[Project] Snarboo's Mod Journal

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qwerqsar
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Post by qwerqsar »

Luckily I am part of the chosen few :D . Downloading...
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Snarboo
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Post by Snarboo »

Just added the secondary fire for the sapphire wand. Nothing amazing. The wand will open up a bit and then fire two bolts at an angle. Now to add the Mage's dark weapon. :)

Fist post is now updated to relfect changes in the journal!
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Shadelight
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Post by Shadelight »

Hex-En sounds very interesting, I wanna like where this is going. :)
Blade

Post by Blade »

Snarboo wrote:Just added the secondary fire for the sapphire wand. Nothing amazing. The wand will open up a bit and then fire two bolts at an angle. Now to add the Mage's dark weapon. :)

Fist post is now updated to relfect changes in the journal!
any progres??
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Snarboo
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Post by Snarboo »

I'm currently working on the Blade Wave. I have most of the graphics for it finished, I just need to work on it some more and then make the decorate code. :)
Blade

Post by Blade »

Snarboo wrote:I'm currently working on the Blade Wave. I have most of the graphics for it finished, I just need to work on it some more and then make the decorate code. :)
Blade you say?
heh so witchaven and might and magic enemies right?
GReat!
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Snarboo
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Post by Snarboo »

I meant Blood Wave, actually. Although the "Blade Wave" kind of describes the Fighter's dark weapon pretty well. I think I called it the Blade Storm instead though.
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Snarboo
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Post by Snarboo »

Alright, here's the current version of the mod:
Hex-En

New to this beta is the Mage's dark weapon, the Blood Wave. The weapon is working how I want it to, I just need to add an idle animation where blood drips from the Mage's fingers. It's the projectile I'm not happy with. It flies in a straight line and can go through multiple enemies. BORING!

I've tried numerous things to make it more exciting: serpent staff weaving, various kinds of homing, even ThrustThing, which only seemed to work relative to the map and not the actor. I want this thing to be more dynamic, but I'm not sure how to do it. Any suggestions?

Currently the new mana types are not implemented. Death mana will be spawned on occassion by certain monsters when they die. Life mana will be spawned by monsters killed with dark weapons, as the dark nature of the weapon draws out any light that might have been in the monster.

After I finish the Mage's light weapon and modify the Blood Scourge to fire a new projectile that uses light and dark mana for it's secondary, I'm going to pu the mod on hold to focus on Let's Get Medieval.
Gez
 
 
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Re: [Project] Let's get Medival! + Hex Weps Pg. 1!

Post by Gez »

Snarboo wrote:-New weapons for the fighter. Enhanced fists with more punches and moves, a toggleable Axe, no planned changes for the Hammer yet and a Quietus that can be used without ammo.
Have you noticed the fighter's gauntlets are actually the gauntlets of the necromancer from Heretic, except the fighter apparently doesn't know how to use the energy attack?

I think the punch is powerful enough -- when importing that weapon in Doom, you can gib zombiemen and even sergeants with it. But I'm thinking something could be done so that the gauntlets of the necromancer attack could be used as alt fire, maybe when there is a Tome of Power in the inventory (using JumpIfInventory). And of course, if the Tome is used, then we get the gauntlets of the vampire; though maybe they'd still be the alt-fire and the primary fire would be superberserk punches.
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Snarboo
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Post by Snarboo »

I'm definitely going to use the Gauntlets of the Necromancer for the Fighter's dark weapon. There's no way I turn down weapon frames that look so similar to the fighter's other weapons.

As for his fists, I'm changing them because his current reportoire is boring. Seriously, how could someone who calls themself a fighter use the same three punches over and over again? In return, I'm going to make him a more interesting brawler. His fists might not be quite as powerful, but he'll have more variety.

At very close ranges, he'll use a series of alternating quick jabs. At medium range, he'll do standard punches. At longer, he'll do a nasty right hook similar to his current combo ender. For the secondary fire, he'll do an overhead smash that takes a while to charge up, but will totally brain a monster when it connects. This should make him a much better brawler and not someone you want to mess with in a fist fight. That's where the fighter's strength lies.

