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Re: What's the dirtiest trick you've had to pull?

Posted: Sun Aug 30, 2009 8:59 am
by Jimmy
Virtually all of Blocks of Doooom's (the first one) ACS is an utter mess. I'm surprised it holds together considering how hacky and unclean it is - in fact I daresay that sooner or later a version of ZDoom will come along breaking it completely. :P

Re: What's the dirtiest trick you've had to pull?

Posted: Sun Aug 30, 2009 10:07 am
by Isle
Siggi wrote:Wasn't the method for getting around the 8 weapons per key limit in Urban Brawl a huge hack?
I remember that being mentioned somewhere.
eh, maby. most decorate stuff winds up being a "hack".

Re: What's the dirtiest trick you've had to pull?

Posted: Sun Aug 30, 2009 6:38 pm
by Demolisher
I made the quake I items 3d map geometry, and instant lowering after pickup.

Re: What's the dirtiest trick you've had to pull?

Posted: Sat Sep 05, 2009 11:47 am
by Amuscaria
The only thing I can say that i did was slightly hack would be the Soul Leech's draining effect. Still isn't perfect because it doesn't work in Co-op (souls randomly pick other players to goto rather than the shooter), and doesn't work for DM at all. I've been trying to fix this problem, but i've not yet managed to get the thing to home in only on the player. O_o

Re: What's the dirtiest trick you've had to pull?

Posted: Sat Sep 05, 2009 1:09 pm
by DoomRater
The entire left gun in my dual glock mod. Thankfully it ended up looking so much neater with custom state jumps than I had feared, but man that was some tricky coding for everything.

Also, the Matilda is a giant hack of blocker projectiles so that hitscans can get through a short period of gaps in the shield. Next time I attempt this I'm going all projectile/railgun attitude with it instead so I don't end up with a gap.

Re: What's the dirtiest trick you've had to pull?

Posted: Sat Sep 05, 2009 2:51 pm
by Ceeb
The first complex weapon I ever wrote was my minigun for my Hell Worm project. It's first incarnation was in DeHackEd (a constantly-spinning, fast-firing minigun, it was actually pretty efficient with the frames) but I wanted to switch to DECORATE for reasons obvious.

Like I said, as my first complex weapon, it was fucking hideous. It worked well, but had so much shit going on I could've solved by looking up relavent functions on the Wiki.

When I rewrote it, as I did several times to all my weapons, I literally had to start from scratch, it was so bad.

But the dirty trick here is how I made the weapon play a warning beep as it neared overheating. The player would be given an item when the gun saw you had at least 75 "heats", and would jump to a zero-length state where the weapon played a bee-bee-beep noise (the low ammo sound from Doom 3's machine gun actually, but it's all good), then give you an item that said the warning was over so the gun would jump over the check for the warning check item.

I went crosseyed typing that. :blergh:

Re: What's the dirtiest trick you've had to pull?

Posted: Tue Sep 08, 2009 6:36 pm
by Apothem
Hmmmmmm... most hacky thing.... If I had to go for specifics, a monster spawner that replaces all monsters based on their spawnid was a bit wierd. Especially when ZDoom apparently doesn't even give the zombieman a spawn id anymore apparently.

Re: What's the dirtiest trick you've had to pull?

Posted: Tue Sep 08, 2009 8:25 pm
by esselfortium
The dirtiest trick the ZDoom ever pulled, was convincing the world he didn't exist...

Re: What's the dirtiest trick you've had to pull?

Posted: Wed Sep 09, 2009 1:39 am
by Gez
Apothem wrote:Hmmmmmm... most hacky thing.... If I had to go for specifics, a monster spawner that replaces all monsters based on their spawnid was a bit wierd. Especially when ZDoom apparently doesn't even give the zombieman a spawn id anymore apparently.
Yes it does, it's T_ZOMBIE (4).


However, I'd expect a replacer based on [wiki]spawn numbers[/wiki] to only work when the monster is spawned by an ACS function that refers to the actor by its spawn number. It wouldn't work for things placed directly on the map, and it wouldn't work for monsters spawned by functions such as [wiki]SpawnSpot[/wiki].

Re: What's the dirtiest trick you've had to pull?

Posted: Wed Sep 09, 2009 2:43 am
by Cutmanmike
HotWax wrote:
Kinsie wrote:the hackiest, most counter-intuitive method
Ever heard of the ChickenSaver(TM)? ;)
It made ZCTC about 300kb bigger! (not really)

Before DECORATE, anything that manipulated actors belongs in here. There's a ton of things in ZPortal and GVH that I could shove in here too but I can't think of anything off the top of my mind.

Re: What's the dirtiest trick you've had to pull?

Posted: Wed Sep 09, 2009 2:54 am
by Apothem
Gez wrote:
Apothem wrote:Hmmmmmm... most hacky thing.... If I had to go for specifics, a monster spawner that replaces all monsters based on their spawnid was a bit wierd. Especially when ZDoom apparently doesn't even give the zombieman a spawn id anymore apparently.
Yes it does, it's T_ZOMBIE (4).


However, I'd expect a replacer based on [wiki]spawn numbers[/wiki] to only work when the monster is spawned by an ACS function that refers to the actor by its spawn number. It wouldn't work for things placed directly on the map, and it wouldn't work for monsters spawned by functions such as [wiki]SpawnSpot[/wiki].
I know that's the spawn id, but apparently, when you go to read it in the script, it wont detect it. It's literally the only monster it ignores. Code works perfectly fine and works for me. Basing it off of spawn id's was kinda more of an experiment than my final solution. It was one of those things that I just wanted to see if it'd work. Surprisingly, it did, and almost too well. But it's all based off of a script that I put into every monster's spawn state (including the originals).

Re: What's the dirtiest trick you've had to pull?

Posted: Wed Sep 09, 2009 3:20 am
by Gez
I'd be interested in seeing that code, because if it works for other values it should work for 4 as well. There is no conflict or other issue with the zombieman's spawnid.

Re: What's the dirtiest trick you've had to pull?

Posted: Wed Sep 09, 2009 7:34 am
by Scuba Steve
Siggi wrote:Wasn't the method for getting around the 8 weapons per key limit in Urban Brawl a huge hack?
Oh hay, the request I made numerous times in the 'requested features' forum... only to be told by Graf that no quality mod would ever need more than 8 per slot so he refused to increase the number

Re: What's the dirtiest trick you've had to pull?

Posted: Wed Sep 09, 2009 7:36 am
by Cutmanmike
Wait, so you can only have 8 per setslot? Cause that might be a problem for my megaman mod... Or am I thinking this the wrong way.

Re: What's the dirtiest trick you've had to pull?

Posted: Wed Sep 09, 2009 8:10 am
by Gez
Cutmanmike wrote:Wait, so you can only have 8 per setslot?
I think that limit was removed when the [wiki]weapon slots[/wiki] system was reorganized.