Demon Eclipse Mod Thread - New Beta Up-Testers needed. p. 1
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Here's the latest Beta/Resource wad:
Download Link:
http://rapidshare.de/files/16172084/DE-Package.zip.html
Changes:
-Fixed a few minor errors on several maps
-Fixed several minor errors with monsters
-Fixed the
=Edited several powered up modes of the existing weapons
=Made the BFG harder to get on some of the EP1's DM maps
=made the diabloist do more damageith it's flares
=Archon of Hell gets a another ranged attack and melee attack
=Changed powered up mode for Hellstaff (final version)
=Minor map changes; mostlywith teleporting monsters
=Edited the radius of several monsters to make them more realistic.
=Edited the cyberdemon, spider mastermind, and zombieman frames BRIGHT (i.e. Firing and Exploding).
+Powered up mode for Hellforge mace
+A bunch of textures and a larger, better looking burning sky. (Some Black/darker versions of the Metal bar textures that Tormentor wanted included).
+A new monster testing map
+The Deathknight monster
+Some new Music and sounds
+Scarier sounds for the nightmare
+Some other things that I cant remember O_o
--------------------------------------------------------------------------------------
WIPs
-Death Incarnate (almost finished)
-Chaos Elemental Sprite (from scratch?)
-Soul Hrvester (based on hellstorm)
-Ghoul (based on Hellstorm)
-Map12 (The Hellforge)
-Flame Thrower for Tormentor667
-Making latex model of Moloch Abbadon (Based on hellstorm) for spites as well as trying to see how the Doom guys did it.
Download Link:
http://rapidshare.de/files/16172084/DE-Package.zip.html
Changes:
-Fixed a few minor errors on several maps
-Fixed several minor errors with monsters
-Fixed the
=Edited several powered up modes of the existing weapons
=Made the BFG harder to get on some of the EP1's DM maps
=made the diabloist do more damageith it's flares
=Archon of Hell gets a another ranged attack and melee attack
=Changed powered up mode for Hellstaff (final version)
=Minor map changes; mostlywith teleporting monsters
=Edited the radius of several monsters to make them more realistic.
=Edited the cyberdemon, spider mastermind, and zombieman frames BRIGHT (i.e. Firing and Exploding).
+Powered up mode for Hellforge mace
+A bunch of textures and a larger, better looking burning sky. (Some Black/darker versions of the Metal bar textures that Tormentor wanted included).
+A new monster testing map
+The Deathknight monster
+Some new Music and sounds
+Scarier sounds for the nightmare
+Some other things that I cant remember O_o
--------------------------------------------------------------------------------------
WIPs
-Death Incarnate (almost finished)
-Chaos Elemental Sprite (from scratch?)
-Soul Hrvester (based on hellstorm)
-Ghoul (based on Hellstorm)
-Map12 (The Hellforge)
-Flame Thrower for Tormentor667
-Making latex model of Moloch Abbadon (Based on hellstorm) for spites as well as trying to see how the Doom guys did it.
Last edited by Amuscaria on Wed Mar 22, 2006 4:12 pm, edited 2 times in total.
- Shadelight
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- chronoteeth
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The machinegun is already on it's way. The sotgun will be made one I figure out how to decorate a shotgun with a magaazine of 20 shells to reload correctly. I hope there is a better than then having 19 A_JumpIfInventory commands X_X.chronoteeth wrote:Still need that shotgun and that machine gun mind you
I only got a chance to have a quick look at this last night. However, there seems to be one frame slightly wrong in the Deathknight. If you go right up close to him (with god mode) and let him beat you with his sword, you momentarily see a brief flash of a sprite that is out of sequence and bright, compared to all the other non-bright sprites in the attack. If you're quick, you can freeze the game on that frame and, despite the fact his sword should be extended, at the lower part of his attack, in this misplaced frame his sword is held aloft and his shield is raised and, like I said, the sprite is full bright.
- chronoteeth
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Yeah, I've noticed this as well and fixed it. I left the first frame of his melee attack that had a A_UnSetReflectiveInvulnerable on bright adnw ith a durationof 1, so you could just see it. All the unsetting action pointers have been turned to 0 now. So this should fix it.Enjay wrote:I only got a chance to have a quick look at this last night. However, there seems to be one frame slightly wrong in the Deathknight. If you go right up close to him (with god mode) and let him beat you with his sword, you momentarily see a brief flash of a sprite that is out of sequence and bright, compared to all the other non-bright sprites in the attack. If you're quick, you can freeze the game on that frame and, despite the fact his sword should be extended, at the lower part of his attack, in this misplaced frame his sword is held aloft and his shield is raised and, like I said, the sprite is full bright.
