Demon Eclipse Mod Thread - New Beta Up-Testers needed. p. 1

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Amuscaria
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Post by Amuscaria »

OH thanks, a bunch! I asked Graf Zahl and he told me I needed to put brackets around things I want to "loop". Thanks for the help. Finally, I an finish the stupid map.
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OK, now i'm having a different problem with the script. I fixed it so it no longer freezes the game, but thescripts all execute at the begining of the stage even though there are still monsters with the tags i put in alive. I have no idea what i'm doing wrong.
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Tormentor667
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Post by Tormentor667 »

Are you already working on the new objects on the ceiling (light sources) I suggested? I'm in the very need of them :(
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Amuscaria
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Post by Amuscaria »

Tormentor667 wrote:Are you already working on the new objects on the ceiling (light sources) I suggested? I'm in the very need of them :(
Yup, i'm working on them. Should be up shortly-later tonight? tell me what colors of torchers and stuff you you, aslo.
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Post by Tormentor667 »

Well, make them red, green, blue, yellow and regular fire, that is all I need I think.
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Amuscaria
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Post by Amuscaria »

Tormentor667 wrote:Well, make them red, green, blue, yellow and regular fire, that is all I need I think.
Here's a new resource wad with a bunch of new textures and all the lightning sources you need (there are about 20+ torches and candles) and a a bunch of other obstacle things. I fixed a few bugs within the original decorate that was missing some texture due to the fact that I accidentally cut them out.

There is one problem with this resource though, I can't get Doombuilder to display some of their namaes correctly. It's displayed as "states" for some reason; however, everything works as it should be working. I will send you a doombuilder Configuration once I make one for the DE project.

Download Link http://rapidshare.de/files/12067230/DE-MAIN.zip.html
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Update Info: I also fixed up the Wraith, Archon of Hell, and the hellforge Smith. The Archon now as a new, much better looking fire ball attack, as well as he will throw a volley of fireballs with both hands and has the +BOSS flag on (so the soul reaver doesnt kill it in one hit). The Hellforge SMith has increased HP and now launches the NEW Soul Reaver attack, all thanks to The Killer of Doom.

The Soul Reaver throws out 3 soul spheres that spawns a total of 12 spirits to toally annihilate your enemies. I made it this way because the levels have a lot of enemies in them. The Hellforge Mace now shoots faster and uses less ammo per shot.
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I'm having some issues with the Hellforge mace. The rippers hurt the shooter and I cant get it so that they wont hurt like the Heretic Rippers. Can anyone offer me some insight on this? Or is Heretic's rippers hard coded in?
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Tormentor667
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Post by Tormentor667 »

Great, thx! Will look into this right now and continue on my map :)
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Post by Tormentor667 »

3 things concerning the resources (that get better and better btw ;)):

1. Someone needs to fix this STATES problem
2. Someone must fix the rippers
3. These ERUSTxx metal floor variants of the brown ones in black are still missing, we need them :)
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Amuscaria
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Post by Amuscaria »

Tormentor667 wrote:3 things concerning the resources (that get better and better btw ;)):

1. Someone needs to fix this STATES problem
2. Someone must fix the rippers
3. These ERUSTxx metal floor variants of the brown ones in black are still missing, we need them :)
I didn't make the black one because it losses detail. WHen I make it blak, it becaomes like 3 colors and it looks horrible. I stuck to the grey ones since tha's as dar as I could make it without cause too much color loos. But I'll go back to see if I can make a slightly darker version without color quality loss. Doom really needs more colors x_x. I dont want to use PNGs because wintex doesn't support it, and I still dont like how XWE works.

As in rippers, do You mean the ones that fly out of the Hellforge Mace? I've updated the weapons in a new resource wead, making better use of decorate functions. I've more or less fixed the thing, now it wont hit you even if you run around the monster blasting, But if you go point blank, it will still hurt a lot, but wont kill you like before, which was intended.

As for the states problem...I have no idea how to fix that. I defined all the decorate correctl (i mean, it works). Maybe the name is too long for DB? O_o. I'm not really sure. I'll go ask around the Doombuilder forums on Doomworld to see what I can come up with. But I am working on a Demon Eclipse configuration file for Doom Builder, so I'll send you that soon.
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Post by Tormentor667 »

WIP Shot:
Image

@Eriance - Little suggestion: Add another weapon to slot 3 or 4 that has about the behaviour and power of the super shotgun! The Blood Orb is too weak in every aspects compared to the SSG.
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Post by Tormentor667 »

BTW, TDA posted a solution on Doomworld for your Ripper Problem:
TheDarkArchon said:
This works for me...

Code: Select all

ACTOR EFCBomb 
{
	Scale 1.5
	Height 1
	Radius 1
	Damage 0
	Speed 2
	ExplosionDamage 8192
	ExplosionRadius 1024
	MissileHeight 0
	SeeSound "weapons/EFCFire"
	DeathSound "weapons/EFCExplode"
	PROJECTILE
	DONTHURTSHOOTER
	+NOCLIP
	+NOTARGET
	States
	{
	Spawn:
          BFS1 AB 16 BRIGHT
          BFS1 AB 8 BRIGHT
          BFS1 AB 4 BRIGHT
          BFS1 AB 2 BRIGHT
          BFS1 ABABABABABABABABABABABABABABAB 1 BRIGHT
          Goto Death
        Death:
	    NUKE A 0 BRIGHT A_Die
	    NUKE A 0 BRIGHT A_Scream
          NUKE AB 4 BRIGHT A_Gravity 
          NUKE C 0 BRIGHT A_Explode
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 0)
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 60)
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 120)
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 180) 
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 240)
          NUKE C 0 BRIGHT A_CustomMissile("EFCSmallBall_", 0, 0, 300)
          NUKE DEFGHIJKLMNOPQRSTU 4 BRIGHT
          Stop
      } 
}

ACTOR EFCSmallBall_
{
     Speed 10
     Radius 12
     Height 20
     Damage 250
     ExplosionRadius 512
     ExplosionDamage 416
     DeathSound "weapons/bfgx"
     PROJECTILE
     DONTHURTSHOOTER   
     +RIPPER
     States
     {
     Spawn:                        
       BFS1 A 2 BRIGHT         
       BFS1 B 2 BRIGHT
       Loop
     Death:
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 0)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 30)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 60)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 90)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 120)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 150)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 180)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 210)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 240)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 270)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 300)
       APBX A 0 BRIGHT A_CustomMissile("EFCSmallerBall_", 0, 0, 330)
	 BFE1 A 4 BRIGHT A_Explode
       BFE1 BCDEF 4
       Stop
    }
}    
[/b]
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Tormentor667
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Post by Tormentor667 »

Yet another WIP shot:
Image
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Amuscaria
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Post by Amuscaria »

Tormentor667 wrote:Yet another WIP shot:
Image
WOOO wow. I see some GothicDM textures. I'll have to add that in when you finish the map.
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Post by Tormentor667 »

I really had to add a few of them for some areas, they are included in my MAP11.WAD between the TX_START and TX_END lumps
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Post by Amuscaria »

About that Ripper thing. I did everything Like TDA, except with the noclip. And it doesn't work for some reason.
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Post by Phobus »

Edit: Totally incorrect, again... :roll:
Last edited by Phobus on Tue Jan 31, 2006 2:18 pm, edited 1 time in total.
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