New features (last update 8.8.2005)

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skadoomer
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Post by skadoomer »

Can i suggest this or maybe this as possible features for future builds?
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Cutmanmike
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Post by Cutmanmike »

both of these would be an advantage towards my platform levels MK II
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Grubber
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Post by Grubber »

@skadoomer: working on
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Bio Hazard
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Post by Bio Hazard »

Could someone add a "Release" state to weapons so it would be easier to make charging weapons that fire when you release the button?

and maybe a "SKIPTORELEASE" flag to make it skip to the release state even when its in the middle of another state

and would it be possible to make an A_JIGGLE(x-max,y-max) codepointer? it would make the weapon sprite jiggle around the screen. to simulate a weapon becoming unstable due to charging too long

and how will altfire work? will there be an "AltFire" state and an "AltHold" state?
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Graf Zahl
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Post by Graf Zahl »

Bio Hazard wrote:Could someone add a "Release" state to weapons so it would be easier to make charging weapons that fire when you release the button?

and maybe a "SKIPTORELEASE" flag to make it skip to the release state even when its in the middle of another state
That would be a little too intrusive I fear. So for the unofficial build I fear it won't come (unless Grubber thinks differently.)
and would it be possible to make an A_JIGGLE(x-max,y-max) codepointer? it would make the weapon sprite jiggle around the screen. to simulate a weapon becoming unstable due to charging too long
Shouldn't be too hard - if you have a good formula to calculate the movement.
and how will altfire work? will there be an "AltFire" state and an "AltHold" state?

The states already exist. The only thing that was missing was a means to activate alternate fire.
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Bio Hazard
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Post by Bio Hazard »

Graf Zahl wrote:That would be a little too intrusive I fear. So for the unofficial build I fear it won't come (unless Grubber thinks differently.)
Can anyone think of a way to get around it? Currently, it's very annoying to release the button and it actually firing some time between instantly and 2 seconds :\
Graf Zahl wrote:Shouldn't be too hard - if you have a good formula to calculate the movement.
Um, just add or subtract a random number between 0 and max to the weapon's offset, wait a tic or so, reset the offset and do it again?

EDIT: how about this:

Code: Select all

void A_Jiggle(int xmax,int ymax,int delay,int count){
	int i=0;
	for(i=0;i<count;i++){
		if(rand()%2==1){weapon->xoff += rand()%xmax;}else{weapon->xoff -= rand()%xmax;}
		if(rand()%2==1){weapon->yoff += rand()%ymax;}else{weapon->yoff -= rand()%ymax;}
		sleep(delay);
		weapon->xoff = weapon->realxoff;
		weapon->yoff = weapon->realyoff;
	}
}
Last edited by Bio Hazard on Sun Jun 19, 2005 4:58 pm, edited 1 time in total.
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DoomRater
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Post by DoomRater »

I just want to be able to change the gun's offset manually so I don't need a crapload of frames with different offsets and all the same graphics.
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Graf Zahl
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Post by Graf Zahl »

Bio Hazard wrote: EDIT: how about this:

Code: Select all

void A_Jiggle(int xmax,int ymax,int delay,int count){
	int i=0;
	for(i=0;i<count;i++){
		if(rand()%2==1){weapon->xoff += rand()%xmax;}else{weapon->xoff -= rand()%xmax;}
		if(rand()%2==1){weapon->yoff += rand()%ymax;}else{weapon->yoff -= rand()%ymax;}
		sleep(delay);
		weapon->xoff = weapon->realxoff;
		weapon->yoff = weapon->realyoff;
	}
}

I'll add that - with the necessary modifications of course
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Graf Zahl
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Post by Graf Zahl »

DoomRater wrote:I just want to be able to change the gun's offset manually so I don't need a crapload of frames with different offsets and all the same graphics.
Easier said than done. The weapon offsets are absolute values that have to be set for each frame. When an A_MoveWeapon function is called the old ones no longer exist.
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DoomRater
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Post by DoomRater »

Graf Zahl wrote:The weapon offsets are absolute values that have to be set for each frame. When an A_MoveWeapon function is called the old ones no longer exist.
Thanks for clearing that up. I get the problem now.
farlowj
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Post by farlowj »

Could a possible feature be added that, via decorate, or a flag, a monster can go above a fake floor when there is a water thing present? Could make fish, or sharks, or something that can only be in the water, that would be nice.
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Bio Hazard
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Post by Bio Hazard »

Graf Zahl wrote:I'll add that - with the necessary modifications of course
really? oO cool :)

How will it work? will it only jiggle for the duration of that frame? or will it jiggle untill A_Jiggle(0,0,0,0) is called?
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Post by DoomRater »

farlowj wrote:Could a possible feature be added that, via decorate, or a flag, a monster can go above a fake floor when there is a water thing present? Could make fish, or sharks, or something that can only be in the water, that would be nice.
Check Mouse's mod Wolfen, there were fish in that mod. I think they were Modded Lost Souls.
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Graf Zahl
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Post by Graf Zahl »

Bio Hazard wrote:
Graf Zahl wrote:I'll add that - with the necessary modifications of course
really? oO cool :)

How will it work? will it only jiggle for the duration of that frame? or will it jiggle untill A_Jiggle(0,0,0,0) is called?

You'd have to call it every tic to make it work. Making this a continuous effect is a little more complicated.
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Graf Zahl
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Post by Graf Zahl »

DoomRater wrote:
farlowj wrote:Could a possible feature be added that, via decorate, or a flag, a monster can go above a fake floor when there is a water thing present? Could make fish, or sharks, or something that can only be in the water, that would be nice.
Check Mouse's mod Wolfen, there were fish in that mod. I think they were Modded Lost Souls.
Yes, they were but they would have gone above a water surface if it had been there.
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