[WIP] GZDoom - Tower of Babel

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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Sat Jun 16, 2012 3:09 pm

Major Cooke wrote:If anything there probably will just need to be a distance check that decreases the pull strength the closer it is.
It would be more logical for force to increase toward the center. Unless you mean that as something for the modder to worry about?

I'm not sure what the large issue is. Will collision issues make a pulled actor pass through other actors? If not, I don't see why shooting out the other side (in the case of a non-blocking puller) is a deal breaker, since it's behaving as expected (apply velocity, that's it).
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Re: [WIP] GZDoom - Tower of Babel

Postby Xaser » Sat Jun 16, 2012 4:10 pm

The big question is whether objects in the middle of a continuous-suck (heh) vortex thing will achieve "escape velocity" simply by virtue of being close to the center of the blast. If that is the case, said function would not be particularly useful for the classic case of "vortex gun", but that still doesn't mean the function can't be used in other ways given that the modder knows the limits.

If unclamping is actually that simple, I might experiment around with it. I can still see a player-centric inverted A_Blast being useful for pulling in a crowd (similar to a few Diablo 3 skills) to allow the player to smash the daylights out of 'em. Or perhaps give an enemy that ability. ;)
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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Sat Jun 16, 2012 4:54 pm

If it's a choice between living with a minor limitation and having nothing at all, well... I think my preference should be obvious. I'm sure most of y'all would concur. ;)
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Re: [WIP] GZDoom - Tower of Babel

Postby Kate » Sat Jun 16, 2012 7:06 pm

Xaser wrote:Or perhaps give an enemy that ability. ;)

Suddenly someone remakes Marx from Kirby. Okay I admit that that someone was going to be me at some point.
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Re: [WIP] GZDoom - Tower of Babel

Postby Edward-san » Sat Jun 16, 2012 7:22 pm

I wonder if it's possible to verify the laws of the classical dynamics of the two-body problem when the actors are flying...

ZDoom Scientists, let's join for this idea!
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sun Jun 17, 2012 5:52 am

Added +BLASTNOTHURT for select actors to be immune to wall-impact damage.

I'm also trying to automate the packaging and uploading of the binaries to the net via a batch file. Still have to figure out TortoiseProc though.
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Re: [WIP] GZDoom - Tower of Babel

Postby Xaser » Sun Jun 17, 2012 12:52 pm

Eck, I should have mentioned it before: "BLASTNOTHURT" is an awful name, as it makes no grammatical sense. I'd have opted for "NOBLASTDAMAGE" or "NOBLASTIMPACT".
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sun Jun 17, 2012 12:58 pm

Should have went for NOBLASTDAMAGE... is it too late to change that?
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sun Jun 17, 2012 2:56 pm

I didn't care about grammar as much as I did for a short name. But sure, I can change it.
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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Sun Jun 17, 2012 3:36 pm

Yeah it's cool, Ryan is flexible!

Spoiler:
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Re: [WIP] GZDoom - Tower of Babel

Postby Gez » Sun Jun 17, 2012 3:41 pm

I feel like I'm missing a reference.
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Re: [WIP] GZDoom - Tower of Babel

Postby Xaser » Sun Jun 17, 2012 3:43 pm

Damnit Neural, you're making Gez not compile. D:
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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Sun Jun 17, 2012 3:53 pm

I'm not even a good programmer! Why am I even a Gez developer now? D:
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Sun Jun 17, 2012 4:36 pm

No, what I meant was, for official (G)ZDoom. Can you submit a name change Xaser. :P
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Sat Aug 04, 2012 9:18 am

ToB updated to GZDoom revision 1434.
This also contains the prototype for a spinoff the SpawnProjectile function, aptly called SpawnProjectileEx. Before the original's speed parameter, it lets you define X, Y and Z coordinates.

Angle and pitch still have to be accounted for in an ACS script, with the latter being applied to vspeed.

Be warned that there's a weird bug when playing Wildweasel's Terrorists! with it, as soon as you open the armor secret in Map01, it crashes the moment the game thinks you're able to see what's inside the secret. Keep looking away from it and you're fine.
It also crashes with the new Vyrkouid weapon, sometimes upon firing.
I suspect it might be something to do with the latest tweaks to the state goto code.

Spoiler: Crash dump as of latest revision (Vyrkouid crash).


When debugging what crashed Terrorists! on ToB, I'm apparently pointed to this line within gl_bitmap, right at the "Paletted to True Color texture copy" function
Code: Select allExpand view
int v=(unsigned char)patch[y*step_y+x*step_x];


EDIT: Out of desperation, replacing anything that started with m_ or v_ in ToB with GZDoom's own seems to have solved it.
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