[Release]Creating a Soul Cube in the original DooM style
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 66
- Joined: Thu Dec 16, 2010 2:18 pm
Re: [WIP]Creating a Soul Cube in the original DooM style
Well i'm not looking to create the doom 3 game style like your mod(which i thought was awesome) just the weapon.
EDIT: I've added new Pain/death states to the following monsters:
(Zombieman)
WolfensteinSS
SpiderMastermind
ShotgunGuy
LostSoul
DoomImp
ChaingunGuy
also, a bug i noticed, I charged the soulcube then I picked up a Rocket Launcher and the charge reset from 5 to 0.
I would like to notify the player when the cube is available for use also.
EDIT: I've added new Pain/death states to the following monsters:
(Zombieman)
WolfensteinSS
SpiderMastermind
ShotgunGuy
LostSoul
DoomImp
ChaingunGuy
also, a bug i noticed, I charged the soulcube then I picked up a Rocket Launcher and the charge reset from 5 to 0.
I would like to notify the player when the cube is available for use also.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 2858
- Joined: Tue Jun 21, 2005 1:16 pm
- Location: Ireland
Re: [WIP]Creating a Soul Cube in the original DooM style
Oops, forgot the "Replaces Zombieman" myself 
Notifying the player that the cube is ready while it isn't equipped could be tricky without using ACS, and I'm afraid you're on your own there. That's why I had the cube stay stationery until you chalk up the 5 kills, when it starts spinning. This was to notify the player that it is ready to fire. Having the health decrease on Nightmare skill would probably require ACS too.
Not sure why the CubeAmmo would reset to 0 when you pick up another weapon, as it is just a CustomInventory item that each kill gives you and the weapon takes away when you fire. However, I also had the SoulCubeGenerator reset your CubeAmmo to prevent it from being charged before you get it for the first time. One thing I forgot to do was add a check to see if you had the Cube already, I've added that in the wad below. However, SoulCube can now be summoned itself without crashing the game, so the Generator is primarily for autoswitching when you first get the weapon, otherwise you'd be autoswitching every time it comes back to you.
@Alice: Nice sprites, I was using the Land Mine hands from Stronghold, but those are much better.
EDIT: Check actually works now

Notifying the player that the cube is ready while it isn't equipped could be tricky without using ACS, and I'm afraid you're on your own there. That's why I had the cube stay stationery until you chalk up the 5 kills, when it starts spinning. This was to notify the player that it is ready to fire. Having the health decrease on Nightmare skill would probably require ACS too.
Not sure why the CubeAmmo would reset to 0 when you pick up another weapon, as it is just a CustomInventory item that each kill gives you and the weapon takes away when you fire. However, I also had the SoulCubeGenerator reset your CubeAmmo to prevent it from being charged before you get it for the first time. One thing I forgot to do was add a check to see if you had the Cube already, I've added that in the wad below. However, SoulCube can now be summoned itself without crashing the game, so the Generator is primarily for autoswitching when you first get the weapon, otherwise you'd be autoswitching every time it comes back to you.
@Alice: Nice sprites, I was using the Land Mine hands from Stronghold, but those are much better.
EDIT: Check actually works now

You do not have the required permissions to view the files attached to this post.
-
- Posts: 66
- Joined: Thu Dec 16, 2010 2:18 pm
Re: [WIP]Creating a Soul Cube in the original DooM style
I agree, I was iffy at first but after I saw the hands in gameplay they looked really good so I've thrown them in to the latest version. In order to fix the issues that involve ACS, would I have to use DB2 and throw in copies of every map with the ACS code embedded?@Alice: Nice sprites, I was using the Land Mine hands from Stronghold, but those are much better.
Or can I set up a code that is true for every map, I can code ACS per map I've never done it on this big of a scale.
You do not have the required permissions to view the files attached to this post.
-
- Posts: 2858
- Joined: Tue Jun 21, 2005 1:16 pm
- Location: Ireland
Re: [WIP]Creating a Soul Cube in the original DooM style
You can use a LOADACS lump. This would automatically load the required scripts every time.
-
- Posts: 66
- Joined: Thu Dec 16, 2010 2:18 pm
Re: [WIP]Creating a Soul Cube in the original DooM style
Thanks! aright, I'm almost done with the states of the monsters I have the following left to do:
Arachnotron
Archvile
BaronOfHell
HellKnight
Cacodemon
I have decided since this has turned out so great to continue on this wad with an Artifact as well
Arachnotron
Archvile
BaronOfHell
HellKnight
Cacodemon
I have decided since this has turned out so great to continue on this wad with an Artifact as well
You do not have the required permissions to view the files attached to this post.
-
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
I was messing around with this a little bit more and changed the cube sprites as well. It's based off one of those hi res doom textures.




