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Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Wed Aug 07, 2019 2:03 pm
by Hellser
ICD-ZDSP is a well created mod and is close to what I was considering to do for the "Special Edition" of this one. However, I plan to stick as close as possible to the DDF version. If it breaks a map or not. If someone wants an updated version if ICD to play, go for ZDSP. If someone wants to go through maps like it's EDGE's glory days.. stick with this one. :)

Now. The branch I'm currently pushing my code to is here. I've implemented the Arachnotron and some of the 40mm grenade fixes already. There's going to be a "TODO" text file appearing in a commit soon with an updated list.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Wed Aug 07, 2019 4:39 pm
by Crudux Cruo
UnbornDecay25 wrote:Dont know wheather to grab this right now, or wait till its finished
The monsters aren't super difficult to implement, and there aren't that many left.

there are two major things that need to be added.

the first is the turret bot. the turret bot is going to be difficult to code because there's a weapon component and a monster component you have to bridge with a script, most likely ACS. (or maybe zscript)
This one is going to suck.

the second is the friendly marines. this is more or less simple but just going to take some time, and then implementing the spawning script that was in place may take some ACS, again, not quick.

Other than that, for the most part everything works as original. the monsters that are left are nearly identical to vanilla to begin with, so you can get the full experience without waiting.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Wed Aug 07, 2019 6:06 pm
by Hellser
The weapon / monster component wouldn't be too hard to bridge actually. The weapon component (which I assume you're referring to the remote) would add an inventory item to the player, which the monster component would check for (by using the "SXF_TRANSFERPOINTERS" option) an inventory item. It would then switch to its deactivated state by spawning a new actor or similar. I would assume the actor pointer in this case however would be "MASTER" as the turret would still need to target enemies.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Wed Aug 07, 2019 8:58 pm
by durbdoogle
Ok so I had a quick go with this after a rough day at work and needing to blow off some steam. Like I said all I have is Touch Delta so bear with me. I loaded up the original Doom 2 campaign. Did the silenced handgun still alarm enemies in the original EDGE version because it does here. Also picking up the Super Shotgun causes you to be stuck on it if you try to use the Next Weapon and Previous Weapon keys. You can change away from it using the quick select keys but you can't reselect it. Just a little feedback like you asked :)

Edit: Forgot to add that this was on GZDoom 3.2.5 and 3.8.2a and thus was with the GitHub Master and CleanCode branches.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Wed Aug 07, 2019 10:39 pm
by Hellser
I don't think the SSG is actually replaced yet. Thanks for noticing that.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Wed Aug 07, 2019 10:58 pm
by Crudux Cruo
two things...

1.) A_alertmonsters was in the silenced pistols, so that would explain it lol ; :D

2.) looking into the shotgun bug. i can confirm it isn't useable in the inventory. it was working in the last build before the changes, think i used snarboo's branch; code looks comprable.

3.) knife is gibbing even after -noextremedeath flag in the weapon actor... i can't recall but i dont think thats the right implementation.

4.) 40mm casings haven't been done, i'll do that tomorrow. (error code).

EDIT:

VERY IMPORTANT: no spawns were translated over from the snarboo branch, so the vast majority of the weapons simply didnt have them, hence, inventory issues.
Also noticed knife throw is better at 0.8 accuracy.
certain upgrades/spawns do not appear to function when summoning the weapon directly with the new spawns...
flak remington seems to have reverted to a broken state where ammo wasn't being checked. gonna have to compare the versions to see whats up tomorrow... Confirmed. this appears to be older code than the current.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Wed Aug 07, 2019 11:33 pm
by Crudux Cruo
Hellzer, looks like you have a significantly outdated codebase before many errors were fixed, not sure what's good or not, but here's MY current build and everything works that I can tell:

For you testers, please play THIS version until we get this sorted out 8-)

Specifically, this will have the silenced weapons working and the pickups working as well as the new arachnotron and the 40mm tweaks. if you can find anything wrong with THIS build, they're definitely bugs :)

http://s000.tinyupload.com/?file_id=440 ... 3388981347

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Thu Aug 08, 2019 6:43 am
by durbdoogle
Crudux Cruo wrote:Hellzer, looks like you have a significantly outdated codebase before many errors were fixed, not sure what's good or not, but here's MY current build and everything works that I can tell:

For you testers, please play THIS version until we get this sorted out 8-)

Specifically, this will have the silenced weapons working and the pickups working as well as the new arachnotron and the 40mm tweaks. if you can find anything wrong with THIS build, they're definitely bugs :)

http://s000.tinyupload.com/?file_id=440 ... 3388981347
Oh cool, I'll check this out later today if I can get a chance.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Thu Aug 08, 2019 8:15 am
by Hellser
I'm slowly implementing all of Snarboo's and WW's changes. I personally need to know what has been changed. My current chainsaw code is pretty much a straight copy/paste from Snarboo's work. Give it time~.

Regardless, the turret is a work in progress right now. I've got the "monster" coded, it functions correctly - but having issues with it being undeploying itself.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Thu Aug 08, 2019 12:52 pm
by UnbornDecay25
Ahhh, damnit. I thought this was finished when I played it a year ago, but with the list of additions, now I just gotta hunker down and wait.

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Thu Aug 08, 2019 5:35 pm
by Crudux Cruo
When I was looking through the code it was mostly related to the weapons but I can't 100% guarantee that was it so I think if you just use the code base from that and then optimize you should be good to go.


I'm not at my computer right now but if you send me some of the code you have for the turret I can check it out compare it to the DDF files

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Thu Aug 08, 2019 5:39 pm
by Crudux Cruo
UnbornDecay25 wrote:Ahhh, damnit. I thought this was finished when I played it a year ago, but with the list of additions, now I just gotta hunker down and wait.
if you download the link I sent that should be functional if you just want to play around with it. We're doing some kind of back room stuff on it to clean it up, but if you want to play test the bill they sent and then go to the original that would really help us kind of bug hunt.
I'm pretty sure the one that I have is bug free we just haven't implemented all the monsters and the turret thing and the friendly Marines so apart from those things it should be one to one parity with the original mod

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Thu Aug 08, 2019 8:00 pm
by UnbornDecay25
Crudux Cruo wrote:
UnbornDecay25 wrote:Ahhh, damnit. I thought this was finished when I played it a year ago, but with the list of additions, now I just gotta hunker down and wait.
if you download the link I sent that should be functional if you just want to play around with it. We're doing some kind of back room stuff on it to clean it up, but if you want to play test the bill they sent and then go to the original that would really help us kind of bug hunt.
I'm pretty sure the one that I have is bug free we just haven't implemented all the monsters and the turret thing and the friendly Marines so apart from those things it should be one to one parity with the original mod
Thanks, but I'll wait. I tried running Imorral Conduct 2 by Cee Jay long ago and could never get the fuckin thing to work, so I might as well go with the best version on the best source port. (IMO) I might as well wait till its finished and enjoy it in its full glory

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Fri Aug 09, 2019 5:56 pm
by Snarboo
I'm glad there's been some progress on this project! It's been on the back of my mind for a few years now, but I just haven't had much time for Doom modding these days. I'll have to poke the newest version when I have time. :D

Re: Immoral Conduct: Decorate Edition [UPDATE: 8-1-2019]

Posted: Fri Aug 09, 2019 10:15 pm
by Hellser
I know what you mean. Progress will be halted for the next few days (work sucks). I'll get back to it on Monday.