Adding SkullTag's runes: Questions!

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Adding SkullTag's runes: Questions!

Postby Major Cooke » Mon Aug 16, 2021 10:32 pm

I'm currently in the process of adding ZScripted SkullTag runes that work exactly as their counterparts do for submission. But there are a few questions I have...

1. Would it be wise to add an option to enable auto switching of runes when picking up another?
2. 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.

And if I cannot secure appropriate permission, I'll need to go on the hunt for spriters. I do have a few in mind if needed, but hopefully it won't be necessary.
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Re: Adding SkullTag's runes: Questions!

Postby Gez » Tue Aug 17, 2021 1:49 am

Major Cooke wrote:I'm currently in the process of adding ZScripted SkullTag runes that work exactly as their counterparts do for submission.

If I remember correctly, ST's runes work from a specific pool of powerup types, instead of sharing it with, well, powerups. That's one bit I'd suggest to change, if you kept it. :wink:
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Re: Adding SkullTag's runes: Questions!

Postby Graf Zahl » Tue Aug 17, 2021 1:57 am

Agreed. What we do not need here is a separate pool of powers, they should go into the same one if they don't already exist.
Some of the underlying powerups already exist, but a few have been deliberately not ported, e.g. the weapon spread rune - and any submission adding that hack feature as it was will be rejected by default. Just a small warning. ;) If you want to port it, we need a better approach.
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Re: Adding SkullTag's runes: Questions!

Postby Major Cooke » Tue Aug 17, 2021 9:05 am

If anyone has any ideas for what to do with the spread rune, I'm open for ideas. What does it currently do?

My plan was to actually inherit from powerups themselves.
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Re: Adding SkullTag's runes: Questions!

Postby 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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Re: Adding SkullTag's runes: Questions!

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

How would you prefer it be handled instead? Or should it be outright excluded?
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Re: Adding SkullTag's runes: Questions!

Postby 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.
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Re: Adding SkullTag's runes: Questions!

Postby 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.
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Re: Adding SkullTag's runes: Questions!

Postby 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.
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Re: Adding SkullTag's runes: Questions!

Postby 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.
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Re: Adding SkullTag's runes: Questions!

Postby 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?
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Re: Adding SkullTag's runes: Questions!

Postby 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.
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Re: Adding SkullTag's runes: Questions!

Postby Gez » Wed Aug 25, 2021 12:17 am

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