Re: Smooth Doom
Posted: Fri Oct 20, 2017 3:09 pm
How can I change direction of bullet casings? I want them to pop out from the left side of chaingun.
Forked under a
https://forum.zdoom.org/
Did you put Goto Death at the end of that state sequence, as I mentioned earlier?Korell wrote:I wonder, then, does the issue also affect the Pinkie Demon, and not just the spectre?JohnnyTheWolf wrote:I tried your advice, but alas, it does not.
I've investigated the crash and removing the '+2' from the following lines makes it crash with AddOptionMenu instead.∞Phantasm wrote:Well it at least seemed like it worked and launched the game before with Zandronum before the past 2 updates. Isn't there a way to make a Zandronum version so people can use this with multiplayer? Its a pretty essential mod for base DOOMs and I hate to see it single player only. Not sure what makes it not work in Zandronum, but maybe its just code that needs small tweaks? I wouldn't think SmoothDoom has any features that Zandronum 3.0 doesn't support.Gifty wrote:SD also has never supported Zandronum so there's gonna be a lot of shit that won't work in there.
No, as if you check the other monsters, none of them have a Goto Death in their Death.GibbyHaynes state. Instead they have two lines within the GibbyHaynes state, one an A_JumpIf that goes to the Death state and the other an A_JumpIfCloser that goes to a different death state (in the case of the demon and spectre, to their GibDeath state). If the issue is indeed a missing Goto Death, then why isn't that issue present for all the other monsters that have a GibbyHaynes state as those also have no Goto Death?Blue Shadow wrote:Did you put Goto Death at the end of that state sequence, as I mentioned earlier?Korell wrote:I wonder, then, does the issue also affect the Pinkie Demon, and not just the spectre?JohnnyTheWolf wrote:I tried your advice, but alas, it does not.
Which is why I re-ordered the GibbyHaynes state in the smoothspectre actor so that it comes before Death state, just as it does for the SmoothDemon actor, but JohnnyTheWolf was saying that it still didn't fix it. Here's the code I'm using:Blue Shadow wrote:Without a flow control keyword to direct to the next state, they fall through to the Death state, since that's the state that comes next.
Code: Select all
ACTOR smoothspectre : spectre
{
States
{
Spawn:
SARG AB 10 fast A_Look
Loop
See:
SSRG AABCDDEF 2 fast A_Chase
Loop
Melee:
SSRG G 8 fast A_FaceTarget
SSRG GGGHIII 1 fast A_FaceTarget
SSRG J 1 fast
SSRG K 1 fast A_SargAttack
SSRG L 4 fast
SSRG G 3 fast
Goto See
Pain:
SSRG M 1 fast
SSRG N 2 fast
SSRG M 1 fast A_Pain
Goto See
Death.GibbyHaynes:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("StudioGibbly")==0, "Death")
TNT1 A 0
TNT1 A 0 A_JumpIfCloser(128, "GibDeath")
TNT1 A 0
Death:
TNT1 a 0 A_JumpIfHealthLower(-30,"Gibdeath")
SSRD A 3
SSRD B 3 A_Scream
SSRD C 3
SSRD D 3 A_NoBlocking
SSRD EFGH 3
SSRD I -1
Stop
GibDeath:
SARG o 3
SARG p 0 a_playsound ("misc/gibbed")
SARG p 3 a_scream
SARG q 3
SARG r 3 a_noblocking
SARG stuvw 3
SARG x -1
stop
}
}Ah, that's probably it then. My fix was the re-ordering of the GibbyHaynes state; the two additional lines were just something I'd noticed but they may well be intentionally not present for the spectre so I left that alone.JohnnyTheWolf wrote:Actually, I did not reorder the code; I just copied the two missing TNT1 lines from smoothdemon.
I'd certainly make an alternate Zandronum version if I could, but I know **** all about this stuff at the moment. Unfortunately, some people don't give a crap about co-op or multiplayer when making their mods. Thanks for looking into it.drfrag wrote:I've investigated the crash and removing the '+2' from the following lines makes it crash with AddOptionMenu instead.∞Phantasm wrote:Well it at least seemed like it worked and launched the game before with Zandronum before the past 2 updates. Isn't there a way to make a Zandronum version so people can use this with multiplayer? Its a pretty essential mod for base DOOMs and I hate to see it single player only. Not sure what makes it not work in Zandronum, but maybe its just code that needs small tweaks? I wouldn't think SmoothDoom has any features that Zandronum 3.0 doesn't support.Gifty wrote:SD also has never supported Zandronum so there's gonna be a lot of shit that won't work in there.
TNT1 A 0 A_JumpIf(CallACS("Gibtoggle")==0, +2)
tnt1 a 0 A_JumpIf(CallACS("CasingToggle")==0, +2)
Crashes both with Zandronum and ZDoom LE, ZDoom32 works and porting AddOptionMenu as i stated earlier was really easy. But i don't know if it will crash somewhere else (Zandronum is based on 2.7.1 while LE is 2.8.1a).
Does that '+' really add something? It's not even mentioned in the wiki.