[Project] Snarboo's Mod Journal

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Post by BouncyTEM »

Sounds good to me. :D

I'm thinking of doing the black dragon next.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Post by Snarboo »

I've run into a problem that might make this ZDoom only for now. Apparently, GZDoom has implemented custom damagetypes and even damagescale, but not custom damage painchance. When I put painchance.Blunt in the Earth Elemental's code, just like the wiki states, I get "Unknown Actor Property". I'm not sure if it's something I'm doing or a developement feature that requires the latest ZDoom SVN.

So far, everything else has worked with GZDoom as is.

Edit:
Alright, the Earth Elemental is in! He's not perfect, and I've been tweaking the hell out of him for hours, but he works and is pretty cool.
Last edited by Snarboo on Tue Jul 03, 2007 8:18 am, edited 1 time in total.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Post by Snarboo »

Okay, I've run into a problem with my Bow. I have the flammable arrows in the mod. They replace the rocket ammo pickups.

Now, what I want to to do is have the altfire of the Bow switch between the two types of arrows. It should not switch when there is no secondary ammo, and it needs to toggle between the two ammo types. I've tried using custom inventory items, A_JumpIfInventory and all sorts of checks, but no matter what, it will not properly switch between the two ammo types. Does anyone have any idea how to get this to work?
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Snarboo wrote:I've run into a problem that might make this ZDoom only for now. Apparently, GZDoom has implemented custom damagetypes and even damagescale, but not custom damage painchance. When I put painchance.Blunt in the Earth Elemental's code, just like the wiki states, I get "Unknown Actor Property". I'm not sure if it's something I'm doing or a developement feature that requires the latest ZDoom SVN.
The wiki is a bit ahead of itself (sorry), because the feature was said to be completed by Graf in this thread. However, for some reason the feature hasn't yet been put into any of the released code, SVN or otherwise.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

Snarboo wrote:Okay, I've run into a problem with my Bow. I have the flammable arrows in the mod. They replace the rocket ammo pickups.

Now, what I want to to do is have the altfire of the Bow switch between the two types of arrows. It should not switch when there is no secondary ammo, and it needs to toggle between the two ammo types. I've tried using custom inventory items, A_JumpIfInventory and all sorts of checks, but no matter what, it will not properly switch between the two ammo types. Does anyone have any idea how to get this to work?
Here's a demo WAD on how to do it
User avatar
hitmanx
Posts: 428
Joined: Sat Dec 18, 2004 4:58 am

Post by hitmanx »

hey Snarboo do you have Dark Messiah: Might and magic, cause i dunno where your getting your weapon sounds from but this game has most of the sounds for the witchaven weapons, even the bow. And it seems your using alot of reused/findsounds sounds for your enemies, Dark Messiah would probally have some suitable ones. Just ask if you want them and i'll PM them to you. This mod looks really cool and if I could help in anyway that would be great!

Good luck! :D
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Post by Snarboo »

Alright, TDA's ammo type code worked perfectly! The bow is now working with both ammo types. I just need sounds that are appropriate for a flaming arrow. I need a burning idle sound, a flaming hit sound (think arch vile flame, just not as long) and a flaming arrow launch sound. I'll search around, but if any of you would like to contribute, please do! :D
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Post by Snarboo »

Okay, thanks to Hitmanx, I have all the necessary bow sounds I need for now. Next up is the Halbard. The Halbard will be closest thing to a ranged weapon when you run out of arrows or don't have the bow. This thing will have an insane reach. It will replace the rocket launcher.

Also, I've downloaded some more of Bouncy's excellent M&M rips and will be replacing more monsters. The Dracolich, based on the bone dragon sprites, will replace the Pain Elemental and fire shards of bone at you from afar and tear you to shreds up close. The Crusader will replace the Hell Knight. They act pretty much like the originals minus the ranged attack. When the claymore is added, they will drop them on occassion when they die.

Finally, the Ice Elemental, using the floating golem's sprites, will replace the Arachnotrons. They will hurl blocks of ice at you or powerful magic missiles and are best taken down with flammable arrows.
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Post by BouncyTEM »

Image

:P
User avatar
Virtue
Posts: 919
Joined: Sun Nov 19, 2006 8:15 am
Location: Manchester UK

Post by Virtue »

is there a way to rip sounds from witchhaven? ive not figured out how to
User avatar
hitmanx
Posts: 428
Joined: Sat Dec 18, 2004 4:58 am

Post by hitmanx »

:D Sweet! glad to help Snarboo, i didn't know if they'd be allright, but turns out they are, if there are any other sounds you need i'll be glad to donate :D
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Post by Snarboo »

@Benk2k9 - Neither have I. I'm not exactly sure how you rip them. Since it's a Build Engine game, maybe if you put it inside of a Duke 3D .grp file it would work? Other than that, I have no clue.

@Hitmanx - I might need some decent unsheathing sounds for the axe. The current ones I have now are fine for when you take the axe out, but I just reversed the sound when he puts it back and it sounds awful. I also need more sounds of weapons swinging through the air but not hitting anything.
User avatar
hitmanx
Posts: 428
Joined: Sat Dec 18, 2004 4:58 am

Post by hitmanx »

Hehe, Dark Messiah to the rescue. 10+ swinging sounds enough?

As for sheathing..I'll see what i can do :)
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Post by Snarboo »

Yeah, sounds fine!

Oh, and the halbard is in. :D
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Post by BouncyTEM »

Hooray!

Too bad I have no clue what Might and Magic monster to do now. x_x
Locked

Return to “Abandoned/Dead Projects”