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oh btw, the double pistol reload seems glitchy, but i cant seem to find any difference with the ddf code! the initial right hand reload does not play sound and show frames right. i thought it might have something to do with the reload.infophase or the jumpif code, but it wasnt it. so theres a bug if someone wants to check it out.
Still hard at work on implementing the random-spawned monsters. The Chaingunner spawn now has 3 out of the 5 implemented; I just need to add the M16 and Super Shotgun zombies.
Snarboo wrote:For future reference, any time you change something, be sure to mark it with a comment in the code, Crudux Cruo! Would like to credit you properly.
The friendly marines will certainly need to make an appearance, some way or another. I'm not sure if ZDoom's friendly code matches up at all with EDGE's, but considering that a marine spawner replaces the Megasphere, it's a thing that will need to happen eventually anyway.
I'm less sure about how to go about adding the "co-op" spawner. In EDGE, the co-op starts are just more DDFTHING entries that can easily be changed. In ICD-SE's case, the Player 4 start was redefined into a marine spawner just like the Megasphere's (just with a fairly sizeable chance to spawn absolutely nothing). What I wonder is if there's any way to replicate that at all in ZDoom...I may have to go ask about that.
Hard to say! The ones that replace the megasphere are doable, but I believe they also replace the DM and coop starts in a few cases.
Quick question about the grenade: Hellser's code for this seems really complex for what it does, and I'm wondering why. Based on the DDF manual I'm reading, EDGE's bounce code is closer to a Hexen style BounceType rather than a Doom BounceType, which means it should explode upon touching any actor. However, I don't currently have EDGE installed to confirm this, so I'm not sure what to do with it yet.
Edit:
Just tested it: it explodes when hitting any actor!
Edit 2:
Starting to see why Hellser did it the way he did. For whatever reason, even with a defined crash state and both "bounce on actors" flags turned off, it still bounces off non-bleeding actors.
Edit 3:
Changed behavior back to how Hellser did it until I can figure out why the Crash state is never entered.
Ah yes, the grenade. That there was another one of my headaches. I tried my best to replicate it the best I can to EDGE's. (Since EDGE's method has two ways the grenade can die/explode; simply by time it self or impacting a bleeding actor). Hence why it's complicated. If there's a better method, then please - go ahead.
iSpook wrote:Playing with the Latest Git, I noticed that Doom's imps can in-fight, not sure if it's due to melee or projectile, though.
That is apparently intentional; the DDFTHING entries for those monsters all have the "DISLOYAL" flag among Imps and Demons, but not among the Barons and Knights.
I'm not sure if Cory did it on accident or on purpose, but weasel is right, most of the Doom monsters in ICD are "disloyal", meaning they will attack one another. Only the cacodemons, pain elementals, and hell nobles won't infight.
Snarboo wrote:ZDoom can natively load .zip files, and .pk3's are just renamed zip files anyway.
I know this is a late reply, but I know ZDoom loads .zips. The problem I have is that I tend to open zip files to extract the mod file, but I never expect it to be the mod itself, which can cause a bit of confusion.
Snarboo wrote:I'm not sure if Cory did it on accident or on purpose, but weasel is right, most of the Doom monsters in ICD are "disloyal", meaning they will attack one another. Only the cacodemons, pain elementals, and hell nobles won't infight.
It's on purpose, I remember that much from reading his updates. IIRC, the hell nobles were also changed to infight.
Really? I wonder if we're working from the latest version of ICD, then. I looked at the DDF code included in the archive Hellser uploaded, and they don't seem to have the infighting flag on them.
Kinsie wrote:Man, you guys are really coming along nicely.
So... when are you starting on Don's Challenge? :V
It would be pretty awesome if we could, but I feel like trying to do that would be wrong. Don's Challenge always struck me as the project Cory Whittle always dreamed of making, so much care had gone into the project's concept and storyline and yet the thing was never really deemed finished. I mean, maybe the DCDEMO.wad that was floating around for a while might make a decent gameplay mod if someone were to port it to ZDoom, but it feels wrong to think of it like that.