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Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sun Apr 21, 2019 12:08 pm
by Dr_Cosmobyte
I can't recall if your mod has custom enemies, but if it has, i think i know how to solve the problem.

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sun Apr 21, 2019 12:10 pm
by silentzora
GAA1992 wrote:I can't recall if your mod has custom enemies, but if it has, i think i know how to solve the problem.

The mod does have quite a few custom enemies, though most don't appear in normal gameplay. What sort of solution did you have in mind?

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sun Apr 21, 2019 12:18 pm
by Dr_Cosmobyte
It does, so maybe i can help!

I wanted to add this feature to my SSG replacer in Kriegsland (the Wunderfilnte) and suffered from the same limitations. Here's what i did:

- First i gave the A_FireBullets for the SSG with a custom puff:
Code: Select allExpand view
TNT1 A 0 A_FireBullets(11.2, 7.1, 22, 5,"WunderflintePuff")


This special BulletPuff inherits from your standard BulletPuff (which in Kriegsland case is just "Bullet_Puff"):

Code: Select allExpand view
ACTOR WunderflintePuff : Bullet_Puff
{
   -NOEXTREMEDEATH
   DamageType SSGgib
}


But it has that special damage type, called SSGgib (you can name it anything you want, actually).

The monsters then wouldn't Gib because the BulletPuff has that "-NOEXTREMEDEATH" flag, right?

So all you gotta do is to stick this in the monster's states, either in their master actor where they inherit from, or individually, if they don't have any actor to inherit from:

Code: Select allExpand view
   
    Death.SSGgib:
      TNT1 A 0 A_JumpIfCloser(128,"XDeath")
      "----" A 0 A_Jump(256,"Death")
      Stop


This will tell the game that any monster close to this area (128 units) can explode from a SSG blast, and any further from that, don't.

Hope this can be useful for you, i really like the way this mod goes! :)

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sun Apr 21, 2019 12:23 pm
by silentzora
Huh, that actually makes a lot of sense. I'll work on implementing that as soon as I can. Thanks for the tip! :D

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sun Apr 21, 2019 12:24 pm
by Dr_Cosmobyte
You're welcome!

Edited it twice because typos might make it look confusing.

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Fri Apr 26, 2019 9:48 pm
by Kinsie
I played this recently. It's pretty nice, I like how the classes encapsulate different games while maintaining their own feel.

That being said, I recognised a few of my sprites from MetaDoom being used, so could you please pop me in the "Sprites" section of the credits? I'm already in the "Sounds" section, just not in the sprites one. Thanks!

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Fri Apr 26, 2019 10:03 pm
by silentzora
Kinsie wrote:I played this recently. It's pretty nice, I like how the classes encapsulate different games while maintaining their own feel.

That being said, I recognised a few of my sprites from MetaDoom being used, so could you please pop me in the "Sprites" section of the credits? I'm already in the "Sounds" section, just not in the sprites one. Thanks!

D'oh, I thought I did credit you for sprites. Yes, I'll get right on that. Sorry.

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Fri Apr 26, 2019 10:42 pm
by Kinsie
No worries, I figured it was just an oversight. 👍

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sun Apr 28, 2019 5:20 pm
by silentzora
Experimenting with rocket effects. Nothing flashy.


Also NC HUD is awesome. Y'all should totally use it. (Hell, might even implement it into the mod one day.)

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Mon Apr 29, 2019 9:29 am
by NeonLights95
Wow. Those rocket effects are awesome AF. (I would say what those initials mean, but I don't want to get into trouble.)

And on a side note, there is potential to implement NC HUD into this mod.

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Mon Apr 29, 2019 11:32 pm
by Mister Neauxbauxdeay
Hey, silentzora; I noticed how you planned for one of the upcoming weapons to be named the Assault Shotgun. I've just read through the latest version readme and found that the Zoragal already has a weapon with that name. Since the weapon has an alternate flaming shell attack, you may want to consider a fire-themed name, such as "Inferno Shotgun", "Hellfire Shotgun", "Dragon Shotgun" or something similar. Just thought I'd put it out there, before you get to release time.

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Tue Apr 30, 2019 8:02 am
by silentzora
Zora Gal's shotty was already renamed to the Riot Shotgun in a prior update. I just forgot to update the Readme file is all. I'll fix it.

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sat May 04, 2019 12:34 am
by StroggVorbis
I assume every player class has their own ammo types (AlphaShell, D64Shell, D3Shell) to prevent picking up another class' weapon for ammo. You can use the INVENTORY.RESTRICTABSOLUTELY flag to prevent this from happening and still have all classes have the same ammo type.

In Hexen by default, since each class' weapons use either blue or green mana, you can pick up their weapons for ammo, but not in coop or deathmatch.

The flag serves as an extension to the RestrictedTo & ForbiddenTo properties.

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sat May 04, 2019 4:52 am
by Kinsie
NeonLights95 wrote:Wow. Those rocket effects are awesome AF. (I would say what those initials mean, but I don't want to get into trouble.)
You can say the fuck word here, friend. And it is, indeed, awesome as fuck.

Re: Zagemod (v1.3.2 Released, Page 9)

PostPosted: Sat May 04, 2019 10:03 am
by Captain J
Well since Doom is mostly for Adults and Mature Audiences, saying Fuck is not troublesome at all. As long as it doesn't hurt anybody! Fuck Fuckity Fuck-fuck-fuck! :P