Zblood v4 [abandoned?]

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Re: Zblood v4

Postby Doorhenge » Sun Feb 03, 2008 3:40 pm

Enjay wrote:From some angles you can see the sky through this door instead of the room beyond.

The problem is that it has the floor over floor thing, and when you can see the floor on top it does that. I wanted a floor over floor to make the level better for DM, but maybe I should stop trying to compromise.

JASON wrote:actully make your self invisible using the invisible code, when you pick up the cloack, insted of blury

Will do.

JASON wrote:make zombies fall to the ground and get up like on blood, use DBT's quake zomibe code if you dont know how!

They used too but the problem was when they'd get back up and if the player was standing over them they'd stand up 'inside' the player, halting him.

In the original game if Caleb was over them they'd launch the player skyward a little having him land beside the Zombie.

I hope the DBT code doesn't have this problem.

JASON wrote:add running around civilians

Maybe.
JASON wrote:make hellhounds immune to fire

Will do.

unknownna wrote:A really funny thing about blood was the infighting. The men in capes would throw a dynamite too close to themselves and their allies, and the party started.


Yeah that is a problem. The Cabal didn't do that in the original. How do I turn off monster infighting permanently for the whole game? or do I need to put in the property in the Mapinfo for every stage?

@ Enjay and DBThanatos: Does this either of this stuff prevent the player from being lodged inside the zombie when he gets back up?

So has anyone figured out my Napalm Launcher alt-fire problem?

Bouncy wrote::( I keep getting a download error for zbludv41.zip.


Try: http://doorhenge.890m.com/cgi-bin/zbludv41.zip
Last edited by Doorhenge on Sun Feb 03, 2008 5:09 pm, edited 1 time in total.
Doorhenge
I like da Taffy
 
Joined: 11 Apr 2006
Location: San Antonio, Texas

Re: Zblood v4

Postby Enjay » Sun Feb 03, 2008 4:53 pm

Doorhenge wrote:How do I turn off monster infighting permanently for the whole game? or do I need to put in the property in the Mapinfo for every stage?

@ Enjay and DBThanatos: Does this either of this stuff prevent the player from being lodged inside the zombie when he gets back up?


You can turn off infighting for the whole game using a simple DEHACKED patch or you can set up a "defaultmap" entry in your mapinfo. Whatever you put in the defaultmap definition gets applied to every map. Or you could just disable it in every map definition as you said.

Don't know about DBTs version. My version could by 2 methods. Either keep the first corpse solid until it spawns the second pahse so that the player can't get in it's way (perhaps not very acceptable) or use a spawning method for the second phase that will not work if something is in the way. That, however, would mean the corpse would disappear unless you could figure out some additional check for a successful spawn. Perhaps someone would be able to suggest a way to manage the thrusting solution from the original game. Zdoom is certainly capable of thrusting the player and other items around. The question is how to get a corpse on the ground to identify and shove the player.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Zblood v4

Postby DBThanatos » Sun Feb 03, 2008 6:22 pm

Well, I thought something similar to what Enjay said of the solid corpse, however, I tried unsuccesfully long ago to make the corpse solid, so what I did for some mosnters I've made, was to spawn a Body dummy in the moment the monster die. Here is the example:

Code: Select allExpand view
ACTOR FallenCherub 7356   
{
                Blah blah...
   States
   {
   Death:
      ANGL W 5 A_SpawnItem("CherubBodyDummy",0)   //dummy appears
      ANGL X 70
      ANGL Y 70 A_PlaySound("CherubSight2")
      ANGL "Z[]" 5
      ANGL A 70
      ANGL B 0 A_SpawnItem("CherubFlight",0)             //Monster pahse 2 appears
      Stop
   }
}

Actor CherubBodyDummy
{
   Radius 64   //same size of the original monster
   Height 64
   +SOLID
   +FLOORHUGGER  //just in case :P
   Renderstyle None
   States
   {
   Spawn:
      ANGL A 229   //this last one tic less than the total in the death seq.
      Stop
   }
}


And about the 1st resurrect method I proposed, when the monster is supossed to resurrect, if something is blocking it, it wont raise at all. I guess we could say is a neat effect of "step over the zombie to avoid it raising" :P



DBT
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: Zblood v4

Postby Enjay » Sun Feb 03, 2008 7:55 pm

Here's the decorate that was suggested to me to allow me to emulate the death of the first phase of D'Sparil from Heretic and make sure that nothing can prevent the second phase spawning:

