Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sat Apr 16, 2011 11:17 pm
by lizardcommando
Vaecrius wrote:
bleant wrote:I'm surprised with how much I liked this mod, nice work there!
Y'know, there's something to be said about reimagining the brutal action in Doom as conducted by a bunch of very serious-sounding cute little lizard guys.
Anyway, bug report: rocket launcher's cut off in widescreen.
I did not have widescreen support in mind when I started making this mod. That's why the sprites for the rocket launcher are cut off.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 1:18 am
by SamVision
See if you can make that scope on the RPG useful.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 1:19 am
by lizardcommando
@cq75 I just found a bug in your coding for the revolver. If you reload with an empty clip after picking up some new ammo, it will go jump to the bullet ejecting animation for a split second then jump back to the bullet loading animation.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 2:50 am
by lizardcommando
Here's a comparison between the original textures and my texture pack:
Yes, I know the ring symbol on my flag is longer than the one in the original. I'm going to tweak that a bit later.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 5:13 am
by Viscra Maelstrom
I noticed that the light at the top of the bookcase is gone in your texture pack, and thus, the books on the top shelf are brightened by a nonexistent light.
Other than that, it looks pretty damn good. It looks exactly like the original Doom textures, except with the same cartoony quality as your sprites. However, I have to say, the marble flat looks... well, the quality of the flat is completely lost. It doesn't look anything like the original anymore.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 9:49 am
by lizardcommando
I never got around to fixing the bookcase texture, lol... I just went ahead and fixed that right now. As for the marble floor, I purposely kept it flat-looking to give it a simplistic look. I could go back and add a bit more details to it though if anyone else voices their opinion on it
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 10:01 am
by Sodaholic
I think you should add the lines in the marble texture back, just subtle so it fits in with the cartoony stuff.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 12:00 pm
by cq75
lizardcommando wrote:@cq75 I just found a bug in your coding for the revolver. If you reload with an empty clip after picking up some new ammo, it will go jump to the bullet ejecting animation for a split second then jump back to the bullet loading animation.
Yeah, that's a bug I caught last night
I went through the firing sequence to make sure this one wouldn't mess up. This one should work. I also added more comments to make it easier to figure out if you're interested.
ACTOR Revolver : Weapon 14501
{
+NOAUTOFIRE
+AMMO_OPTIONAL
+NOEXTREMEDEATH
+WEAPON.CHEATNOTWEAPON
Obituary "%o was capped by %k's trusty ol' Revolver."
Inventory.Pickupmessage "You got the Revolver!"
AttackSound "cowboylizard/revolver"
Inventory.PickupSound "weapons/magnumclose"
inventory.icon "STWEAP20"
Weapon.AmmoType1 "REVOLVERCLIP"
Weapon.AmmoType2 ".45BULLETS"
Weapon.AmmoUse 1
Weapon.SelectionOrder 600
States
{
Spawn:
REVO A -1
LOOP
Ready:
REVG A 1 A_WeaponReady
REVG A 0 A_JumpIfInventory("IsReloading",1,"Reload")
Loop
Deselect:
REVG A 1 A_Lower
Loop
Select:
REVG A 1 A_Raise
Goto Select
Fire:
REVG A 0 A_JumpIfInventory("RevolverClip", 1, 1)
Goto DryFire
REVG A 1 BRIGHT A_GunFlash
REVG A 0 A_PlayWeaponSound("cowboylizard/revolver")
REVG A 3 A_FireCustomMissile("PlayerPistolShot",0,1,0,0)
REVG B 5
REVG C 3
REVG D 2
REVG A 3 A_GiveInventory("SpentBullet",1)
REVG A 0 A_JumpIfInventory("RevolverClip",1,"RevCock") // I noticed he cocks the weapon even if there aren't any bullets in the gun. Fixed!
goto Ready
RevCock:
REVG E 3
REVG F 3
REVG G 3
REVG H 3 A_PlaySound("cowboylizard/revcock")
REVG I 3
REVG A 1
Goto Ready
DryFire:
REVG A 1 A_Playsound("weapons/click")
goto Reload
// the Reload state is invoked by a dry fire, or when the player hits the "reload" button.
// since this state can be invoked also by hitting the reload key, you need to check if the gun is full first.
// Reload first checks if there are any spent bullets in the chamber, if there is, it jumps to emptyspentbullets
// if there aren't any spent bullets, AND if the player has ammo to load, it jumps to loadbullets
// this would happen if the player ran out of ammo, dumped the spent bullets, and found ammo later.
// if the player doesn't have any spent bullets, and doesn't have any ammo to load, reload just goes straight back to ready.
