Brütal Doom v0.18

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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby mrthejoshmon » Sun Feb 10, 2013 12:15 pm

Mr. Chris wrote:
Zombies and imps being knocked by explosion or kick(?) can get stuck on top of objects like the barrel seen here.

Courtesy thejoshmon from DW for posting it on Youtube.

I went rampant with a rocket launcher for five minutes, it quickly turned into an episode of extreme house makeover!
and then that zombie spoiled the fun by becoming stuck :?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Sergeant_Mark_IV » Sun Feb 10, 2013 3:15 pm

Looks like it was a problem with the floor detection. I was using the shitty A_CheckFloor to check if the monster had reached the ground. But now I changed to A_JumpIf(momz==0), and it's fixed.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Gez » Sun Feb 10, 2013 3:23 pm

TerminusEst13 wrote:
Vaecrius wrote:Zandronum still doesn't have RandomSpawners? o_O


It does, actually!

Then this:
Code: Select allExpand view
Actor BelphegorSpawner : RandomSpawner 2747 { DropItem "LordBelphegor" }

... is all the code one needs to create a spawner; and in addition it will correctly handle any spawn flag (e.g. ambush, friendly, dormant, etc.).
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Sergeant_Mark_IV » Sun Feb 10, 2013 3:26 pm

Gez wrote:in addition it will correctly handle any spawn flag (e.g. ambush, friendly, dormant, etc.).


Even TID and Scripts related to it?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Gez » Sun Feb 10, 2013 3:39 pm

Yep, those too. Oh, and boss monsters.


Code: Select allExpand view
Actor DeadSimpleSimplifier : RandomSpawner replaces Fatso { DropItem "DoomImp" }


Load that up and go to MAP07. Surprise, the walls melt when you've killed all the imps. Now try this one:

Code: Select allExpand view
Actor DeadSimpleSimplifierThatDoNotWork replaces Fatso
{
    +NOCLIP
    Radius 0
    Height 0
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("DoomImp")
        Stop
    }
}
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Sergeant_Mark_IV » Sun Feb 10, 2013 3:57 pm

That was really helpful for my Arsenal Expansion. Thanks.

One question, does a weapon obtained via Random Spawners will respawn on multuplayer?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Gez » Sun Feb 10, 2013 4:04 pm

Yes, this is a function of the weapon not having the DROPPED flag, which is handled by random spawners (if they aren't dropped themselves, what they spawn doesn't have that flag).
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Neccronixis » Sun Feb 10, 2013 10:46 pm

Is it possible for the large clumps and splats of blood on the walls to have varieties in tone? Because it looks alot red paint. Or is this just how gzdoom renders it?
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby The Zombie Killer » Mon Feb 11, 2013 2:05 am

Looks like it was a problem with the floor detection. I was using the shitty A_CheckFloor to check if the monster had reached the ground. But now I changed to A_JumpIf(momz==0), and it's fixed.


You could use this ACS:

Code: Select allExpand view
if (GetActorZ(0) - GetActorFloorZ(0) == 0) {
   if (CheckInventory("OnGround") < 1) {
      GiveInventory("OnGround", 1);
   }
}


I find it very reliable for checking whether an actor is on the ground or not. Checking the Z momentum works too, but isn't the most reliable way of doing things.

-MBF
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Sergeant_Mark_IV » Mon Feb 11, 2013 4:33 pm

3 days left!

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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Mike12 » Mon Feb 11, 2013 4:37 pm

Sergeant_Mark_IV wrote:3 days left!


Holy crap, that music. I literally cannot stop laughing.

(Looks amazing, by the way)
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Matt » Mon Feb 11, 2013 7:00 pm

On the one hand, there was a rape joke.

On the other, it was kept reasonably not-more-problematic than the trivialization of violence that is the whole point of this mod.

I think I'm ok with this.

(brain kicking for brutalness)
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Dan50 » Mon Feb 11, 2013 7:27 pm

[youtube]http://youtu.be/ZulJCYES5Do[/youtube]


Looks Awesome :D
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby twinkieman93 » Mon Feb 11, 2013 7:58 pm

Vaecrius wrote:On the one hand, there was a rape joke.

I almost feel he's doing it on purpose now. But, hey, there's no such thing as bad press. I for one can't wait to see what he's added to the new version. Even if Mark isn't the best person in the world(not even close), he's still got some talent for making mods. This you can't deny.
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Re: Brütal Doom v0.17: Brutal Halloween Edition

Postby Neccronixis » Mon Feb 11, 2013 8:18 pm

I lol'd at the flaming zombie as he toppled of the edge :D
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