[WIP] Dumb Doom2 MonsterPlayers Collection v47

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[WIP] Dumb Doom2 MonsterPlayers Collection v47

Postby RV-007 » Thu Sep 15, 2011 9:42 pm

This is my first wad ever to be complete. It's called "Dumb Doom2 MonsterPlayer Collection". Tested in Win2k.

This wad allows you to be most of the doom monsters with their own class weapon (which is described upon select and a A_Print statement). Every class weapon has some changes (some are too overpowered), even the marine has a different kind of pistol.

You may think that's about it, but there's more!
The monsters also upgraded/modified their weapons with the respective class weapons given to monsterplayers.
This means they will be as merciless as you so use cover as much as you can!

http://dl.dropbox.com/u/3531217/zdoomfo ... ersv47.wad
Beware of a large size though (162Mb compressed, 101Mb uncompressed, minutes later for complete upload).
I don't know how I got from 80Mb+ to 160Mb+, but I probably crazy over it.

Notes/Standard in Progress:
Spoiler:

Here are some screenshots (of this wad):
Spoiler:
Last edited by RV-007 on Tue Oct 09, 2012 6:34 am, edited 70 times in total.
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Re: dumb_doom2_monsterplayersv20

Postby esselfortium » Thu Sep 15, 2011 9:45 pm

A_PosAttack is in reference to the zombie being a possessed human. It's not poisoned.
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Re: dumb_doom2_monsterplayersv20

Postby RV-007 » Fri Sep 16, 2011 1:09 pm

Yeah, I know. I put out the monster attack statement just to reference which monster peruses that class weapon. I could have omitted that information, but this is a open-source game. The screenshots show only the main feature of this wad; they do not represent everything in this wad. For instance, if you kill some of the possessed, I suggest to wait for a while. Try it for yourself.

EDIT:
Ok, I messed up on the DemonMonster's (toro toro!) attack because I didn't place a melee state until I tested the monsters in the gangsta_grosse.wad (idclev 05 [MAP 05]). The DemonMonster had trouble fighting in closequarters, so I put the melee attack (it's not any slower through). I also realized that DemonMonsters could infight with each other as it was mating season, so I place the +NOINFIGHTING actor flag and DamageFactor "type" "damage" (no parentheses) in the class.

The PainElementalMonster is sharing some characteristics with the LostSoulDrone, so I tried evening out the traits for easier killing.

Seeing that there could be bugs yet to be fixed, I renamed the thread into [WIP].
Let me know if there something that needs to be fixed. I know that the cyberdemon, cacodemon, and baron of hell, could be still overpowered. I might get to that later.

EDITX2 (23/09/2011):
Ok, new changes.

CyberdemonMonster should now be more easier to kill.
FatsoMonster packs more power to address against killing things with a lot of health points.
RevenantPlayer has projectile spawnheight back to zero so it is actually easier to fire the class weapon.
Monster speed should be close to being normal as in the original DoomI/DoomII game.
Fixed fart state animation of possessed monster corpses.
Monsters can now be raised normally (I forgot that feature). Archvile can raise the dead.
LostSoulPlayer and LostSoulMonster now become invisible when in pain state. Invisibility is deactivated upon attack.
Fixed the crouch-dodge the seekermissile problem for the monsters (cyberdemon, revenant, and cacodemon), now there is are dangerous bullets being shot straight below these projectiles. monsters only.

I still have to make the CacodemonPlayer/CacodemonMonster much easier to kill; its storm of lightning dispersals can be overkill, but I think it's fun watching the lightning electrify the enemies. I am going to change the music as well; death/thrash/black-like metal songs are most likely going to be it (in various audio formats).
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Re: [WIP] dumb_doom2_monsterplayersv22

Postby RV-007 » Sat Sep 24, 2011 5:24 am

I have a problem,
"Does anyone know how to make a map play a random song and then play a different random song after the first song is played?" (MAPINFO? GAMEINFO?)
"Does anyone know how to make monsters aim custommissiles (from a raised spawnheight) at a crouched player?

dumb_doom2_monsterplayersv23 is coming with new music and the zombie pistol has a crouch-dodge fix until I can figure out how to make the zombies aim down their pistols. I still need to get the custom Cacodemonball under control (it is a understatement to call this projectile an inevitable end).
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Re: [WIP] dumb_doom2_monsterplayersv22

Postby Conmon » Sat Sep 24, 2011 7:17 pm

RV-007 wrote:I have a problem,
"Does anyone know how to make a map play a random song and then play a different random song after the first song is played?" (MAPINFO? GAMEINFO?)
"Does anyone know how to make monsters aim custommissiles (from a raised spawnheight) at a crouched player?

- I wouldn't know if you could do that in MAPINFO or GAMEINFO (I doubt it), but you can do it in ACS.
- Check the zDoom Wiki for the custom missile thing, and the monster should automatically shoot at wherever the play is, above/below, etc.
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Re: [WIP] dumb_doom2_monsterplayersv22

Postby RV-007 » Sat Sep 24, 2011 9:06 pm

Besides my two questions, this wad is ready for gameplay; version 23. I still think the cacodemonmonster still needs more nerfing on the lightning dispersals so there might be another update soon.

