[WIP] GZDoom - Tower of Babel

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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Mon Jun 27, 2011 2:09 am

Do the new properties work with SetActorProperty?
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Mon Jun 27, 2011 12:47 pm

Only Radius and Height as far as I recall. Haven't exposed them to ACS.
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Re: [WIP] GZDoom - Tower of Babel

Postby DOOMERO-21 » Mon Jun 27, 2011 1:29 pm

Ryan Cordell wrote:Only Radius and Height as far as I recall. Haven't exposed them to ACS.


kk i will make sure if the height variable works fine on my mod....

edited:

thanks!

the a_setproperty(height, value) works very good!

the video show how works...

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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Mon Jun 27, 2011 11:29 pm

Nice to see that bit works. :)

On another note, I'm doing you all a massive favor with this one feature:
Customized weapon bobbing.

I'm thinking of these two properties for a weapon that can be used:
BobSpeed int value;
BobAngle angle angle;

Speed determines how fast the weapon moves from the 'cone' determined by BobAngle. At least, I hope so.
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Tue Jun 28, 2011 3:05 am

Ryan... I am THIS close into switching my copy of GZDoom for modding with ToB GZDoom. You're constantly keeping things up to date with official GZDoom right?
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Tue Jun 28, 2011 7:21 am

Yeah, I'm making sure. Right now it's up to date with.. hm.. r1218 or whatever the hell the latest is. :P

EDIT: Bit of a conundrum that I just remembered from the early days of ToB..

How would anyone like puff randomization to be disabled? Be it via a property (to determine how much it can randomize its offset) or done via a flag of some sort?
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Re: [WIP] GZDoom - Tower of Babel

Postby DOOMERO-21 » Tue Jun 28, 2011 2:28 pm

how i can change the painchance for a specific pain?
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Re: [WIP] GZDoom - Tower of Babel

Postby NeuralStunner » Tue Jun 28, 2011 2:52 pm

Ryan Cordell wrote:I'm thinking of these two properties for a weapon that can be used:
BobSpeed int value;
BobAngle angle angle;
:wub: (I think we'll be using that one a lot in this thread. q: )

Ryan Cordell wrote:How would anyone like puff randomization to be disabled? Be it via a property (to determine how much it can randomize its offset) or done via a flag of some sort?
Yes yes yes yes yes yse yes yes yes. (I threw one in for the Xaser. :P )
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Tue Jun 28, 2011 3:19 pm

Ryan Cordell wrote:How would anyone like puff randomization to be disabled? Be it via a property (to determine how much it can randomize its offset) or done via a flag of some sort?


Wasn't I the one who bugged you about it on IRC? :P YES PLEASE
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Re: [WIP] GZDoom - Tower of Babel

Postby InsanityBringer » Tue Jun 28, 2011 3:36 pm

I don't think "yes" sufficiently asks the question presented. I don't really feel there's much need for this to be exposed as a variable, because under most cases if you do want the randomization what's there should be sufficient.
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Re: [WIP] GZDoom - Tower of Babel

Postby Ryan Cordell » Wed Jun 29, 2011 4:07 pm

DOOMERO-21 wrote:how i can change the painchance for a specific pain?


Impossible. Sorry.

On another note, so far, the Bob properties might consist of..
  • BobSpeed (int) - determines how fast weapon the weapon bobs.
  • BobYStyle (bool?) - determines which style the weapon bobs on the Y axis (0 - u shape, 1 - n shape)
  • BobXStyle (bool?) - determines how the weapon bobs on the X axis (0 - original bobbing, 1 - quake style)
  • BobLimit (int x, int y) - determines how far the weapon can bob on either axis. This is arguably the hardest one to make, what with my limited understanding of trigonometry.

Pending change, of course.
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Re: [WIP] GZDoom - Tower of Babel

Postby Ghastly » Wed Jun 29, 2011 4:09 pm

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Re: [WIP] GZDoom - Tower of Babel

Postby DOOMERO-21 » Wed Jun 29, 2011 4:29 pm

Ryan Cordell wrote:
DOOMERO-21 wrote:how i can change the painchance for a specific pain?


Impossible. Sorry.

On another note, so far, the Bob properties might consist of..
  • BobSpeed (int) - determines how fast weapon the weapon bobs.
  • BobYStyle (bool?) - determines which style the weapon bobs on the Y axis (0 - u shape, 1 - n shape)
  • BobXStyle (bool?) - determines how the weapon bobs on the X axis (0 - original bobbing, 1 - quake style)
  • BobLimit (int x, int y) - determines how far the weapon can bob on either axis. This is arguably the hardest one to make, what with my limited understanding of trigonometry.

Pending change, of course.


but impossible for decorate? but acs?
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Re: [WIP] GZDoom - Tower of Babel

Postby Nash » Wed Jun 29, 2011 4:41 pm

I notice that the executable is named gzdoomd.exe, which seems to be a debug build? Any reason for this? Why don't you upload a release build? It would only be half the size.

EDIT:

- URL in first post doesn't work. Replace your spaces with %20

- I'm thinking of having a go at some model rotation ACS functions and submitting them to you so you can hopefully add them in. Do you think these functions are better off as new functions (RotateModel(x, y, z)), or would it make more sense to expose them to Check/Get/SetActorProperty?
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Re: [WIP] GZDoom - Tower of Babel

Postby FDARI » Wed Jun 29, 2011 4:50 pm

Which part of updating damage-type-specific painchance is impossible/prohibitively unfeasible?

I'd hazard a guess it's either the addition of a new damage type (extending a name-based lookup table during gameplay) or something about sharing information between all actors in a class. If the actual data on type-specific damage is stored per class and not per actor, modifying it per actor is not feasible.
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