You're running an older version. I already fixed that. Try this: https://dl.dropboxusercontent.com/u/186 ... -01-15.pk3twinkieman93 wrote:Save your whoohoos, something got broken. :V In the latest devbuild of GZDoom(I just downloaded it, so it's the latest, I'm sure), I get this error.And the game goes kaput. :(Code: Select all
Script error, "hocus_beta05212014.pk3:d_particle.txt" line 75: 'user_angle' is already defined in 'MagicPoofSmall' or one of its ancestors.
Hocusdoom RELEASED (/idgames pending)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 293
- Joined: Wed Sep 03, 2003 9:30 pm
- Preferred Pronouns: They/Them
Re: Hocus Doom
-
- Posts: 1955
- Joined: Mon Dec 17, 2012 11:08 am
- Location: Here, stupid.
Re: Hocus Doom
Been playing through this and having an absolute blast, this is a stellar example of what a TC can be. Amazing work!
Noticed a visual glitch with enemies; beyond 1024 units, they no longer animate. Fixing it should be as simple as an A_Jump(256, "NormalSee") at the end of each of the monster's NormalSee states, as with inheritance, they're actually going back to the base inherited HocusMonsterbase's frames beyond 1024 units. Hard to spot because of wildcard #### frames being awesome, but yeah.
Noticed a visual glitch with enemies; beyond 1024 units, they no longer animate. Fixing it should be as simple as an A_Jump(256, "NormalSee") at the end of each of the monster's NormalSee states, as with inheritance, they're actually going back to the base inherited HocusMonsterbase's frames beyond 1024 units. Hard to spot because of wildcard #### frames being awesome, but yeah.
-
- Posts: 293
- Joined: Wed Sep 03, 2003 9:30 pm
- Preferred Pronouns: They/Them
Re: Hocus Doom
Added that fix. Thanks!
-
- Posts: 293
- Joined: Wed Sep 03, 2003 9:30 pm
- Preferred Pronouns: They/Them
-
- Posts: 2067
- Joined: Thu Jul 04, 2013 8:01 am
- Graphics Processor: nVidia with Vulkan support
- Location: Mount Olympus, Mars
-
- Posts: 21
- Joined: Thu Jan 03, 2013 4:16 pm
- Location: Hungary
Re: Hocus Doom
Script error, "hocusdoom-02-01-15 (1).pk3:decorate" line 1350:
"NEVERTARGET" is an unknown flag
Now what? :/
"NEVERTARGET" is an unknown flag
Now what? :/
-
- Posts: 13549
- Joined: Wed Jul 16, 2003 3:52 am
Re: Hocus Doom
Do you have the latest SVN version of GZDoom?
-
-
- Posts: 17934
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Hocus Doom
Now you go here: http://devbuilds.drdteam.org/gzdoom/Thorir wrote:Script error, "hocusdoom-02-01-15 (1).pk3:decorate" line 1350:
"NEVERTARGET" is an unknown flag
Now what? :/
-
- Posts: 21
- Joined: Thu Jan 03, 2013 4:16 pm
- Location: Hungary
Re: Hocus Doom
Thank you lads!
-
- Posts: 293
- Joined: Wed Sep 03, 2003 9:30 pm
- Preferred Pronouns: They/Them
Re: Hocus Doom
Happy Easter! Its time again to pick myself up from my self-imposed slump and get some more work done! Most of the maps for the first episode are finished, save for some small details and more playtesting. The biggest hurdle right now before a 'shareware' release is the high scores table. I don't have any idea how to implement that just yet, but I would really like to. I'd also like some feedback on how the levels play too.
Current playable demo for 04-06-2015
Mp3 versions of music
changelog for - 04-06-2015
Current playable demo for 04-06-2015
Mp3 versions of music
changelog for - 04-06-2015
- changed icy water in the Ice levels damage from 5 to 1
- finished map08
- finished map09
- added several new models & decorations for maps 13 & 14
- finally fixed the scrolling secret gem platform in map04 (after forgetting to fix it several updates in a row)
- nerfed the ambush to the crystal above the bridge in map06. It was too annoying.
- made Egg Dragons shoot only one egg instead of 1-3, since they're severely powerful
- also made the fire shots from eggs affected by gravity.
-
-
- Posts: 17934
- Joined: Fri Jul 06, 2007 3:22 pm
Re: Hocus Doom
The way I could see the high score table working in ZDoom is with custom CVARs, defined in [wiki]CVARINFO[/wiki]. Each entry in the high score table would have two CVARs, an int CVAR for the score and a string CVAR for the name. So for a high-score table with ten entries, that's twenty CVARs to juggle with.
-
- Posts: 293
- Joined: Wed Sep 03, 2003 9:30 pm
- Preferred Pronouns: They/Them
Re: Hocus Doom
I figured I'd have to use CVARs to store them outside of the wad, but going about how to display them is the issue. I kinda want to see if it'll be possible using MENUDEFS so that you can look at them outside of a running game.Gez wrote:The way I could see the high score table working in ZDoom is with custom CVARs, defined in [wiki]CVARINFO[/wiki]. Each entry in the high score table would have two CVARs, an int CVAR for the score and a string CVAR for the name. So for a high-score table with ten entries, that's twenty CVARs to juggle with.
-
- Posts: 40
- Joined: Thu Apr 30, 2015 1:56 am
Re: Hocus Doom
I registered just to let you know that I love what's there so far.ravage wrote:I'd also like some feedback on how the levels play too.
I don't have any critical feedback but what's there is fun and looks nice. A very promising TC.
..cutting that nerco-date close, hope that's okay.
