Hell-Forged - Episode 2 (Restarting Eventually)

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ActionAlligator
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by ActionAlligator »

Yeah, from the wiki (https://zdoom.org/wiki/Actor_properties#MeleeRange), "distance is calculated from the attacker's center to the target's bounding box." So the target's radius doesn't matter for meleerange, but the calling actor's does. Well, I learned some things anyways, glad you got it working :)

EDIT: I have no idea why your obit isn't working, but is there a reason you have the explosion as its own projectile? if not, you could potentially alter your death.suicide state to this:

Code: Select all

  Death.Suicide:
    MITE K 2 Bright {A_Stop; A_NoGravity; A_NoBlocking;}
    MFX1 Q 3 Bright {A_Explode(12 * random(1,4),64,0,0,32); A_SetTranslucent(1,1); A_StartSound("weapons/splatter4");}
    MFX1 RSTU 3 Bright
   stop
and then set the mite's damagetype to 'weppoison' (could instead set the explosion dmg type if you want). that would fix your obit problem and I think it'd work exactly the same as you have it now, except no separate projectile.
Last edited by ActionAlligator on Tue Feb 08, 2022 4:10 pm, edited 1 time in total.
Gez
 
 
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Gez »

Amuscaria wrote:EDIT2: I am getting another issue, unrelated to the leap-explode. The explosion doesn't trigger its obituary when killing the player. It just says "*Player has died" instead of using the obituary stated in-code. I thought it was because of the inheritance from the original, but even making a brand new actor, the problem persists.
What if instead of spawning a projectile, you put the A_Explode call directly in the mite's code?
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Amuscaria »

Gez wrote:What if instead of spawning a projectile, you put the A_Explode call directly in the mite's code?
Is that allowed? I remember someone telling me that monsters should not directly call A_Explode because it screws up the infighting due to the actor that last hit the exploding actor becomes the aggressor to the monster that got hit by the explosion. Like how an exploding barrel will cause 2 monster that both struck it before it exploded to start infighting. or a monster to attack itself. But that was a long time ago. Maybe GZDoom works different now?

EDIT: Fixed the issue. Calling A_NoBlocking before spawning the projectile cancels out the ownership of the missile for some reason and causes the generic "Player Died" obituary. (NONSENSE)
Last edited by Amuscaria on Tue Feb 08, 2022 11:56 pm, edited 1 time in total.
Blue Shadow
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Blue Shadow »

Amuscaria wrote:EDIT: Fixed the issue. Calling A_NoBlocking before spawning the projectile cancels out the ownership of the missile for some reason and causes the generic "Player Died" obituary.
I don't believe A_NoBlocking is to blame here. What's probably going on is the projectile becoming orphaned (due to the shooter/owner being removed from the game) before inflicting damage.
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Amuscaria »

Blue Shadow wrote:
Amuscaria wrote:EDIT: Fixed the issue. Calling A_NoBlocking before spawning the projectile cancels out the ownership of the missile for some reason and causes the generic "Player Died" obituary.
I don't believe A_NoBlocking is to blame here. What's probably going on is the projectile becoming orphaned (due to the shooter/owner being removed from the game) before inflicting damage.
You are correct. I spawned the projectile with a 0-duration frame with a "stop" right after.
Gez
 
 
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Gez »

Amuscaria wrote:Is that allowed? I remember someone telling me that monsters should not directly call A_Explode because it screws up the infighting due to the actor that last hit the exploding actor becomes the aggressor to the monster that got hit by the explosion. Like how an exploding barrel will cause 2 monster that both struck it before it exploded to start infighting. or a monster to attack itself. But that was a long time ago. Maybe GZDoom works different now?
The "guilty" party for A_Explode is normally the caller's target. However, in ZDoom, [wiki]A_Explode[/wiki] has flags, including XF_NOTMISSILE, which will make the caller be the source of the damage instead of the caller's target.
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Amuscaria »

Gez wrote:
Amuscaria wrote:Is that allowed? I remember someone telling me that monsters should not directly call A_Explode because it screws up the infighting due to the actor that last hit the exploding actor becomes the aggressor to the monster that got hit by the explosion. Like how an exploding barrel will cause 2 monster that both struck it before it exploded to start infighting. or a monster to attack itself. But that was a long time ago. Maybe GZDoom works different now?
The "guilty" party for A_Explode is normally the caller's target. However, in ZDoom, [wiki]A_Explode[/wiki] has flags, including XF_NOTMISSILE, which will make the caller be the source of the damage instead of the caller's target.
Ah cool. Might do that then.
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Amuscaria »

Striga (formerly Blood Hunter) monster animation test.

Image
Gez
 
 
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Gez »

This is a nice concept but it's gonna have severe sprite clipping issues.
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Amuscaria
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Amuscaria »

Gez wrote:This is a nice concept but it's gonna have severe sprite clipping issues.
Unfortunately. :/

I'll use it on places with blood floors, so it wouldn't look too jarring.


EDIT: On second thought, I'll just redo the sprite from a different angle before I get too committed.
Last edited by Amuscaria on Wed Feb 09, 2022 5:21 pm, edited 2 times in total.
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Doominer441
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Doominer441 »

Ohhh I love how alien it looks! It looks like something out of the Cthulhu Mythos!
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ActionAlligator
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by ActionAlligator »

looks amazing! can someone explain why it would have a sprite clipping issue, though? because it's so close to the floor, or.. ?
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Enjay
 
 
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Enjay »

Not just close to the floor, but below it. Look at where the bottom of the body is and then look at the arm closest to the player view. Remembering that it is actually a 2D sprite, and has no depth, if the bottom of the body is flush with the floor, that arm will be below it and in hardware rendering, it will just be cut off at floor level.

If you want a bit more info about sprite clipping, this thread might be of interest: viewtopic.php?f=39&t=56521&p=998808


Cracking looking sprite though.
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ActionAlligator
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by ActionAlligator »

ahhhh, I see now. tyvm for explaining! so I guess if the bounding box was expanded to include the arms at their greatest extent and/or the offset was adjusted to move it up, it would (mostly) no longer clip, but then it would look like it was floating? so no ideal solution except to resprite it to hunch up more while crawling (so the torso and hands are on same plane) or something similar to that. unfortunate =( it really does look awesome the way it is.
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Enjay
 
 
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Re: Hell-Forged - Version 2.00 (Abyss Mite p.10)

Post by Enjay »

ActionAlligator wrote:the offset was adjusted to move it up, it would (mostly) no longer clip, but then it would look like it was floating?
Yes, that precisely what would happen.

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