Work starts next month, after I finish my current large work project. Haven't had time due to work.Gez wrote:That's the plan, but the super-secret map is not publicly available yet -- it's waiting for the custom monster roster to be finished first.

Work starts next month, after I finish my current large work project. Haven't had time due to work.Gez wrote:That's the plan, but the super-secret map is not publicly available yet -- it's waiting for the custom monster roster to be finished first.
Spoiler:
That's some cool arse shark human man. Cool stuff! Tho the blood is somewhat brighter than usual.Amuscaria wrote:Spoiler:
Those have been cut from the project. I think 3 custom monsters for one joke map is enough.undeadmonk354 wrote:Right after the Sharkman and Sharkopter is the SharkBrute and Megalocopter, correct?
Spoiler:ON an unrelated note, I need help debugging a rare bug with the immolator's fire. On occasion, if when the projectile hits the ground or a wall, the death animation loops endlessly, even though there is nothing in the death animation telling it to loop. The only thing the projectile inherits from is the FastProjectile Class.
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Death:
FIRE ABA 2 Bright A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET)
FIRE B 2 Bright {A_FireCrackle; A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);}
FIRE A 2 Bright {A_Fire(20); A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);}
FIRE BCB 2 Bright {A_Fire(20); A_DamageTracer(4,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);}
FIRE CBCD 2 Bright {A_Fire(20); A_DamageTracer(3,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);}
FIRE CDEDEF 2 Bright {A_Fire(20); A_DamageTracer(2,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);}
FIRE EFEFGHGHGH 2 Bright A_Fire(20)
stop
I've had the same problem with my own mod, and managed to fix it by changing the Death state to a 0-tic duration. I think you will need to place all the effects on an actor spawned by A_SpawnItemEx, rather than sticking them in the Death state. I actually just talked to someone about this after reading your post, because I thought it was interesting how you and I had a similar problem. To quote them:Amuscaria wrote: ON an unrelated note, I need help debugging a rare bug with the immolator's fire. On occasion, if when the projectile hits the ground or a wall, the death animation loops endlessly, even though there is nothing in the death animation telling it to loop. The only thing the projectile inherits from is the FastProjectile Class.
Bug's pretty rare, but I've seen it enough times to know it wasn't just a random glitch. I'm guessing it has something to do with the src pointer. I want the kill from the fire to be attributed to the player that shot the porjectile, so I assumed I have to use AAPTR_TARGET (?).Code: Select all
Death: FIRE ABA 2 Bright A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET) FIRE B 2 Bright {A_FireCrackle; A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);} FIRE A 2 Bright {A_Fire(20); A_DamageTracer(5,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);} FIRE BCB 2 Bright {A_Fire(20); A_DamageTracer(4,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);} FIRE CBCD 2 Bright {A_Fire(20); A_DamageTracer(3,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);} FIRE CDEDEF 2 Bright {A_Fire(20); A_DamageTracer(2,"wepfire",DMSS_AFFECTARMOR,"None","None",AAPTR_TARGET);} FIRE EFEFGHGHGH 2 Bright A_Fire(20) stop
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TNT1 A 1 A_SpawnItemEx("VolleyShotWallExplosion")
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TNT1 A 0 A_SpawnItemEx("VolleyShotWallExplosion")
I would love to make this standalone, but I don't think it's legal for me to just copy all of Doom 2's sprites and sounds into the wad.