[WIP] GZDoom - Tower of Babel

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Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Tower is up and running, now running with an AMD Phenom II x4 and 8 GB of DDR3 ram. No files lost from what I can tell, so when I feel like it I'll get around to updating and possibly working on what Nash suggested.

EDIT:
Weapon bobbing extension

I'm handing this out for people to test and compile with, before I put it up as a feature submission. I know quite a few modders have awaited this for ages. So here you go. Should be flexible enough.

EDIT 2: *Whistles and repairs patch*
Last edited by Ryan Cordell on Fri Jul 29, 2011 11:02 pm, edited 1 time in total.
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FDARI
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Re: [WIP] GZDoom - Tower of Babel

Post by FDARI »

Nash wrote:I think the reason why ToB even exists in the first place is because Graf does NOT want any of this stuff in the official versions... :P
ToB builds on a version of gzdoom that does not provide the A_Warp function, doesn't it? I'd want A_Warp in this engine. And if Ryan Cordell comes up with something brilliant and unobtrusive for ToB, it might be relevant for zdoom and gzdoom, even though dynamic height change is not. I think having all common/duplicate files as similar as possible might be a good idea; at best it will be possible to copy features with minimal editing of the patch file.
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Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

ToB is built on the latest source of GZDoom. A_Warp is in.
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TheMistress
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Re: [WIP] GZDoom - Tower of Babel

Post by TheMistress »

Ryan Cordell wrote:Tower is up and running, now running with an AMD Phenom II x4 and 8 GB of DDR3 ram. No files lost from what I can tell, so when I feel like it I'll get around to updating and possibly working on what Nash suggested.

EDIT:
Weapon bobbing extension

I'm handing this out for people to test and compile with, before I put it up as a feature submission. I know quite a few modders have awaited this for ages. So here you go. Should be flexible enough.
Does the weapon bobbing extension make it so, that you can have the weapon go down and up when you jump? like in the BUILD engine? Aka make it easier to also recreate that part IF ZBLood was ever continued?
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Re: [WIP] GZDoom - Tower of Babel

Post by Hellser »

TheMistress wrote: Does the weapon bobbing extension make it so, that you can have the weapon go down and up when you jump? like in the BUILD engine? Aka make it easier to also recreate that part IF ZBLood was ever continued?
Ryan did this through ACS butchery. I'm not sure if he'll share the secrets just yet.
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Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Code: Select all

//=================
// Jumping script
// Created by Ryan
//=================

#define max_height 36.0
#define GunPhysics 253

SCRIPT GunPhysics ENTER
{
    SetPlayerProperty(0,1,2);
    SetFont("SMALLFONT");
    SetHudSize(640,480,0);
    int heightoffset;
    int prev_value;
    int prev_z_value;
    int z_velocity;
    int zdistance;
    int falling = 0;
    int i = 0;

    while(GetActorProperty(0,APROP_HEALTH) > 0)
    {
        prev_value = zdistance;
        prev_z_value = z_velocity;
        zdistance = GetActorZ(0) - GetActorFloorZ(0);
        z_velocity = GetActorVelZ(0);

        if (zdistance == 0)
        {
            heightoffset = 32.4;
        }
        if (prev_value < zdistance) //I've stopped tracking just which state is jumping and falling at this point. :|
        {
            heightoffset += 0.75;
        }
        if (prev_value > zdistance)
        {
            if (heightoffset < 20.0) heightoffset = 20.0;
            if (heightoffset > 56.0) heightoffset = 56.0;
            else heightoffset -= 1.25;
            falling = 1;

        }
        SetActorProperty(0, APROP_GunOffsetY, heightoffset);
        delay(1);
    }
}
Blood style bobbing is done via this. Not perfect, but it's a start. It utilizes the GunOffset submission by DavidPH. It does have problems with weapons that switch out using the conventional A_Lower method, however. Best use instant weapon switch or disable the script whenever deselect is called.

The issue with Blood vertical weapon sway is that I don't know the physicsbehind it, so I can't precisely replicate it. The weapons also have to be offset downwards slightly to avoid any cutoff when it moves up and down.
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TheMistress
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Re: [WIP] GZDoom - Tower of Babel

Post by TheMistress »

Ryan Cordell wrote:The weapons also have to be offset downwards slightly to avoid any cutoff when it moves up and down.
About that issue, wasn't there someone who once made extended Doom2 weapons? I mean, the Shotgun that had a wooden stock on the HUD and was a bit longer?
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Duducrazy
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Re: [WIP] GZDoom - Tower of Babel

Post by Duducrazy »

TheMistress wrote:
Ryan Cordell wrote:The weapons also have to be offset downwards slightly to avoid any cutoff when it moves up and down.
About that issue, wasn't there someone who once made extended Doom2 weapons? I mean, the Shotgun that had a wooden stock on the HUD and was a bit longer?
i found a few extended weapons in this thread, minus the shotgun.

http://forum.zdoom.org/viewtopic.php?f= ... ed+weapons
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TheMistress
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Re: [WIP] GZDoom - Tower of Babel

Post by TheMistress »

Duducrazy wrote:
TheMistress wrote:
Ryan Cordell wrote:The weapons also have to be offset downwards slightly to avoid any cutoff when it moves up and down.
About that issue, wasn't there someone who once made extended Doom2 weapons? I mean, the Shotgun that had a wooden stock on the HUD and was a bit longer?
i found a few extended weapons in this thread, minus the shotgun.

http://forum.zdoom.org/viewtopic.php?f= ... ed+weapons
Yep that's what i was talking about :D, how did you find it? When i used search i didn't find the topic.
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Duducrazy
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Re: [WIP] GZDoom - Tower of Babel

Post by Duducrazy »

i just typed "extended weapons" and browsed a few pages until i managed to find it. now i'll see if i can find an extended shotgun sprite which i also recall seeing in the forums somewhere.
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Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

Updated first post on this page with a better patch for bob extension. Missed out a file and patched it differently so you don't have to bother searching for folders and files.
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Re: [WIP] GZDoom - Tower of Babel

Post by DOOMERO-21 »

add nothrustvertical please but only for a_explode case...
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Ryan Cordell
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Re: [WIP] GZDoom - Tower of Babel

Post by Ryan Cordell »

.. When actually looking at the P_RadiusThrust code though, it's.. more complex than I thought. Oh dear.
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Re: [WIP] GZDoom - Tower of Babel

Post by Gez »

All physics-related code in Doom tend to provoke this kind of reaction.
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Re: [WIP] GZDoom - Tower of Babel

Post by NeuralStunner »

Gez wrote:All physics-related code in Doom tend to provoke this kind of reaction.
Having spent quite some time on a steep roof, ZDoom's slope physics actually look a little less unrealistic. :P
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