Code: Select allExpand view
{
   States
   {
   Death:
   SRCR E 7
   SRCR F 7 A_Scream
   SRCR G 7
   SRCR H 6
   SRCR I 0 A_ChangeFlag("CORPSE",0) // Keep the dying boss solid
   SRCR I 0 A_SetSolid
   SRCR I 0 A_SetInvulnerable
   SRCR I 6
   SRCR J 6
   SRCR K 6
   SRCR L 25 A_PlaySound ("dsparil/zap")
   SRCR M 5
   SRCR N 5
   SRCR O 4
   SRCR L 20 A_PlaySound ("dsparil/zap")
   SRCR M 5
   SRCR N 5
   SRCR O 4
   SRCR M 6
   SRCR N 6
   SRCR O 6
   SRCR L 12
   SRCR P 0 A_NoBlocking // Prevent the dying boss from blocking the new spawn
   SRCR P 0 A_SpawnItem("NJSorcerer2") // Spawn second boss
      SRCR P -1
      Stop
   }


It certainly works for what I needed. Thanks to whoever it was who suggested it (Hotwax maybe?)

Of course you may find A_SpawnItemEx more useful. In fact, I'd find A_SpawnItemEx more useful. I'm off to change my decorate right now... :)

http://zdoom.org/wiki/A_SpawnItemEx
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Zblood v4

Postby Doorhenge » Mon Feb 04, 2008 7:16 am

Naw yall, This method didn't work. You're right, it doesn't spawn the second zombie if the player is standing over it but if the player is standing over it the first just body disappears leaving nothing in its place. If I put a dummy corpse there that means it'll have that and the second zombie when the player or other monster isn't standing over top.

Plus this method doesn't transfer the health of the first zombie over. You can give the 2nd half the health of the first and give the first half too; but In the original you could knock the zombie down 4 or five times if you didn't hit him hard enough. If you hit 'em real hard they'd fall down and wouldn't get back up. Making sure you'd have to hit zombies hard the first time.

The only way to make this work is to launch the other actor upward - probably problematic - or have A_setsolid only initiate after no other actors occupy it's area so it can walk out of the way - probably worse - or have new a_jumpifactorthere so I can make the body loop itself over and over if someone is in its area.
Doorhenge
I like da Taffy
 
Joined: 11 Apr 2006
Location: San Antonio, Texas

Re: Zblood v4

Postby Enjay » Mon Feb 04, 2008 7:32 am

One of the reasons I suggested SpawnItemEx is that it can force a spawning even if something is in the way and you can set it to telefrag any actor that might be blocking the spawn. That may not be acceptable for the mod, but it would certainly guarantee a spawning. :twisted:

As for the health monitoring thing... I don't know how to do that. Scripting and tids for all the relevant actors would probably be involved at some point.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Zblood v4

Postby Michael » Tue Feb 05, 2008 1:20 pm

wow this is becoming more and more good as it goes!
its all fine!
some suggestions

make all types of cultists be immune to each others attacks, or just not fight back, because they dont fight back! and they keep throwing tnt at each other it gets too much

dont give fanatics [grey cloak cultists] TNT/dynamite! its too much!~

make brown cultists rarely throw TNT other wise its too much

add some enemies like the plant pods.

make the mirrors in the train level, actually reflective mirrors

fix the dynamite weapon that you have, because its more like a rocket launcher, use DBT's grenade trick , thats better"!

make more decorations that can be blown to bits, like the baloons and the clocks

make TNT when thrown make a toss sound, and also give the tnt a throwing animation sprite

add some weapons from blood 2 maybe? like the tesla cannon [use seriouscacodemons alien launcher code]
and also the flame thrower


once you've fixed all of the above suggestions, then this is officialy an awsome recarnation of blood!!!

oh also could you add the 1st level from cryptic passage, and the first level of death arms i wanna paint the town read
Michael
BANNED
Banned User
 
Joined: 05 Feb 2008

Re: Zblood v4

Postby Michael » Tue Feb 05, 2008 1:22 pm

oh im also sure theres a way [backmeup] to make it able to kick zombie heads, buckets etc
Michael
BANNED
Banned User
 
Joined: 05 Feb 2008

Re: Zblood v4

Postby Michael » Tue Feb 05, 2008 1:28 pm

is there a way to implemet a DUKE/LOWANG/CALEB type taunting? for example if you keep completly still for couple mins, a sound will play IE duke getting bored, caleb singing sorta thing..
also can you make it if you kill like 20 enemies, or randomly after you kill an enemie your player starts laughing? but this doesnt happen all the time, rarely..

also is there away of maybe if you type a letter O a sound plays IE a taunt button you can use your self for once you killed an enemie by pressing O you here the players voice say somthing funny or cocky! and you haveto wait inbetween to hear each one so you dont repeatly press O and loads play at once >:(
Michael
BANNED
Banned User
 
