Next release: Real 3D floors?
- Cutmanmike
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- Lexus Alyus
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- TheDarkArchon
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Agreed. I found it easy to transfer from DDF to DECORATE. Hopefully weapons implementation will be similar.Graf Zahl wrote:DECORATE was inspired to a large degree by the monster definition capabilities of DDF.
EDIT: And FYI, Graf, JDoom's models animate smoothly while VaVoom's (at least Silent Steels's, which were Q2 rips.) models jerk-from-on-one-frame-to-another-just-like-sprites-but-it-is-more-noticable-with-models.
- TheDarkArchon
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The best weapons mod, period, I'll give you that. But it's the ONLY reason I have EDGE as there are still too many flaws with it, especially with it's GL renderer. And when .64 comes out, Cory Whittle is BOUND to port it to ZDoom, seeing he has used ZDoom before.wildweasel wrote:And most of all, Immoral Conduct.
The flawed GL renderer mean that activating these with Immoral Conduct kills your framerate.WildWeasel (AGAIN) wrote:dynamic lights
If you want to get picky, there's really no such thing as "unlimited" when it comes to computers. Eventually you've got to run out of hard drive space...NiGHTMARE wrote:Neither ZDoom nor EDGE have support for an unlimited amount of sprites, since there's a limit to the number of possible 8-character combinations.

- Graf Zahl
- Lead GZDoom+Raze Developer
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- Location: Germany
If Randy didn't change anything, yes.TheDarkArchon wrote:Agreed. I found it easy to transfer from DDF to DECORATE. Hopefully weapons implementation will be similar.Graf Zahl wrote:DECORATE was inspired to a large degree by the monster definition capabilities of DDF.
Here are 2 test weapons with which I tested the format:
Code: Select all
WEAPON HolyCross 10181
{
PuffType PlasmaPuff
PickupSound "misc/p_pkup"
PickupMsg "You got the holy cross. use it wisely!"
FireSound "*fist"
AmmoType Faith
PerShot 1
GiveAmmo 100
States
{
Spawn:
CRSS A -1 BRIGHT
Loop
Ready:
CROS A 1 A_WeaponReady
Loop
Deselect:
CROS A 1 A_Lower
Loop
Select:
CROS A 1 A_Raise
Loop
Fire:
PUNG B 4
PUNG C 4 A_CustomPunch(10000)
PUNG D 5
PUNG C 4
PUNG B 5 A_ReFire
Goto Ready
}
}
//===========================================================================
//
// Shotgun
//
//===========================================================================
WEAPON TestShotgun 12001
{
PickupSound "misc/w_pkup"
PickupMsg "You got the experimental shotgun!"
AmmoType Shell
GiveAmmo 8
PerShot 2
FireSound "weapons/shotgf"
PuffType PlasmaPuff
HitPuffType YPlasmaPuff
OptionalAmmo
Scale 2
States
{
Spawn:
SHOT A -1
Loop
Ready:
SHTG A 1 A_WeaponReady
Loop
Deselect:
SHTG A 1 A_Lower
Loop
Select:
SHTG A 1 A_Raise
Loop
Fire:
SHTG A 3 A_JumpIfNoAmmo(14)
SHTG A 0 A_GunFlash
SHTG A 0 A_FireCustomMissile("PlasmaBall")
SHTG A 0 A_FireCustomMissile("PlasmaBall", -3, 1, -5, 0)
SHTG A 0 A_FireCustomMissile("PlasmaBall", 3, 1, 5, 0)
SHTG A 0 A_FireCustomMissile("PlasmaBall", -6, 1, -5, 5)
SHTG A 7 A_FireCustomMissile("PlasmaBall", 6, 1, 5, 5)
SHTG BC 5
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
Goto Ready
SHTG A 3
SHTG A 0 A_GunFlash
SHTG A 7 A_FireBullets(10, 0, 15, 10)
SHTG BC 5
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
Goto Ready
Flash:
SHTF A 4 BRIGHT A_Light1
SHTF B 3 BRIGHT A_Light2
SHTF B 0 A_Light0
Stop
WL2_Fire:
SHTG A 3 A_JumpIfNoAmmo(10)
SHTG A 0 A_GunFlash
SHTG A 0 A_FireCustomMissile("BFGBall")
SHTG BC 5
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
Goto Ready
SHTG A 3
SHTG A 0 A_GunFlash
SHTG A 7 A_FireBullets(10, 5, 25, 6)
SHTG BC 5
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
Goto Ready
}
Weaponlevel2
PuffType YPlasmaPuff
HitPuffType PlasmaPuff
}
(BTW, that was 6(!) months ago...

