[WIP/NSFW] Diablo Monsters v22

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RV-007
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Behavior Speculation of a Virtual Goatman in Doom?

Post by RV-007 »

Spoiler: Summary of Goatman from Diablo II Game Title
Okay, I know what the hell are goatmen supposed to be. I certainly know what the hell they generally look like. Now, I need to figure out some behavior suited for virtual simulation. Descriptions of its behavior are too vague to constitute something for a game. Just brainstorm some behaviors for now. Discussion if behavior could translate into game can be included. Thank you for reading this message.
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Re: Behavior Speculation of a Virtual Goatman in Doom?

Post by leileilol »

Image
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RV-007
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Re: [WIP] Diablo Monsters v21

Post by RV-007 »

@Endless123,
Okay, I have to agree that the Diablo monsters are leet enough to outmatch gun-toting enemies. It's like saying, "If the ladies don't kill you, the skellies will." Will make a summon ally item in an Enter script soon. Thankfully, I started learning ACS in time!

@tm, I have made cuts to the attack sound redundancy to where it be the most appropriate as a possible attack/kill taunt (metallic/robotic monster not applied).

Am working on the Goatman monster behavior code, just got the sprite alignment done. Lots of testing to do. Then I start working on friendly monsters, hopefully it's good enough to breach on map starts.
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RV-007
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Re: Behavior Speculation of a Virtual Goatman in Doom?

Post by RV-007 »

Okay, let me limit the scope to something like the Goatman from Diablo II. It's a goat dude w/ a scythe for starter.

Hopefully, I don't have to look into classic works for an idea. Those could be in multiple languages!
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Re: Behavior Speculation of a Virtual Goatman in Doom?

Post by wildweasel »

This is for your Diablo monsters mod, right? Any reason why it's not in that thread instead?
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RV-007
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Re: Behavior Speculation of a Virtual Goatman in Doom?

Post by RV-007 »

This topic serves as a temp basis for ideas and while it might be a good idea to clump related posts to the related topic, the stress on the server performance will gradually build. I think that the off-topic section limits its off-topics to 2 pages so I believe that the off-topic section is doing the server a favor in placing where temp topics should be @. That and this topic won't have any relevance in accordance to project content (like peer review or something like that).

Sorry about the nerdy post, gotta go. Hopefully it's comprehensible.
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Re: Behavior Speculation of a Virtual Goatman in Doom?

Post by Hellser »

RV-007 wrote:This topic serves as a temp basis for ideas and while it might be a good idea to clump related posts to the related topic, the stress on the server performance will gradually build.
:?: :?: :?:
Spoiler:
I'm.. literally lost at what you're trying to say. You've shown us many times that you don't know "how to computer", and you're trying to tell us how the ZDoom forum server is 'stressed'? If anything, I think the forum is only using ATLEAST 10% of the CPU usage. For ease of access to us and to you, use an existing thread.
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Re: Behavior Speculation of a Virtual Goatman in Doom?

Post by wildweasel »

RV-007 wrote:the stress on the server performance will gradually build.
And that will not change just because you started a different thread. If anything, a new thread is WORSE for the system than a reply to an existing one. It's all disk space and database usage in the end. Therefore, your thread has been merged into the relevant project thread instead.
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RV-007
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Re: [WIP] Diablo Monsters v21

Post by RV-007 »

Alright, alright. I'm on coding the goatman behavior after some info research of the week.
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RV-007
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Re: [WIP] Diablo Monsters v21

Post by RV-007 »

v21: Blah Hotfix
-I decided to add in conversation code in case I ever want to do something big like a wonderful TC (how wonderful!). I think I will make conversations with friendly monsters to be useful to gameplay so I thought might as well do the rest. Bleh.
-Finally got the goatman down, but still need to work on the speed of behavior to compensate for the 2 potion projectiles that it will fling.
-Will work on friendly monsters summons b/c I can't beat the 1st few levels with these current changes.
-@ the same time, I'm going to make some skins in case I think if I can't get things done in a day (skins are easier to make + I got 2 get it going).
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Re: [WIP] Diablo Monsters v21

Post by Unholypimpin »

Playing doom2 on UV is almost impossible, I can barely get out of the first starting room in doom2 map01. Those corrupted rogues are super op and take too many shots to kill. Why do skeletons and infact half of the monsters have noclip + teleport?, this is very annoying. This wad still needs some major balancing because I shouldn't be dying in map01 20 times before I decide to run past all the monsters. What is with the cacodemons? I feel like when I spot a cacodemon the game turns into a horror flick where the cacodemons suck me into a room and take turns raping me without lube till I die of anal pwnage.

This could be a glitch but the succubus monster projectiles float down walls after hitting them and dont die out till shortly after hitting the floor, and during this time they still hurt you.

On a brighter side thought I was surprised how well some of the monsters looked considering their all top down sprites in an fps game.
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Re: [WIP] Diablo Monsters v21

Post by Darsycho »

-Snip-

There was a video of gameplay here but I have removed it.
Last edited by Darsycho on Tue Mar 15, 2016 1:37 am, edited 1 time in total.
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RV-007
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Re: [WIP] Diablo Monsters v21

Post by RV-007 »

Hahaha, those are funny posts, the funny moments of modding. Yes, the project is still being developed. I happened to run dry on the hourglass, but progress is inching slowly. Wish I could see the video of rage, but I'll get some speed net soon enough after blah blah blah pr arrangements blah blah blah. I'm on the goatse potion missiles (the cloud of farts and explosion chain reaction), these supposed to be rad (90s slang no more!). Once again, thank you for posting. Top-down jazz! hehehe

EDIT (16/12/2014):
Okay, okay, I got both the green/orange potions down. You can see for yourself ('summon goatman_green_potion' or 'summon goatman_orange_potion' and see the sparks fly [don't die!]). I am testing the basic statistics of mr. goatman, then will test the current behavior aspect, add/test missile behavior, and finally, add in the conversations. Hopefully, the goatman will be ready by xmas/new_year, then you know all that corny 'it is here' marketing hype (no!). Of course, it isn't top priority due to the the annual monetary circus parade. Take cover!
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RV-007
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Re: [WIP] Diablo Monsters v21

Post by RV-007 »

v21: Real Update, Goatman in working order
-Okay, real update and newb changes, the goatman is here to fling stupid green + orange potions. Hopefully, it is lagless?
-Will fix up goatman-related bull, okay okay, it's just the conversation bull, lol.
-Will work on ally monsters as to bring a helping balance to the diet.
-I farted, love me.
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RV-007
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Re: [WIP] Diablo Monsters v21

Post by RV-007 »

Not an update since I happened to be really lazy for some reason. It's just 1 of those days when you can only do focused free time during the weekend. However, for any free time, I can be sure that a time schedule is running, especially on no day offs. I guess there are some benefits.

Completed "ally_rogue_archer", go ahead and console summon.
However, she is not complete in terms of tests and the whole setup idea of a summon item charge (by how many?) being available thru itemdrops and acs enter script. Need to add in A_AlertMonsters in order to make it fair for enemy monsters in the present area to be notified of friendly monster threat. That just means there's an update, but it's not complete enough to announce v22.

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