Human Resource Wad - New Download Link! Page 1 (fixed vers.)
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- BouncyTEM
- Posts: 3822
- Joined: Sun Aug 24, 2003 5:42 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)
yay! thanks man...killingblair wrote:I just made Bouncy's life easier (at Bouncy) This version includes many things, like bug fixes such as the SSG marine speed problem (did you know frame rates affect speed?) I included the Destroyer and my Ice Dragon Familiar, plus I included some new fireing sprites for my BFG marine (Please for the love of god don't put translation on him!) I also included a test level
Behold!
- Wasted Youth
- Posts: 358
- Joined: Mon Jan 05, 2004 9:59 pm
- Location: Earth
Yes, I saw the Archvile thing happen too.
Also, is the little one-man tank thingy (From Duke Nukem?) with no-one in the window supposed to just sit there?
And a minor point - the level could be a bit more spread out. The friendlies often get stuck in the back row behind dormant friendlies and the switches. A bit more space would free them up a bit.
46
Also, is the little one-man tank thingy (From Duke Nukem?) with no-one in the window supposed to just sit there?
And a minor point - the level could be a bit more spread out. The friendlies often get stuck in the back row behind dormant friendlies and the switches. A bit more space would free them up a bit.
46
If you have ZDoom, that supports Heal states in DECORATE, uncomment Heal states of the Destroyer.Wasted Youth wrote:I think I may have found a bug with the Destroyer.
It changed in to an Arch-Vile...
This is a featureWasted Youth wrote:... and brought two Cacodemons back to life and they were friendly.

Yes, Destroyer is supposed to reflect rockets.Wasted Youth wrote:Also, is the Destroyer supposed to reflect rockets?
-
- Posts: 937
- Joined: Mon Oct 04, 2004 9:16 pm
I'll answer some questions... first off.
Now

I also had the problem with the arch-vile, and I have no idea why the Destroyer is doing that
No problemBouncy wrote:yay! thanks man...I wrote:I just made Bouncy's life easier (at Bouncy) This version includes many things, like bug fixes such as the SSG marine speed problem (did you know frame rates affect speed?) I included the Destroyer and my Ice Dragon Familiar, plus I included some new fireing sprites for my BFG marine (Please for the love of god don't put translation on him!) I also included a test level
Behold!

Now
Yes, he is supposed to sit there because he is an idol decoration. But you can make him move with a scriptEnjay wrote:Also, is the little one-man tank thingy (From Duke Nukem?) with no-one in the window supposed to just sit there?

Nope...oops...I forgot to put an exitSphagne wrote:Just one question, "Is the last monster for clearing the level?"

I also had the problem with the arch-vile, and I have no idea why the Destroyer is doing that

Suggestion - Reduce the speed of the tank and then set it to have a very short duration for its chasing frames. At the moment, despite being a tracked vehicle, it looks like it is stepping around the level. I reduced its speed to 9 and then changed the chase frame to have a duration of 1. This made it glide around rather than step. Perhaps the speed should be lowered a little further though as this still makes it move quite fast.
Also, some animation on those tracks would improve it quite a lot too IMO.
In additon, is there a decorate pointer to use a_chase plus a custom sound - like the spider/cyber/arachnotron walk sound pointers? If so, IMO the tank would be improved by making a noise. Tracked vehicles tend to be pretty noisy.
43
Also, some animation on those tracks would improve it quite a lot too IMO.
In additon, is there a decorate pointer to use a_chase plus a custom sound - like the spider/cyber/arachnotron walk sound pointers? If so, IMO the tank would be improved by making a noise. Tracked vehicles tend to be pretty noisy.
43
- chronoteeth
- Posts: 2664
- Joined: Wed Sep 08, 2004 1:29 pm
- Preferred Pronouns: It/Its
-
- Posts: 937
- Joined: Mon Oct 04, 2004 9:16 pm
killingblair wrote:I just made Bouncy's life easier (at Bouncy) This version includes many things, like bug fixes such as the SSG marine speed problem (did you know frame rates affect speed?) I included the Destroyer and my Ice Dragon Familiar, plus I included some new fireing sprites for my BFG marine (Please for the love of god don't put translation on him!) I also included a test level
Behold!

Having looked at the monster resource wad, the sound+chase pointer can be faked by making a 0 length frame with the custom sound pointer.
No-ones taking me up on trying this stuff with the tank eh? OK, give me a few minutes and I'll throw something together just to see if it's feasable. I'm not really up on DECORATE, so who knows what will happen?
43
No-ones taking me up on trying this stuff with the tank eh? OK, give me a few minutes and I'll throw something together just to see if it's feasable. I'm not really up on DECORATE, so who knows what will happen?

