ZDoom 2.0.63

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Expand view Topic review: ZDoom 2.0.63

by Lexus Alyus » Sat Feb 21, 2004 8:29 am

... so your trying to say that your not going to be the next Chris Lutz? ... Mmmm, that leaves a nice space for me to fill in :twisted:

:twisted:

by HotWax » Sat Feb 21, 2004 7:29 am

Heh. Giest's first map was amusing in a "OMG is that the same blue texture carpeting EVERY sector in the map?" kind of way, but the gameplay was okay. Don't let that screenshot fool you into thinking the map is going to roxor visually, because it's not. I'm going to make sure there's enough visuals that it isn't bland or simplistic, but I'm not going overboard with the detail like other mappers might. Instead, I'm concentrating heavily on learning new features of ZDoom (which is kind of turning the map into a 5,000 hat-trick nightmare, but hey, I'm learning shit in the process) and testing the abilities and limits of scripting. So far I've got lots of good stuff going on in here, but if I revealed any of it it would ruin the surprise.... :roll:

by Lexus Alyus » Sat Feb 21, 2004 5:30 am

Just because I know I'm a bitch, Hotwaxes map looks a lot nicer than Giests first map :-D.

:twisted:

by Chilvence » Fri Feb 20, 2004 10:36 am

aha, now I can complete my sprite entry in the wiki

by Graf Zahl » Fri Feb 20, 2004 8:03 am

Risen wrote:Where does it go after those? There's only like 2 or 3 more characters until you get into the lower case alphabet, which doesn't help much in WAD structure.
Nowhere. [,\ and ] are the only additional frame characters allowed (because they were needed for the Arch Vile.)
The next 2 would be ^ and _ but they can't be used in sprite frames.

by Risen » Fri Feb 20, 2004 7:04 am

Where does it go after those? There's only like 2 or 3 more characters until you get into the lower case alphabet, which doesn't help much in WAD structure.

by LilWhiteMouse » Thu Feb 19, 2004 6:36 pm

randy wrote:Sure, just put them in quotes:
Thanks, works great.
Graf Zahl wrote:
If you need more frames, can't you just specify a new sprite?
Of course.
It's just a continuity thing in my case. I like to have some form of order to my chaos. I've only got one frame left though, so I may yet have to.

by Graf Zahl » Thu Feb 19, 2004 6:10 pm

HotWax wrote:The Arch-Vile is the only monster capable of using non-letter characters in its frames, and AFAIK that's a hard-coded work-around.

I don't know where you get that idea.
It's completely wrong. ( [,\,]) are just the 3 characters that are following Z in the ASCII charset and represent sprite frames 27-29. Besides, they are also used by a few Hexen monsters.
If you need more frames, can't you just specify a new sprite?

Of course. That's the only reason why the sprite name has to be specified for each line again. It wouldn't make much sense to do so if it couldn't be used, would it?

by randi » Thu Feb 19, 2004 4:49 pm

LilWhiteMouse wrote:Something new, I can't use the characters [ and ] with a decorate monster?
Sure, just put them in quotes:

Code: Select all

Death:
ANGL W 5
ANGL X 35
ANGL Y 16
ANGL "Z[]" 5
ANGL B 1 A_Fall
TRAN A 999
Stop

by HotWax » Thu Feb 19, 2004 4:22 pm

The Arch-Vile is the only monster capable of using non-letter characters in its frames, and AFAIK that's a hard-coded work-around.

If you need more frames, can't you just specify a new sprite?

Code: Select all

Death:
ANGL W 5
ANGL X 35
ANGL Y 16
ANGL Z 5
ANGB AB 5
ANGL B 1 A_Fall
TRAN A 999
Stop

by LilWhiteMouse » Thu Feb 19, 2004 3:53 pm

Something new, I can't use the characters [ and ] with a decorate monster?

A snippet:

Code: Select all

Death:
ANGL W 5
ANGL X 35
ANGL Y 16
ANGL Z[] 5
ANGL B 1 A_Fall
TRAN A 999
Stop
The above gives me this error:
SC_GetNumber: Bad numeric constant "[".

by LilWhiteMouse » Thu Feb 19, 2004 10:25 am

Graf Zahl wrote:Do you have anything that causes a crash? I can't see any reason for it.
Edit the SwarmDummy actor for my former berserker, and comment out the last frame, "SWRM A 999", or set it to something low. Summon the SwarmRocket (or the SwarmDummy itself), ZDoom will crash when the SwarmDummy is removed.

by Graf Zahl » Thu Feb 19, 2004 10:11 am

LilWhiteMouse wrote:
LilWhiteMouse wrote:The problem is, when I add A_CustomMissile("Vapor", 0, 0, 0) to the seeking projectile, it crashes. But it only crashes when the parent actor is removed.
Ok, this is definatly a bug. If the "owner" of a seeker missile dies while the seeker is still in flight, ZDoom crashes.

Do you have anything that causes a crash? I can't see any reason for it.

by LilWhiteMouse » Thu Feb 19, 2004 8:28 am

LilWhiteMouse wrote:The problem is, when I add A_CustomMissile("Vapor", 0, 0, 0) to the seeking projectile, it crashes. But it only crashes when the parent actor is removed.
Ok, this is definatly a bug. If the "owner" of a seeker missile dies while the seeker is still in flight, ZDoom crashes.

by Eevee » Wed Feb 18, 2004 1:05 pm

Ack. Not a 1, a 2 @_@ it's the number of frames to skip ahead, not just the number to skip.

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