ROTT TC - Update 1.6 [save bug fixed]

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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby el zee » Fri Jun 24, 2011 6:17 pm

SamVision wrote:This is lots of fun. But I did notice a few small things:
-The excalibat is still a bit tricky to work with
-The hands of the characters holding the pistols still does not seem to change depending on their skin tone
-When the guards start begging for their life, they should die in one shot

Now about those new weapons...


I haven't been able to fix these things:

With the excalibat tap it once when it swings and if you hold down the fire button, it keeps swinging.

I can't think of a way to make the pistols unique to each player.

The lightning guards have a little bit extra health when begging because they explode otherwise. :D

if anyone has any ideas on how to fix these things that would be cool.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Project Dark Fox » Fri Jun 24, 2011 6:46 pm

el zee wrote:I can't think of a way to make the pistols unique to each player.

Each player class carries a specific inventory token. For each pistol-type weapon, have state jumps for each of these tokens.
With the excalibat tap it once when it swings and if you hold down the fire button, it keeps swinging.

Force the weapon to do nothing (idle) while the trigger is being held in the Hold state.
The lightning guards have a little bit extra health when begging because they explode otherwise.

I think it's possible for specific weapons using DamageTypes -- or just on the weapons themselves -- to not gib? DONTGIB, I think? I'm not 100% on that.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby FDARI » Fri Jun 24, 2011 7:00 pm

If you want to prevent a single weapon from ever gibbing its victim: NOEXTREMEDEATH is your flag.

If you just want to give the victim a reasonable buffer (reduce likelihood of gib), you'll need a different approach.

I'd probably set Woundhealth to "health -1", and have a woundstate like:
Code: Select allExpand view
/*....*/
wound:
    "####" "#" 1 A_Die
    wait
/*....*/

Any damage that doesn't gib this actor will kill it.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby InsanityBringer » Fri Jun 24, 2011 7:02 pm

We could, of course, also just change the GibHealth, really.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Project Dark Fox » Fri Jun 24, 2011 7:19 pm

FDARI wrote:If you want to prevent a single weapon from ever gibbing its victim: NOEXTREMEDEATH is your flag.

Though it'll be closer to three weapons, this is probably the best way to go.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby cq75 » Fri Jun 24, 2011 7:29 pm

Project Dark Fox wrote:
el zee wrote:I can't think of a way to make the pistols unique to each player.

Each player class carries a specific inventory token. For each pistol-type weapon, have state jumps for each of these tokens.


Or, make a different weapon for each class. Use Hexen style weapon pickups, which show up based on which player class you are.

The lightning guards have a little bit extra health when begging because they explode otherwise.

I think it's possible for specific weapons using DamageTypes -- or just on the weapons themselves -- to not gib? DONTGIB, I think? I'm not 100% on that.


+DONTGIB keeps enemies from being turned into pools of blood if a door closes on them

+NOEXTREMEDEATH in a weapon's definition would turn gibbing off for a particular weapon.

Great work by the way, if this had Skulltag support I would be hosting it and playing it online. :)
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby XutaWoo » Fri Jun 24, 2011 7:39 pm

cq75 wrote:+NOEXTREMEDEATH in a bulletpuff's/projectile's definition would turn gibbing off for a particular weapon.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby el zee » Fri Jun 24, 2011 8:42 pm

yeah but +NOEXTREMEDEATH stops him from being gibbed by missile weapons.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Project Dark Fox » Fri Jun 24, 2011 8:50 pm

el zee wrote:yeah but +NOEXTREMEDEATH stops him from being gibbed by missile weapons.

Put it on the specific weapons that you don't want to gib him, such as both Colts and the MP40. :P
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Snarboo » Sat Jun 25, 2011 2:23 am

This is one of the best wads I've played in a long time. Great job, El Zee! You perfectly captured what made ROTT so good. :)

As others have said, making the weapons match their character is relatively easy. Give each class a special item only they have, then use a state jump on the pistol weapon pickup. In fact, if you gave each character a unique variant of the starting pistol that matched them, you could use that for the state jump. You can also use a similar method to prevent the player from picking up multiple pistols or MP40s.

If you need an example I can post one.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby el zee » Sat Jun 25, 2011 3:33 am

An example would be cool, thanks
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Amuscaria » Sat Jun 25, 2011 11:20 am

Anyone else feel the rockets are a bit weak? I remember in ROTT, that 1 shot would guarantee a kill on all but the toughest enemies. Here it takes 2 even on the weakest, on many occasions.

I played through the second episode up to the second level (but seem to be stuck) and found some bugs(?)

1) On the steps made of the floating pads in the second map of EP2, there seems to be a giant hole in a part of the steps. If you fall into it, you can't jump back out, and there is no way to get out that I found by wall-humping.

Spoiler:


2) This part with the jump pad and the large Ankh-coins, the pad doesn't actually thrust you high enough to get them. I'm not sure if there is another way to obtain those coins.

Spoiler:


3) There are large numbers of floating and wall-clipped food/health items found in the maps so far. Both in Episode 1 and 2. My guess is there you forgot to reset the Z-pos to 0 for these items after placing other items with a z-pos.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby SamVision » Sat Jun 25, 2011 12:59 pm

Yeah the regular non homing rockets should be the most powerful projectiles.
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby jute » Sat Jun 25, 2011 2:53 pm

This is really wonderful! A few things:
1. The "I'm" in the second-highest difficulty level is missing its apostrophe.
2. Would you consider making this an IWAD, recognized as such by (G)ZDoom?
3. Would you consider a community project to create maps for a third episode (a "Master Levels" for ROTT)?
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Re: ROTT TC - Return of the Triad - RELEASED!!!

Postby Snarboo » Sat Jun 25, 2011 3:31 pm

el zee wrote:An example would be cool, thanks

I haven't dug around in your code yet, but here's a possible solution:
Spoiler:

Using a similar setup as the above, you can create a custom pickup that checks for which weapon the player has, then give them an appropriate one. If they already have it, they won't pick up a second one. Keep in mind you'll need to do this for every character. This way you can give each character a weapon that fits their skin color.

If you want to prevent a projectile or puff from gibbing an enemy, you can try this:
Spoiler:
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