Adding SkullTag's runes: Questions!

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Expand view Topic review: Adding SkullTag's runes: Questions!

Re: Adding SkullTag's runes: Questions!

by Major Cooke » Tue Jul 18, 2023 12:14 am

Yum: Agreed, but I've heard back from nobody on the Zandronum team who can give me a clear cut answer on if I may use their resources with permission, so this is off the table entirely until either someone decides to make sprites for me or they respond with a resounding 'yes'. Only then will I make a PR for this.

Re: Adding SkullTag's runes: Questions!

by yum13241 » Thu Feb 16, 2023 8:01 am

Some weapons mods (like mine) already use PowerWeaponLevel2 for other things, I use it for an akimbo weapon. So unless ZScript can add new powerups, this is impossible to DIY while still having my guns akimbo for instance.

Re: Adding SkullTag's runes: Questions!

by Graf Zahl » Wed Feb 15, 2023 11:01 am

I'll file this off as 'DIY'.

Re: Adding SkullTag's runes: Questions!

by yum13241 » Wed Feb 15, 2023 8:35 am

How I'd implement it:

1. Change Weapon.SisterWeapon to accept a numerical value. 0, 1, 2 and nothing all mean PowerWeaponLevel2 for backwards compat, and 3 would be PowerWeaponLevel3, which would be the Spread rune. The Weapon.SisterWeapon value would need to be the same obviously.

Re: Adding SkullTag's runes: Questions!

by ZzZombo » Fri Feb 10, 2023 8:59 am

I think two things are needed for the theoretical spread powerup:

* Allow weapons to opt out from implicit powerup handling, meaning it handles that itself somehow.
* If the weapon doesn't opt out, hitscan/projectile attack functions aim the attack by whatever angle the spread is supposed to be to the left/right and then finally perform the normal attack. Since IIRC they use a helper attack function there is no need to add a dirty hack to all the attack functions and the changes can be consolidated to the respective hitscan/projectile helper functions.

Re: Adding SkullTag's runes: Questions!

by Major Cooke » Wed Oct 26, 2022 8:52 pm

Interesting. I'll see if I can reach out to Carnevil then, if he's still around.

Also been pondering about adding ot her zandronum elements, i.e. doomsphere, and the skulltag specific health/armor bonuses, wonder if folks would approve...

Re: Adding SkullTag's runes: Questions!

by Gez » Wed Aug 25, 2021 12:17 am

The assets themselves are mostly derived from Doom alpha sprites, IIRC.

Re: Adding SkullTag's runes: Questions!

by Zenon » Tue Aug 24, 2021 9:51 pm

Major Cooke wrote:Whom should I ask for permission to use the sprites from? I figure just asking Torr might not be enough so I'd rather be 100% safe than sorry.
I thought you would have to ask Carnevil. Didn't he copyright them or something?
If I remember correctly, there was some issue relating to Carn that stood in the way of Skulltag's assets being included in Zandronum rather than being in a separate pk3. I could be wrong though.

Re: Adding SkullTag's runes: Questions!

by Major Cooke » Tue Aug 24, 2021 5:11 pm

How should I handle adding credits for where they're due? In the event I get permission to add them into GZDoom. And, should they be part of the GZDoom extras .pk3?

Re: Adding SkullTag's runes: Questions!

by Major Cooke » Tue Aug 17, 2021 11:47 am

My first thought was, what if there could be an in-between point where the functions call on a virtual that's executed on the powerups, like ModifyDamage is called for taking damage. But... that might generate recursion issues.

I think I'll leave it out for now in the mean time.

Re: Adding SkullTag's runes: Questions!

by Graf Zahl » Tue Aug 17, 2021 11:25 am

The only clean way would be, like I said, as a powered up sister weapon with its own attack sequence. But that'd come with its own set of problems.

Re: Adding SkullTag's runes: Questions!

by Gez » Tue Aug 17, 2021 11:11 am

Realistically I'm not sure how the spread effect as it exists in Skulltag could be handled cleanly. Perhaps it's best to leave it behind.

Re: Adding SkullTag's runes: Questions!

by Graf Zahl » Tue Aug 17, 2021 10:56 am

The most obvious thing would be to make that rune activate the regular weapon powerup and define the alternative fire modes as the powered up sister weapon.
But I have no idea how that might interfere with existing mods that already use the feature.

Re: Adding SkullTag's runes: Questions!

by Major Cooke » Tue Aug 17, 2021 10:27 am

How would you prefer it be handled instead? Or should it be outright excluded?

Re: Adding SkullTag's runes: Questions!

by Graf Zahl » Tue Aug 17, 2021 10:21 am

It added some hacks to the actual firing functions - which is an absolute no-go because it's too restrictive and very, very dirty.

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