You do not have the required permissions to view the files attached to this post.
-
- Posts: 2858
- Joined: Tue Jun 21, 2005 1:16 pm
- Location: Ireland
Re: [WIP]Creating a Soul Cube in the original DooM style
Cool, I had been toying around with the idea of doing that myself (albeit with the regular Plutonia texture) but my Paint Shop Pro skill is not enough.
-
- Posts: 66
- Joined: Thu Dec 16, 2010 2:18 pm
Re: [WIP]Creating a Soul Cube in the original DooM style
I was considering changing the cube sprite to resemble the doom 3 cube, I haven't really messed with the textures yet though, I really like those skulls though I want to keep those in the final product, lol maybe have the front side of the cube have the intricate design from the doom 3 cube and the back of the cube can gave these new skulls on them. Unless Alice decides to out-do herself again lol
Alright
-I'm done with the monster's States
-The ACS is fine for now, it may require some tweaking down the road
-I've reset Alice's Latest sprites so they don't have a white background in XWE and centered them so they can be viewed better in XWE
What else can we do here?
Alright
-I'm done with the monster's States
-The ACS is fine for now, it may require some tweaking down the road
-I've reset Alice's Latest sprites so they don't have a white background in XWE and centered them so they can be viewed better in XWE
What else can we do here?
You do not have the required permissions to view the files attached to this post.
-
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
Actually I used a hi res version of the plutonia texture to make that cube in photoshop and edited it in mspaint.scalliano wrote:Cool, I had been toying around with the idea of doing that myself (albeit with the regular Plutonia texture) but my Paint Shop Pro skill is not enough.
I can see what I can do.Alvas wrote:I was considering changing the cube sprite to resemble the doom 3 cube, I haven't really messed with the textures yet though, I really like those skulls though I want to keep those in the final product, lol maybe have the front side of the cube have the intricate design from the doom 3 cube and the back of the cube can gave these new skulls on them. Unless Alice decides to out-do herself again lol

-
- Posts: 179
- Joined: Sat Jan 29, 2011 6:30 pm
Re: [WIP]Creating a Soul Cube in the original DooM style
Doom Guy Starts off with the Cube!
Sorry, thinking of the artifact in ROE!
Sorry, thinking of the artifact in ROE!

Last edited by skib on Mon Mar 07, 2011 12:33 am, edited 1 time in total.
-
- Posts: 66
- Joined: Thu Dec 16, 2010 2:18 pm
Re: [WIP]Creating a Soul Cube in the original DooM style
That's the spirit lol I'm sure you know what the cube looks like but here is a good shot of it anyway lolAlice Jameson wrote: I can see what I can do.
http://img.search.com/thumb/6/63/The_so ... l_cube.png
Also:
What now?skib wrote:Doom Guy Starts off with the Cube!
-
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
I've got a test sprite up. It's proving to be a bit harder of an edit than I thought. The sprite is in png format, I don't have the time or patience to convert it.
Spoiler:Also I'm not sure how I'm going to manage the pickup/firing sprites.... Unless using decorate's scale factor is okay. Although I'm not sure about the offsets for the sprites in such a case.
-
- Posts: 2858
- Joined: Tue Jun 21, 2005 1:16 pm
- Location: Ireland
Re: [WIP]Creating a Soul Cube in the original DooM style
Whoah!! 
Scale factor sounds good to me, the projectile srites were already 0.5 scale.

Scale factor sounds good to me, the projectile srites were already 0.5 scale.
Last edited by scalliano on Tue Feb 15, 2011 4:26 pm, edited 1 time in total.
-
- Posts: 66
- Joined: Thu Dec 16, 2010 2:18 pm
Re: [WIP]Creating a Soul Cube in the original DooM style
In any case It looks great so far, I can continue on it if you send me what you have so far
-
- Posts: 133
- Joined: Fri Jun 19, 2009 11:45 am
- Location: Minnesota
Re: [WIP]Creating a Soul Cube in the original DooM style
Another thing I'm not so sure about is making rotations for it... I can try and see what it looks like.