[BETA] DEAD MARINE
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [BETA] DEAD MARINE
+BOSSDEATH belongs in the first code block, not the state block. What the death/xdeath state is missing is A_BossDeath.
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Re: [BETA] DEAD MARINE
Gifty wrote:Yep! Should be pretty simple, just make sure to put it into the xdeath/gibdeath animation.
Putting just +BOSSDEATH at the end of the XDeath section gives meDabbingSquidward wrote:+BOSSDEATH belongs in the first code block, not the state block. What the death/xdeath state is missing is A_BossDeath.
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Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 42:
Unexpected '}'
Expecting ':' or non-whitespace
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+BOSSDEATH:
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Xdeath:
FATX A 6;
TNT1 a 0 a_spawnitemex("BigGibcontroller");
FATX B 6 A_Xscream;
FATX C 6 a_spawnitemex("BigGibcontroller");
FATX D 6 a_noblocking;
FATX E 6 a_spawnitemex("BigGibcontroller");
FATX F -1;
+BOSSDEATH:
Putting +BOSSDEATH it in what I assume is the first code block, making it
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{
override int DamageMobj(
Actor inflictor, Actor source, int damage,
Name mod, int flags = 0, double angle = 0)
+BOSSDEATH
{
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Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 6:
Unexpected '+'
Expecting '.' or 'class' or identifier or 'native' or 'ui' or 'play' or 'version' or 'color' or 'clearscope' or 'int8' or 'uint8' or 'int16' or 'uint16' or 'int' or 'uint' or 'bool' or 'float' or 'double' or 'vector2' or 'vector3' or 'name' or 'sound' or 'state' or 'let' or '@' or 'readonly' or 'map' or 'array' or 'void' or 'action' or 'deprecated' or 'static' or 'private' or 'protected' or 'latent' or 'final' or 'meta' or 'transient' or 'internal' or 'virtual' or 'override' or 'vararg' or 'virtualscope'
Putting "A_BossDeath:" in Xdeath, making it
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Xdeath:
FATX A 6;
TNT1 a 0 a_spawnitemex("BigGibcontroller");
FATX B 6 A_Xscream;
FATX C 6 a_spawnitemex("BigGibcontroller");
FATX D 6 a_noblocking;
FATX E 6 a_spawnitemex("BigGibcontroller");
FATX F -1;
A_BossDeath:
Again, sorry. I've never dealt with coding before.
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Re: [BETA] DEAD MARINE
I've only experience with DECORATE, not with ZScript, but I think it should be:
and:
I'm not at home rn, so I can't check for sure.
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{
BOSSDEATH
override int DamageMobj(
Actor inflictor, Actor source, int damage,
Name mod, int flags = 0, double angle = 0)
{
Code: Select all
Xdeath:
FATX A 6;
TNT1 a 0 a_spawnitemex("BigGibcontroller");
FATX B 6 A_Xscream;
FATX C 6 a_spawnitemex("BigGibcontroller");
FATX D 6 a_noblocking;
FATX E 6 a_spawnitemex("BigGibcontroller");
FATX F -1 A_BossDeath;
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Re: [BETA] DEAD MARINE
Code: Select all
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 4:
Unexpected 'override'
Expecting identifier
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Re: [BETA] DEAD MARINE
Try:thejbizz wrote:Won't boot.Code: Select all
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 4: Unexpected 'override' Expecting identifier
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{
override int DamageMobj(
Actor inflictor, Actor source, int damage,
Name mod, int flags = 0, double angle = 0
bBOSSDEATH = true;)
{
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Re: [BETA] DEAD MARINE
Code: Select all
Script error, "DeadMarinev0.9.4.pk3:actors/munsters/fatso.txt" line 6:
Unexpected identifier
Expecting ')'
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Re: [BETA] DEAD MARINE
Will you be updating this to go with the new update for the main mod?TheEternalStruggler wrote:It makes sense. I guess I'm a bit new to coding, so I had a messup!
Thanks for the help man! I really appreciate it, as I now was able to fix the Baron and it works now like a charm!
http://www.mediafire.com/file/e5h9hk7kw ... rv0.94.pk3
Here! It's awesome.
I can finally get to work on the Doom II monsters now (such as the Hellknight, Archvile, Arachnotron, maybe the Pain Elemental? Unsure what to do with the Pain Elemental tbh.)
I think the gore addon is almost finished at this point. I'd say 80% complete?
Anyway, I really appreciate the help and I love your Faspons mod!
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Re: [BETA] DEAD MARINE
IMO the super shotgun reload sounds too sci-fiey to me, it needs to more chunky, clunky, and mechanical.
Also would it be possible to add or add an option to see a number for your HP? Like above the doomguy face?
Also would it be possible to add or add an option to see a number for your HP? Like above the doomguy face?
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Re: [BETA] DEAD MARINE
Hey. One of the best lore-friendly gameplay mods for sure. I have a question though. Can it be played like vanilla doom, without vertical aiming? I tried that but I've noticed that sometimes camera goes up a little bit. Can it be because of recoil or something?
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Re: [BETA] DEAD MARINE
I always test with mouselook off, so it's definitely meant to be horizontal-friendly. In the last version of the mod, there was a minor issue where the BFG would gradually kick the screen up a little, but I've recently fixed that. (the link to the most recent version should be in the previous page or two)elCreyo wrote:Hey. One of the best lore-friendly gameplay mods for sure. I have a question though. Can it be played like vanilla doom, without vertical aiming? I tried that but I've noticed that sometimes camera goes up a little bit. Can it be because of recoil or something?
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Re: [BETA] DEAD MARINE
Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
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Re: [BETA] DEAD MARINE
I've noticed that as well, after trying several things to fix it I'm starting to suspect that the frame isn't actually missing, but something is fucking with the sprite offset to the degree that it mostly disappears from the screen until the next frame.elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
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Re: [BETA] DEAD MARINE
It could also be a typo - either in your Decorate reference to the sprite frame, or just that there is no sprite frame by that name/index.Gifty wrote:I've noticed that as well, after trying several things to fix it I'm starting to suspect that the frame isn't actually missing, but something is fucking with the sprite offset to the degree that it mostly disappears from the screen until the next frame.elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
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Re: [BETA] DEAD MARINE
https://www.dropbox.com/s/wyyrm8hw4434m ... x.pk3?dl=1wildweasel wrote:It could also be a typo - either in your Decorate reference to the sprite frame, or just that there is no sprite frame by that name/index.Gifty wrote:I've noticed that as well, after trying several things to fix it I'm starting to suspect that the frame isn't actually missing, but something is fucking with the sprite offset to the degree that it mostly disappears from the screen until the next frame.elCreyo wrote:Just downloaded a newer version. I like the changes but I've noticed that the animation of pulling out a shotgun is missing like one frame. Maybe it's not the most important thing but I guess it's still worth mentioning.
Quick fix:
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ready:
SGDR abcdefghij 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)
goto realready
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Re: [BETA] DEAD MARINE
Played this mod for a while and only recently noticed that "Dead Marine" difficulty brings up harder monsters in place of standard ones. A good challenge!