Joined: 05 Feb 2008

Re: Zblood v4

Postby Ryan Cordell » Tue Feb 05, 2008 2:29 pm

Michael wrote:oh im also sure theres a way [backmeup] to make it able to kick zombie heads, buckets etc


DECORATE:
Spoiler:


ACS:
Spoiler:


Tweak the head around so it fits the physics of Blood.. More or less perfectly.
User avatar
Ryan Cordell
PDA Man
 
Joined: 06 Feb 2005
Location: Capital of Explodistan
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Zblood v4

Postby Pinky's ass » Tue Feb 05, 2008 2:34 pm

Don't help him, he's a spammer.
User avatar
Pinky's ass
Has got a big e-penis!!!
 
Joined: 05 Sep 2007
Location: ZDoom Forums

Re: Zblood v4

Postby Ryan Cordell » Tue Feb 05, 2008 2:47 pm

At this point I'd just shell out GS/Demon Wars because I don't think it'd see the light of day (Or amuse people since it's almost mostly the same..).
User avatar
Ryan Cordell
PDA Man
 
Joined: 06 Feb 2005
Location: Capital of Explodistan
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Zblood v4

Postby DBThanatos » Wed Feb 06, 2008 12:06 am

Doorhenge wrote:Naw yall, This method didn't work. You're right, it doesn't spawn the second zombie if the player is standing over it but if the player is standing over it the first just body disappears leaving nothing in its place. If I put a dummy corpse there that means it'll have that and the second zombie when the player or other monster isn't standing over top.

Plus this method doesn't transfer the health of the first zombie over. You can give the 2nd half the health of the first and give the first half too; but In the original you could knock the zombie down 4 or five times if you didn't hit him hard enough. If you hit 'em real hard they'd fall down and wouldn't get back up. Making sure you'd have to hit zombies hard the first time.

The only way to make this work is to launch the other actor upward - probably problematic - or have A_setsolid only initiate after no other actors occupy it's area so it can walk out of the way - probably worse - or have new a_jumpifactorthere so I can make the body loop itself over and over if someone is in its area.


for your 1st thing: that's why I said that it ressurrect itself, if it cant raise due to something in the way, it wont dissapear, it will just stay like that.

Also, if you dont want it to raise eternally, you could give checks, and for example in the death seq, if this monster have more than 3, it wont raise again.


or

Perhaps giving it a relative low painchance, when it enters, (as you said) it "falls" and goes unsolid for a while, when is going to raise could perform A_JumpIfCloser to check if player (and only the player) is too close, if is, the zombie will stay down; if is not, the it'll raise (solid again) and so on. However, something like "A_CheckColission" would be useful.



DBT
User avatar
DBThanatos
Guns, explosions, gore.
 
Joined: 14 Apr 2006
Location: in "the darkness that lurks in our mind"

Re: Zblood v4

Postby Kyon » Wed Feb 06, 2008 10:37 am

do bloated butchers still vomit??

by doorhenge is a genius, i dont know why you and maxim genus stopped working with zwitchaven, but anyway
doorheng is an artist we should stop giving him shit about his errors and focus on what a great redemtion hs has produced!!

ZBLOOD SHOULD BECOME ZDOOM COMMUNITY PROJECT? we need more peopple to focus on this, we all love blood, and those who want a true blood remake in doom, heres our chance to use all our skills

offsubject Excuse me but sum punk has chosen to put ranger or somthing on my pc and is watching my every move ...
User avatar
Kyon
Banned User
 
Joined: 06 Feb 2008

Re: Zblood v4

Postby doomjedi » Thu Feb 07, 2008 8:18 am

Kyon wrote:do bloated butchers still vomit??

by doorhenge is a genius, i dont know why you and maxim genus stopped working with zwitchaven


Let "Maxim Genis" answer this one :)
So...what will I say...?

About Blood - I'm a graphic artist, and this mod didn't need nor ask me for more graphic contribution beyond the HUD faces I've contributed for it (as Blood didn't have HUD face animation of it's own). Most of other graphics were from Blood anyway.

About zWhichaven: Doorhenge, Psyren and others abandoned this project of mine, zdoom community didn't show much interest....so what can I do but going back to my wolf3d modding projects?
I still think Witchaven can be an amazing game when done well (with good mapping and coding features) - when resurrected on zDoom. Though many enemies have only front frames or missing frames, which make problems for multiplayer.
Maybe just too little percent of people here played or know about Whitchaven, which is less popular and playable than other Build Engine classics.
User avatar
doomjedi
"Blade of Agony" spriter
 
Joined: 03 Oct 2006
Location: Israel
Discord: DoomJedi

PreviousNext

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: No registered users and 1 guest