I forgot to mention that the custommissile spawns a seekermissile projectile, does that change the rules? I mean, I could duck and those seekermissile projectiles will not go any lower?

As far as I know, the ACS depends on a script, which depends on a trigger map object ( http://www.doombuilder.com/viewtutorial.php?t=21 ). Is there a lump style so I don't have to make maps just to have random music playlist? I also need help with this ACS thing; I think that ACS is a map thing. I found some code though ( viewtopic.php?f=3&t=27378&p=523359&hilit=ACS+random+music#p523359 , viewtopic.php?f=3&t=25248&hilit=ACS+random+music&start=30 )
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Re: [WIP] dumb_doom2_monsterplayersv23

Postby RV-007 » Mon Sep 26, 2011 5:05 am

Okay, I managed to get a music randomizer from actor classes. The actor picks a song from its list and the song plays. The only problem is that there seems to be no way to reloop or even play another song (unless I never shoot). I have to figure out how to prevent the Melee/Missile attack from interfering with the music states.

Here is the redunant code of the actor in the DECORCATE lump script:
This script tries to get the first random song to reloop or the second random song to play, which fails considerably.
Spoiler:


Here is the code of the audio files (sounds or music) in the SNDINFO lump script:
Spoiler:


Now here is the simplified code of the actor in the DECORCATE lump script:
This script just get a song from the list in the SNDINFO and just play that song once.
Spoiler:


I would go with the simpliedmusiclist version of the script, but I still want to find a way to get a reloop or different song selection within the DECORATE script. If anyone finds any obvious/startling lump script discoveries about getting two states to work independently (e.g. Spawn and See), please post onto this thread, any help is appreciated. If anyone wants to know the entire playerclass script, just ask for it.
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Re: [WIP] dumb_doom2_monsterplayersv23

Postby JustinC » Mon Sep 26, 2011 8:12 am

tell me more about these "poop" imps.
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Re: [WIP] dumb_doom2_monsterplayersv23

Postby Blue Shadow » Mon Sep 26, 2011 11:11 am

@RV-007: You shouldn't be uploading unedited original game sprites in your PWADs. This might even apply to other resources as well, I believe.
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Re: [WIP] dumb_doom2_monsterplayersv23

Postby RV-007 » Mon Sep 26, 2011 2:44 pm

JustinC wrote:tell me more about these "poop" imps.


I have to show you the code for it.
Spoiler:


When a possessed human (that includes pistol man, shotgun man, and chaingun man) dies, sometimes it emits a fart sound and the corpse poops out a doom imp, hence the word, "poop imp". The poop imps are like possessing demons that pop out of its decreased host. It could be really challenging/dangerous to ignore the fact that a corpse might host a doom imp inside of itself. I made that determination much easier with the warning fart1 sound (which says, "Ooh, what's that smell? It's worser than a barbeque cookout. [King of the Hills reference]). When you hear the fart2 sound, you are notified that a nearby possessed corpse have poop out a doom imp.
I tried making the corpse stay in place, but somehow, the corpse disappears off the map as if the pooped doomimp was the life force of that possessed. I might try to make the corpses spawn doomimps with the A_SpawnItemEx statement in future tests.

Blue Shadow wrote:@RV-007: You shouldn't be uploading unedited original game sprites in your PWADs. This might even apply to other resources as well, I believe


I know that it is 0% in originality.

On the progress of this wad, I think I might be able to make a random music generator (not as good as a random music playlist) that could reloop a song for each map. This script is based on actor classes and is in the lump scripting language as opposed to the Actor Configuration Script scripting language (ACS). I just need to figure out how to make actors play ambient sounds (http://zdoom.org/wiki/SNDINFO), and I will be able to make no use of the MAPINFO lump for relooping random map music. --> Looks like the $ambient is only for the ACS.
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Re: [WIP] dumb_doom2_monsterplayersv23

Postby wildweasel » Mon Sep 26, 2011 5:33 pm

RV-007 wrote:
Blue Shadow wrote:@RV-007: You shouldn't be uploading unedited original game sprites in your PWADs. This might even apply to other resources as well, I believe


I know that it is 0% in originality.

I think that the problem is more that, since these sprites already exist in the Doom2.wad, you could easily just reference those instead.
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Re: [WIP] dumb_doom2_monsterplayersv23

Postby RV-007 » Wed Sep 28, 2011 12:04 am

I don't if it's really a good idea, but I was trying to bring the player classes to doom1. That's why I put the extra weigh in this wad. It's not much, but I thought it helps knowing where the projectiles hit.

