Human Resource Wad - New Download Link! Page 1 (fixed vers.)

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Xcloud
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Location: in my imagenation!!

Post by Xcloud »

thats awsome
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Sphagne
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Post by Sphagne »

These monsters look impressive!

Just one question, "Is the last monster for clearing the level?"
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BouncyTEM
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Post by BouncyTEM »

killingblair wrote:I just made Bouncy's life easier ( :wink: 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 :mrgreen: Behold!
yay! thanks man...
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Wasted Youth
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Post by Wasted Youth »

I think I may have found a bug with the Destroyer.

It changed in to an Arch-Vile and brought two Cacodemons back to life and they were friendly.
Spoiler: Screenshots
Also, is the Destroyer supposed to reflect rockets? Because it did for me and their speed was reduced when reflected.
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Enjay
 
 
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Post by Enjay »

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.

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Costja
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Post by Costja »

Wasted Youth wrote:I think I may have found a bug with the Destroyer.
It changed in to an Arch-Vile...
If you have ZDoom, that supports Heal states in DECORATE, uncomment Heal states of the Destroyer.
Wasted Youth wrote:... and brought two Cacodemons back to life and they were friendly.
This is a feature :)
Wasted Youth wrote:Also, is the Destroyer supposed to reflect rockets?
Yes, Destroyer is supposed to reflect rockets.
killingblair
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Post by killingblair »

I'll answer some questions... first off.
Bouncy wrote:
I wrote:I just made Bouncy's life easier ( :wink: 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 :mrgreen: Behold!
yay! thanks man...
No problem :)

Now
Enjay wrote:Also, is the little one-man tank thingy (From Duke Nukem?) with no-one in the window supposed to just sit there?
Yes, he is supposed to sit there because he is an idol decoration. But you can make him move with a script :mrgreen:
Sphagne wrote:Just one question, "Is the last monster for clearing the level?"
Nope...oops...I forgot to put an exit :oops:

I also had the problem with the arch-vile, and I have no idea why the Destroyer is doing that :?
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Post by Enjay »

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.


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BouncyTEM
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Post by BouncyTEM »

Enjay wrote: 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.


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no but that would be useful.
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Post by killingblair »

It would be like a_hoof right?
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BouncyTEM
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Post by BouncyTEM »

killingblair wrote:It would be like a_hoof right?
if it existed, probably. but since you would specify the sound, probably not.
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chronoteeth
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Post by chronoteeth »

Where may I download this?
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Post by killingblair »

killingblair wrote:I just made Bouncy's life easier ( :wink: 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 :mrgreen: Behold!
:mrgreen:
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Enjay
 
 
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Post by Enjay »

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? :)

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Enjay
 
 
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Post by Enjay »

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 :P

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! :P

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.)

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Last edited by Enjay on Tue Apr 05, 2005 5:34 pm, edited 1 time in total.
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