I know it's not quite heatmapping, but it would be pretty amazing to have heatmapping. Imagine hunting invisible beasties with that.Pixel Eater wrote:Mythbusters inspired:
The WIP Thread
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Re: The WIP Thread
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Re: The WIP Thread
Actually I think it might count. I've only altered the front sprite so the left Imp is still 'unmapped'.
Here's a dark area: Edit: All Imp frames done now...
Here's a dark area: Edit: All Imp frames done now...
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Re: The WIP Thread
Holy moly, those are some impressive and amazing things i never seen on any other doom mods/map packs. Especially that night vision effect looks tacticool as shiet!
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Re: The WIP Thread
Thanks Captain. Problem is, I haven't been able to figure out how to switch between the default and custom sprites in time with the main effect. Which means you're stuck with it on the whole game
Anybody know of an example of how to do that which I can dissect?
Anybody know of an example of how to do that which I can dissect?
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Re: The WIP Thread
A solution might be to use the "####" sprite name throughout the imp definition. Can you set a sprite name through ZScript? If not, that sounds like a fine feature suggestion.
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Re: The WIP Thread
Like such?
Edit: It looks like everything's been bleepin' censored
Spoiler:And then the #### can be redefined like a variable somewhere else?
Edit: It looks like everything's been bleepin' censored
Last edited by Pixel Eater on Mon May 21, 2018 5:54 pm, edited 1 time in total.
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Re: The WIP Thread
Yeah, you'd want to rename the Spawn state label to Idle, and have for actual Spawn state something like Spawn: TROO A 0 Goto Idle just so as to set the correct sprite at the beginning.
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Re: The WIP Thread
I was bored so I started to port Chasm The Rift Monsters, Items, Weapons and assets to Gzdoom
Here is the Chasm Skeleton Warrior:
Converted from Chasm to to Md2, tweaked, frames were edited for use in Gzdoom to best fit the Actor
I will probably create several skin variations.
Here is the Chasm Skeleton Warrior:
Converted from Chasm to to Md2, tweaked, frames were edited for use in Gzdoom to best fit the Actor
I will probably create several skin variations.
Spoiler:I'm still trying to figure out how to do Gibbing (head, Legs, Arms, weapon) similar to Chasm's Gib system
Last edited by HAL9000 on Wed May 23, 2018 8:57 am, edited 1 time in total.
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Re: The WIP Thread
Cheers Gez! I've done that and added the following code:Gez wrote:Yeah, you'd want to rename the Spawn state label to Idle, and have for actual Spawn state something like Spawn: TROO A 0 Goto Idle just so as to set the correct sprite at the beginning.
Spoiler:And here is the result! But now the Imp is frozen
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Re: The WIP Thread
Already shown this off, but now it's animated! The ball of light in the center will be swapped out for something more appropriate to Ancient Aliens; I'm just not going to spoil it here.
https://drive.google.com/open?id=1gATpD ... VCUX3Iqk2d
https://drive.google.com/open?id=1gATpD ... VCUX3Iqk2d
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Re: The WIP Thread
You Ghostbuster'd them! Nice animation too
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Re: The WIP Thread
That's because you're not calling Super.Tick(), so everything that handles momentum, state updates, etc. ... well, it's not happening unless you put it in yourself. Or call Super.Tick().Pixel Eater wrote:But now the Imp is frozen
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Re: The WIP Thread
Oh right I had...
...commented out because I get this error:
Script error, "ThermoCam.pk3:zscript.zc" line 53:
Incompatible operands for != comparison
Edit: So I removed the if() statement and placed the Super.Tick() at the end of the function and it works! Thank you it seems to be working perfectly
Code: Select all
if (!player || !player.mo || player.mo != self)
{
return Super.Tick();
}
Script error, "ThermoCam.pk3:zscript.zc" line 53:
Incompatible operands for != comparison
Edit: So I removed the if() statement and placed the Super.Tick() at the end of the function and it works! Thank you it seems to be working perfectly
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