[Release]Creating a Soul Cube in the original DooM style

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Alvas
Posts: 66
Joined: Thu Dec 16, 2010 2:18 pm

Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

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.
SoulCube.wad
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scalliano
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by scalliano »

Oops, forgot the "Replaces Zombieman" myself :P

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 :)
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Alvas
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

@Alice: Nice sprites, I was using the Land Mine hands from Stronghold, but those are much better.
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?
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.
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scalliano
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by scalliano »

You can use a LOADACS lump. This would automatically load the required scripts every time.
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Alvas
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

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
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Alice Jameson
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

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.

Image

Image
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scalliano
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by scalliano »

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.
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Alvas
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

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?
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Alice Jameson
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

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.
Actually I used a hi res version of the plutonia texture to make that cube in photoshop and edited it in mspaint.
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
I can see what I can do. :D
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skib
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by skib »

Doom Guy Starts off with the Cube!
Sorry, thinking of the artifact in ROE! :oops:
Last edited by skib on Mon Mar 07, 2011 12:33 am, edited 1 time in total.
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Alvas
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

Alice Jameson wrote: I can see what I can do. :D
That's the spirit lol I'm sure you know what the cube looks like but here is a good shot of it anyway lol
http://img.search.com/thumb/6/63/The_so ... l_cube.png

Also:
skib wrote:Doom Guy Starts off with the Cube!
What now?
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Alice Jameson
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

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.
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scalliano
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by scalliano »

Whoah!! :surprise:

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.
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Alvas
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alvas »

In any case It looks great so far, I can continue on it if you send me what you have so far
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Alice Jameson
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Re: [WIP]Creating a Soul Cube in the original DooM style

Post by Alice Jameson »

Another thing I'm not so sure about is making rotations for it... I can try and see what it looks like.

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