[WIP] ZOMG Fire!

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solarsnowfall
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[WIP] ZOMG Fire!

Post by solarsnowfall »

Back to what I seem to do best; making special effects for (G)ZDoom (and in this case, primarily GZDoom). As many of you old timers may know, I authored a DECORATE mod I dubbed "OMGFire" a while back. Despite there not being any official release (at least that I can remember) many different bastardizations--ahem, versions have found their way into many different mods. So I've decided to make one last "official" version, something that I will (hopefully) submit to the idgames archive for a semi-permanent home. But before I do, I'd like to run the project through the meat grinder that is the ZDoom community and make this a real resource.

So what's different about this new version?
  • No more bloat from animated spinning flames, instead, the TEXTURES lump is used to permute 6 graphics into 78 unique sprites for a highly varied effect.
  • New DECORATE features are used to help reduce the overall number of lines of code.
  • Thing arguments are used in combination with advanced state jumping to allow for a large variety spawning patterns and intensities.
  • Flames are now "wind thrustable" so you can have torches blowing in the breeze.
There are some examples included in the demo WAD, but for the purposes of testing them on your own, here is some documentation on how to use the AreaFire actor:

Code: Select all

Args[0] - Shape
0 = Square: flames are spawned in a random square pattern relative to the calling actor's z angle covering a 2 dimensional pattern of (-Size / 2) * (Size / 2), see Args[1].
1 = Circle: flames are spawned in a random circular pattern where the radius is calculated from 0 to (Size / 2) on a random z angle.
2 = Line:   flames are spawned in a random linear pattern along the z angle of the calling actor from the location of the actor to the distance of (Size).
3 = Ring:   flames are spawned in a random ring pattern around the calling actor where (Size / 2) is used as the radius for the pattern.
4 = Box     flames are spawned in a random box outline pattern relative to the calling actor's z angle.

Args[1] - Size
0|1 = 64  map units.
2   = 128 map units.
3   = 192 map units.
4   = 256 map units.
5   = 320 map units.
6   = 384 map units.
7   = 448 map units.
8   = 512 map units.

Args[2] - Intensity
0|1 = 1 flames spawned per 64 square map units for Square, Circle, Line, Ring & Box.
2   = 2 flames spawned per 64 square map units for Square, Circle, Line, Ring & Box.
3   = 3 flames spawned per 64 square map units for Square, Circle, Line, Ring & Box.
4   = 4 flames spawned per 64 square map units for Square, Circle, Line, Ring & Box.
5   = 5 flames spawned per 64 square map units for Square & Circle.
6   = 6 flames spawned per 64 square map units for Square & Circle.
7   = 7 flames spawned per 64 square map units for Square & Circle.
8   = 8 flames spawned per 64 square map units for Square & Circle.

Args[3] - Type
0 = Damaging flame that spawns at the z level of the calling actor.
1 = Damaging flame that spawns at the floor level or below the calling actor.
2 = Non-interactive flame that spawns at the z level of the calling actor.
3 = Non-interactive flame that spawns at the floor level or below the calling actor.
The to do list:
  • "Torch" actors to be used for flame throwers.
  • An explosion actor to generate 3D flame explosions.
  • A fire wave actor to generate waves that emanate in a circular pattern outward from the center.
  • Your suggestions (within reason).
So what can I do to round this off and make it a complete resource for fire?

[edit]File updated[/edit]
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Last edited by solarsnowfall on Tue Aug 21, 2012 10:04 am, edited 2 times in total.
Blue Shadow
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Re: ZOMG Fire!

Post by Blue Shadow »

There is an error:

Code: Select all

Script error, "ZOMGFire.zip:textures.txt" line 1:
Texture definition expected, found 'sprinte'
After fixing that, the engine reports more errors:
Spoiler:
Edit: Okay, I extracted the wad file and ran it alone and it seems to work. The first error still stands, though.

Anyway, I like what I'm seeing here. The fire effects are very neat. I especially like the ones that are affected by the wind. Good stuff!
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Nash
 
 
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Re: ZOMG Fire!

Post by Nash »

Shouldn't it be "GZOMG Fire!"? ;)

Very nice effects!
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Tormentor667
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Re: ZOMG Fire!

Post by Tormentor667 »

I do get the same error

Code: Select all

Execution could not continue.

Script error, "ZOMGFire.zip:textures.txt" line 1:
Texture definition expected, found 'sprinte'
Gez
 
 
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Re: ZOMG Fire!

Post by Gez »

Nash wrote:Shouldn't it be "GZOMG Fire!"? ;)
"OMGZ Fire!" :P
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solarsnowfall
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Re: ZOMG Fire!

Post by solarsnowfall »

Blue Shadow wrote:There is an error:
Sorry, run the WAD by itself or download the new version. I had meant to clear the erroneous data from the zip file. That's what I get for making late posts...
Nash wrote:Shouldn't it be "GZOMG Fire!"? ;)
Well the Z in ZOMG isn't really a reference to ZDoom. :mrgreen:
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Tormentor667
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Re: [WIP] ZOMG Fire!

Post by Tormentor667 »

Works now, very, very nice :)
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RV-007
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Re: [WIP] ZOMG Fire!

Post by RV-007 »

Looks like those 3D render things. Good show!
I wonder if anyone would make show fireworks stuff.
Darklord328
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Re: [WIP] ZOMG Fire!

Post by Darklord328 »

you will need need the latest gzdoom that is might you will have to do..**
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Ethril
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Re: [WIP] ZOMG Fire!

Post by Ethril »

Darklord328 wrote:you will need need the latest gzdoom that is might you will have to do..**
Has anyone really been far even as decided to use even go want to do look more like?
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Viscra Maelstrom
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Re: [WIP] ZOMG Fire!

Post by Viscra Maelstrom »

Ethril wrote:
Darklord328 wrote:you will need need the latest gzdoom that is might you will have to do..**
Has anyone really been far even as decided to use even go want to do look more like?
i have ever decided to need need latest gzdoom to have to do order play game in mod in source port in effects.
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LkMax
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Re: [WIP] ZOMG Fire!

Post by LkMax »

Viscra Maelstrom wrote:
Ethril wrote:Has anyone really been far even as decided to use even go want to do look more like?
i have ever decided to need need latest gzdoom to have to do order play game in mod in source port in effects.
:gets headache: :trippy:

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