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Re: Zblood v4

PostPosted: Fri Feb 08, 2008 12:47 pm
by Ryan Cordell
Would be nice for said system to apply to the whole geometry. Imagine being able to shoot at walls that can BLEED, ones that are made out of plasma and can SPARK (or something).

Best of yet, I want my damn flat sprites. Damn that Doom engine. ;_;

Re: Zblood v4

PostPosted: Fri Feb 08, 2008 1:31 pm
by Skunk
Enjay wrote:
Skunk wrote:It's getting to the point now I bet you could make a program to convert Build levels over to ZDoom...


Heh, there already is one. It's called Zdoom. ;)

Zdoom can already load Build maps and then you can dump them from the game. You only get the architecture, of course, but it can do it. (I forget the exact method though.)

You've got to be shitting me! Are you serious?! Fuck, where's my copy of Blood...

Re: Zblood v4

PostPosted: Fri Feb 08, 2008 1:51 pm
by Enjay
Skunk wrote:You've got to be shitting me! Are you serious?!

Absolutely serious. In fact, Zdoom has been able to do this for years.

Re: Zblood v4

PostPosted: Fri Feb 08, 2008 7:37 pm
by Sodaholic
Just the raw maps or do you have to put it into a wad/pk3? That's pretty damn sweet nonetheless! :D

Re: Zblood v4

PostPosted: Fri Feb 08, 2008 8:11 pm
by Enjay
Can't find much info on it. This is the best I can find.

viewtopic.php?f=4&t=2546&p=34789

Re: Zblood v4

PostPosted: Fri Feb 08, 2008 10:04 pm
by Doorhenge
Michael wrote: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

oh also could you add the 1st level from cryptic passage, and the first level of death arms i wanna paint the town read


I agree the TNT is too much. I liked the plant pods too. The train area can't have reflective mirrors. In Zdoom you can't have mirrors in place unless you have some space in the wall behind the mirror so the game can redraw the stage reversed. I agree with the rest of what you said about the decorations. The TNT should have a throwing animation sprite? I don't understand.

The level with the building (paint the town red) would be hard in how build makes the level different from the way doom makes it, but maybe we'll try to make something that at least looks like it. I like the docks too.

Blade Nightflame wrote:Tweak the head around so it fits the physics of Blood.. More or less perfectly.


I'll take a look at it.

DBThanatos wrote: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.


sounds neat. but it needs to do it for other monsters too though so it doesn't get up and lock another within itself. I'll try it though.

Kyon wrote:do bloated butchers still vomit??


bloated butchers are supposed to if you get too close. I had it working but I guess I fiddled with it and it broke again.

Kyon wrote:i dont know why you and maxim genus stopped working with zwitchaven


My HD broke and I lost all my stuff. I was a bit depressed about it. It was a IBM deskstar. they have earned the nickname "Death Stars" for their penchant to blow up. I bought another one from a local provider and it had CRC errors that made HD degradation over time. By the time it started messing up I had lost the receipt.

Also I would have to make some real levels, cause the ones from the original game stunk. but I'm not a level designer, what I'm making are conversions. So I've been reluctant. Genius? hardly. However one has to try, so I think I start again soon though.

Kyon wrote:ZBLOOD SHOULD BECOME ZDOOM COMMUNITY PROJECT


Really. Tha'd be nice.

Skunk wrote:Who needs faces? Why not just STBAR the actual Blood hud?


I was trying at one, but the game updated the bar a little late - not at the speed of the original doom hud because it was that bar as a font with a script type of trick. Maybe I was doing it wrong, but I don't really care too much for it. Anyone wanna make me one?

Skunk wrote:Hey Kyon, die in a fire. I'm not saying the faces are bad but if you want it to be Blood go with the original status bar. ZBlood is NOT a TC. You dumb shit.


Is that nice? but thanks for supporting what I'm doing anyway.

Kyon wrote:also i got suggetion for the game again sorry but
could you please give caleb a random variety of pain, death, burn sounds?
the same pain sound is annoying, and theres no death sound
maybe do random sounds from both games


Sounds like a good idea.

