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Skrell
Posts: 368
Joined: Mon Mar 25, 2013 11:47 am

Re: <!> BDJ - well I'll be damned, it works with Zand

Post by Skrell »

Crudux Cruo wrote:Ruh oh! Yeah those mods are fairly outdated by now, so i'll have to tweak them, but i'll get it to work properly.
which mods are yours?
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johnny
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Location: pelagiad

Re: BDJ - well I'll be damned, it works with Zand

Post by johnny »

User5124 - yeah it probably does have something to do with tilting, someone a few pages back posted a video of it happening to him too. I've never noticed it but my laptop is shitty and doesn't keep a consistent 60fps and I play at 800x600. I wonder if it's a problem that will persist as long as I keep qtilting in... that would suck a lot because I like it.
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Silentdarkness12
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Re: <!> BDJ - well I'll be damned, it works with Zand

Post by Silentdarkness12 »

johnny wrote:
Silentdarkness - Short answer: Yes. Long answer: Yyyyyyeeeeeeeeeeeessssssssssssssssssssssss.

LOLZ but really, yeah it's fixed, you died from something else/something random. Everything blood related has a 0% painchance for the player, so it is impossible for blood to make the player enter the pain state. My guess would be the shotgunner's blast sound got cut off instantly because I have his firing set to a specific sound slot that gets overridden a lot, and you got shot, died, and thought it was gibs. The shotgunner obituary would not have played if the shotgunner didn't kill you. Gibs would display the general death obituary, "[playername] died." Maybe it had something to do with the ploft actor, maybe not. I don't know. I'm good on bug squashing though, for reasons I've previously mentioned. Plus I played 25ish maps today punching the shit out of everything and I could never get anything to go wrong, so I'm 100% okay with things working only 99% of the time. Extremely rare bug fixing is for versions that are going to last longer than 5 more days. Just open the console, type resurrect, then go about your business. It's not that bad.
Actually, I have gotten the "player died" obituary a few times. And these other times, NO, THEY DID NOT HAVE TIME TO SHOOT ME! I kicked the feces out of the shotgunner FROM BEHIND!
http://objection.mrdictionary.net/go.php?n=7942735



I've been able to do this consistently, not at random, but CONSTANTLY with zombiemen, shotgun zombies and imps.
Last edited by Silentdarkness12 on Mon Jun 01, 2015 9:37 am, edited 3 times in total.
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saegiru
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Re: BDJ - well I'll be damned, it works with Zand

Post by saegiru »

johnny wrote:User5124 - yeah it probably does have something to do with tilting, someone a few pages back posted a video of it happening to him too. I've never noticed it but my laptop is shitty and doesn't keep a consistent 60fps and I play at 800x600. I wonder if it's a problem that will persist as long as I keep qtilting in... that would suck a lot because I like it.
800x600? Wow!!! I'm running at 1920x1080 most of the time lol...
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Crudux Cruo
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Re: <!> BDJ - well I'll be damned, it works with Zand

Post by Crudux Cruo »

Skrell wrote:
Crudux Cruo wrote:Ruh oh! Yeah those mods are fairly outdated by now, so i'll have to tweak them, but i'll get it to work properly.
which mods are yours?
The CC-Tweakpack.

anyone gonna help me?
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Silentdarkness12
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Re: BDJ - well I'll be damned, it works with Zand

Post by Silentdarkness12 »

Idk. That SHOULD work, Crudux.
Skrell
Posts: 368
Joined: Mon Mar 25, 2013 11:47 am

Re: <!> BDJ - well I'll be damned, it works with Zand

Post by Skrell »

Crudux Cruo wrote:
Skrell wrote:
Crudux Cruo wrote:Ruh oh! Yeah those mods are fairly outdated by now, so i'll have to tweak them, but i'll get it to work properly.
which mods are yours?
The CC-Tweakpack.

anyone gonna help me?
I'm sorry for being daft here, but is that part of the BDJ zip? Where can i find more info about your addons?
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Silentdarkness12
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Re: <!> BDJ - well I'll be damned, it works with Zand

Post by Silentdarkness12 »

Skrell wrote: I'm sorry for being daft here, but is that part of the BDJ zip? Where can i find more info about your addons?
Go to the Mega folder where you go to download BDJ. There is another section there for mutators and addons and stuff. CCTweakpack is in there.
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Devianteist
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Re: BDJ - well I'll be damned, it works with Zand

Post by Devianteist »

saegiru wrote:
johnny wrote:User5124 - yeah it probably does have something to do with tilting, someone a few pages back posted a video of it happening to him too. I've never noticed it but my laptop is shitty and doesn't keep a consistent 60fps and I play at 800x600. I wonder if it's a problem that will persist as long as I keep qtilting in... that would suck a lot because I like it.
800x600? Wow!!! I'm running at 1920x1080 most of the time lol...
Anything above 1024x720 (or whatever it is) hurts my head.
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johnny
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Re: BDJ - well I'll be damned, it works with Zand

Post by johnny »

Silentdarkness - I ain't lyin to ya, son.



You must be running some other mods that conflict or you're doing something else wrong, I don't know. Try redownloading? BDJ20 and all my plugins work completely 100% fine.

Also, for the people saying you can't hurt enemies by punching them from behind, that's because your punch is making contact with their head. Aim lower. The head is totally invincible to fatality damage (aka melee damage) because if they weren't, all enemies would be getting headshotted by punching all the time and it would make everything extremely unbalanced and melee would be game-breakingly overpowered. If you wanna see for yourself, go to the head_sys lump and comment out damagefactor "fatality" 0.0 and try playing. It isn't fun. I had to do the same thing for explosiveimpact damage for grenades too. I mentioned this like ten pages back, I might put it in the OP.

Crudux -just replace the pistol and define a new ammo type.

