GunLabs

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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ReX
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Re: GunLabs

Post by ReX »

Wonderfully-written tutorials. Simple enough for a newcomer to comprehend but informative enough for seasoned DooM modders. Plus, it doesn't "talk down" to newbies, and it uses a light tone to make it a more interesting read. Kudos.

A couple of suggestions:
  • 1. Perhaps an introductory paragraph in each tutorial would be useful. This paragraph would summarize/highlight the main steps in the tutorial, and give the reader a sense for how the tutorial is organized.
    2. Perhaps section headings would help to "segment" each tutorial and identify the "main steps" I mentioned in 1, above. "How to Make Your First Basic Gun" is a very long article, that could benefit from such segmentation.
Your article makes me want to go out and build my own Big Flickin' Gun.
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LilWhiteMouse
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Re: GunLabs

Post by LilWhiteMouse »

Any plans to add a tutorial on using/making models for weapons?
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wildweasel
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Re: GunLabs

Post by wildweasel »

LilWhiteMouse wrote:Any plans to add a tutorial on using/making models for weapons?
Modeling new weapons is something that's really beyond my expertise - if anybody wants to write one for the site, though, I'd be happy to host it.
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bleant
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Re: GunLabs

Post by bleant »

If i make a tutorial on how to make a basic reloading system, will you upload it? Yet i still have somethings to learn, i already know how to make the weapon reload.
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Amuscaria
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Re: GunLabs

Post by Amuscaria »

I'll be uploading a tutorial for my centered weapons when I get to the DE-SSG, since it has the most frames and thus I can show the most with the images I already need to make. :)
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lizardcommando
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Re: GunLabs

Post by lizardcommando »

Are you going to have any tutorials on how to make weapons from model rips? I remember there was a mini-tutorial of some sorts here that was written either by you or someone else who is usually here.
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wildweasel
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Re: GunLabs

Post by wildweasel »

lizardcommando wrote:Are you going to have any tutorials on how to make weapons from model rips? I remember there was a mini-tutorial of some sorts here that was written either by you or someone else who is usually here.
This is going to cause controversy, I'm sure, but no. I will not write or post a tutorial for how to rip models on GunLabs. You can blame me for having an agenda, but the fact is, crappily-done model rips are among the more prominent reasons why custom weapons are so looked down upon. Add to this, the sudden speaking-out against resources "borrowed" from other people or commercial games, and you have a pretty good reason why I don't want to encourage people to learn how to do this sort of thing.
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wildweasel
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Re: GunLabs

Post by wildweasel »

Double-posting to announce another tutorial has been completed: Altfires, Projectiles, and Accuracy.
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NeuralStunner
 
 
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Re: GunLabs

Post by NeuralStunner »

Looks good, though one thing I think worth the mention is fixed projectile damage.
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amv2k9
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Re: GunLabs

Post by amv2k9 »

A suggestion for GunLabs: An inheritance tutorial.

The wiki just uses monsters as an example of how to use inheritance, and I think it'd be pretty helpful to show how/what you can and can't use it for in the process of making weapons.
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wildweasel
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Re: GunLabs

Post by wildweasel »

amv2k9 wrote:A suggestion for GunLabs: An inheritance tutorial.

The wiki just uses monsters as an example of how to use inheritance, and I think it'd be pretty helpful to show how/what you can and can't use it for in the process of making weapons.
I'll go ahead and write one up.

[edit] It's up.
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Salad Viking
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Re: GunLabs

Post by Salad Viking »

Do you plan on doing tutorials for advanced topics such as reloading, bullet casing ejection/gunsmoke, powered-up/sister weapons, or maybe even weapon pieces? Though the tutorials as of now are decent, they're just plain DECORATE tutorials which can be found anywhere. You need to add tutorials for complex tricks and functionality that aren't available elsewhere.

Also, I find it a little tacky that the example code has no formatting or indentation. Plaintext code looks ugly. Most coding/programming tutorials have easily identifiable code example "boxes", which can be seen here
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Re: GunLabs

Post by NeuralStunner »

Salad Viking wrote:Also, I find it a little tacky that the example code has no formatting or indentation.
Common HTML limitation. I've never used Blogger, so I have no idea what tags and features are available. HTML's standard <TT> or <PRE> tag may work.
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wildweasel
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Re: GunLabs

Post by wildweasel »

Salad Viking wrote:Do you plan on doing tutorials for advanced topics such as reloading, bullet casing ejection/gunsmoke, powered-up/sister weapons, or maybe even weapon pieces? Though the tutorials as of now are decent, they're just plain DECORATE tutorials which can be found anywhere. You need to add tutorials for complex tricks and functionality that aren't available elsewhere.
I'm more or less writing these "in order" - reloading, sister weapons, weapon pieces, and special graphical effects are advanced tricks that I wouldn't teach to someone who only just learned what inheritance is. I'd make sure they know about tricks like using inventory items as variables, among other things.
Also, I find it a little tacky that the example code has no formatting or indentation. Plaintext code looks ugly. Most coding/programming tutorials have easily identifiable code example "boxes", which can be seen here
...What the hell, I could swear I did that. Turns out I don't quite remember HTML syntax as well as I thought, as it's supposed to be <code> and not <codeblock>. Fixed.
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amv2k9
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Re: GunLabs

Post by amv2k9 »

wildweasel wrote:
amv2k9 wrote:A suggestion for GunLabs: An inheritance tutorial.

The wiki just uses monsters as an example of how to use inheritance, and I think it'd be pretty helpful to show how/what you can and can't use it for in the process of making weapons.
I'll go ahead and write one up.

[edit] It's up.
Thanks a bunch! That portion near the end about using multiple frames per line should be a big help. I was actually working on a chaingun with windup & cooldown just for practice the other day, and that trick'll probably cut way down on the amount of code.

One question:

Let's say you're making an "UberChaingun" and inheriting the Primary Fire as in the tutorial's example, then adding an Altfire. BUT, you want to use new sprites. Could you get the new sprites to show up, both in the states you inherited, and in the code you've made from scratch?
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