ZDoom project ideas you have

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

Re: ZDoom project ideas you have

Postby LossForWords » Thu Dec 06, 2018 8:12 am

GAA1992 wrote:I am full of ideas for a AVGN mod. I just hope nobody is ahead of me =p

one mod is a terrywad and the other's just a bunch of forgotten concepts, i'd say go right ahead :)
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Re: ZDoom project ideas you have

Postby Apeirogon » Fri Dec 07, 2018 2:52 pm

I almost forgot about it.
Yrvyne wrote:(I am not conversant with C++ language....)

You think that I a C++ senior?!

Yrvyne wrote:With regards to number 3, given that it would induce serious performance problems, can those items be blocked from spawning?

You see, problem is that this items spawn from actor state, which I cant change without directly changing actor using slade/notepad.

All I can do is iterate through ALL actors on the level if script detect that one, or more, monster die. This means that script must run to every single actor in the map and ask "is you inventory item? no, go to next actor; Yes, check distance to died monster, and if it smaller than died actor radius this is probably, JUST PROBABLY, item which actor spawned in it death sequence". And this is just to assume that some item was spawned by actor before do something with this item.
So if imp died close to blue armor/megasphere, script assume that this armor/megasphere was spawned by imp.And if script will delete items spawned by actor, bye bye blue armor/megasphere. There is a way around this, since items in CH, IIRC, after spawn have some vertical velocity, so script can check item velocity and if it greater than 0 only then manipulate with it. But there are too many assumptions to hope for this way.

Tomorrow I, probably, write updated version, if I find some time.
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Re: ZDoom project ideas you have

Postby Yrvyne » Sat Dec 08, 2018 3:14 am

Apeirogon wrote:You think that I a C++ senior?!

:D :D :D ( I DO ! ) :D :D :D

Apeirogon wrote:All I can do is iterate through ALL actors on the level if script detect that one, or more, monster die. This means that script must run to every single actor in the map and ask "is you inventory item? no, go to next actor; Yes, check distance to died monster, and if it smaller than died actor radius this is probably, JUST PROBABLY, item which actor spawned in it death sequence". And this is just to assume that some item was spawned by actor before do something with this item.
So if imp died close to blue armor/megasphere, script assume that this armor/megasphere was spawned by imp.And if script will delete items spawned by actor, bye bye blue armor/megasphere. There is a way around this, since items in CH, IIRC, after spawn have some vertical velocity, so script can check item velocity and if it greater than 0 only then manipulate with it. But there are too many assumptions to hope for this way.

This is too complicated and I understand that it may probably break something. So, I think this is better left alone. However, thank you for proposing solutions.

Apeirogon wrote:Tomorrow I, probably, write updated version, if I find some time.

Cheers man, thank you very much. So we scrap idea number 3 but, man, I'm looking forward for ideas 1 and 2. Once again, thank you.
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Re: ZDoom project ideas you have

Postby Apeirogon » Sun Dec 09, 2018 10:26 am

Updated version
fractal_mutation.pk3
(1.69 KiB) Downloaded 2 times

While I tested, it reminded me an old, wanna-be horror movie, where some sort of ants try to devour entire city, which at the end was defeated by thermobaric weapon bombardment mighty foot.


There are still some bugs, like monsters which stucks on the air, but that flaw of gzdoom itself. This mostly happens to cyberdemon and mastermind, and I dont know this is actual bug or no.
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Re: ZDoom project ideas you have

Postby Yrvyne » Wed Dec 12, 2018 1:11 pm

YES













Game freeze!
Can a limit be imposed on the spawned Lost Souls as this reduces gameplay to a glitchy halt.
As a matter of fact, there are almost 20K of these skulls and the respawn flag is off.



THANK YOU!
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