Realm of the Black Cat - Martin Howe's Offcuts

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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby CBM » Sun Oct 04, 2020 2:19 pm

truly inspired stuff :D

where would one go to formally release anything these days, be it a single monster, a collection of monsters, a single level, a megawad or whatever the case may be?
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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby MartinHowe » Mon Oct 05, 2020 11:29 am

Normally the idgames archive at gamers.org. Beware though, that they are much stricter in what is allowed than ModDB and other places. If you are new to this, I suggest asking this question on Doomworld, as it's been a while since I had to do this and there are several other options.
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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby MartinHowe » Sat Nov 14, 2020 10:54 am

Now you have a way to summon the black cats of Doom!

Each cast of the spell summons between 1 and 3 cats ... but beware:
the godz' asking price for this power is around 4 health points per cat!





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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby Captain J » Sat Nov 14, 2020 11:23 am

What kind of Black cat Magic is that!! :laff:
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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby MartinHowe » Tue Nov 24, 2020 6:45 pm

If Alexa's developers can do it, who am I to argue :p


The image above is a real screenshot from the Black Cats of Doom mod that I'm working on;
the cats have about 15 sounds that roughly translate into human languages that the 'app' recognises.
Credit to Scuba Steve who pioneered the 'clipboard in hand' weapon trick all those years ago :)

The article about MeowTalk by Alexa's developers is here (screenshot below).
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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby MartinHowe » Sat Dec 05, 2020 7:37 am

Bugfix: MaiowSpeak, when translating the Active sound, didn't distinguish between actively hunting enemies
and running around like mad once all the enemies are dead; this is particularly important as real cats often
run around for no (to us) apparent reason until they get bored and sit down. Solved by adding Sound_Scatty
as a SoundID; this has the same sound but is used when all the demons that the cats know about are dead.

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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby MartinHowe » Mon Dec 07, 2020 4:48 pm

The Black Cats of Doom have an improved 'tablet'; apps use overlays so that more than one app can be hosted,
there can be an icon for each app, the players hand appears to press the app toggle or sleep buttons, and
these actions use the corresponding ZDoom menu item sounds so that the player gets meaningful feedback.

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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby MartinHowe » Sun Dec 13, 2020 3:53 am

Created a project thread as the mod is mature enough for public testing:
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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby MartinHowe » Sat Jan 09, 2021 12:50 pm

Nothing to do with the cats this time, just the lack of authenticity in DOOM2 MAP31 bothering me :p Use it if you like :)

The two files can be copied and pasted into text files; best put them in a filter named doom.id.doom2.commercial

MAPINFO
Code: Select allExpand view
// Comment for correct icon in Nemo

gameinfo
{
    AddEventHandlers = "M426_DOOM2MAP31_EH"
}


ZSCRIPT
Code: Select allExpand view
// Comment for correct icon in Nemo

version "3.7"

Class M426_DOOM2MAP31_EH : EventHandler
{
    private bool destroyMe;

    override void OnRegister()
    {
        destroyMe = false;
    }

    override void WorldTick()
    {
        if (destroyMe)
        {
            if (!bDestroyed)
            {
                Destroy();
            }
        }
    }

    override void CheckReplacement(ReplaceEvent e)
    {
        string checksum = level.GetChecksum();
        if (level.GetChecksum() == "3ff94e27423f91c1585b3396f0c03459") // doom2.wad MAP31
        {
            if (e.Replacee is "Demon")
            {
                e.Replacement = "MBFHelperDog";
            }
        }
    }

    override void WorldLoaded(WorldEvent e)
    {
        destroyMe = true;
    }
}


PS: Did anyone ever tell you I hate stealth monsters :p
Code: Select allExpand view
// Comment for correct icon in Nemo

version "3.7"

Class M426_Personal_EH : EventHandler
{
    override void WorldThingSpawned(WorldEvent e)
    {
        if (e.Thing.bStealth)
        {
            actor thing = e.Thing;
            thing.bStealth = false;
            thing.A_SetRenderStyle(0.5, STYLE_OptFuzzy);
        }
    }
}
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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby Xim » Wed Feb 10, 2021 10:25 am

Yay, dogs in the Wolf 3D levels! I love it. I was hoping someone would figure out a cool trick like that. Too bad the dogs defeault HP is way higher than the pinkies. Still very cool though. This might open up some potential to some other mods.
It'd be cool to have an add-on to replace the cybie in MAP32 with Hans Grosse too, but that'd require a whole thing since it'd be a new enemy.
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Re: Realm of the Black Cat - Martin Howe's Offcuts

Postby MartinHowe » Wed Feb 10, 2021 3:22 pm

Xim wrote:Yay, dogs in the Wolf 3D levels! I love it. I was hoping someone would figure out a cool trick like that. Too bad the dogs defeault HP is way higher than the pinkies. Still very cool though. This might open up some potential to some other mods.
It'd be cool to have an add-on to replace the cybie in MAP32 with Hans Grosse too, but that'd require a whole thing since it'd be a new enemy.


Indeed; of course it'd be easy to subclass the dogs with more realistic health and I load it with the old dog sprites in a PWAD; nothing wrong with Nash's dogs per se, they are just not the originals. I understand why the change was made, but disagree with Graf's assessment about them not being a Doom thing nor belonging in zd_extra.pk3 - they are the de facto nazi dogs in Doom since forever (well, since r2wolf mod for Vanilla) and the community has decided that since long before GZDoom existed.
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