Use a custom inventory item as a counter for how many you've loaded. Then, loop through. Something like this:Eriance wrote:The machinegun is already on it's way. The sotgun will be made one I figure out how to decorate a shotgun with a magaazine of 20 shells to reload correctly. I hope there is a better than then having 19 A_JumpIfInventory commands X_X.chronoteeth wrote:Still need that shotgun and that machine gun mind you
Set amount of counter object to 0
// jump back to here
Check the counter object to see if you should load any more shells
if not, stop.
Check if there are any shells available to load
if not, stop.
Load a shell
add one to the counter object
jump back
- TheDarkArchon
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- Location: Some cold place
You'll have to check against the ammo type if you want partial reloading which can be a nuisiance because of the double ammo issue in NMare/ITYTD
For example, this is how Wildweasel handled reloading of the power shotgun in the Stranger:
For example, this is how Wildweasel handled reloading of the power shotgun in the Stranger:
Code: Select all
ACTOR PowerShotgun : Weapon 82
{
Weapon.SelectionOrder 400
Inventory.PickupSound "pshot/close"
Inventory.PickupMessage "Power Shotgun. (Slot 4)"
Weapon.AmmoType1 "ShotgunClip" //The guns magazine
Weapon.AmmoType2 "Shell" //The real ammo
Weapon.AmmoGive 0
Weapon.AmmoGive2 8
Weapon.AmmoUse 2
Weapon.Kickback 500
AttackSound "pshot/fire"
+AMMO_OPTIONAL
+NOALERT
States
{
Spawn:
SHOT A -1
Loop
Ready:
SHTC GFED 1
SHTR CBA 1
SHTG G 1 A_PlaySound("pshot/close")
SHTG FE 1
SHTG A 1 A_WeaponReady
Goto Ready+10
Deselect:
SHTG E 1 A_PlaySound("pshot/open")
SHTG FG 1
SHTR AB 1
SHTR C 1 A_PlayWeaponSound("holster5")
SHTC DEFGH 1
SHTG A 1 A_Lower
Goto Deselect+10
Select:
SHTG A 0
SHTG A 0 SetPlayerProperty(0,1,2)
SHTG A 1 A_Raise
Goto Select+2
Fire:
SHTG A 0 A_JumpIfNoAmmo(15)
SHTG A 0 A_GunFlash
SHTG A 2 BRIGHT A_FireBullets(11,6,30,3,"Puff2",1)
SHTG BC 2 A_FireCustomMissile("SmokeLarge",0,0,2,8)
SHTG A 13 A_FireCustomMissile("CheapAlert",0,0,0,0) //Alert Monsters
SHTG D 1 A_PlaySound("pshot/cock")
SHTG EF 1
SHTG GG 5 A_FireCustomMissile ("ShotgunCasing",45+random(-8,8),0,1,4)
SHTG FED 1
SHTG A 5
Goto Ready+10
SHTG A 12 A_PlaySound("dryfire")
SHTG A 1 A_Jump(255,2)
Goto Ready+10
AltFire:
SHTG A 0 A_JumpIfInventory("ShotgunClip",8,34) //If clip is full, don't reload
SHTG A 0 A_JumpIfInventory("Shell",1,1)//And only reload is there is reserve ammo left
Goto Ready+10
SHTG D 1 A_PlayWeaponSound("pshot/open")
SHTG EF 1
SHTG G 9
SHTR A 2 A_GiveInventory("ShotgunReloadStart",1) //Why?
SHTR BCDEFG 1
SHTR H 0 A_TakeInventory("Shell",1) //Take shell from inventory
SHTR H 0 A_GiveInventory("ShotgunClip",1) //and add to shotgun
SHTR H 2 A_PlayWeaponSound("pshot/load") //Animation of loading
SHTR IJKL 2
SHTR M 4
SHTR H 0 A_JumpIfInventory("ShotgunClip",8,2) //Stop reloading if weapon is full
SHTR H 0 A_JumpIfInventory("Shell",1,13) //If clip isn't full and there's reserve ammo, keep reloading.
SHTR FGEDBCA 1
SHTG G 9
SHTG F 1 A_PlayWeaponSound("pshot/close")
SHTG EDA 1
goto Ready+10
SHTG A 0
Goto AltFire+13 //Jumps to loading state (This is where the last A_JumpIfInventory lands if true)
Flash:
SHTF A 2 BRIGHT A_Light1
TNT1 A 2 BRIGHT A_Light2
TNT1 A 0 BRIGHT A_Light0
Stop
}
}
ACTOR ShotgunClip : Ammo //Define magazine size and HUD icon
{
Inventory.MaxAmount 8 //This value defines the size of the clip
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 8 //This MUST be the same as Inventory.MaxAmmount
Inventory.Icon SHOTA0
}
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