Reactor wrote:This is not true. As I said before, I've already created not just a mod, but a whole game. In fact, Tristania 2 will not be a mod either, it will be a TC. I've managed to complete Tristania3D because the DieHard Wolferz community had lots of useful forum topics about how and what to modify in the source code. I know, Tristania3D is not ZHexen engine, but the emphasis is not on the engine, it's on the method of working.
So what is it you're looking for exactly? If you're looking for tutorials, they're out there. If you want to understand how decorate or ACS works, there's the
wiki. Need help for a specific feature? Ask on the
Editing subforum.
Short of asking someone else to do the hard work for you, help us help you. Everything you need to know is right at your finger tips, you just have to be willing to search and ask for it.
Reactor wrote:I am dedicated enough in stuff which are I am experienced with. As I said before, most of the developer teams consists someone for graphics, someone for sounds&music, and someone for programming. Otherwise, there wouldn't be much of a Doom either, if you'd just think John Carmack can do everything in the game all alone.
This sort of thing works in a professional project because there's money involved to keep everyone interested. An enthusiast mod project doesn't have that. Why should someone work on your project for no pay and no glory? The simple answer is that they won't. While there are megawad projects with multiple authors, these work because it's not just one party asking everyone to do the work for them, it's a
community effort. The theme is also generally reigned in rather than some ridiculous megaproject such as this one.
If you're going to pitch a community project, you need to be very energetic and willing to get your hands dirty. You have to earn trust before people are likely to help you.
Reactor wrote:I'm also aware that ZDoom/GZDoom is compatible with Hexen as well, I am talking about the game itself - Hexen. If there are no hitscan weapons programmed into Hexen, I can't work on their appearance and behaviour either. But since you said there ARE hitscan weapons in Hexen, this was pretty useful information.
There's nothing to program because it's already in the engine. If you had read some of the posts in the thread, you'd understand that. I'm not sure what's stopping you from working on their appearance or behavior, either. Don't you have a design document, or at least some assets to work with in the meantime?
Reactor wrote:About the features: I'm not talking about universal features here. I'm talking about features, which are NOT in most ZDoom/Hexen etc. mods. For example, weather effects (snowing, raining, fog), timed levels (when the ticker goes zero, it's game over for you without dying), certain wounded enemies could collect health restore items, various traps which'll kill the enemies once stepped upon, walking enemies as opposed to all enemies standing still, sniper scope for the Kruger, and so on. BTW,these are all EoD features. So,as you may see, there are VERY few common features, at least this is what I saw so far...
All of these features you describe are either doable via ACS or decorate, or are already built in. Again, if you would just read your own thread, you'd understand that. I'm sure if you do a search on the forums you can either find examples or a thread where someone asked for help with a similar feature.
Reactor wrote:I'm not asking anything special, or doing the work for me, if it's already written somewhere,and I only need to copypasta is. It worked at the DieHard Wolferz forums, so I don't see the reason why wouldn't it work once again.
This isn't the Die Hard Wolfers Forum, so it's unrealistic to just barge in and ask people if you can just copy and paste their work. That's really unprofessional and lazy.
Edit:Reactor wrote:You see? I told you, these features aren't that difficult at all. It's just very confusing, since people in this forum don't like to call stuff on their original "name", they speak too "technical".
What do you expect people to call them? It's better to refer to something by its actual "technical" name then use a confusing term that may not mean the same thing to two different people. If you want to get anything done, you're going to have to become intimately familiar with the terminology. That's a simple fact of any technical or hobbyist community such as this one.