It's kind of like what I'm doing with the Mage. He is very reliant on Mana, more so than any other class, but now he has more spells to cast and ways to do damage so his mana goes farther. I honestly hate how weak the Mage was in crowded fights and how he has to rely on the range of his spells to wittle monsters down, so now most of his alternate attacks are better for crowds. What Mage worth his muster couldn't think of a clever way to change a spell to give it a different behavior, anyway? Makes him more interesting to play with and less tedious, IMO.

Hexen was always a FPS with strong fantasy overtones. That's why I wanted to make this mod, to give the fantasy elements more meat. :)
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Zippy
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Post by Zippy »

Snarboo wrote:even ThrustThing, which only seemed to work relative to the map and not the actor.
Use the angle keyword in DECORATE to refer to the actor's angle. This will let you give thrust relative to the thing. angle will give you the actor's angle in degrees.
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Snarboo
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Post by Snarboo »

Wow, I didn't know you could do that. Can you give me an example of what you mean? I'm not sure I entirely follow you.
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Zippy
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Post by Zippy »

Code: Select all

// Imp ball with a constant acceleration
ACTOR TestBall : DoomImpBall
{
	Speed 0
	States
	{
		Spawn:
			BAL1 AB 4 BRIGHT
			// Thrust it in the direction it is facing
			BAL1 A 4 BRIGHT ThrustThing( (angle*256)/360, 4, 0, 0)
			BAL1 B 4 BRIGHT
			Loop
	}
}

// Imp ball which zig zags
ACTOR TestBall2 : DoomImpBall
{
	States
	{
		Spawn:
			// Give it an initial right thrust of 12
			BAL1 A 0
			BAL1 A 4 BRIGHT ThrustThing( ((angle*256)/360) - 64, 12, 0, 0)
			BAL1 B 2 BRIGHT
			// Spawn+3
			// Thrust left.  Remember to overcome right thrust of 12
			BAL1 A 4 BRIGHT ThrustThing( ((angle*256)/360) + 64, 24, 0, 0)
			BAL1 AB 4 BRIGHT
			// Thrust right.  Remember to overcome left thrust of 12
			BAL1 A 4 BRIGHT ThrustThing( ((angle*256)/360) - 64, 24, 0, 0)
			BAL1 BA 4 BRIGHT
			Goto Spawn+3
	}
}

// Test weapon
ACTOR TestBallShooter : Pistol
{
	States
	{
		Fire:
		Hold:
			PISG A 4
			PISG B 0 A_FireCustomMissile("TestBall")
			PISG B 6 A_GunFlash
			PISG C 4
			PISG B 5 A_ReFire
			goto Ready
		AltFire:
		AltHold:
			PISG A 4
			PISG B 0 A_FireCustomMissile("TestBall2")
			PISG B 6 A_GunFlash
			PISG C 4
			PISG B 5 A_ReFire
			goto Ready
	}
}
Also, with regards to the ((angle*256)/360)... it is converting the angle's degrees into a byte angle value. While the order of operations dictates that ((angle*256)/360) and (angle*256/360) should be equivalent, that doesn't seem to always be the case, so I would recommend leaving the conversion completely qualified.
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Snarboo
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Post by Snarboo »

Alright, that helps! Thanks. :)

Edit:
Now the projectile seems to be thrust in random directions, either relative to the projectile, the map, or something else.

Here's the code for the missile. Anything wrong it?
Spoiler:
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Zippy
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Post by Zippy »

Hm. I'll look at it when I get off work, but in the meantime, the first thing I would personally try:

Code: Select all

(((angle*256)/360) - 32) -> ((angle*256)/360) - 32
I know that removing the outer parentheses doesn't seem like it should do anything, but in my mind it is worth a shot given the order of operations thing mentioned earlier. It's possible the parentheses can get screwy with how ThrustThing interprets the angle, I suppose.

EDIT: Well, I've looked at it quickly and, to be honest, I'm not really sure. The example I wrote works perfectly in 2.1.7 (as does your code), but there is a clear problem in the SVN version. I'm not sure what to make of it. When you find an angle where the thrusting occurs in bizarre directions, it consistently happens, but because the problematic angles seem to arbitrary rather than based in a range, I'm really not sure why it is occurring. Some kind of overflow problem was my first guess, but then it would be unusual that it both worked in a previous version and that the problem isn't based in a range of angles.

I would see if anybody else who has been using the SVN versions has any thoughts or suggestions. If I have the time I'll look more deeply into it, but this is shaping up to be about the worst day possible when it comes to me getting free time.
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