Doom: Operational Support

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Warning: This post is idiotic.

Postby Xaser » Sun Jul 20, 2003 6:11 pm

Mighty Duck X-treme wrote:Illegal. These "Double Railguns" are the Devistators from Duke Nukem 3D, and should not have ever been made with these sprites.


Crap. Another illegal patch to delete.
Double Crap. I've made a wad using these sprites (taken from the dndbr.wad, though).
Triple Crap. I've made several wads using these sprites.
Wait a minute, those wads are still sitting on my hard drive, never been uploaded.

Everything Duke Nukem related is *EVIL*. :evil:

[2009-EDIT] So is every post created by an individual named "Xaser" prior to mid-2005-ish. Put a sock in it, past me! :P
Last edited by Xaser on Fri Aug 14, 2009 4:55 pm, edited 2 times in total.
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Postby Mighty Duck X-treme » Sun Jul 20, 2003 6:13 pm

No, don't delete those!

You DO NOT use these for your projects.
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Postby wildweasel » Sun Jul 20, 2003 7:36 pm

The Railgun is called such because the projectile is accelerated to obscene speed levels by a "rail" with a high-strength electromagnet at the end. The magnet pulls the projectile to the end and cuts out immediately, thus preserving the speed. I can't explain the blue spiral or the white trail, though...maybe the projectile had some white powder in it that it releases? Also, if the projectile is large enough, it could also have some blue powder on the side, and that would be released due to the projectile spinning in the barrel (like most conventional firearms).
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Postby Mighty Duck X-treme » Sun Jul 20, 2003 7:49 pm

wildweasel wrote:I can't explain the blue spiral or the white trail, though...maybe the projectile had some white powder in it that it releases?


Ever seen the movie "Eraser?" ;-)
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Postby wildweasel » Sun Jul 20, 2003 8:47 pm

Did they explain the trails in Eraser? I never paid much attention to the movie...
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Postby Mighty Duck X-treme » Sun Jul 20, 2003 10:06 pm

No, but the railgun shots leave green spirals behind.

I think the white trails you were talking about were an idea by id Software that was used in Quake II. I might be wrong, though.

According to Blackfish (I prefer to call him Railgunner), Shadow Warrior was the first FPS to use a Railgun, but the infamous Doom2X Trilogy add-ons had a Railgun also.

The Doom2X railgun only shot plasma shots however, because the Doom2X add-ons were VERY old, and the source code had not been released by the time Doom2X Gold was released.
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Postby wildweasel » Mon Jul 21, 2003 9:26 am

Mighty Duck X-treme wrote:According to Blackfish (I prefer to call him Railgunner), Shadow Warrior was the first FPS to use a Railgun, but the infamous Doom2X Trilogy add-ons had a Railgun also.

I dunno, that's a pretty tough call...from what I remember, they were all released around the same time...I'm not too sure about the Doom2X though, because I have never seen or heard of that in my life...

Anyhow, for some screenshot action, here's a new status bar that I put in a week ago.
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Postby wildweasel » Thu Jul 24, 2003 3:10 pm

Recent updates.

* GentryXaties, my brother, has aided in adding several new monster sounds fot the mod. He's done all new sounds for ALL of the lesser monsters (the Rebels [Troopers], the Acolytes [Shotgunners], Sergeant B. C. Boots [Chaingunners], and the Cultists [Imps]).
* I forgot to mention - a while back, I imported John Romero's player sounds from the original QTest. They're all high quality, and it's almost as if the rest of id was punching him in the groin when he was recording those sounds.
* I've started a to-do list, as I'm moving over the weekend and won't be able to work on the mod. Several things have to do with game balance, and the fixing of a nasty bug I came across (I tried to set the plasma gun so it used 4 cells instead of 1, but ended up changing the BFG instead).
* Cheese is good.
* Planning a rather ingenious change to the Acolytes - instead of firing and dropping shotguns, I will have them fire a 3-round burst of Pistol rounds (just like their Strife counterparts). And, instead of dropping Shotguns, I will make them drop Clips (by using an SS death frame). The SS will be changed into the Chaingunner, officially. They've got about the same amount of menace, and it'll help compatibility with WADs like NJZD2001 (where the SS are used for Super Troopers).
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Postby Enjay » Thu Jul 24, 2003 3:26 pm

wildweasel wrote:And, instead of dropping Shotguns, I will make them drop Clips (by using an SS death frame).


