple one that only tells ACC to read 3 more files: zspecial.acs, zdefs.acs and zwvars.acs. These 3 files provide definitions and information that allows you to write scripts using more friendly language. Zspecial provides all the names for specials. So instead of using numbers for the specials, you can use names that mean more to a human. eg you can use "ACS_Execute" instead of "80". It also tells ACC how many parameters to expect for each special. Zdefs defines a bunch of things that are useful in scripts. So, you can use the words "TRUE" or "ON" instead of "1" or "T_DEMON" instead of "8" because of zdefs. Zwvars is actually blank, but provides a place for you to put any world variables you want to use so that they automatically get included in every script you compile.

Edit: Whilst I was typing, Biff asked an important question. The latest ACC is here:

http://zdoom.org/files/utils/acc131.zip

There is a windows exe but from memory WA doesn't like it (I don't use WA):

http://zdoom.org/files/utils/acc131win.zip

by JangoFett » Wed Dec 03, 2003 5:47 pm

No I don't have the ACC from the Downloads page, I just use the one from WadAuthor and got the other ACS Files from some other Website, that I cannot remember the URL or the Title, Just some website that was not the ZDoom Homepage.

by Biff » Wed Dec 03, 2003 5:40 pm

Do you have a recent version of that file? You need to get it with acc.exe from the downloads page. Don't use the acc.exe and the common.acs file with come with WadAuthor.

Also, edit the zcommon.acs file and note the directions about WadAuthor:


// If you intend to use ACC 1.19 (or higher), with WadAuthor, you should
// uncomment the following line so that WadAuthor's error checker can
// properly detect bad scripts attached to lines:
#wadauthor

#include "zspecial.acs"
#include "zdefs.acs"
#include "zwvars.acs"

by JangoFett » Wed Dec 03, 2003 5:29 pm

Thanks, Enjay. But I am still wondering about the errors I keep getting while compiling a script in WadAuthor using the

#include "zcommon.acs"

Command.

by Enjay » Wed Dec 03, 2003 1:46 pm

Nope, text messages like those at the end of episodes, or after groups of levels (eg after map06 in Doom2) can be defined using MAPINFO. Scripting is for in-level stuff. Those texts are visible outwith a level.

This may help:

http://zdoom.doomworld.com/reference/mapinfo.html

As may this:

http://zdoom.org/files/examples/mapinfo-doom.txt

and this:

http://zdoom.org/files/examples/mapinfo-doom2.txt

Scripting Problems

by JangoFett » Wed Dec 03, 2003 1:33 pm

Yesterday I have finally figured out how to Script things in WadAuthor. I've examined most other ZDoom Wads I have and in their scripts they always use the command:

Code: Select all

#include "zcommon.acs"
But when I try it it has problems in the "ZSpecial.acs" file. the error is:

error #34: Missing ')'

I tried posting it here because you did do some scripting on ROTGS and The Following.

And I have a question about the Following,

At the end of Doom I E1 They have the texted at the end telling about what is supposed to happen and mention E2 and Inferno, And you used that on The Following, May I ask, How did you do that? Scripting?

by Lexus Alyus » Sun Nov 30, 2003 6:49 pm

Yeah, what Hotwax said :-).

Stealth monsters can be good, but that general opinion is debatable. I used them to try to scare the shit out f the player, and I didn't use too many, although there were a few complaints. However, if you keep on springing them onto an unsuspecting player then they will get very annoyed. It's all about balance. You've got to make things even, make a sort of flow, find out what is good and use that, but not too much as too much of a good thing is a bad thing, like beer for example :-D. That actully aplies to everything :-D.

Basically, say there is a single imp. you can hear it but you don't know where it is. Man, that's pritty scary. Useing that once will create a tension upon the player, they don't know when the next stealth imp will appear so they are constantly on edge. Then they find out that it doesn't appear and the all that tension was for nothing, but it WASN'T for nothing. The player was scared for that moment, and they know it! Now, if I was to randomise that, say, sometimes that imp will be there, then others it won't. Then, maybe I'll add a second one, but only if the player is lucky :twisted: they don't know what's gonna happen next! Even the seccond time they play the mod! They are gonna be scared man! And that's what it's all about :-D. If I just pilled loads of stealth imps in the map then it would ruin the feel because there will be no surprise and just a constant annoyance. Balance man :-).

It's like the arch ville debate, although that arch ville maze in Plutonia was interesting, although it did get annoying after a while...

:twisted:

Re: Afew other Questions...

by HotWax » Sun Nov 30, 2003 6:20 pm

JangoFett wrote:Thanks for the links. And I have one more Question about ROTGS (right now) how did you get that Imp that can be invisible and visible? Does it have to do with Scripting?
That would be a Stealth Imp. ZDoom provides for stealth versions of most of the Doom monsters. All you have to do to use them is place them in an editor.

