[BETA] DEAD MARINE

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StroggVorbis
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Re: [BETA] DEAD MARINE

Post by StroggVorbis »

+BOSSDEATH belongs in the first code block, not the state block. What the death/xdeath state is missing is A_BossDeath.
thejbizz
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Re: [BETA] DEAD MARINE

Post by thejbizz »

Gifty wrote:Yep! Should be pretty simple, just make sure to put it into the xdeath/gibdeath animation.
DabbingSquidward wrote:+BOSSDEATH belongs in the first code block, not the state block. What the death/xdeath state is missing is A_BossDeath.
Putting just +BOSSDEATH at the end of the XDeath section gives me

Code: Select all

Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 42:
Unexpected '}'
Expecting ':' or non-whitespace
Putting

Code: Select all

+BOSSDEATH:
in the XDeath section to make it

Code: Select all

Xdeath:
		FATX A 6;
		TNT1 a 0 a_spawnitemex("BigGibcontroller");
		FATX B 6 A_Xscream;
		FATX C 6 a_spawnitemex("BigGibcontroller");
		FATX D 6 a_noblocking;
		FATX E 6 a_spawnitemex("BigGibcontroller");
		FATX F -1;
		+BOSSDEATH:
makes it bootable, but it doesn't consistently fix the problem. It seems that if the last mancubus is gibbed, then the walls won't open.
Putting +BOSSDEATH it in what I assume is the first code block, making it

Code: Select all

{
	override int DamageMobj(
    Actor inflictor, Actor source, int damage,
    Name mod, int flags = 0, double angle = 0)
+BOSSDEATH
	{
gives me

Code: Select all

Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 6:
Unexpected '+'
Expecting '.' or 'class' or identifier or 'native' or 'ui' or 'play' or 'version' or 'color' or 'clearscope' or 'int8' or 'uint8' or 'int16' or 'uint16' or 'int' or 'uint' or 'bool' or 'float' or 'double' or 'vector2' or 'vector3' or 'name' or 'sound' or 'state' or 'let' or '@' or 'readonly' or 'map' or 'array' or 'void' or 'action' or 'deprecated' or 'static' or 'private' or 'protected' or 'latent' or 'final' or 'meta' or 'transient' or 'internal' or 'virtual' or 'override' or 'vararg' or 'virtualscope'
Which I don't know how to interpret.
Putting "A_BossDeath:" in Xdeath, making it

Code: Select all

Xdeath:
		FATX A 6;
		TNT1 a 0 a_spawnitemex("BigGibcontroller");
		FATX B 6 A_Xscream;
		FATX C 6 a_spawnitemex("BigGibcontroller");
		FATX D 6 a_noblocking;
		FATX E 6 a_spawnitemex("BigGibcontroller");
		FATX F -1;
		A_BossDeath:
makes it bootable, but still doesn't solve the problem.

Again, sorry. I've never dealt with coding before.
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StroggVorbis
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Re: [BETA] DEAD MARINE

Post by StroggVorbis »

I've only experience with DECORATE, not with ZScript, but I think it should be:

Code: Select all

{
BOSSDEATH
override int DamageMobj(
    Actor inflictor, Actor source, int damage,
    Name mod, int flags = 0, double angle = 0)
{
and:

Code: Select all

Xdeath:
      FATX A 6;
      TNT1 a 0 a_spawnitemex("BigGibcontroller");
      FATX B 6 A_Xscream;
      FATX C 6 a_spawnitemex("BigGibcontroller");
      FATX D 6 a_noblocking;
      FATX E 6 a_spawnitemex("BigGibcontroller");
      FATX F -1 A_BossDeath;
I'm not at home rn, so I can't check for sure.
thejbizz
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Re: [BETA] DEAD MARINE

Post by thejbizz »

Code: Select all

Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 4:
Unexpected 'override'
Expecting identifier
Won't boot.
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StroggVorbis
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Re: [BETA] DEAD MARINE

Post by StroggVorbis »

thejbizz wrote:

Code: Select all

Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 4:
Unexpected 'override'
Expecting identifier
Won't boot.
Try:

Code: Select all

{
override int DamageMobj(
    Actor inflictor, Actor source, int damage,
    Name mod, int flags = 0, double angle = 0
    bBOSSDEATH = true;)
{
thejbizz
Posts: 8
Joined: Tue Mar 07, 2017 11:10 pm

Re: [BETA] DEAD MARINE

Post by thejbizz »

Code: Select all

Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 6:
Unexpected identifier
Expecting ')'
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-Ghost-
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Re: [BETA] DEAD MARINE

Post by -Ghost- »

TheEternalStruggler wrote:It makes sense. I guess I'm a bit new to coding, so I had a messup! :P

Thanks for the help man! I really appreciate it, as I now was able to fix the Baron and it works now like a charm! :D

http://www.mediafire.com/file/e5h9hk7kw ... rv0.94.pk3

Here! It's awesome.

I can finally get to work on the Doom II monsters now (such as the Hellknight, Archvile, Arachnotron, maybe the Pain Elemental? Unsure what to do with the Pain Elemental tbh.)

I think the gore addon is almost finished at this point. I'd say 80% complete?

Anyway, I really appreciate the help and I love your Faspons mod! :D
Will you be updating this to go with the new update for the main mod?
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bisousbisous
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Re: [BETA] DEAD MARINE

Post by bisousbisous »

IMO the super shotgun reload sounds too sci-fiey to me, it needs to more chunky, clunky, and mechanical.

Also would it be possible to add or add an option to see a number for your HP? Like above the doomguy face?
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elCreyo
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Re: [BETA] DEAD MARINE

Post by elCreyo »

Hey. One of the best lore-friendly gameplay mods for sure. I have a question though. Can it be played like vanilla doom, without vertical aiming? I tried that but I've noticed that sometimes camera goes up a little bit. Can it be because of recoil or something?
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Gifty
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Re: [BETA] DEAD MARINE

Post by Gifty »

elCreyo wrote:Hey. One of the best lore-friendly gameplay mods for sure. I have a question though. Can it be played like vanilla doom, without vertical aiming? I tried that but I've noticed that sometimes camera goes up a little bit. Can it be because of recoil or something?
I always test with mouselook off, so it's definitely meant to be horizontal-friendly. In the last version of the mod, there was a minor issue where the BFG would gradually kick the screen up a little, but I've recently fixed that. (the link to the most recent version should be in the previous page or two)
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elCreyo
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Re: [BETA] DEAD MARINE

Post by elCreyo »

Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
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Gifty
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Re: [BETA] DEAD MARINE

Post by Gifty »

elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
I've noticed that as well, after trying several things to fix it I'm starting to suspect that the frame isn't actually missing, but something is fucking with the sprite offset to the degree that it mostly disappears from the screen until the next frame.
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wildweasel
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Re: [BETA] DEAD MARINE

Post by wildweasel »

Gifty wrote:
elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
I've noticed that as well, after trying several things to fix it I'm starting to suspect that the frame isn't actually missing, but something is fucking with the sprite offset to the degree that it mostly disappears from the screen until the next frame.
It could also be a typo - either in your Decorate reference to the sprite frame, or just that there is no sprite frame by that name/index.
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faslrn
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Re: [BETA] DEAD MARINE

Post by faslrn »

wildweasel wrote:
Gifty wrote:
elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
I've noticed that as well, after trying several things to fix it I'm starting to suspect that the frame isn't actually missing, but something is fucking with the sprite offset to the degree that it mostly disappears from the screen until the next frame.
It could also be a typo - either in your Decorate reference to the sprite frame, or just that there is no sprite frame by that name/index.
https://www.dropbox.com/s/wyyrm8hw4434m ... x.pk3?dl=1

Quick fix:

Code: Select all

ready:
		SGDR abcdefghij 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
		goto realready
Just slapped A_WeaponReady(WRF_NoFire|WRF_NoSwitch) on the line and changed the offsets of the PNGs for the raise animation.
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Mere_Duke
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Re: [BETA] DEAD MARINE

Post by Mere_Duke »

Played this mod for a while and only recently noticed that "Dead Marine" difficulty brings up harder monsters in place of standard ones. A good challenge!
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