ACS Prefab Database

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Nash
 
 
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Post by Nash »

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Vader
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Post by Vader »

While working on Kdizd i made an IMO pretty cool color transistion script...
I thought I might share it , so I´m posting the script + demo map here.
It could be better documented, but anyway...

I didn´t read though the whole thread, but I hope something like this haven´t been posted before!

one last note;
best is to test the map (use the script) with GZdoom, because of the color limit in normal Zdoom the effect loses very much of it´s charm!
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solarsnowfall
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Post by solarsnowfall »

Nash wrote:solar, remember awhile ago you gave me a piece of code that was modified from your chasecam script to attach a dynamic light in front of the player?

When you say that "it's working in 98", does that mean that the script you gave me will be broken for future versions?
That original script I was modifying was one big pile of crap, this I know now. In your case Nash, I think you want to add the radius, and spawn an actor with a light definition, so it can be reduced to something like this.
Spoiler:
Heh. Much better. For smoother motion, instead of spawning the cam and switching to it every tic, use a static cam, and thingmove() it around to the spawned point. You'd want to use a version that supports thing_move with nofog though.
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justin024
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Post by justin024 »

I'm submitting one. It is similar to the doom 2 ending.
Spoiler:
Attachments
ending.zip
Doom 2 style ending script
(2 KiB) Downloaded 43 times
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TheDarkArchon
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Post by TheDarkArchon »

Doesn't work properly for me: All the missing textures/sprites are missing.
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Sir_Alien
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Post by Sir_Alien »

Also, it doesn't really appear flexible enough to be included in the database. Not enough of the attributes are predefined as strings or variables (i.e. sounds) at the beginning of the script to make importing this into another script easy (if you simply used another string array or two for the sounds you could compress script 1 down quite a bit).

And, of course, no comments means it would be very confusing for any inexperienced modder.

However, I urge you to continue fleshing out this idea and making it fully and easily customisable. We really need a flexible pre-fab for the Doom 2 curtain call, and I know you have some skill in ACS.

Or not, it's really up to you! ;)

I'll reserve my rating on this one for a while.
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DoomRater
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Post by DoomRater »

TheDarkArchon wrote:Doesn't work properly for me: All the missing textures/sprites are missing.
Did you try it in Hexen?
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TheDarkArchon
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Post by TheDarkArchon »

I don't have Hexen.
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Enjay
 
 
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Post by Enjay »

It works just fine with Hexen. Looks pretty good too. However, I think Sir_Alien's comment about flexibility is correct and possibly that should exclude it from the database. However, I'm not sure that there is an easier/more generic way of doing it. :?
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Apothem
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Post by Apothem »

there is. Have the script read from an array with 2 dimensions of sprite names and max letter animation. Also, I would recommend for the script to take away all the weapons in the inventory and have a line activate on hit with the fist, or staff, in this case. Throw a custom texture in there that's totally black, as I can still see the walls, or something along those lines. I'm pretty sure you can figure out how to get it going, because I know how I could do it, but I'd like to see how you do it first 8-)
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Enjay
 
 
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Post by Enjay »

Actually, rather than a black room, I think I'd change the font to BOSSBACK or some other fullscreen graphic and then use hudmessage to put it on screen - provided the other stuff could still be printed over the top. I'd take away the players inventory (or as much as possible), put the player in a tiny room with activatable walls, totally freeze the player or if I left him active I might put a skybox silencer in the sector with the player so that you can't hear him grunting and whatever else he's doing in that little box on his own. :shock:

As for arrays, I simply don't know where to start with them. I don't understand them. It's been explained to me a few times but, so far, I don't get it.
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Apothem
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Post by Apothem »

Didn't think of the skybox, but yeah, that's definently on the right track. Lets see where he takes it, and we'll go from there. ;)
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Caligari87
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Post by Caligari87 »

Enjay wrote:...so that you can't hear him grunting and whatever else he's doing in that little box on his own. :shock:
That just sounds...wrong :lol:

8-)
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jallamann
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Post by jallamann »

Enjay wrote:As for arrays, I simply don't know where to start with them. I don't understand them. It's been explained to me a few times but, so far, I don't get it.
I don't understand them either, but I think I can make them work nevertheless :o
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Tormentor667
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Post by Tormentor667 »

Nash wrote:A summary already exists...

http://www.zdoom.org/wiki/index.php?tit ... b_Database
This is great! :)
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