Demon Eclipse Mod Thread - New Beta Up-Testers needed. p. 1

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Amuscaria
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Post by Amuscaria »

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.
Last edited by Amuscaria on Wed Mar 22, 2006 4:12 pm, edited 2 times in total.
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Shadelight
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Post by Shadelight »

w00tness and stuff(:))

monster testing map = same level number as it was before?
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Amuscaria
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Post by Amuscaria »

KingofFlames wrote:w00tness and stuff(:))

monster testing map = same level number as it was before?
yup, it's still map 40. It does have a minor error. Since the Spider Demolisher is still too damn fat to go through the opens. But it will shoot at your, just wont be able to get out of it's "cage".
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chronoteeth
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Post by chronoteeth »

Still need that shotgun and that machine gun mind you
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Amuscaria
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Post by Amuscaria »

chronoteeth wrote:Still need that shotgun and that machine gun mind you
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.
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Enjay
 
 
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Post by Enjay »

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.
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chronoteeth
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Post by chronoteeth »

Phooey. Well there's awlays hope for 2 shotguns, but best not to keep my hopes up now.
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Amuscaria
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Post by Amuscaria »

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.
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.
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Risen
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Post by Risen »

Eriance wrote:
chronoteeth wrote:Still need that shotgun and that machine gun mind you
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.
Use a custom inventory item as a counter for how many you've loaded. Then, loop through. Something like this:

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
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TheDarkArchon
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Post by TheDarkArchon »

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:

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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Amuscaria
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Post by Amuscaria »

Thanks. This would help.
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iSpook
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Post by iSpook »

:shock: Keep up the good work dude, Can't wait till this is finished :D
Cptschrodinger
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Post by Cptschrodinger »

Uhh... Im new to this topic. But can we use the textures? They're so... GOOD.... :D
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Amuscaria
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Post by Amuscaria »

Sniper joe wrote:Uhh... Im new to this topic. But can we use the textures? They're so... GOOD.... :D
You can use anything within this wad, as it's supposed to be for the public. But give me credit for my hard work. :)
Cptschrodinger
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Post by Cptschrodinger »

Thanks! Ill credit you if I ever release it. (Or anything... O_o)
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