43
OK, here's a quick and dirty hack. The moving frames have been extended to 3 instead of 1 but don't look at the animation because it's awful. I swear the tracks look like they're going backwards at one stage. If you can do better - do it 
Other things...
I edited it to have the smoother movement I was on about above.
I gave it a fuller death sequence and borrowed the explosion sprites from the flamer zombie to spawn an explosion when it dies. Also, the gun turrets pop off. Not sure if I used custommissile to its best effect there, the arguments were confusing me. Again, if you can do better...
I also made a friendly super shotgunner pop out when the tank dies too. To tie in with that, I re-did the driver to wear a green uniform.
OK, what else, Oh yeah, the editnum, I didn't give it one. If this is used, someone can add one that ties in with the others.
I changed the bullet attack for the chaingunner attack pointer. For some reason I couldn't see a bullet puff when using the bullet pointer. Bug? Maybe it's because I inadvertantly used 2.0.63a at one point during the testing? Or maybe I did something else wrong?
I defined a decal for the tank to generate (just the standard bullet chip). Couldn't see anything in the DECORATE instructions as whether this can be specified in DECORATE so I used a decaldef. It'd be useful to have this in DECORATE. It would save messing with 2 lumps and dehacked has it.
I just grabbed some sounds off the internet. I edited them slightly. They seem OK.
For some reason, when I tested it (in the friendly monsters test level), a couple of times, the tank killed a monster I had summoned via the scripted switches and then once the monster was dead, the tank turned on one of the dormant friendlies - the chainsaw guy I think. Is this my bug, the level's or the game's?
Anyway, that's about it. Load up the friendly monster resource and a test level as well as my WAD, then type...
summon MarineFTank2 to test it
And if you want to play around try
summon NMETank as well
However, the whole thing was done really quickly (by my counting about 30 minutes), so I can't guarantee it being perfect. In fact, I know it's not. The death anim and death frame could certainly use a bit of work. But meh!
Where is it? Here...
http://www.zen64060.zen.co.uk/ftank2.zip
Oh, and a reminder of the friendly monster WAD I was using this with
http://www.freewebs.com/bcdoomwads/down ... nsters.zip
(BTW, there is something odd about that file - or my system. When I click the link, I get taken back to the Zdoom forum rather than the file. when I copy and paste the link, I get told my security settings won't allow me to DL it. I got it using a DL manager.)
42

Other things...
I edited it to have the smoother movement I was on about above.
I gave it a fuller death sequence and borrowed the explosion sprites from the flamer zombie to spawn an explosion when it dies. Also, the gun turrets pop off. Not sure if I used custommissile to its best effect there, the arguments were confusing me. Again, if you can do better...
I also made a friendly super shotgunner pop out when the tank dies too. To tie in with that, I re-did the driver to wear a green uniform.
OK, what else, Oh yeah, the editnum, I didn't give it one. If this is used, someone can add one that ties in with the others.
I changed the bullet attack for the chaingunner attack pointer. For some reason I couldn't see a bullet puff when using the bullet pointer. Bug? Maybe it's because I inadvertantly used 2.0.63a at one point during the testing? Or maybe I did something else wrong?
I defined a decal for the tank to generate (just the standard bullet chip). Couldn't see anything in the DECORATE instructions as whether this can be specified in DECORATE so I used a decaldef. It'd be useful to have this in DECORATE. It would save messing with 2 lumps and dehacked has it.
I just grabbed some sounds off the internet. I edited them slightly. They seem OK.
For some reason, when I tested it (in the friendly monsters test level), a couple of times, the tank killed a monster I had summoned via the scripted switches and then once the monster was dead, the tank turned on one of the dormant friendlies - the chainsaw guy I think. Is this my bug, the level's or the game's?
Anyway, that's about it. Load up the friendly monster resource and a test level as well as my WAD, then type...
summon MarineFTank2 to test it
And if you want to play around try
summon NMETank as well

However, the whole thing was done really quickly (by my counting about 30 minutes), so I can't guarantee it being perfect. In fact, I know it's not. The death anim and death frame could certainly use a bit of work. But meh!

Where is it? Here...
http://www.zen64060.zen.co.uk/ftank2.zip
Oh, and a reminder of the friendly monster WAD I was using this with
http://www.freewebs.com/bcdoomwads/down ... nsters.zip
(BTW, there is something odd about that file - or my system. When I click the link, I get taken back to the Zdoom forum rather than the file. when I copy and paste the link, I get told my security settings won't allow me to DL it. I got it using a DL manager.)
42
Last edited by Enjay on Tue Apr 05, 2005 5:34 pm, edited 1 time in total.