Blade Nightflame wrote:I don't see why you'd (No offense, Randy n' Graf.) want to downgrade Blood to an enhanced Doom engine.


For some reason I'm the one who takes offense to that, not Randy or Graf. I don't know why though... :)

Re: Zblood v4

PostPosted: Sat Feb 09, 2008 1:55 am
by doomjedi
However one has to try, so I think I start again soon though.

You'll get my full support if you do, despite me being busy with many projects of my own. And I think we can add more mappers from zDoom community from this project...especially when we'll produce a playable demo that will be fun enouph :) As you remember, we already have HUD faces , sword and shild implemented. If you need any of the files - you know I can always send you...

Absolutely serious. In fact, Zdoom has been able to do this for years.

Well, not only zDoom. Maybe not with support to advanced Build mapping engine features, but map2wad.exe utility does it almost since the days Duke came out :) We tested it when started working on zWitchaven. Witchaven maps were transformed to doom (even not zDoom) engine in a matter of seconds.

Re: Zblood v4

PostPosted: Sat Feb 09, 2008 6:41 am
by Enjay
doomjedi wrote:Well, not only zDoom. Maybe not with support to advanced Build mapping engine features, but map2wad.exe utility does it almost since the days Duke came out :) We tested it when started working on zWitchaven. Witchaven maps were transformed to doom (even not zDoom) engine in a matter of seconds.

I remembered that there was a utility to convert Doom maps to build ones, but I didn't know/remember there was one that did the reverse.

Re: Zblood v4

PostPosted: Sat Feb 09, 2008 10:14 am
by Skunk
I remember fondly that Duke!ZONE disk I had and how an entire section of the disk was nothing but E1M1 remakes made with wad2map.exe.

I still wanna know where my D!Zone and D!Zone5000 disks went.

Re: Zblood v4

PostPosted: Sun Feb 10, 2008 7:20 pm
by Doorhenge
Blade Nightflame wrote:
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.


I want to know is how do you prevent the Zombie head from moving around on the floor? The head slides around on the floor trying to follow you. Once he gets to you he does fly around as though you kicked it as his melee attack, but I can't have the head walking around on the floor scooting toward you. is there any way to fix this?

What is ACS_ExecuteAlways(999,0,0,0,0)? does that have something to do with it?

Re: Zblood v4

PostPosted: Mon Feb 11, 2008 7:46 am
by Ryan Cordell
Sorry, think I missed a section of code there. Hold on..

Code: Select allExpand view
int GiveTID = -32767;

FUNCTION int NextTID (VOID)
{
   for (GiveTID=GiveTID; GiveTID<0; GiveTID++)
   {
      if(!ThingCount (T_NONE, GiveTID))
          return GiveTID;
   }
   return 0;
}

SCRIPT 999 (VOID)
{
   if (!ActivatorTID ())
   {
       Thing_ChangeTID (0, NextTID ());
   }
}


That was a common problem back before I had this script in that, triggering one head would cause all the others to react the same, so I had to use this method to ensure every head is unique.

Re: Zblood v4

PostPosted: Tue Feb 12, 2008 4:37 pm
by Doorhenge
Does causing all the head to react the same mean the head launches in only one direction? 'cause thats the problem I have. I solved it - I think - by making ThrustThing launch randomly. And I fixed the scooting around on the floor thing with jumpifCloser instead of it being an attack. It still doesn't look great all the time and it does strange things when it hits slope. Maybe i can fix it though.

Re: Zblood v4

PostPosted: Wed Feb 13, 2008 6:26 am
by Ryan Cordell
Well, it launches in the direction you're facing, if that's how it works, as I remember Blood doing it like that.. I think.

Re: Zblood v4

PostPosted: Fri Feb 15, 2008 12:40 am
by Doorhenge
With mine they launch in only one direction -east - all of them throughout the stage. :(

Re: Zblood v4

PostPosted: Fri Feb 15, 2008 10:56 am
by Ryan Cordell
Odd, works fine on my end. :?