Headcrab monster!

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CaptainToenail
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Headcrab monster!

Post by CaptainToenail »

Lol, I have created the infamous Headcrab from Half Life for Doom, these leaping critters are really fun to mess about with and I think would fit in quite well in any cramped UAC base with plenty of "nooks and crannies" I hope you guys like them, feel free to use them in your wads as long as you mention me, as I made em!

Image

Download:
http://www.zshare.net/download/6995798ad91152/
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Enjay
 
 
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Re: Headcrab monster!

Post by Enjay »

That's pretty close to perfect. Well done. :thumb:
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Graf Zahl
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Re: Headcrab monster!

Post by Graf Zahl »

Better use MaxTargetRange instead of A_JumpIfCloser if you don't mind limiting this to SVN builds.
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ReX
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Re: Headcrab monster!

Post by ReX »

Graf Zahl wrote:Better use MaxTargetRange instead of A_JumpIfCloser if you don't mind limiting this to SVN builds.
Graf, please explain. I am using v2.1.7 and A_JumpIfCloser works just fine. Are you saying that A_JumpIfCloser will be replaced by MaxTargetRange in future ZDooM builds?
CaptainToenail wrote:.... feel free to use them in your wads as long as you mention me, as I made em!
I had made something very similar, but I like what you've done. So, yes, I will use your DECORATE (with a few modifications) and your sounds, and give you credit. The changes I'll put in are maxdropoffheight (I'll put in a value of 512, as many of my maps have vents in rooms with very high ceilings) and health = 40.

I will use my own sprites, which are 3 times the size of yours. This way, I can scale them down and get better resolution on them. Btw, where did you get your sprites from? You have several frames more than me (D1 through H2H8), and if I can get your set of sprites in a larger size then I will use the entire set.

I also noticed that HCATTAK2 is in .ogg format but the others are in .wav format. Any reason for that? [Also, neither XWE nor Windows Media Player plays the sound back, and with all the other sounds I can't tell if ZDooM is playing it either.]
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TheDarkArchon
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Re: Headcrab monster!

Post by TheDarkArchon »

ReX wrote:
Graf Zahl wrote:Better use MaxTargetRange instead of A_JumpIfCloser if you don't mind limiting this to SVN builds.
Graf, please explain. I am using v2.1.7 and A_JumpIfCloser works just fine. Are you saying that A_JumpIfCloser will be replaced by MaxTargetRange in future ZDooM builds?
I assume MaxTargetRange an actor property which defines the furthest distance an actor can attack from. It won't replace A_JumpIfCloser but it'll be quicker than using A_JumpIfCloser for this sort of thing.
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Enjay
 
 
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Re: Headcrab monster!

Post by Enjay »

Yes, I think the difference being that, if it is outwith its "maxtargetrange" it won't even bother trying to attack. However, if you use the Jumpifcloser method it will try and attack but the first thing it does is check its distance to the intended target and will only progress on to the actual attack phase if it is close enough. Otherwise it will be set up to simply return to its normal "see" walking state.

Jumpifcloser works with 2.1.7, maxtargetrange does not.

Both should work with SVN builds and the current GZdoom (which is based off SVN builds).
CaptainToenail
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Re: Headcrab monster!

Post by CaptainToenail »

Well, glad you guys liked the monster :D
I will use my own sprites, which are 3 times the size of yours. This way, I can scale them down and get better resolution on them. Btw, where did you get your sprites from? You have several frames more than me (D1 through H2H8), and if I can get your set of sprites in a larger size then I will use the entire set.
I created the sprites myself using a Half Life model viewing program and took screen shots, I made sure they were low-res so they fit in with Doom quite well, as scaled images can look quite out of place, I could have easily created them at a higher resolution if I wanted too :lol:
I also noticed that HCATTAK2 is in .ogg format but the others are in .wav format. Any reason for that? [Also, neither XWE nor Windows Media Player plays the sound back, and with all the other sounds I can't tell if ZDooM is playing it either.]
I had to convert it to Ogg because XWE wouldn't accept that particlular sound in its original Wave format, it kept converting it into an image :shock:

Don't worry ZDoom supports ogg perfectly, and you just need to download a simple patch for Windows Media Player for it to play them too. I should have really converted all the sounds to Ogg to save memory.
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ReX
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Re: Headcrab monster!

Post by ReX »

CaptainToenail wrote:I created the sprites myself using a Half Life model viewing program and took screen shots, I made sure they were low-res so they fit in with Doom quite well, as scaled images can look quite out of place, I could have easily created them at a higher resolution if I wanted too :lol:
In the project on which I am working, I am using many scaled sprites so scaled-down headcrabs will not be out of place. Do you still have the original screen captures from the model? Jed's Half-Life Model Viewer captures the image in TARGA format, which can then be converted to .bmp or .png format. If you still have the originals (or converted but still in hi-res), could you please send them to me? It will save me the bother of using HLMV to capture each frame and convert the whole lot. Of course, I'll give you credit for all the sprite work as well.
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Enjay
 
 
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Re: Headcrab monster!

Post by Enjay »

A good way to double check how a sound is working in zdoom is look at its entry in SNDINFO to find out what the internal zdoom name for the sound has been defined as, then play it using the console

playsound soundname
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Amuscaria
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Re: Headcrab monster!

Post by Amuscaria »

From your screenshot, i get the feeling whenever I kill a zombieman, a headcrab jumps out of it's corps. :D
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ReX
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Re: Headcrab monster!

Post by ReX »

Apologies for bumping this thread, but I have a question that's related to this monster's behavior. Which part of the actor's DECORATE definition determines its jump height? I have modified the Captain's definition to suit my enemy, and I did not see where it's jump height is determined. The enemy always seems to attack me low (embarrassingly low - in the crotch area to be specific). Is it possible to set the jump height so that the enemy always attacks the player's face?

I also noticed something. I don't believe the enemies deliberately attack each other (Thing_Hate), but I guess while two of them were attacking me one of them must have taken damage from the other one, because it keeled over onto its back after a while. [Either it took damage from the other enemy or I forgot to use my deodorant that day.] Can this be turned off? Is it even desirable to turn this off, given that I'm striving for a realistic environment?

Incidentally, I painstakingly created a complete set of sprite frames from the model and am using GZDooM to scale them down to 10% of their original size, so the sprites are deliciously hi-res. Too bad they're only 2-dimensional.
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Enjay
 
 
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Re: Headcrab monster!

Post by Enjay »

The line "ThrustThingZ(0,32,0,1)" should be the one responsible for the jump height.

http://zdoom.org/wiki/ThrustThingZ
zerglin87
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Re: Headcrab monster!

Post by zerglin87 »

LOL nice job, something unque for a change.
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