Reload:
REVR A 0 A_JumpIfInventory("RevolverClip",6,"Ready") // no point in reloading if the gun is full!
REVR A 0 A_JumpIfInventory("Spentbullet",1,"EmptySpentBullets") // if there is at least one spent bullet in the chambers, go to EmptySpentbullets
REVR A 0 A_JumpIfInventory(".45BULLETS",1,"LoadBullets") // if you have any ammo, load it
// if you don't have any bullets, and there are no spent bullets in the chamber, go to ready.
goto Ready
EmptySpentBullets: // intro sequence for emptying spent bullets
REVR AB 3
REVR C 4
REVR DEF 3
DropBullet: // loop for emptying bullets. One iteration per empty bullet.
REVR H 2 A_PlaySound("weapons/magnumload2")
REVR H 0 A_FireCustomMissile("MagnumShellcasing",random(-2,2),0,1,-5)
REVR G 3
REVR G 0 A_TakeInventory("SpentBullet",1)
REVR G 0 A_JumpIfInventory("SpentBullet",1,"DropBullet") // [75] - if there is at least one spent bullet in the chamber, repeat.
// end of the emptying spent bullets loop, below is the out sequence.
REVR FEDCA 3
REVR A 0 A_JumpIfInventory(".45BULLETS",1,"LoadBullets") //[75] - if there is at least one .45 bullet to put in the chamber, load it
goto Ready // if not, go to ready.
LoadBullets: // loop for loading bullets, one iteration per loaded bullet.
REVR I 2
REVR J 3 A_PlaySound("weapons/magnumload2")
REVR J 0 A_GiveInventory("REVOLVERCLIP",1)
REVR J 0 A_TakeInventory(".45BULLETS",1)
REVR J 0 A_JumpIfInventory("REVOLVERCLIP",6, "MagazineLoaded") // if the gun is now full, go to Magazine loaded
REVR J 0 A_JumpIfInventory(".45BULLETS",1,"LoadBullets") // the gun is not full, if you have bullets, repeat the loop
goto MagazineLoaded //the gun is not full, you've run out of bullets, cock the weapon and move on.
MagazineLoaded: // the animation where he cocks the revolver after it's loaded.
REVG E 3
REVG F 3
REVG G 3
REVG H 3 A_PlaySound("cowboylizard/revcock")
REVG I 3
REVG A 1
Goto Ready
AltFire: // Quickdraw
REVG A 0 A_JumpIfInventory("RevolverClip",1,1)
Goto DryFire // both fire and altfire go to dryfire if there's no ammo in the clip.
REVG A 1 BRIGHT A_GunFlash
REVG A 0 A_PlayWeaponSound("cowboylizard/revolver")
REVG A 3 A_FireCustomMissile("PlayerPistolShot",0,1,0,0)
REVG A 0 BRIGHT A_TakeInventory("RevolverClip",1)
REVG B 5 A_GiveInventory("SpentBullet",1)
QKDR AB 1
QKDR C 1 A_PlaySound("cowboylizard/revcock")
QKDR D 1
REVG A 1 A_Refire
Goto Ready
Flash:
REVF A 2 BRIGHT A_Light1
REVF A 0 BRIGHT A_Light0
stop
}
}
EDIT - I made the reload faster for the combat shotgun and added an A_Refire to both the combat and sawn off shotguns. Let me know what you think, it feels a little smoother, but I noticed you turned off autofire on most of your weapons, so you might not like this change.
ACTOR CombatShotgun : Weapon replaces Shotgun
{
+AMMO_OPTIONAL
//+NOAUTOFIRE
+NOALERT
+NOEXTREMEDEATH
inventory.icon "STWEAP5"
Obituary "%o's was murdered by %k's Combat Shotgun."
Inventory.Pickupmessage "You got the Combat Shotgun!"
