The WIP Thread

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Re: The WIP Thread

Postby TDRR » Sat Jul 13, 2019 9:42 am

ImpieTwo wrote:
Nash wrote:Nice. Somehow I expected those other enemies to wake up when someone dies too close beside them, and that guard who already entered their See state should've just woken up the other enemy. :P

I'd add that in if I knew how to code it in Decorate.


In the guard definition you would make him use:
A_CheckProximity("WakeUpEveryone", "DeadGuyAlerter", 2048, 1, CPXF_CHECKSIGHT | CPXF_DEADONLY)
Every 35 tics. Now, you should change "DeadGuyAlerter" to the name of the enemy that's going to be dying near the guard, add a full list of them if necessary. 2048 is the range in units, so you can change that too if you want.

In the WakeUpEveryone state, the guard would use A_AlertMonsters, and perhaps have some animation like he's blowing a whistle and then wakes up every enemy in the general area.

Do note, that at minimum you would require ZDoom 2.8.1/GZDoom 2.1, Zandronum doesn't support A_CheckProximity yet.
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Re: The WIP Thread

Postby Morgondagen » Sun Jul 14, 2019 12:23 am

The film grain is optional.
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Re: The WIP Thread

Postby phantombeta » Sun Jul 14, 2019 1:42 pm

I really don't post about my mod enough, so I thought I should post this:

Working on the first devlog video for my mod. Just split these clips, and gotta record two more clips I forgot to record before I can piece it together.
I'm wondering whether I should do just text, or if I maybe should put a voice-over on it.
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Re: The WIP Thread

Postby Angel-Neko_X » Tue Jul 16, 2019 2:29 pm

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Re: The WIP Thread

Postby Nash » Wed Jul 17, 2019 6:27 pm



Working on an ultra simple mod that addresses an annoyance I've had to deal with since Doom 2 was created. Try guess what is it about. ;)
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Re: The WIP Thread

Postby YukesVonFaust » Wed Jul 17, 2019 6:30 pm

Nash wrote:

Working on an ultra simple mod that addresses an annoyance I've had to deal with since Doom 2 was created. Try guess what is it about. ;)

finally. an indicator that you're about to be burnt by an archvile.

i've been waiting for this.
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Re: The WIP Thread

Postby comet1337 » Wed Jul 17, 2019 9:55 pm

the pyro update experience visualized

alternate blood variant?
it used the same type of effect
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Re: The WIP Thread

Postby Captain J » Wed Jul 17, 2019 10:46 pm

Now add Caleb's burning voice and you're ready to go.
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Re: The WIP Thread

Postby Enjay » Thu Jul 18, 2019 3:05 am

Great effect (and much better than the default "you might see it, you might not" one), but it made me think: you're not actually burning at that point. It's just a visual and audible clue that an explosion is about to happen right on you. There's no burning at all - despite the flames - just magical illumination followed by BOOM!
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Re: The WIP Thread

Postby Gez » Thu Jul 18, 2019 4:41 am

It also usually obscures your vision in vanilla.
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Re: The WIP Thread

Postby Nash » Thu Jul 18, 2019 5:42 am

Gez wrote:It also usually obscures your vision in vanilla.


Ding ding ding!

For context, I play with "Classic transparency (vanilla preferred)" and everytime those damn things get in front of my screen, I just... well, I can't see the screen!

Even ZDoom's default "additive transparency" is barely any better; it is still this big-ass sprite that blocks my view.

So what this mod is doing is changing the indication from an in-world sprite blocking your view, to a HUD animation that only slightly blocks your view.
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Re: The WIP Thread

Postby Enjay » Thu Jul 18, 2019 7:01 am

Is it multiplayer compatible? i.e. would other players still see some indication that you are about to get burninated?
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Re: The WIP Thread

Postby Nash » Fri Jul 19, 2019 9:30 am

Enjay wrote:Is it multiplayer compatible? i.e. would other players still see some indication that you are about to get burninated?


Yes, other players will see the in-world sprite like as if nothing was modded. The fire overlay on the HUD only affects you, the poor soul about to be Arch-grilled. :lol:

(Technical detail: the visibility of the ArchvileFire actor is zero'd only for the consoleplayer. Works with the chase camera too, so if you flip to third person, the normal world sprite would reappear. Unfortunately doesn't work correctly for portals and mirrors (if you are standing in front of a mirror while in first person view and get fired, the fire sprite doesn't appear in the mirror)... oh well...)

EDIT:




She stretch
Last edited by Nash on Fri Jul 19, 2019 5:16 pm, edited 1 time in total.
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Re: The WIP Thread

Postby NeuralStunner » Fri Jul 19, 2019 1:48 pm

She armature deform

Looks great for a speed-model, by the way.
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Re: The WIP Thread

Postby Captain J » Fri Jul 19, 2019 11:39 pm

Looks very promising and pretty enough! I bet she's the main protagonist-
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