The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)

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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby TheMightyHeracross » Mon May 26, 2014 9:58 pm

Sweet, thanks. :D

EDIT: I've got the NoahPlayer and Feed classes up now, going to see what else I can get on there.
EDIT2: Added FeedTrough. I have to go to bed now, I'll do more tomorrow. :)
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sat Jun 07, 2014 2:26 am

I've been trying to replace the weapons with their jaguar sprites, that has worked fine, however I Cant figure out how to make them bob. I tried -DONTBOB, but nothing.
EDIT: I also can't figure out how to replaces player classes, or Weapons.
Last edited by xenoxols on Sat Jun 07, 2014 2:30 am, edited 1 time in total.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Blzut3 » Sat Jun 07, 2014 2:30 am

That should work. At least if I remove the DONTBOB flag from the WolfWeapon class the normal weapons bob just fine. Double check and if not send me the mod.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sat Jun 07, 2014 2:47 am

I figured it out. There was some kind of dontbob flag in the player class which I used mapinfo to replace, because apparently there is no keyconf. I'm not complaining though.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sat Jun 07, 2014 7:34 pm

Where would be the best place to post an ECWolf mod?
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Blzut3 » Sat Jun 07, 2014 7:41 pm

This thread probably. You could also make a thread in the ECWolf forum on DRD Team if you need something more long term, but you'll want to post here for exposure.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sat Jun 07, 2014 10:17 pm

The mod is almost done, all I need to do is figure out how to be able to pickup another chaingun, because custominventory's Pickup state doesn't seem to work. Either that or jumpifinventory.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Blzut3 » Sat Jun 07, 2014 10:26 pm

The pickup state should work. I use it for noah's ark.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sat Jun 07, 2014 10:29 pm

Well maybe it is the giveinventory?
Code: Select allExpand view
actor GatlingGunUpgrade2 : CustomInventory Replaces GatlingGunUpgrade
{
   inventory.pickupsound "weapon/gatling/pickup"
   +INVENTORY.ALWAYSPICKUP
   states
   {
      Spawn:
         CGUN A -1
         stop
      Pickup:
         TNT1 A 0 A_JumpIfInventory("GatlingGun3",1,"Pic2")
         TNT1 A 0 A_GiveInventory("GatlinGun3",1)
         stop
      Pic2:
         TNT1 A 0 A_GiveInventory("DualGatlingGun3",1)
         stop
   }
}
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Blzut3 » Sat Jun 07, 2014 10:32 pm

You misspelled GatlingGun3 in A_GiveInventory.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sat Jun 07, 2014 10:36 pm

Oh thanks; I kinda feel dumb now.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sat Jun 07, 2014 10:39 pm

Well, here it is:
https://www.mediafire.com/?k9qxxa0t3q1jqgn
It replaces all the hud weapon graphics, allows dual wielding of chainguns, and adds bobbing.
EDIT: Credits
Apogee
Id
Sgt Shivers
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby Blzut3 » Sun Jun 08, 2014 2:38 am

You probably should reduce the amount of movement bob on the player class. Doom's bob strength looks odd in 64-unit tall rooms at a 32-unit view height.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sun Jun 08, 2014 2:42 pm

Really? I like the bobbing.
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Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

Postby xenoxols » Sun Jun 08, 2014 5:21 pm

Is it possible to get a shotgun like attack with multiple 0 tic a_GunAttack frames?
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