Weapon.AmmoType "SHOTGUNCLIP"
Weapon.AmmoType2 "SHOTGUNSHELLS"
Weapon.AmmoGive1 4
Weapon.AmmoGive2 4
Weapon.AmmoUse 1
Weapon.SelectionOrder 280
States
{
Spawn:
SHOT A -1
LOOP
Ready:
SHTG A 1 A_WeaponReady
SHTG A 0 A_JumpIfInventory("IsReloading",1,"Reload")
Loop
SHTG A 1
Goto Fire+12
Deselect:
SHTG A 1 A_Lower
Loop
Select:
SHTG A 1 A_Raise
Loop
Fire:
SHTG A 0 A_JumpIfNoAmmo("DryFire")
SHTG A 0 A_AlertMonsters
SHTG A 1 BRIGHT A_GunFlash
SHTG A 0 A_PlayWeaponSound("weapons/shotgun")
SHTG A 7 A_FireBullets(6,7.1,12,5,"BULLETHIT",1)
SHTG B 4
SHTG C 5
SHTG D 5
TNT1 A 0 A_FireCustomMissile("ShotgunShellcasing2Spawn",0,0,-20,-7)
SHTG C 5
SHTG B 4
SHTG A 8
SHTG A 0 A_Refire
Goto Ready
DryFire:
SHTG A 1 A_Playsound("weapons/click")
Goto Reload
Reload:
SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",0,"Ready")
SHTR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
Goto Ready
SHTG A 3
LoadMagazine:
SHTG B 1
SHTR A 1
SHTR B 1 A_PlaySound("weapons/shotgunload")
SHTR A 0 A_GiveInventory("SHOTGUNCLIP",1)
SHTR A 0 A_TakeInventory("SHOTGUNSHELLS",1)
SHTR C 2
SHTR D 3
SHTG B 2
SHTR A 0 A_JumpIfInventory("IsReloading",1,1)
Goto CockGun
SHTR A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
Goto CockGun
SHTR A 0 A_JumpIfInventory("SHOTGUNCLIP",0,1)
Goto LoadMagazine
CockGun:
SHTG C 3 A_Playsound("weapons/sgcock")
SHTG D 3
SHTG C 3
SHTG B 3
SHTG A 0
Goto Ready
AltFire:
SHTM A 1 A_PlayWeaponSound("melee/shotgunswing")
SHTM B 2
SHTM C 2 A_CUSTOMPUNCH(6.5,0,1,"ShotgunMeleePuff")
SHTM D 2
NULL A 15
SHTM E 3
Goto Ready
Flash:
SHTF A 4 BRIGHT A_Light1
SHTF B 3 BRIGHT A_Light2
SHTF B 0 BRIGHT A_Light0
stop
}
}
actor Handcannon : Weapon replaces SuperShotgun
{
radius 20
height 16
attacksound "weapons/sshotf"
inventory.pickupmessage "You got the Handcannon!"
obituary "%o was blasted by %k's Handcannon."
Inventory.PickupSound "weapons/sshotc"
inventory.icon "STWEAP6"
weapon.selectionorder 250
weapon.kickback 100
weapon.ammotype "SSGMag"
weapon.ammotype2 "SHOTGUNSHELLS"
weapon.ammouse 1
weapon.ammouse2 0
Weapon.AmmoGive2 8
weapon.ammogive1 2
+AMMO_OPTIONAL
+NOAUTOFIRE
states
{
Ready:
SHT2 A 1 A_WeaponReady
SHT2 A 0 A_JumpIfInventory("IsReloading",1,"Reload")
loop
Deselect:
SHT2 A 1 A_Lower
loop
Select:
SHT2 A 1 A_Raise
loop
Fire:
TNT1 A 0 A_JumpIfInventory("SSGMag",1,1)
Goto Reload //originally went to Dryfire?
SHT2 A 3
SHT2 A 0 A_GunFlash
SHT2 A 4 A_FireBullets (10.2,5.1,10,5,"BULLETHIT")
SHT2 P 2
SHT2 B 2
TNT1 A 0 A_Refire
Goto Ready
DryFire: //Appears to be unused?
SHT2 A 1 A_Playsound("weapons/click")
Goto Reload
AltFire:
SHT2 A 0 A_JumpIfInventory("SSGMag",2,1)
Goto FireOnce
SHT2 A 0 A_TakeInventory("SSGMag",2)
TNT1 A 0 A_GunFlash
SHT2 A 4 A_FireBullets (13.2,8.1,20,5,"BULLETHIT") //why no duration? Fix
Goto Reload
FireOnce:
TNT1 A 0 A_JumpIfInventory("SSGMag",1,1)
Goto Reload
SHT2 A 0 A_FireBullets (13.2,8.1,10,5,"BULLETHIT")
SHT2 A 4 A_GunFlash
SHT2 P 2
SHT2 B 2 A_TakeInventory("SSGMag",2)
Goto Ready
Reload:
TNT1 A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
Goto Ready
TNT1 A 0 A_JumpIfInventory("SSGMag",0,"Ready")
SHT2 AB 4
SHT2 C 4 A_PlaySound ("weapons/sshoto")
TNT1 A 0 A_JumpIfInventory("SHOTGUNSHELLS",2,1)
Goto OneShell
TNT1 A 0 A_JumpIfInventory("SSGMag",1,1)
Goto BothShells
OneShell:
TNT1 A 0 A_TakeInventory("SHOTGUNSHELLS",1)
TNT1 A 0 A_FireCustomMissile("ShotgunShellcasingSpawn",0,0,-6,2)
SHT2 E 5 A_GiveInventory("SSGMag",1)
Goto MagazineLoaded
BothShells:
TNT1 A 0 A_TakeInventory("SHOTGUNSHELLS",2)
TNT1 A 0 A_FireCustomMissile("ShotgunShellcasingSpawn",0,0,-6,2)
TNT1 A 0 A_FireCustomMissile("ShotgunShellcasingSpawn",0,0,-8,2)
SHT2 E 5 A_GiveInventory("SSGMag",2)
MagazineLoaded:
SHT2 E 4
SHT2 F 4
SHT2 G 4 A_PlaySound ("weapons/sshotl")
SHT2 H 4
SHT2 I 0 A_PlaySound ("weapons/sshotc")
SHT2 IA 3
goto Ready
SHT2 A 1
Goto Ready
Flash:
TNT1 A 0 A_JumpIfInventory("SSGMag",1,4)
SHT2 N 2 bright A_Light1
SHT2 O 2 bright A_Light2
TNT1 A 0 bright A_Light0
Stop
TNT1 A 0 A_JumpIfInventory("SSGMag",2,4)
SHT2 L 2 bright A_Light1
SHT2 M 2 bright A_Light2
TNT1 A 0 bright A_Light0
Stop
SHT2 J 2 bright A_Light1
