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Re: [BETA] DEAD MARINE

PostPosted: Wed Jul 25, 2018 10:19 pm
by StroggVorbis
+BOSSDEATH belongs in the first code block, not the state block. What the death/xdeath state is missing is A_BossDeath.

Re: [BETA] DEAD MARINE

PostPosted: Thu Jul 26, 2018 1:59 am
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 allExpand view
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 42:
Unexpected '}'
Expecting ':' or non-whitespace
Putting
Code: Select allExpand view
+BOSSDEATH:
in the XDeath section to make it
Code: Select allExpand view
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 allExpand view
{
   override int DamageMobj(
    Actor inflictor, Actor source, int damage,
    Name mod, int flags = 0, double angle = 0)
+BOSSDEATH
   {
gives me
Code: Select allExpand view
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 allExpand view
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.

Re: [BETA] DEAD MARINE

PostPosted: Thu Jul 26, 2018 3:21 am
by StroggVorbis
I've only experience with DECORATE, not with ZScript, but I think it should be:

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


and:

Code: Select allExpand view
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.

Re: [BETA] DEAD MARINE

PostPosted: Thu Jul 26, 2018 8:29 am
by thejbizz
Code: Select allExpand view
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 4:
Unexpected 'override'
Expecting identifier

Won't boot.

Re: [BETA] DEAD MARINE

PostPosted: Thu Jul 26, 2018 9:13 am
by StroggVorbis
thejbizz wrote:
Code: Select allExpand view
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 4:
Unexpected 'override'
Expecting identifier

Won't boot.


Try:


Code: Select allExpand view
{
override int DamageMobj(
    Actor inflictor, Actor source, int damage,
    Name mod, int flags = 0, double angle = 0
    bBOSSDEATH = true;)
{

Re: [BETA] DEAD MARINE

PostPosted: Fri Jul 27, 2018 7:59 am
by thejbizz
Code: Select allExpand view
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 6:
Unexpected identifier
Expecting ')'

Re: [BETA] DEAD MARINE

PostPosted: Fri Jul 27, 2018 4:53 pm
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?

Re: [BETA] DEAD MARINE

PostPosted: Mon Jul 30, 2018 7:44 pm
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?

Re: [BETA] DEAD MARINE

PostPosted: Mon Sep 10, 2018 5:34 am
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?

Re: [BETA] DEAD MARINE

PostPosted: Mon Sep 10, 2018 11:29 am
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)

Re: [BETA] DEAD MARINE

PostPosted: Mon Sep 10, 2018 6:52 pm
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.

Re: [BETA] DEAD MARINE

PostPosted: Mon Sep 10, 2018 9:06 pm
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.

Re: [BETA] DEAD MARINE

PostPosted: Mon Sep 10, 2018 10:18 pm
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.

Re: [BETA] DEAD MARINE

PostPosted: Fri Sep 14, 2018 8:31 pm
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 allExpand view
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.

Re: [BETA] DEAD MARINE

PostPosted: Tue Sep 18, 2018 4:05 pm
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!