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Re: BossBattles V34 out

Postby UnTrustable » Sun Apr 01, 2012 4:47 pm

Yeah, no problem about making a map that fits all requirements for the Satan Servant.
The backstory about Satan Servant, he feels himselve soo powerfull that he tells everybody to be Satan himself,
but since its somehow not a good idea to have THE Supreme boss , My boss being a Servant was the best idea i could come
up with.... :twisted:
So if players really, REALLY going to complain about the might of Satan Servant, than thats basicly a compliment to me :twisted:
Backstory of Satan Servant tells that there are a few more like him somewhere around Hell, and they are all waiting for someone
that kills or defeats their 'master', so that they can claim the position of the throne.... but ohwell...
Who is even interested in the backstory... we wanna kill, right?
Than the good advise is, DO NOT DIE when you see him, or at least TRY NOT TO DIE TOO OFTEN :twisted:
Or you willl NEVER defeat him ! :D
Also, Evilm0nk, human-made weapons like the Super Shotgun, or the Plasma rifle, BFG9000, should be marked in such way
that it has no effect on him.
Originaly only magical, or heaven- or hell type of weapons can hurt him.
I have seen some staffs, they look like magical to me, so they work on him, but i also saw some double barreld shotgun.... THAT weapon
should have no effect on him at all...
I know there was something that made such thing possible, but for that i have to look into Invasion Unleashed again, and its getting quite late
for me...

Should i limit the ammount of hissy's that got pooped out from CacoMom??
Standard there is no limit set.
CacoMom herself basicly isnt that much of a danger, its just that she have soo many HP, soo she can lay soo many eggs around her...

I have looked into BossBattles wad, and saw the HP of DSparil2, so i altered my standard version to those settings.
Although i seemed to have a problem with the DSparil4 actor...
Give me a few more evenings to sort things out where in the code things go wrong... (graphically)
Weird that DSparil2 gives no graphical errors, while DSparil4 does... i might have missed something real small...
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Re: BossBattles V34 out

Postby Evilm0nk » Sun Apr 01, 2012 6:57 pm

Yeah, no problem about making a map that fits all requirements for the Satan Servant.
The backstory about Satan Servant, he feels himselve soo powerfull that he tells everybody to be Satan himself,
but since its somehow not a good idea to have THE Supreme boss , My boss being a Servant was the best idea i could come
up with.... :twisted:
So if players really, REALLY going to complain about the might of Satan Servant, than thats basicly a compliment to me :twisted:
Backstory of Satan Servant tells that there are a few more like him somewhere around Hell, and they are all waiting for someone
that kills or defeats their 'master', so that they can claim the position of the throne.... but ohwell...
Who is even interested in the backstory... we wanna kill, right?
Than the good advise is, DO NOT DIE when you see him, or at least TRY NOT TO DIE TOO OFTEN :twisted:
Or you willl NEVER defeat him ! :D
Also, Evilm0nk, human-made weapons like the Super Shotgun, or the Plasma rifle, BFG9000, should be marked in such way
that it has no effect on him.
Originaly only magical, or heaven- or hell type of weapons can hurt him.
I have seen some staffs, they look like magical to me, so they work on him, but i also saw some double barreld shotgun.... THAT weapon
should have no effect on him at all...
I know there was something that made such thing possible, but for that i have to look into Invasion Unleashed again, and its getting quite late
for me...


I Like the story you made for him, sounds soo mean lol :P.
Also should the chaingun work on him too?

Should i limit the ammount of hissy's that got pooped out from CacoMom??
Standard there is no limit set.
CacoMom herself basicly isnt that much of a danger, its just that she have soo many HP, soo she can lay soo many eggs around her...


Him is it possible to limit her to like lets say 20 or 30, if it gets any higher then that she would be crazy lol

I have looked into BossBattles wad, and saw the HP of DSparil2, so i altered my standard version to those settings.
Although i seemed to have a problem with the DSparil4 actor...
Give me a few more evenings to sort things out where in the code things go wrong... (graphically)
Weird that DSparil2 gives no graphical errors, while DSparil4 does... i might have missed something real small...


He has quite alot of health in bossbattles lol, hmm so when dsparil is riding his serpent, everythings fine? and when hes not its buggy?
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Re: BossBattles V34 out

Postby UnTrustable » Mon Apr 02, 2012 12:01 am

Yeah its just weird, but dont worry, i can fix him, always did in the past.
Im just working with an inventory that says when the serpent is dead or not.
That inventory he gets in its pain state, but since DSparil4 has a painchance 0
i assume he never gets that inventory, so i made the necassery changes so that he does
get it, and sofar it worked, unless he go to Missile:
For some reason he skips the inventory check... And that results for me into a huge questionmark.
Its not supposed to do that. :) Its causes only a graphical issue sofar. ( he gets back his serpent :lol: while in Missile: and
goes back into DSparil form when walk again )
You see, Dsparil's attacks are health depended. So if the boss increases in HP like DSparil4 does,
i have to renumber all the health checks, maybe THAT caused the Inventory check skipping??
Ill figured it out if i have the time, so dont worry about it.

