[Maybe later] Universal Glory Kill

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Nash
 
 
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Re: [WIP] Universal Glory Kill

Post by Nash »

Jarewill wrote: Or well, I might be completely misunderstanding everything about how it works.
Does it work by playing the PUNG animation, or by playing the fist (weapon) animation?
Neither. What you see in the video, the glory kill "weapon" is technically, behind the scenes, a completely new and separate weapon actor, with completely new custom sprite frames, authored in Blender using the default Doom fist sprites. You can see why this would be a problem - even if you play this mod with Heretic, or Hexen, or GMOTA, or Guncaster - as soon as you execute a kill move, suddenly the hands will turn into hairy Doom guy's hands. :P

So that's what I was talking about in the first post, this is a problem I currently don't have any solutions to yet.

I cannot make the glory kill weapon reference PUNG sprites, because not every mod replaces the PUNG sprites. Maybe there is a mod that contains a slot 1-weapon with new actor states that use a differently-named sprite.

A possible solution is to somehow determine - via code - what is the weakest/first weapon the player class has, extract the sprites from those (again, this is all done in code, at runtime), and then construct a A_OverlayOffset-based animation using those sprites. The reason for A_OverlayOffset is I am able to move the sprites freely using code with that. If this path is taken, what will it end up looking like is, the glory kill animation will use whatever sprite that is in slot 1 of your current loadout is, and the movements will always look the same. It also might not look correct or even look hilarious - because the code doesn't know what the first weapon looks like. For example, using the same punch animation motion will look funny with Hexen Mage's wand. :mrgreen:
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vibrantrida
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Re: [WIP] Universal Glory Kill

Post by vibrantrida »

Your script, hand it over.
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Lagi
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Re: [WIP] Universal Glory Kill

Post by Lagi »

Nash wrote:I'm fairly inexperienced in the world of animation,...
yes, you are. You cannot define point when somebody is "experienced", you can always be better or worse. You Nash know how to do it, so in our binary language:
actor Nash{+experiencedAnimator}
Nash wrote: A possible solution is to somehow determine - via code - what is the weakest/first weapon the player class has, extract the sprites from those (again, this is all done in code, at runtime), and then construct a A_OverlayOffset-based animation using those sprites. The reason for A_OverlayOffset is I am able to move the sprites freely using code with that. If this path is taken, what will it end up looking like is, the glory kill animation will use whatever sprite that is in slot 1 of your current loadout is, and the movements will always look the same. It also might not look correct or even look hilarious - because the code doesn't know what the first weapon looks like. For example, using the same punch animation motion will look funny with Hexen Mage's wand. :mrgreen:
what about extra lump where you could specify for each mod which slot number to use? or option menu to choose weapon slot? or few default punches to switch to ones liking (gloves, knuckle-duster, fist-knife)?
For the stock wads (doom,heretic,hexen, strife), the custom punch(Glory kill should be done unarmed IMO) already exist or could be made (corvus, mage, cleric).
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Hetdegon
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Re: [WIP] Universal Glory Kill

Post by Hetdegon »

Ridiculously unnecessary, I'll try it.
On a bit of a tangent, though, what is your damage overlay, Nash? I've seen that kind in larger mods but was looking for something easier to see than the one I'm using (dmgdiroverlay.pk3 IIRC).
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Re: [WIP] Universal Glory Kill

Post by BradmanX »

Hetdegon wrote:Ridiculously unnecessary, I'll try it.
On a bit of a tangent, though, what is your damage overlay, Nash? I've seen that kind in larger mods but was looking for something easier to see than the one I'm using (dmgdiroverlay.pk3 IIRC).
I think it's another wip mod of theirs.
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Re: [WIP] Universal Glory Kill

Post by ElEskelerCortazar »

Even if you upload it with just the punch animation it's gonna be amazing; it's so satisfactory to hear the gib sound when you glory killl.

I hope this beauty gets out of the oven soon.
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Nash
 
 
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Re: [WIP] Universal Glory Kill

Post by Nash »

Yeah the damage overlay is something I made for myself, it's not release yet. There's still some issues.
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Re: [WIP] Universal Glory Kill

Post by slyrboi »

You can make a discord Nash, that'll be good to do some development with people
Jarewill
 
 
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Re: [WIP] Universal Glory Kill

Post by Jarewill »

Nash wrote:Neither. What you see in the video, the glory kill "weapon" is technically, behind the scenes, a completely new and separate weapon actor, with completely new custom sprite frames, authored in Blender using the default Doom fist sprites. You can see why this would be a problem - even if you play this mod with Heretic, or Hexen, or GMOTA, or Guncaster - as soon as you execute a kill move, suddenly the hands will turn into hairy Doom guy's hands. :P
Oh my, so I was completely off the mark here.
I apologize for me being dumb there.

And I haven't even thought about the unchanged PUNG sprites.
Jeez, I should have thought a bit more before posting anything. Sorry Nash.

Either way, I am still looking forwards to seeing what you will do with this, so best of luck to you in figuring it out!
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Re: [WIP] Universal Glory Kill

Post by Gez »

Could be easily adapted to the Hexen fighter (just different hands; as a bonus it'd also work for Heretic when you have the gauntlets since they're visually identical) and to Strife.

The way the monster turns to face you is a bit weird, too. Maybe you could remove that part.
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BROS_ETT_311
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Re: [WIP] Universal Glory Kill

Post by BROS_ETT_311 »

This looks absolutely astounding, can't wait to wreak havoc with this! Have you considered ammo drops for the chainsaw while you're at it?
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goldenmob72
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Re: [WIP] Universal Glory Kill

Post by goldenmob72 »

Do the Chainsaw kills even count as Glory Kills ?
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BROS_ETT_311
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Re: [WIP] Universal Glory Kill

Post by BROS_ETT_311 »

goldenmob72 wrote:Do the Chainsaw kills even count as Glory Kills ?
Don't know, depends on how you define "Glory Kills" :D . If we're talking over the top animations resulting in health/armor/ammo bonuses, then yes, I'd say the chainsaw counts by Doom 2016 standards. In terms of this mod though, I mostly meant using the chainsaw or its other counterparts like the Heretic Gauntlets to get ammo drops after a kill. I mean, if it's possible to universally achieve health and armor pickups though fist kills then why not for the chainsaw? Unless, of course, coding for that is way more extensive then sure, probably not worth it.
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Nash
 
 
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Re: [Maybe later] Universal Glory Kill

Post by Nash »

I'm unable to continue on this mod for the time being. I'm going to request a graveyard to prevent bumping.

This thing will see a release in some form or another when it's ready.
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