The "How do I..." Thread

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Matt
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Re: The "How do I..." Thread

Post by Matt »

Yeah, but what do they do?
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Ryan Cordell
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Re: The "How do I..." Thread

Post by Ryan Cordell »

From what I guess:

Slots: CHAN_AUTO is most likely automatically specified to a channel. CHAN_WEAPON is specified to a weapon channel (Any gun sound, basically). CHAN_VOICE, I assume, is specified to a voice channel, most likely used for Strife. CHAN_ITEM is specified to an item channel (SoulSphere, etc?). CHAN_BODY is specified, I assume, to the actor, ie, enemies, etc.

Modifiers:
CHAN_LISTENERZ - bit of a trouble guessing this one. Has to do with listener (singular? plural?) and maybe the calling actor's Z value? Dunno.
CHAN_MAYBE_LOCAL - possibly spread around every player?
CHAN_UI - Eehhh.. No clear idea..
CHAN_NOPAUSE - I assume it allows no pause with the sound file or something.

Wow, I suck at these. Maybe someone who coded the frickin' thing would be able to explain it. :P
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SublimelyElegant
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Re: The "How do I..." Thread

Post by SublimelyElegant »

How do i know what people like in a death match wad?
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Re: The "How do I..." Thread

Post by Matt »

Thanks for the effort, Ryan... guess I'll have to get around to trying them out XD
doomzby wrote:How do i know what people like in a death match wad?
Right way: Play lots of maps, write down your impressions, test out your impressions on people, get regular feedback from people you trust to know what they're talking about (either very good players or very good mappers or both). Never do anything that you personally do not like because someone told you all "good" maps have such a thing.

Wrong way: Ask whoever you happen to stumble upon and take their answers at face value.


How do I find a copy of this "Doom EULA" I keep hearing about? I'm assuming it's not DOOMLIC.TXT...
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TheDarkArchon
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Re: The "How do I..." Thread

Post by TheDarkArchon »

Blade Nightflame wrote: CHAN_UI - Eehhh.. No clear idea..
I'd say it's used for menus, quitting etc.
CaptainToenail
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Re: The "How do I..." Thread

Post by CaptainToenail »

Doomzby, I recomend you check out a wide variety of Doom deathmatch sets and look at what works for them, because there is actually a wide variety of different types, there's newschool/oldschool and in-between playing styles etc.

From playing Skulltag deathmatch for quite a while I can recomend:

Brit11:
http://www.doomworld.com/idgames/index.php?id=8626
Exec:
http://www.doomworld.com/idgames/index.php?id=10644
SMDM:
http://www.doomworld.com/idgames/index.php?id=14856
UDM3:
http://www.doomworld.com/idgames/index.php?id=13058

Also avoid placing BFG/Invulnerability spheres in maps, make sure they are not cramped, there is not architecture to get stuck on, map are not totally symmetrical etc.
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Re: The "How do I..." Thread

Post by ziggykillroy »

Can I use Decorate to replace the starting weapons? How?

Edit: Another hour of searching reveals http://forum.zdoom.org/viewtopic.php?f= ... ing+weapon.
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SublimelyElegant
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Re: The "How do I..." Thread

Post by SublimelyElegant »

BUMP

how do find a store or black market that will be able to make a personal copy of (a) game i have.

what is (a) guess...


P.S were on a z DOOM forum.
deathgod
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Re: The "How do I..." Thread

Post by deathgod »

I tried to make a simple code that gives a chance that the monster will go to the raise state after death but after it gets back up it's not shootable or solid, i tried putting A_SetSolid and A_SetShootable in the the raise state but that didn't work, any help?
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Behemoth
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Re: The "How do I..." Thread

Post by Behemoth »

@deathgod : have you put "goto see" at the end of the raise state ? Normally it should work.

Now my question : how do I make a powerupgiver that can travel through levels ?
I want to create a damage amplifier that you keep in the inventory. I tried to use the Quaddamage from the wiki : [wiki]Classes:PowerDamage[/wiki] with the flags INVENTORY.HUBPOWER and INVENTORY.UNDROPPABLE in the QuadDamage definition but it didn't work. I also put the inventory.maxamount to 1 but I still loose it when traveling through levels.
deathgod
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Re: The "How do I..." Thread

Post by deathgod »

Behemoth wrote:@deathgod : have you put "goto see" at the end of the raise state ? Normally it should work.
Yes it's there, someone could try just giving me some code they've tested so i can try that and heres my code for interest(it's an edit of the Zombieman code).

Code: Select all

actor NZombieMan replaces ZombieMan
{
  spawnid 4
  obituary "%o was killed by a zombieman."
  health 40
  radius 20
  height 56
  mass 100
  speed 8
  painchance 200
  seesound "grunt/sight"
  attacksound "grunt/attack"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  dropitem "Clip" 256
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    POSS AB 10 A_Look
    loop
  See:
    POSS AABBCCDD 4 A_Chase
    loop
  Missile:
    POSS E 10 A_FaceTarget
    POSS F 8 A_PosAttack
    POSS E 8
    goto See
  Pain:
    POSS G 3
    POSS G 3 A_Pain
    goto See
  Death:
    POSS H 5
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
    POSS LLLLLLLL 5
    POSS L -1 A_Jump (127, "Raise")
    stop
  XDeath:
    POSS M 5
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U -1
    stop
  Raise:
    POSS KJIH 5
    goto See
  }
}
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Matt
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Re: The "How do I..." Thread

Post by Matt »

@deathgod:

...yeah, that trick doesn't work. ^^; The engine handles "dead" in a very different way from "not dead" so it's not just a matter of raising.

What you can do is this:
  • Double the monster's hitpoints and have its true death state point to its gib state.
  • In the pain state, do a check for whether its health is below the real hitpoints. If so, have it jump to a new custom state.
  • In this new custom state, it can randomly jump to a custom fake "death" state.
  • In the fake "death" state, make it unshootable and noblocking and clear its hate target. Have it stay there for a while and end with:

    Code: Select all

    POSS L 5 A_Jump(<your number here>,"fakeraise")
    wait
  • Add a fake "raise" state where the monster becomes solid and shootable again.
  • If you want to make it count as a kill every time it fake-dies, have it spawn an invisible object with +ismonster and +countkill that kills itself and leaves no corpse.
One problem with this method is that sometimes a monster can raise while it overlaps something else. I'm not sure how to stop this from happening.
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Lolazer
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Re: The "How do I..." Thread

Post by Lolazer »

How do I add music to my custom maps using other methods than Wintex and XWE?(I absolutley CANNOT script!)
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Re: The "How do I..." Thread

Post by Matt »

Lolazer wrote:How do I add music to my custom maps using other methods than Wintex and XWE?(I absolutley CANNOT script!)
Slumped = superior.

Alternatively, your favourite zip program works too.
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Lolazer
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Re: The "How do I..." Thread

Post by Lolazer »

Vaecrius wrote:
Lolazer wrote:How do I add music to my custom maps using other methods than Wintex and XWE?(I absolutley CANNOT script!)
Slumped = superior.

Alternatively, your favourite zip program works too.
Thank you my good man.
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