[v1.0.0] ARGENT - The Streamlined Doom 4 Mod

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Re: [v0.5.3] ARGENT - The Streamlined Doom 4 Mod

Postby eharper256 » Sat Oct 20, 2018 8:38 am

We probably have a whilst to wait before 2.0, as it comes after the inevitable heat death of the universe. XD
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Re: [v0.5.3] ARGENT - The Streamlined Doom 4 Mod

Postby TDRR » Tue Dec 04, 2018 12:45 pm

Can i do a GZDoom 1.8.6/Zandronum compatible version?

Xaser wrote:This mod is a bit too Knee-Deep in ZScript at this point for any sort of conversion to be feasible. Sorry there. :(


Challenge accepted 8-)
EDIT: Just read through all of the files, and DANG this will be difficult, but nothing impossible :D
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Re: [v0.5.3] ARGENT - The Streamlined Doom 4 Mod

Postby wildweasel » Tue Dec 04, 2018 1:42 pm

TDRR wrote:Can i do a GZDoom 1.8.6/Zandronum compatible version?

Xaser wrote:This mod is a bit too Knee-Deep in ZScript at this point for any sort of conversion to be feasible. Sorry there. :(


Challenge accepted 8-)
EDIT: Just read through all of the files, and DANG this will be difficult, but nothing impossible :D

If Zandronum compatibility is the goal, wouldn't D4T be adequate?
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Re: [v0.5.3] ARGENT - The Streamlined Doom 4 Mod

Postby TDRR » Tue Dec 04, 2018 3:26 pm

wildweasel wrote:
TDRR wrote:Can i do a GZDoom 1.8.6/Zandronum compatible version?

Xaser wrote:This mod is a bit too Knee-Deep in ZScript at this point for any sort of conversion to be feasible. Sorry there. :(


Challenge accepted 8-)
EDIT: Just read through all of the files, and DANG this will be difficult, but nothing impossible :D

If Zandronum compatibility is the goal, wouldn't D4T be adequate?


Argent is VERY different from D4T, and is a lot more straightforward and in my opinion, more fun (depends on the mapset though).

Also, all Xaser mods deserve to be Zandronum compatible :lol:
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Re: [v0.5.3] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Wed Dec 05, 2018 10:07 am

Older versions of this mod used to use ACS+DECORATE (though with a lot of anonymous functions, which IIRC aren't a thing in Zandronum-land yet), so it may make more sense to start with one of those and work forward, rather than try and convert everything as it is right now. Might save some work, though emphasis on "might". It'll definitely be a challenge, heh. :P

I don't have any links offhand, but the Git repo has everything ever, so there's a start of sorts.
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Re: [v0.5.3] ARGENT - The Streamlined Doom 4 Mod

Postby TDRR » Wed Dec 05, 2018 11:21 am

Xaser wrote:Older versions of this mod used to use ACS+DECORATE (though with a lot of anonymous functions, which IIRC aren't a thing in Zandronum-land yet), so it may make more sense to start with one of those and work forward, rather than try and convert everything as it is right now. Might save some work, though emphasis on "might". It'll definitely be a challenge, heh. :P

I don't have any links offhand, but the Git repo has everything ever, so there's a start of sorts.


That's even easier then, because i have already converted mods with a TON of anonymous functions (Trailblazer and ModOhFun come to mind) I'm going to try that out.

Not a challenge tougher than Trailblazer though, if there's a mod deep in new GZDoom features then it's Trailblazer. (Exception are those mods with ZScript :) )
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Re: [v0.5.3] ARGENT - The Streamlined Doom 4 Mod

Postby Tekish » Mon Apr 22, 2019 9:07 am

I'm not sure if this mod is being updated anymore, but I figured I'd post here anyway. In the past few versions of GZDoom, Argent VM aborts whenever you throw a grenade:

Code: Select allExpand view
VM execution aborted:  Invalid class ArgPistol in function call to ArgEquipment.StateFunction.1. ArgEquipment expected
Called from ArgEquipment.Arg_A_UseEquipment at mod_argent.pk3:zscript/argent/items/equipment/arg-equipment.txt, line 94
Called from CustomInventory.Use at gzdoom.pk3:zscript/actors/inventory/stateprovider.zs, line 472
Called from Actor.UseInventory at gzdoom.pk3:zscript/actors/inventory_util.zs, line 265
Called from PlayerPawn.UseInventory at gzdoom.pk3:zscript/actors/player/player_inventory.zs, line 219
Called from weapon state ArgEquipment.1 in ArgPistol
Called from PlayerInfo.SetPSprite [Native]
Called from state ArgEquipment.0 in inventory state chain in ArgEquipmentGrenade
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Sun May 19, 2019 2:22 am

Welp, apologies for not responding, but thanks for the bugreport! Got it fixed, got a new version up, and I'm calling it v1.0.0 and uploading it to /idgames, just 'cause this has sat in a sort of "done, sans features that can conceivably be added in a v1.1.0 or something" state for like a year now. :P

Unceremonious, but hey, nothing's ever "done", is it? :P
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby Soul Sucka » Thu May 23, 2019 12:45 am

Congrats on the release! This is my favourite Doom 4 mod, so it's great to see it's still being updated.
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby Xaser » Thu May 23, 2019 1:00 am

Thanks there! There's still a ton more I hope to do with it... eventually-maybe. Might require a time machine and a whole bunch of multiversal manipulation shenanigans to pull off though, knowing myself.
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby armymen12002003 » Mon Jun 10, 2019 9:19 pm

is this compatible with other enemies only mods?
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby Jeimuzu73 » Mon Jun 10, 2019 10:33 pm

armymen12002003 wrote:is this compatible with other enemies only mods?

It is for the most part, but since the Spider Mastermind and Cyberdemon drop the chaingun and gauss cannon upon death respectively, you won't be able to get them without console commands.
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby YasuoProjectX » Fri Jul 05, 2019 6:05 am

Jeimuzu73 wrote:
armymen12002003 wrote:is this compatible with other enemies only mods?

It is for the most part, but since the Spider Mastermind and Cyberdemon drop the chaingun and gauss cannon upon death respectively, you won't be able to get them without console commands.



If it is true?, does this work on Custom Boss Monsters to drop Chaingun and Gauss?
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby Captain J » Fri Jul 05, 2019 9:52 am

YasuoProjectX wrote:If it is true?, does this work on Custom Boss Monsters to drop Chaingun and Gauss?
Yes it is. Cyberdemon Drops Gauss Cannon and SMM Drops Chaingun... Two of them. Not sure if it was intentional.
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Re: [v1.0.0] ARGENT - The Streamlined Doom 4 Mod

Postby eharper256 » Fri Jul 12, 2019 2:12 pm

@YasuoProjectX: You can use Shades of Doom, though, since it has a patch for Argent.

Speaking of which I actually tried script a Trailblazer-type weapon randomiser spawner for Argent (so that Chainguns had a 10% chance to spawn whenever a HMG was normally spawned, Gauss instead of Rocket Launchers, and chance for Light Goggles to spawn weaponmods since some wads are VERY stingy with backpacks), but I failed a few times and gave up since my scripting knowledge is fairly rudimentary. If Xaser is still interested in ever coming back to Argent and adding features; something like this would be a good option (along with finishing the inventory!)!
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