Afew other Questions...

by JangoFett » Sun Nov 30, 2003 5:25 pm

Thanks for the links. And I have one more Question about ROTGS (right now) how did you get that Imp that can be invisible and visible? Does it have to do with Scripting?

by Lexus Alyus » Sun Nov 30, 2003 2:16 pm

Okay, lemme answer a few of these questions before Hotwax comes along and ridicules you :-D.
How did you get the Text and Cut-scene things in it?
The text? I'm gonna assume that you mean all the text in game... okay. The intro text is Hudmessages. They rock man! You can do all sorts like print stuff in random locations and all that. The actual concept is just an extension of Print, but it's way cool! (Man, I've never said that in my life!). As for the final text I used a mapinfo to define a cluster and then wrote in the "exittext" section the final words... just like good ole doom :-D. For that end scroller I just set the level exit to EndGameC, which is actually Doom 1's bunny scene. I just replaced the bunny screens with my own custom ones.

The cut-scene is a large mixture between cameras, great mapping :-D and ACS! ACS is the real key here as I can sequence events to happen at certain times after certaqin delays. In actual fact, ACS is the bulk to ANY doom cut-scene in game. And all the talking was done by Hudmessages.
And what WadAuthor Congifuration File did you use?
At the time i used the Zdoom WCF file that was fount in the FTP directory, but that's way outdated now. If you look in the files section of Zdoom.org you should find an up-to-date WCF, use that! :-).
And (This one you don't have to answer) since it was for Zdoom did you use Cameras for the Cut-scene?
Of course I did! Cameras are really cool as you can do loads a stuff! :-).

The real tool that i used to get ROTGS so good was my Imagination. You don't need to download it as your current version should be quite sufficiant. The key is to think what you want to do, then do it! It's really simple, but you have to stick at it man. In ROTGS2 I wantred a cool intro cutscene where the player was standing trhere firing at the green soul while the camer spun around him and everything looked paused, like the matrix-spinning-around-while-paused thing! And that's exactly what I did! It looks great. I did this simply by replacing a doom piller with a sprite of onme of the players firing frames (including all directions of said frame) and replacing another piller with the green souls pain frame (including all directions). Then I used the camera to scroll around a load a way points while targetting the player (well, I should say piller, cus it ain't the player object ;-) ) and it looked exactly how I wanted it to! You gotta beleive in yourself and then do it.

The other greatest tool I used was:

http://zdoom.doomworld.com/reference/ (This has all the old stuff, very usefull for refrence)

http://zdoom.org/zdkb/zdoomindex.html (This has cool tutorials and it tells you how to set up wadauthor and wintex. READ THIS!).

http://www.zdoom.org/files/ (This is THE source for all zdoom stuff, it has examples (just look in em and see how they made their scripts), it has tools and even a more-recent-than-what-I-used-for-ROTGS WCF file :-D).

I hope I've been some help. But the above links will help yopu loads more than I ever can :-). Plus, your imagination is the key to unlocking the secrets of the univers, don't forget that ;-).

:twisted:

PS: Don't be afraid to extract the lumps in ROTGS so you can see what was going off. Look carefully at the scriots to get a rough idea and also, look at the mapinfo lumk (explained also in the refrence link above).

by JangoFett » Sat Nov 29, 2003 6:20 pm

Can't wait for some new DooM maps. By the way, I read in the ROTGS readme file that you used Wintex and Wadauthor for it, I was wondering afew questions that I couldn't figure out (I do have WadAuthor and WinTex) like, How did you get the Text and Cut-scene things in it? And what WadAuthor Congifuration File did you use? And (This one you don't have to answer) since it was for Zdoom did you use Cameras for the Cut-scene?

by Lexus Alyus » Sat Nov 29, 2003 5:51 am

Wow, cool :-D Thanks man, i'm currently working on a single level that is hellish in theme and is gonna have a Quake 2 style mission thing... I just need to get off my back side and make the graphix for the mission computer and code the damn thing :-D.

Thanks again. When I've finished that level I will continue work on ROTGS2 which is looking (and sounding, cus I have some mnusic for it :-) ) pritty damn cool, although it's just a cutscene and a few sectors of foggy marsh land at the moment (I love fog, and marshes and swamps and stuff, so that's the theme for ROTGS2 :-) ). This one is gonna have a kinda aliens feel in places, especially with my pet HK's :twisted: They come in four differant coloures and sizes :-). It's also gonna have an industrial themed place. The music is gonna be similar, butr also a bit differant. I only have two tracks done (tyechnically three) but i'm gonna work hard on the rest. The file size may get big I'm afraid... Oh, there is also a new weapon, the ripper cannon that will eventually rip throuigh stuff when I can find a spare projectile :-).

:twisted:

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