- wildweasel
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I'll admit my system is a semi-decent one (933 MHz with Geforce 4 TI), but the latest version of EDGE does not have poor framerates. I've played it with ICD-SE, and it still runs happily at 35 FPS. (Kinda makes me wish it had that uncapped framerate...)TheDarkArchon wrote:The flawed GL renderer mean that activating these with Immoral Conduct kills your framerate.WildWeasel (AGAIN) wrote:dynamic lights
Like I said though, EDGE isn't my preferred port. I use it now because obviously 2.0.64 isn't out yet, so I can't do cool stuff with its weapons yet.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
I LOVE IT!!Graf Zahl wrote:If Randy didn't change anything, yes.I wrote:Agreed. I found it easy to transfer from DDF to DECORATE. Hopefully weapons implementation will be similar.Graf Zahl wrote:DECORATE was inspired to a large degree by the monster definition capabilities of DDF.
Here are 2 test weapons with which I tested the format:
Code: Select all
WEAPON HolyCross 10181 { PuffType PlasmaPuff PickupSound "misc/p_pkup" PickupMsg "You got the holy cross. use it wisely!" FireSound "*fist" AmmoType Faith PerShot 1 GiveAmmo 100 States { Spawn: CRSS A -1 BRIGHT Loop Ready: CROS A 1 A_WeaponReady Loop Deselect: CROS A 1 A_Lower Loop Select: CROS A 1 A_Raise Loop Fire: PUNG B 4 PUNG C 4 A_CustomPunch(10000) PUNG D 5 PUNG C 4 PUNG B 5 A_ReFire Goto Ready } } //=========================================================================== // // Shotgun // //=========================================================================== WEAPON TestShotgun 12001 { PickupSound "misc/w_pkup" PickupMsg "You got the experimental shotgun!" AmmoType Shell GiveAmmo 8 PerShot 2 FireSound "weapons/shotgf" PuffType PlasmaPuff HitPuffType YPlasmaPuff OptionalAmmo Scale 2 States { Spawn: SHOT A -1 Loop Ready: SHTG A 1 A_WeaponReady Loop Deselect: SHTG A 1 A_Lower Loop Select: SHTG A 1 A_Raise Loop Fire: SHTG A 3 A_JumpIfNoAmmo(14) SHTG A 0 A_GunFlash SHTG A 0 A_FireCustomMissile("PlasmaBall") SHTG A 0 A_FireCustomMissile("PlasmaBall", -3, 1, -5, 0) SHTG A 0 A_FireCustomMissile("PlasmaBall", 3, 1, 5, 0) SHTG A 0 A_FireCustomMissile("PlasmaBall", -6, 1, -5, 5) SHTG A 7 A_FireCustomMissile("PlasmaBall", 6, 1, 5, 5) SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 3 SHTG A 7 A_ReFire Goto Ready SHTG A 3 SHTG A 0 A_GunFlash SHTG A 7 A_FireBullets(10, 0, 15, 10) SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 3 SHTG A 7 A_ReFire Goto Ready Flash: SHTF A 4 BRIGHT A_Light1 SHTF B 3 BRIGHT A_Light2 SHTF B 0 A_Light0 Stop WL2_Fire: SHTG A 3 A_JumpIfNoAmmo(10) SHTG A 0 A_GunFlash SHTG A 0 A_FireCustomMissile("BFGBall") SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 3 SHTG A 7 A_ReFire Goto Ready SHTG A 3 SHTG A 0 A_GunFlash SHTG A 7 A_FireBullets(10, 5, 25, 6) SHTG BC 5 SHTG D 4 SHTG CB 5 SHTG A 3 SHTG A 7 A_ReFire Goto Ready } Weaponlevel2 PuffType YPlasmaPuff HitPuffType PlasmaPuff }
(BTW, that was 6(!) months ago...)

- Graf Zahl
- Lead GZDoom+Raze Developer
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- Location: Germany
Secondary firing is for the Tome of Power, not a second firing key.
As for the ammo types: Randy said he implemented them differently than I did so I didn't post my implementation.
You are still limited to at most 80 weapons in a game because that is the absolute maximum ZDoom can handle simultaneously (10 weapon slots * 8 weapons in each one)
As for the ammo types: Randy said he implemented them differently than I did so I didn't post my implementation.
You are still limited to at most 80 weapons in a game because that is the absolute maximum ZDoom can handle simultaneously (10 weapon slots * 8 weapons in each one)
- TheDarkArchon
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