HeXetic: Rise of D'Sparil
- BouncyTEM
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Re: HeXetic: Rise of D'Sparil
what format's the song? o_o
- Orangewaggs
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Re: HeXetic: Rise of D'Sparil
is this just for Heretic? or for something else 
Re: HeXetic: Rise of D'Sparil
It's for Heretic.Orangewaggs wrote:is this just for Heretic? or for something else
@Bouncy: They are .mp3 files
- Orangewaggs
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Re: HeXetic: Rise of D'Sparil
darn....Pelle123 wrote:It's for Heretic.
i dont have that and i dont know where i can get it......
Re: HeXetic: Rise of D'Sparil
Five bucks on Steam.
All you need is the iwad so you can even uninstall Steam afterwards, as long as you've kept a copy of the iwad.
All you need is the iwad so you can even uninstall Steam afterwards, as long as you've kept a copy of the iwad.
- Project Shadowcat
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Re: HeXetic: Rise of D'Sparil
That may be a good reason, as a single 128 kbit/sec MP3 can be about 4mb on its own, and that's assuming its four minutes long. I know someone's going to suggest Ogg Vorbis files, as they can play at almost the same quality -- at half the bitrate (and therefore half the size), while another idea is to just reduce the bitrate and quality of the music. If done right, you can still get passable to acceptable quality with a 32kbs bitrate.Pelle123 wrote:@Bouncy: They are .mp3 files
- Orangewaggs
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Re: HeXetic: Rise of D'Sparil
yeah.... Gez I cant download it there they said it wasnt in my territorry or something like that but thanks for trying....
Re: HeXetic: Rise of D'Sparil
You claim to be "Somewhere in Iowa" in your profile, and while I'm not the world's best geography expert, I'm pretty sure that Iowa is in the USA. So, that'd odd to learn that apparently, the USA (where Valve and its Steam service are based) are outside of the territory covered by Steam...
- Orangewaggs
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Re: HeXetic: Rise of D'Sparil
that's ok though im not worried i got heretic anyways 
- Pinky's ass
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Re: HeXetic: Rise of D'Sparil
YAY, a Heretic wad. 
Re: HeXetic: Rise of D'Sparil
Okay I've got some problems now... I'm trying to convert weapons from Hexen to Heretic and with my decorate skill it isn't so simple
For now I have converted the Serpent Staff and Firestorm (spell) and the Serpent Staff works about 90% now. (Firestorm maybe 10%
)
Problems;
1) The Serpent Staff:
In Hexen, the Serpent Staff will "?suck life?" (melee attack) when fired next to enemy... I don't have a clue how to make this because in Wiki there is some things called "natives" so it's a problem for me. The current code for the
Serpent Staff is (much different than at wiki because I had to remake it because of the natives
):
2) Firestorm:
Okay this is about 5 times more tricky than the Serpent Staff... It should fire a missile with a flame trail. After hitting an enemy it should release a circle of small flames that move out of the missile on ground and then explode making some damage.
(Bad) Video example:
The Wiki code for the firestorm:
And that's it. I would be very happy if someone could help because this is slowing down my progress and the first demo release...
For now I have converted the Serpent Staff and Firestorm (spell) and the Serpent Staff works about 90% now. (Firestorm maybe 10%
Problems;
1) The Serpent Staff:
In Hexen, the Serpent Staff will "?suck life?" (melee attack) when fired next to enemy... I don't have a clue how to make this because in Wiki there is some things called "natives" so it's a problem for me. The current code for the
Serpent Staff is (much different than at wiki because I had to remake it because of the natives
Spoiler:
2) Firestorm:
Okay this is about 5 times more tricky than the Serpent Staff... It should fire a missile with a flame trail. After hitting an enemy it should release a circle of small flames that move out of the missile on ground and then explode making some damage.
(Bad) Video example:
Spoiler:So the things I need to get working correctly are the flame trail and the circle of flames thing. My code for the Firestorm for now is:
Spoiler:
The Wiki code for the firestorm:
Spoiler: Firestorm
And that's it. I would be very happy if someone could help because this is slowing down my progress and the first demo release...