Chaingun is human made, so basicly it should not work on him.
Unless somebody can tell me (and proove) that the BFG weapon uses magical or hell-type energy??
The command i was searching for was +SPECTRAL
Any weapon with +Spectral in it WORKS on Satan Servant.
Satan Servant also carries alot Damagefactor's ("fire", #), ("ice", #), ("water", #), ("nuclear", #), ("humanmadeweaponry", #), etc ect,
but if it all gets so confused i would not mind if you all skip this.
Its YOUR project btw, and it is supposed to be FUN. :) and not impossible.
In the end it is your call, not mine.
Last edited by UnTrustable on Mon Apr 02, 2012 12:13 am, edited 1 time in total.
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Re: BossBattles V34 out

Postby Evilm0nk » Mon Apr 02, 2012 12:12 am

Hmmm alright lol, but in boss battles dsparil gains health for each player in the game, could this impact it at all as well?

Hmm Bfg shouldn't work on him either lol, so probably the Hexen type weps should work on him is what I'm thinking.
I know it's my project but I would like your bosses too stay the way they were made :), just like the Hexen bosses and heretic bosses :)
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Re: BossBattles V34 out

Postby UnTrustable » Mon Apr 02, 2012 12:20 am

Evilm0nk wrote:I know it's my project but I would like your bosses too stay the way they were made :), just like the Hexen bosses and heretic bosses :)

That ofcourse, would be awesome! :twisted:
Evilm0nk wrote:Hmmm alright lol, but in boss battles dsparil gains health for each player in the game, could this impact it at all as well?

I dont think it will cause any problem if its health gets increased by each active player.
The only thing i can see sofar is, that it will take awhile untill one of the first health-checks comes into action.
Like, DSparil will attack along time using its single fireball, untill he uses his spread fireball attack.
If the health stays the same as being set in the decorate, it will act like the original DSparil in heretic, except the teleportation.
If you want his teleportation acts the same way as the original, you have to add some acs_execute (scriptnumber) into his decorate,
and which script will randomly chooses 1 of the 4 cornered spawnspots in the map.
For now i put in some fake-teleportation... which looks acceptable too. :)
Evilm0nk wrote:so probably the Hexen type weps should work on him is what I'm thinking.

That is correct. And since there are a few of them available i think its pretty fair.

EDIT: Im just following some biblical passages where it says so. (dont ask me where it is written, its been a long time since i read the bible)
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Re: BossBattles V34 out

Postby Evilm0nk » Mon Apr 02, 2012 1:24 am

I always thought he would only fire 3 projectiles when u got hurt lol not when he reaches a certain health, I wouldn't mind if he teleported :P, your fake teleportation sounds fine lol.

In reguards to satan servant, I'm still adding weapons in boss battles, I'll make sure that the magical weps have that damage factor in if I add any magic ones :)
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Re: BossBattles V34 out

Postby UnTrustable » Mon Apr 02, 2012 1:10 pm

Thats okay, but keep in mind that any magical weapons gets reduced in damage to Satan Servant.

This is his list sofar known to the M.A.D.2 project:

Damagefactor "Magic" 0.1
Damagefactor "Fire" 0.01
Damagefactor "Ice" 0.1
Damagefactor "Water" 0.1
Damagefactor "Nuclear" 0.01
Damagefactor "Nuke" 0.01
Damagefactor "waste" 0.01
Damagefactor "Lava" 0.01
Damagefactor "Electric" 0.01
Damagefactor "HumanMadeWeaponry" 0.001
Damagefactor "Spirit" 0.1
Damagefactor "Gas" 0.01
Damagefactor "Kinetic" 0.001
Damagefactor "HellWeapon" 0.1
Damagefactor "HeavenWeapon" 0.1

Im still working on DSparil....
It seems despite the security i have build in, occasionally DSparil2 screams like a serpent while the serpent is dead.
If you take this for granted, than DSparil2 is 'working'.
DSparil4 does do the same, still working on its painchance 0 too. Looks promising btw.

Spoiler:
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Re: BossBattles V34 out

Postby Evilm0nk » Mon Apr 02, 2012 4:19 pm

Sounds like satan servant will be FUN :D lol he's gona be soo cheap but who care's hes a boss :).
people have been complaining about boss health and there too strong, but what do you expect there bosses lol.