ACTOR BDPistolAmmo : Ammo
{
Inventory.Amount 0
Inventory.MaxAmount 18
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 18
}

Should work. Use the exact same naming conventions as BDJ does (for the lump.dec plus actor names) and you'll be good to go. It might help to also copy the entire player.dec lump from BDJ and make your changes, or make it "Doomer replaces Doomer". One of those will work.
I just looked at your old code and you already had it all set up fine. All you have to do is paste the new player code/grenade code/melee code into the old spots and it'll be good!
Last edited by johnny on Mon Jun 01, 2015 10:40 pm, edited 3 times in total.
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Big C
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Re: BDJ - well I'll be damned, it works with Zand

Post by Big C »

Hey Johnny, I followed your advice and the pistol start works fine! I also edited the zombiemen to drop the friendly Marines' used rifles. I r xprt coder nao. :3

More seriously, this mod is INTENSE---I tried it with Glaice's Hardcore Brutalized map pack, Dark DooM Lite, The Zombie Killer's beam flashlight, and the PSX Doom soundtrack and E1M1 startled the shit out of me all over again 3 times in a row.
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johnny
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Re: BDJ - well I'll be damned, it works with Zand

Post by johnny »

Good to hear! Dude I always play with dark doom and dd_flashlight and the gamma down at like 0.78. Usually the psx soundtrack too. It makes everything feel playstation-y and I love that. It's the only way. Have you played kdizd with all of those addons you're using yet? omgzzzz it's probably fantastic, kdizd is atmospheric as fuck
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ArtVandelay
Posts: 22
Joined: Wed Feb 25, 2015 11:10 pm

Re: <!> BDJ - well I'll be damned, it works with Zand

Post by ArtVandelay »

johnny wrote:I'll tell ya what, there is nothing more satisfying than making a mod that people enjoy. Even if it's just some derivative bullshit that is mostly someone else's work, it's just so nice to connect with someone else who enjoys doom as much as I do. How many real life people do you know who even know about doom? No one!! I talked to one of my old clan members on the phone a couple days ago and I think k it was the first time I said the word "zdoom" out loud ever. I liked it. I'm so happy I get to share this with everyone <3
YES! Most of my friends and acquaintances are not gamers. The few that do game are console skrubs. It's hard to explain (G)ZDoom to people without making it sound more complicated than it really is. Ah well... We have the ZDoom forums right? :p

I have a question! I realize that deleting the voxel folder is a quick way to remove the voxels. BUT! You once mentioned that doing so may result in missing items, as you deleted some of the sprites that the voxels were to replace. Is this true of the latest version? Or should I just shut up and play with the voxels? :p

ALSO! Updated SmoothDoomJ.pk3 HUD? Pretty please? :oops: And if I can be even more of a bother... The new melee combos and buffed flying kick? In SmoothDoomJ.pk3? pl0x? :3:
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Big C
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Joined: Tue Oct 19, 2010 3:24 pm

Re: BDJ - well I'll be damned, it works with Zand

Post by Big C »

johnny wrote:Good to hear! Dude I always play with dark doom and dd_flashlight and the gamma down at like 0.78. Usually the psx soundtrack too. It makes everything feel playstation-y and I love that. It's the only way. Have you played kdizd with all of those addons you're using yet? omgzzzz it's probably fantastic, kdizd is atmospheric as fuck
I just tried KDIZD-J with BDJ and had some problems. First off, the rifle's firing frames disappear except for the muzzle flare sprite, which shifts to the upper left corner, as seen here: http://i.imgur.com/Z02wDj2.png

Second, I think the special context-indicator-waypoint-thingie in KDIZD-J may not be working right.

Third, how do I go about removing the footsteps code from KDIZD-J? I prefer The Zombie Killer's footsteps add-on.

Fourth (and this is more a BDJ thing rather than a KDIZD-J thing), are the voxel-shortlamps supposed to be lacking dynamic lights?

Aside from all that, yeah, KDIZD-J is tres atmospheric with those add-ons. :D
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johnny
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Re: BDJ - well I'll be damned, it works with Zand

Post by johnny »

Oh shit. Why do I have the rifle firing sprites named FIREA-F0?? That is the same sprite name for the bruiser demon's fireball projectile, and since kdizdj gets loaded after bdj, it's using those sprites instead of the rifle ones. I uploaded a new kdizdj with the footsteps cut out totally, so grab that if you want, and here's what to do to fix the rifle. Go to sprites/weapons/rifle and rename the first 4 characters of FIREA0, B0, etc. to something like RFIR. So RFIRA0, B0, blah blah. Then go to rifle.dec and hit ctrl+f, type FIRE in all caps in the top bar, check both the "match case" and "match whole word" boxes, and type RFIR in the bottom bar. Hit replace all, save, save all, and you're done. I'll fix that for real in the next version. The shortlamps thing I'll have to look into, probably just something I never got around to, and yeah I think the waypoint thing is broke but I never bothered to fix it because I never used it. I should probbbbbbably do something about that

ArtVandelay - I'm working on it, I'm still fiddling with getting it to display right. And smoothdoomj is getting the full new melee treatment this weekend too. You know how the newer BD tests have the purist player class that you can choose? I'm gonna have smoothdoomerj replace that. Smoothdoomj will still exist, but I'm also gonna integrate it into BDJ as well. Also, yeah, the sprites are still missing. I kinda forgot about that part. You can actually disable voxels ingame by typing r_drawvoxels 0 in the console instead of deleting them (I'll make this a cvar). BUT for the actual BD20 version I'll have the sprites all there. This last version was just kinda rushed out the door because the version before it was gross and bad and I wanted to get rid of it.
Last edited by johnny on Mon Jun 01, 2015 10:51 pm, edited 1 time in total.
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