That won't be enough I'm afraid. The item dropped is tied to the monster dropping it. If you give the shotgun guy death frames from the SS Guys, Troopers, Imps, Cacodemons or gathered from individual frames all over the frame table, they will still drop shotguns.

The ways to do it I know of are -

1 hack the shotguns to work like clips (don't recommend this as it will remove the shotgun as a placeable item)

2 Transfer all the sprites you were going to use to the trooper or SS Guy and use them instead.

3 Stop them dropping anything (a few methods possible), and use Zdoom to give the monsters specials to individually spawn clips when they die. (Requires setting a tid for every monster.)


An interesting Zdoom specific dehacked trick that you might find useful...

If you give a monster that normally drops something on death a second dead body code pointer, it will drop 2 items instead of 1. I have a dehacked Incanese soldier in my mod that is actually an SS Guy with 2 death pointers, and therefor drops 2 clips. :)
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Why the devil are you reading such an old thread, anyway? :P

Postby Xaser » Fri Jul 25, 2003 10:48 am

I know a great way to switch the monsters!

In DeHackEd, you have the option to change the ID Numbers. Basically, when a Thing is placed on a map, it records an ID number, then it looks in the executable, and whatever thing has that ID number is what appears in the game. For Example:

The Shotgunner's ID is: 9
The SS Nazi's ID is: 84

So that means if you change the ID numbers so that:

Shotgunner's ID = 84
and
SS Nazi's ID is: 9

Then wherever you would normally get shotgunners, you'll get SS dudes, and vice versa. However, what weapon it drops is controlled by the thing number (unchangeable), not the ID number. So that means that if you assign all the attributes (including ID#) of the shotgunner to the SS Nazi, and vice versa, you will still get shotgunners and SS nazis where they're supposed to be, except that shotgunners will drop clips, and SS nazis will drop shotguns!!! An example is attached here. Study it closely.

[2009-EDIT] Attachment deleted due to "Who cares?"
Last edited by Xaser on Fri Aug 14, 2009 4:55 pm, edited 2 times in total.
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Postby Enjay » Fri Jul 25, 2003 1:34 pm

ID swapping was actually what I meant when I was talking about "Stop them dropping anything (a few methods possible)". Although I didn't go into details, nor did I explain how it can be used to essentially change what an enemy drops. So thanks for filling in the blanks Xaser. :)

One of the big advantages of ID swapping if you do it properly of course is the fact that you have minimum impact on any levels you run with the patch. Shotgun guys will still appear where they always did (for example) but will drop nothing/something other than usual because they are actually a different item but with the ID# (editnum) of the shotgun guy.
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Postby Mighty Duck X-treme » Fri Jul 25, 2003 3:08 pm

Time to do an update on that Dehacked tutorial page of yours, eh Enjay? :-P
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Postby wildweasel » Sat Aug 02, 2003 11:32 am

I'm Back (Or, "RISE FROM YOUR GRAVE")

I've finally got my computer set up and running, so I can get back to work on the mod. Haven't got anything done since then, though, so I'll leave you all with an outtake from a voice-acting session.
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Postby Mighty Duck X-treme » Sat Aug 02, 2003 11:39 am

Heh, not bad :wink:

I've downloaded it, but I decided to made a quick update to that file using Goldwave (using the Noise Gate) after listening to it once

*NOTE: Before saving attachment, rename the file to something else beside the one I have uploaded*
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Postby wildweasel » Fri Aug 08, 2003 6:52 pm

Since I'm FINALLY back in the mood to work on the mod, I will hope to whittle down my ever-growing to-do list by the end of the month, and hopefully find suitable replacements for most of the monster sprites. (NOTE: If anybody's interested in helping come up with original monsters, I'd greatly appreciate it ^_^)

At least, that is, until my GeForce3 comes in the mail (possibly next week).
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