Hmm kinda funny that dsparil would make a serpent sound lol :P, hmm couldn't we just combine the death sounds together into one?
Or would that make the serpent out of place too when he dies?
Well in retrospect at least you got him going :D.

Also heres Version 34C which fixes some bugs
http://www.mediafire.com/?ot0nj0664a9s1p4
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Re: BossBattles V34 out

Postby UnTrustable » Tue Apr 03, 2012 10:50 am

Nah, its his Pain sound. He uses the Serpent Active or Serpent See sound in his Pain state, in a chance of 20 to 1.
I havent figured out which sounds he is using, since its impossible to play such a sound in his pain state,
unless he skips the serpent-is-death inventory 2 times, but if he does skip m, he will change back into
the serpent-rider spriteset, and THAT does not happen, so the inventory part works.... then the sound should
work too....... and it does not.
And when you would look into the code, you will see, that it is IMPOSSIBLE for the code to make such sound, and
it still happens occasionally.
Its not really a huge issue, but i WANT to know where it gets wrong, and when i cant find it, it irritates me sort of :?
I removed all standard SeeSound, PainSound, and so on, i use ONLY the DeathSound of DSparil since that
would be permanent and causes no problem.
The rest is done with A_PlaySoundEx (##).
I guess i can blame it to the way i did the code, and i never said the code was perfect, but it works pretty
good for a first attempt to combine the two actors into one actor, and replace all heretic commands into
something ZDoom would understand, and that being done by a novice skilled person. :D
The more it is decorate-coded, the more people can alter 'm the way they want their monster to be.
I'll think all send m up today, just for a test run if you want, maybe YOU can find the issue that i can't find.
And if you consider to replace the hardcoded version of DSparil2 then replace ONLY DSPARIL2 and the associated
actors that goes with DSparil2, like his attacks, his summoning, and the wizard.... but NOT DSparil4.
Im still working on DSparil4, even though i have send DSparil4 up too.

EDIT: I haven't changed the Health of the Wizard btw... so keep that in mind. people seemed to complain about the
health settings....

EDIT2: I played the mod (V34? or was it still V33?) just a few days ago, as you know, you were there. i encountered no lag of such thing.
I noticed a few cramped area's as what they mentioned on the Skulltag forum, that part i have to agreed with hexadoken.
Also, when im playing this singleplay i agreed with Hexadoken again when he finds the bosses having too much Health's.
When i playing this Multiplayer and with enough players, lets say 6 players more, i dont care how much HP a boss has.
I noticed that players gets too quickly nervous about the bosses health's, that it looks or feel-wise takes forever to get them on their knees.
So, i disagreed to the fact that Bosses NEEDS to get lowered in health just to make this fight playable.
But i DO advise to look and feel what Health is doing good to the game, and once done that, stick to it.
They are indeed bosses, and not just a regular monster walking behind that corner 'waiting' to receive some lead from ya. :twisted:
I find it handy to have a boss health meter in screen, whether they are displayed as being numbers or graphical.... as long as it is there.
Players will always complain about something. :3:
I agreed to the pentagram part too. I havent heard of telefragging before but if that helps, ill gladly agreeds.
I fully disagrees to Hexadoken when he claims that your maps are painfully bad and worse and what more simular words he uses.
If your maps needs a little touch up, then do so, we all have an artist in ourselves we need to discover.
Lets stay constructive, shall we?
I wonder why i had to be purgatoried from Skulltag forums....? :lol:
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Re: BossBattles V34 out

Postby Evilm0nk » Tue Apr 03, 2012 6:26 pm

Aww I see, sounds can be a pain in the ass sometimes, ill be glad to take a look at when your finished :).
I will change the wizards health too, He isn't that hard :P.
I believe the one we played the other day was just version 34, So there was problems with that version.
The bosses health is always a issue to a few people, I did lower there health a little bit and i lowered the amount of damage they deal, I think its a lil more balanced now :D.
The pentagram thing is an issue, You see they won't telefrag the player, they will just not spawn if someone is on there spawn point, which can bug the script :/, ill need to look into it more.

Im not the best mapper lol so I can see some people not liking my maps.
Thats the reason i've been looking for mappers lol.
Thanks for your feed back untrustable :).

You were purgatoried for a dumb reason, I saw that page lol.
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Re: BossBattles V34 out

Postby UnTrustable » Tue Apr 03, 2012 10:07 pm

Evilm0nk wrote:The pentagram thing is an issue, You see they won't telefrag the player, they will just not spawn if someone is on there spawn point, which can bug the script :/, ill need to look into it more.


