Adding SkullTag's runes: Questions!

Mon Aug 16, 2021 10:32 pm

I'm currently in the process of adding ZScripted SkullTag runes that work exactly as their counterparts do for submission. But there are a few questions I have...

1. Would it be wise to add an option to enable auto switching of runes when picking up another?
2. Whom should I ask for permission to use the sprites from? I figure just asking Torr might not be enough so I'd rather be 100% safe than sorry.

And if I cannot secure appropriate permission, I'll need to go on the hunt for spriters. I do have a few in mind if needed, but hopefully it won't be necessary.

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 1:49 am

Major Cooke wrote:I'm currently in the process of adding ZScripted SkullTag runes that work exactly as their counterparts do for submission.

If I remember correctly, ST's runes work from a specific pool of powerup types, instead of sharing it with, well, powerups. That's one bit I'd suggest to change, if you kept it. :wink:

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 1:57 am

Agreed. What we do not need here is a separate pool of powers, they should go into the same one if they don't already exist.
Some of the underlying powerups already exist, but a few have been deliberately not ported, e.g. the weapon spread rune - and any submission adding that hack feature as it was will be rejected by default. Just a small warning. ;) If you want to port it, we need a better approach.

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 9:05 am

If anyone has any ideas for what to do with the spread rune, I'm open for ideas. What does it currently do?

My plan was to actually inherit from powerups themselves.

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 10:21 am

It added some hacks to the actual firing functions - which is an absolute no-go because it's too restrictive and very, very dirty.

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 10:27 am

How would you prefer it be handled instead? Or should it be outright excluded?

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 10:56 am

The most obvious thing would be to make that rune activate the regular weapon powerup and define the alternative fire modes as the powered up sister weapon.
But I have no idea how that might interfere with existing mods that already use the feature.

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 11:11 am

Realistically I'm not sure how the spread effect as it exists in Skulltag could be handled cleanly. Perhaps it's best to leave it behind.

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 11:25 am

The only clean way would be, like I said, as a powered up sister weapon with its own attack sequence. But that'd come with its own set of problems.

Re: Adding SkullTag's runes: Questions!

Tue Aug 17, 2021 11:47 am

My first thought was, what if there could be an in-between point where the functions call on a virtual that's executed on the powerups, like ModifyDamage is called for taking damage. But... that might generate recursion issues.

I think I'll leave it out for now in the mean time.

Re: Adding SkullTag's runes: Questions!

Tue Aug 24, 2021 5:11 pm

How should I handle adding credits for where they're due? In the event I get permission to add them into GZDoom. And, should they be part of the GZDoom extras .pk3?

Re: Adding SkullTag's runes: Questions!

Tue Aug 24, 2021 9:51 pm

Major Cooke wrote:Whom should I ask for permission to use the sprites from? I figure just asking Torr might not be enough so I'd rather be 100% safe than sorry.


I thought you would have to ask Carnevil. Didn't he copyright them or something?
If I remember correctly, there was some issue relating to Carn that stood in the way of Skulltag's assets being included in Zandronum rather than being in a separate pk3. I could be wrong though.

Re: Adding SkullTag's runes: Questions!

Wed Aug 25, 2021 12:17 am

The assets themselves are mostly derived from Doom alpha sprites, IIRC.