SHT2 K 2 bright A_Light2
TNT1 A 0 bright A_Light0
stop
Spawn:
SGN2 A -1
stop
}
}
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 3:52 pm
by lizardcommando
Excellent work with the revolver coding. It works great now.
As for the shotgun and handcannon, I'll probably use the coding for the faster reloading. Everything else, I most likely won't use. I wanted to give this mod a bit of a tactical feel to it, so that you don't just rush in guns blazing. I personally feel alot more comfortable having to press the fire button to shoot the shotgun for every shot. I know I was practically inspired by the Metal Slug games for this mod, but I still wanted to put in a splash of realism to it in terms of some of the gameplay mechanics.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Sun Apr 17, 2011 4:51 pm
by cq75
I figured you wanted "semi-auto" weapons. It works really well for the pistols and the infantry rifle.
My best attempt to explain why I like the shotgun to have auto fire:
Usually, having to press the button to fire the gun should give you more control over it, but not always.
An example of a good weapon to have no auto fire is your 9mm pistol. The firing state is really short, so you can hammer the button to fire off several shots a second.
It makes sense to turn off auto fire, if you didn't, the gun would be as fast as the .45 MP.
An example of a weapon that would be bad with auto fire off is the Doom standard pistol. Its firing state is long, if that weapon was made without A_Refire, you'd have to time hitting the fire button with when the sprite stopped animating, in order to get as many shots out as possible (I did a lot with the shotgun).
For your shotgun, since there's a reload animation between every shot, you can't really fire at the exact moment you want to, so it doesn't give you more control over the gun.
I felt a lot more comfortable with it as an auto fire weapon, I don't mind loading a patch if you want to turn off auto-fire, though.
EDIT - nice work on the textures so far
EDIT2 - The monsters still infight, is that a bug?
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Mon Apr 18, 2011 5:12 pm
by DoomRater
cq75 wrote:An example of a good weapon to have no auto fire is your 9mm pistol. The firing state is really short, so you can hammer the button to fire off several shots a second.
It makes sense to turn off auto fire, if you didn't, the gun would be as fast as the .45 MP.
there are ways to make a weapon fire faster and still have a very slow autofire. I've done it a few times, and it involves +NOAUTOFIRE and careful use of A_WeaponReady() with the proper flags to disallow switching. Actually I did it before those flags existed so I always had glitches where it was possible to put the weapon away really fast.
Oh right, obviously you NEED A_Refire after all the normal lag frames are added, just pad them with A_WeaponReady frames to allow firing faster.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Tue Apr 19, 2011 12:16 pm
by pieceofpiesoftware
make the blood splats on the wall be just one color to help with the cartoonie effect.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Tue Apr 19, 2011 6:16 pm
by lizardcommando
Alright, well what's the best way to edit them? I export them, but they appear black and white.
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Tue Apr 19, 2011 6:20 pm
by InsanityBringer
really, you should be able to get away with just making all of the pixels you want red white, and all of the pixels you want transparent black. As far as I'm aware, for decals, the grayscale images like this are treated as alpha channels (white = not transparent, black = completely transparent and all of the colors inbetween are varying amounts).
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
Posted: Tue Apr 19, 2011 6:57 pm
by cq75
I changed the bloodsplat color by using the "Bloodcolor" actor property. Whatever you set that to, the color on the wall will match. I'm not sure if you can make it one solid color, but a brighter red might look more cartoony.