Where do I find the Hexen Palette?

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PaganRaven
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Joined: Fri Oct 14, 2005 2:21 pm

Post by PaganRaven »

Code: Select all

	Missile:
	   YKTR U 1 A_FaceTarget
	   YKTR U 20 A_SkullAttack
      	   goto see
	Missile:
      	   YKTR Y 5 A_FaceTarget
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -24, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -20, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -16, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -12, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -8, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -4, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 0, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 4, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 8, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 12, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 16, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 20, 1)
     	   YKTR Z 5 A_CustomMissile("IceShard", 52, 0, 24, 1)
    	   Goto See
EDIT: NVM I already figured it out by doing a search on the wiki and I got it to work
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Killo Zapit
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Post by Killo Zapit »

I would just use translations and not a whole new sprite image. :P
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solarsnowfall
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Post by solarsnowfall »

Caligari_87 wrote:GZDoom is pretty much an enhanced rendering engine for ZDoom. It's not meant as a total replacement, at least not yet. It's still unofficial, so I'd use stock ZDoom whenever possible, unless you want to design your WAD exactly for GZDoom, which I wouldn't because a lot of stuff is due to change in the next little while.
The exact same is true for ZDoom. There will be a lot of changes, all of wich will likewise be done in GZDoom. It's a bit more than a cosmetic upgrade, as well. You might check the forums at DRDTeam.org for further detail.
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Shadelight
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Post by Shadelight »

@PagenRaven: you should put that 1st missile statement in the 2nd missile statement, and delete the first one, and use A_FaceTarget before everyone of the missiles he's going to use. Oh yeah, give it an A_Jump so it can use the 2nd attack as well.
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PaganRaven
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Post by PaganRaven »

I just noticed something. How come the skullattack isn't doing any damage??
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Shadelight
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Post by Shadelight »

because you haven't set MeleeDamage maybe?
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Froon
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Post by Froon »

From memory it is just Damage, not MeleeDamage, A_SkullAttack makes the actor behave as a projectile when set I believe. At least that is how it worked back in the DeHackEd days.
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Enjay
 
 
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Post by Enjay »

Caligari_87 wrote:It's still unofficial
GZDoom is "official" (whatever that means). It is the one and only version, there are no unofficial versions. It is full of Zdoom 96x features -which of course is an unofficial version of ZDoom - but GZDoom is as official as it can be. It's just as official as any port based off ZDoom (Skulltag, ZDaemon, whatever). Your point about editing may be a fair one (although it's not stopping me editing for GZDoom) because Graf will change GZDoom to base it off 2.1.0 as and when that is released to keep GZDoom in step with ZDoom.
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Enjay
 
 
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Post by Enjay »

Froon wrote:From memory it is just Damage, not MeleeDamage, A_SkullAttack makes the actor behave as a projectile when set I believe. At least that is how it worked back in the DeHackEd days.
That's certainly correct for DEHACKED. Also, missing of an attack sound in ye goode olde DEHACKED days meant Doom would crash if you used SkullAttack. I suspect Zdoom and DECORATE handle this much better.
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PaganRaven
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Post by PaganRaven »

I'm trying to imitate the Maulotaur's stream of fire across the ground. Tell me if I'm headed in the right direction:

Code: Select all

ACTOR Yakotaur : Minotaur 7004
{
MONSTER
HEALTH 1000
DROPITEM ""
SEESOUND "MaulotaurSight"
ATTACKSOUND "MaulotaurHamswing"
PAINSOUND "MaulotaurPain"
DEATHSOUND "MaulotaurDeath"
ACTIVESOUND "MaulotaurActive"
MELEEDAMAGE 75
+FLOORCLIP
+CANBLAST
+ACTIVATEMCROSS
OBITUARY "%o was iced by Paul Bunyan's blue ox!"
states
{
	spawn:
	   YKTR A 5 A_Look
	   loop
	see:
	   YKTR ABCD 5 A_Chase
	   Loop
	Missile:
	   YKTR A 0 A_Jump (125,5)
	   YKTR A 5 A_FaceTarget
	   YKTR U 0 A_SkullAttack
	   YKTR U 20 A_MeleeAttack
      	   goto see
	   YKTR A 0 A_Jump (125,16)
      	   YKTR Y 10 A_FaceTarget
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -24, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -20, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -16, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -12, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -8, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, -4, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 0, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 4, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 8, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 12, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 16, 1)
     	   YKTR Z 0 A_CustomMissile("IceShard", 52, 0, 20, 1)
     	   YKTR Z 10 A_CustomMissile("IceShard", 52, 0, 24, 1)
    	   Goto See
	   YKTR V 5 A_FaceTarget
	   YKTR W 5 A_FaceTarget
	   YKTR X 2 A_CustomMissile("Icicle", 0, 10, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 20, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 30, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 40, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 50, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 60, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 70, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 80, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 90, 0, 1)
	   YKTR X 2 A_CustomMissile("Icicle", 0, 100, 0, 1)
	   goto see
	Melee:
	   YKTR V 5 A_FaceTarget
	   YKTR W 5 A_FaceTarget
	   YKTR X 5 A_MeleeAttack
	Pain:
	   YKTR E 10 A_Pain
	   goto see
	Death:
	   YKTR F 5 A_Scream
	   YKTR G 5 
	   YKTR H 5 
	   YKTR I 5 A_Fall
	   YKTR J 5
	   YKTR K 5  
	   YKTR L 5 
	   YKTR M 5 
	   YKTR N 5 
	   YKTR O 5 
	   YKTR P 5 
	   YKTR Q 5 
	   YKTR R 5 
	   YKTR S 5 
	   YKTR T -1 
	   stop
 }
}

projectile Icicle 7005
   {
       Sprite ICIC
       Frames "A"
       Radius 18
       Height 0
       +FLOORHUGGER
       Speed 0
       Damage 30
       NoBlockmap
       NoGravity
       ActivatePCross
       ActivateImpact
       NoTeleport
       DamageType Ice
       DoNotHurtShooter
   }
I only made one frame for the icicle graphic so far. I know this won't work so far but I don't know how to make the yak just shoot the line of ice and continue on his way while the ice is still forming like the maulotaur can.
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Anakin S.
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Post by Anakin S. »

Enjay wrote:Hmmm, I wonder if this is a Zdoom or maybe a Hexen problem? I extracted your graphics and, from what I can tell, they use palette index 255, which in Hexen seems to be white. I know that certain palette index numbers have special functions in some of the Doom games, perhaps this is one of those instances. All the white areas get displayed in what looks like black or something pretty close to it (I don't actually see a pure black in the palette, but I may have just missed it).
I looked in Paint Shop Pro and I found that index 255 is cyan.
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Phobus
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Post by Phobus »

@PagenRaven: When writing out Damage, please remember that the number you write in will be subject to random multiplication of any number between 1 and 8 for each occurance.

Basically, the way you have it any attack using that damage could do:

75 damage or
150 damage or
225 damage or
300 damage or
375 damage or
450 damage or
525 damage or
600 damage.

Which is way too much and the highest amount of damage would kill an unarmoured doomguy 6 times over.
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PaganRaven
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Joined: Fri Oct 14, 2005 2:21 pm

Post by PaganRaven »

EDIT: Hey guys this is what I got so far:

http://rapidshare.de/files/6497629/Yakotaur.WAD.html
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