Ah :) i thought so. Well, i have made a couple invasion maps in the past couple of years, and yes i have encountered that same issue, somewhere.
So i transferred the spawnspot heights.
Its may look stupid, when a player gets ON the spawnspot, and the monster just spawns on top of the player :lol:
At least it WIL spawn that way... unless the ceiling is to low ofcourse.
Try that. There are Spawnspots, and another spot of which i cant recall the name. ONE of them can be changed in heights if i remember correctly.


So i see allowmonstertelefrags is a mapinfo command.... well i dont know about it, but you
can try this one too if the above writtings doesnt look good.
I think this is what that dude means, but if it wont work on players....? as what you just said? i cant tell, i have no experients with this.

Of course i can think of 2 other solutions
-1 is to configure a spawnspot actor that has somehow this Telefrag option...?? But that will be new to me too.
-2 make a light mid- texture around the monster spawnspot, so when this light texture appears it makes entering that sector impossible.
Anyone that is already inside the said sector, will be killed instantly by changing the sector damage to high levels, keep in mind that when
a player jumps in the air, it wont take damage, so due to the lenght of this jump, the damage stays on, and when we are sure
nobody can be there anymore, the sector damage is set back to 0, and the monster spawns by script...

Where else do you think the 'Instant death'-spell of my Satan Servant comes from?? :twisted:
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Re: BossBattles V34 out

Postby Evilm0nk » Tue Apr 03, 2012 10:49 pm

UnTrustable wrote:
Ah :) i thought so. Well, i have made a couple invasion maps in the past couple of years, and yes i have encountered that same issue, somewhere.
So i transferred the spawnspot heights.
Its may look stupid, when a player gets ON the spawnspot, and the monster just spawns on top of the player :lol:
At least it WIL spawn that way... unless the ceiling is to low ofcourse.
Try that. There are Spawnspots, and another spot of which i cant recall the name. ONE of them can be changed in heights if i remember correctly.



So i see allowmonstertelefrags is a mapinfo command.... well i dont know about it, but you
can try this one too if the above writtings doesnt look good.
I think this is what that dude means, but if it wont work on players....? as what you just said? i cant tell, i have no experients with this.

Of course i can think of 2 other solutions
-1 is to configure a spawnspot actor that has somehow this Telefrag option...?? But that will be new to me too.
-2 make a light mid- texture around the monster spawnspot, so when this light texture appears it makes entering that sector impossible.
Anyone that is already inside the said sector, will be killed instantly by changing the sector damage to high levels, keep in mind that when
a player jumps in the air, it wont take damage, so due to the lenght of this jump, the damage stays on, and when we are sure
nobody can be there anymore, the sector damage is set back to 0, and the monster spawns by script...

Where else do you think the 'Instant death'-spell of my Satan Servant comes from?? :twisted:



Hmm all your options sound good :), though there is another option that someone just told me on the skulltag forums that may or may not work too :P.
Its the +telefrag flag, I am not sure if it will work for monsters being spawned through acs though, but I will try that.
If it doesn't work I will try your ideas 8-).
Also I can't wait to see your satan servant :P.
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Re: BossBattles V34 out

Postby UnTrustable » Tue Apr 03, 2012 11:23 pm

Heheh, everything in time....

I send you a link by PM to the DSparil2 and DSparil4 zip file, but just dont replace DSparil4.
I can't get the sound issue out, the more i secure the whole thing, the more the code gets unreadable...
So i hope players will not even notice the 1 sound there while they battle him.
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Re: BossBattles V34 out

Postby Evilm0nk » Tue Apr 03, 2012 11:53 pm

ill make sure not to copy over dsparil4 Lol :P. I will also take a look at his code, but I am sure your better at decorate then I am so I probably couldn't fix the issue you were having lol.
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Re: BossBattles V34 out

Postby UnTrustable » Wed Apr 04, 2012 4:19 pm

Im not sure if i should mention this, but i have made a nice (not hard) decorate for my MetalHead spriteset.
Metalhead has a maximum of 4 attacks.
When it is at full health (15000HP), it uses either 1) Fire Column attack as we all know of the Heretic Ironlich monster,
2) Electric ball, 3) Nail attack (like Moloch monster from realm667), 4) Ban hammer.
When it reaches below 10000 HP, Metalhead uses the above described attacks in spread of 3 projectiles.
When it reaches below 5000 HP, Metalhead uses the above described attacks in surround of 8 directions, except the
nail attack.
All attacks, except for the nail attack, are pretty avoidable, when at a reasonable distance.
I'll put Metalhead in my upcoming map.
I am considering metalhead not as a BIG-ass boss...
If you only want big bosses, what maximum HP would you suggest?
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