Re: HeXetic: Rise of D'Sparil
How many time will I need to say it? Everything is a native function. Every single codepointer you ever used in DECORATE is a native function. Without any exception.
The native keyword is simply used in the first class that uses it, and only this class and classes inheriting from it can use it.
Which is why the [wiki=Classes:Actor]Actor[/wiki] class has so long a list of native functions.
Next, second point: why do you even bother "convert" the Hexen weapons? They're already there, right in ZDoom.pk3. Just do something like this:
And there you go! You can put serpent staves everywhere you want in a Heretic map. Or a Doom map, for that matter. Even Strife or Chex.
Now, you want to modify it to use goldwandammo? Simple!
It works, and that's all you need to do.
Why won't people ever learn about inheritance? Why do they bother rewriting entire classes that are already there, and only manage to fumble them up in the process?
And you absolutely don't need to redefine the projectiles, unless you want them to behave differently.
When porting stuff from one ZDoom game to another, here's the question you have to ask yourself: Do you want to use the item exactly as it is in the other game, or to modify it a bit as well?
- If "exactly", then all you need is to give it a DoomEdNumber, and possibly a SpawnID. For that, simply create a [wiki=Classes:RandomSpawner]RandomSpawner[/wiki], give it the DoomEdNum and SpawnID, and make it drop the item you wall all the time.
- If "modified a bit", then instead of using a RandomSpawner, inherit from the object and in its code only put whatever is modified -- do not copy the entire thing.
The native keyword is simply used in the first class that uses it, and only this class and classes inheriting from it can use it.
Which is why the [wiki=Classes:Actor]Actor[/wiki] class has so long a list of native functions.
Next, second point: why do you even bother "convert" the Hexen weapons? They're already there, right in ZDoom.pk3. Just do something like this:
Code: Select all
Actor SerpentStaff : RandomSpawner 10086 { DropItem "CWeapStaff" }Now, you want to modify it to use goldwandammo? Simple!
Code: Select all
Actor SerpentStaff : CWeapStaff 10086 { Weapon.AmmoType "goldwandammo" } Why won't people ever learn about inheritance? Why do they bother rewriting entire classes that are already there, and only manage to fumble them up in the process?
And you absolutely don't need to redefine the projectiles, unless you want them to behave differently.
When porting stuff from one ZDoom game to another, here's the question you have to ask yourself: Do you want to use the item exactly as it is in the other game, or to modify it a bit as well?
- If "exactly", then all you need is to give it a DoomEdNumber, and possibly a SpawnID. For that, simply create a [wiki=Classes:RandomSpawner]RandomSpawner[/wiki], give it the DoomEdNum and SpawnID, and make it drop the item you wall all the time.
- If "modified a bit", then instead of using a RandomSpawner, inherit from the object and in its code only put whatever is modified -- do not copy the entire thing.
Re: HeXetic: Rise of D'Sparil
Orangewaggs : You still haven't got the Heretic,right?
Re: HeXetic: Rise of D'Sparil
To get rid of hardcoded stuff - for example HereticWeapon Weapon and Mage/Fighter/ClericWeapon have different base offset. Try it somewhere use the same srites but inherit once from HereticWeapon and once from Weapon.Gez wrote:Next, second point: why do you even bother "convert" the Hexen weapons?
Second thing is class related stuff binded to HeXen weapons. It doesnt matter when you use only one class, but it becomes very tricky when using more.
To the problem - Working serpent staff (completely recoded) is used in AEOD. Steal it. And for Firestorm - make it just shot the original HeXen projectile, simpliest way.
Re: HeXetic: Rise of D'Sparil
And why would you want to use inappropriate offsets?neoworm wrote:To get rid of hardcoded stuff - for example HereticWeapon Weapon and Mage/Fighter/ClericWeapon have different base offset. Try it somewhere use the same srites but inherit once from HereticWeapon and once from Weapon.
This is irrelevant when going in the Hexen->other game direction. It's only tricky if you want to add weapons to Hexen classes.neoworm wrote:Second thing is class related stuff binded to HeXen weapons. It doesnt matter when you use only one class, but it becomes very tricky when using more.