The next version (v24) is a bit shaky on the actor/class-based random music generator; basically, it's a piece of crap that almost plays completely like the Windows Sound Recorder application (that mean's no playlist, no repeats). I'm too lazy to fix the time signatures, but nevertheless the generator works. I assume that actor states also play a role in interfering with the music, but I have to see for myself (double check on time signatures and actor states).

If anyone downloads the v24, you get access to metal music of several genres to make up for the malfunctioning random music generator. I am quite sure that they would be of some use somewhere. Beware of a large size though (70 compressed, 90-ish uncompressed).

Anyways, if anyone manages to crack how the time signature works, figure how actor states (including sound statements) affect the A_PlaySound arguments, force a reloop, or even write up a random music array playlist (in either/neither DECORATE, SNDINFO, and other lump scripts), I'll place that name in the credits.
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Re: [WIP] dumb_doom2_monsterplayersv23

Postby RV-007 » Sat Oct 15, 2011 12:31 pm

RV-007 wrote:...
The next version (v24) is a bit shaky on the actor/class-based random music generator; basically, it's a piece of crap that almost plays completely like the Windows Sound Recorder application (that mean's no playlist, no repeats). I'm too lazy to fix the time signatures, but nevertheless the generator works. I assume that actor states also play a role in interfering with the music, but I have to see for myself (double check on time signatures and actor states).
...


I quoted myself, lol. More updates. Everybody can forget about the music code a few post earlier.

+Monster Section
v24 is a unstable release, so you can forget about that and use (a more bulkier) v25 instead.
Doomimp monster had some changes and now takes on more characteristics of a Lovecraftian Dimensional Shambler (but it's really more of a cloaking poop imp). Cacodemon monster used to have a high increase of backfire with the lightning dispersals (for some reason yet found), so I just place the seekermissile lightning dispersal as its projectile.

+Actor-based Random Music Selector: SUCCESS!
I don't know about anyone else, but this is something I consider revolutionary in short of a relooping actor-based random music playlist. Yes, it is possible to make your own random set of music (that picks a song and plays on reloop) for the doom engine. You can also combine other wads (as long there is no interference with the monster classes) and get to hear the blaring music to your ears. I haven't figure out the volume control for the A_PlaySound statement, but I know it works.

+Doom1/2 Map Exit Changes
I made sure that secret maps can be accessed by normal exits. Eventually, everybody can access the secret maps. Those who use the secret exits will get to finish the game faster (and it could be much harder).
I need the original doom1+2 MAPINFO lump codes so I can correct the sky images to their proper maps.

+UPNEXT...
-Walk + Shoot ability for all monsters (for higher difficulty)
viewtopic.php?f=3&t=26413
-Music review (I can make the printout statements displaying music information on request [under the assumption that the request is made by a non-developer]) so that I know what music would work for a random music selector.
-Experiments with the MAPINFO and a search for the original doom1+2 MAPINFO lump codes.
-Rewriting the first post so it contains the latest updates on features in a written standard of some sort.
Giving up on video preview attempts.
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Re: [WIP] dumb_doom2_monsterplayersv25

Postby RV-007 » Wed Oct 19, 2011 9:47 am

I hope I'm not bumping thread.

Changes:
Balanced out the Spider Mastermind's weapon for easier evasion/combat.
Fixed noclip projectiles with discovery of radius + height value of 2 (source port cannot be value of one). Applied to noclipping projectiles of Spider Mastermind and Zombieman.
Managed to enforce all player class sight sounds. Cyberdemon, Fatso, Revenant, and Spider Mastermind. Conflict of actor-based random music generator interfering with class sounds most likely to happen.
Include Super Shotgun sound in wad.

Upcoming changes for dumb_doom2_monstersv27+:
[
UPNEXT...
Introduce DamageType property to Pain and Death states of monsters (this is due to undergoing rearrangement of sounds and conflict of the actor-based random music generator).
Walk + Shoot ability for all monsters
viewtopic.php?f=3&t=26413
Music review (I can make the printout statements displaying music information on request [under the assumption that the request is made by a non-developer]).
Experiments with the MAPINFO and a search for the original doom1+2 MAPINFO lump codes.
|
Try to make monsters more aggressive or already see the player
Try to get MAP random shuffle playlist
]
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Re: [WIP] dumb_doom2_monsterplayersv26

Postby RV-007 » Fri Nov 04, 2011 5:09 am

The update since this post now includes a buff for the melee monsters. The melee monsters are now more dangerous and it pays to kill them early on as they could reach you within a matter of seconds. As for the doomimps, they now lose their invisibility powers b/c they rabid attack is usually good enough and I had to balance out the player and the monsters. Music is reduced, but new music comes in. See the spoiler tag/element for details.

I am looking for the MAPINFO lump settings for both Doom 1 and Doom 2. I want to have the corect Sky setting. I am also looking for any code that could make a monster know where is the player.

n/a (url is updated, use link below this line)
viewtopic.php?f=19&t=30851&p=591784#p584403

Spoiler:
Last edited by RV-007 on Sat Nov 12, 2011 12:03 am, edited 2 times in total.
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