-
- Posts: 1337
- Joined: Tue Jul 15, 2003 4:18 pm
Re: Hocus Doom
I have high scores in my Wolf3D TC... Essentially what is described above - values saved in a custom cvars, then rendered with a set of ACS hudmessages. They only show up in the "no lives left" end of game screen and in the titlemap loop. I streamlined this into a single, sorted cvar string for my Blake Stone TC. There are separate functions to check the current score against the scores saved, re-sort the score into the list, and write the cvar, then another set to read the cvar, split the string into an array, and parse as hudmessages. Probably more convoluted than you want, but it works:
ACS:
CVarInfo:
Result:
ACS:
Code: Select all
str highscores[11][4];
Script "W_DoHighScores" (void)
{
If (PlayerCount() == 1)
{
SetMusic("LEVELA");
PopulateHighScores();
DrawHighScores();
}
}
Function int CheckHighScore (void)
{
PopulateHighScores();
int CurrentScore = GetActorProperty(0, APROP_Score);
int intReturn = 0;
For (int s = 0; s <= 9; s++)
{
If (
(strLen(strParam(d:CurrentScore)) > strLen(highscores[s][2])) ||
(
(strLen(strParam(d:CurrentScore)) == strLen(highscores[s][2])) &&
(strCmp(strParam(d:CurrentScore), highscores[s][2]) > 0))
)
intReturn += 1;
}
return intReturn;
}
Function void SwapScores (int index1, int index2)
{
str TempName;
str TempLevel;
str TempScore;
str TempRatio;
TempName = highscores[index1][0];
TempLevel = highscores[index1][1];
TempScore = highscores[index1][2];
TempRatio = highscores[index1][3];
highscores[index1][0] = highscores[index2][0];
highscores[index1][1] = highscores[index2][1];
highscores[index1][2] = highscores[index2][2];
highscores[index1][3] = highscores[index2][3];
highscores[index2][0] = TempName;
highscores[index2][1] = TempLevel;
highscores[index2][2] = TempScore;
highscores[index2][3] = TempRatio;
}
Function void PopulateHighScores (void)
{
SplitScoreString(GetCVarString("blake_highscore_data"), '|');
highscores[10][0] = GetCVarString("name");
highscores[10][1] = StrParam(d:Level);
highscores[10][2] = StrParam(d:GetActorProperty(0, APROP_Score));
highscores[10][3] = StrParam(d:GetRatio());
}
Function void SortHighScores (void)
{
PopulateHighScores();
int Swapped = true;
While (Swapped == true)
{
Swapped = false;
For (int s = 1; s <= 10; s++)
{
If (
(strLen(highscores[s][2]) > strLen(highscores[s-1][2])) ||
(
(strLen(highscores[s][2]) == strLen(highscores[s-1][2])) &&
(strCmp(highscores[s][2], highscores[s-1][2]) > 0))
)
{
SwapScores(s, s-1);
Swapped = true;
}
}
}
}
Function void WriteHighScores (void)
{
SetCVarString("blake_highscore_data", JoinScoreString('|'));
}
Function void DrawHighScores (void)
{
SetHudSize (320, 200, 1);
int NameX = 45.1;
int LevelX = 167.4;
int ScoreX = 234.2;
int RatioX = 271.2;
int LineY = 68.1;
int LineHeight = 8.0;
SetFont("MENUBACK");
HudMessage(s:"A";0,46,0,160.0,100.0,0);
SetFont("BIGFONT");
HudMessage (s:"HIGH SCORES"; HUDMSG_COLORSTRING, 45, "BSMenuMediumGreen", 160.0, 33.1, 0);
SetFont("TINYFONT");
HudMessage (s:"NAME"; HUDMSG_COLORSTRING, 44, "BSMenuMediumGreen", 96.0, 65.2, 0);
HudMessage (s:"MISSION"; HUDMSG_COLORSTRING, 43, "BSMenuMediumGreen", 168.0, 65.2, 0);
HudMessage (s:"SCORE"; HUDMSG_COLORSTRING, 42, "BSMenuMediumGreen", 218.0, 65.2, 0);
HudMessage (s:"MISSION\n RATIO"; HUDMSG_COLORSTRING, 41, "BSMenuMediumGreen", 265.0, 65.2, 0);
For (int s = 0; s <= 9; s++)
{
int ThisLineY = LineY + (LineHeight * s);
HudMessage (s:highscores[s][0]; HUDMSG_COLORSTRING, 1 + (s * 4), "BSMenuBrightGreen", NameX, ThisLineY, 0);
HudMessage (s:highscores[s][1]; HUDMSG_COLORSTRING, 2 + (s * 4), "BSMenuBrightGreen", LevelX, ThisLineY, 0);
HudMessage (s:highscores[s][2]; HUDMSG_COLORSTRING, 3 + (s * 4), "BSMenuBrightGreen", ScoreX, ThisLineY, 0);
HudMessage (s:highscores[s][3]; HUDMSG_COLORSTRING, 4 + (s * 4), "BSMenuBrightGreen", RatioX, ThisLineY, 0);
}
}
global str 50:SplitData[];
Function void SplitScoreString (str InputData, str separator)
{
StrCpy(a:SplitData, InputData);
int CurrentLetter = 0;
int CurrentLength = 0;
int Index = 0;
For (int t = 0; t <= StrLen(InputData); t++)
{
If (SplitData[t] == separator || t == StrLen(InputData))
{
highscores[Index / 4][Index % 4] = strMid(InputData, CurrentLetter, CurrentLength);
Index++;
CurrentLength = 0;
CurrentLetter = t + 1;
}
Else
CurrentLength++;
}
}
Function str JoinScoreString (str separator)
{
str Data = "";
For (int s = 0; s <= 9; s++)
Data = StrParam(s:Data, s:highscores[s][0], c:separator, s:highscores[s][1], c:separator, s:highscores[s][2], c:separator, s:highscores[s][3], c:separator);
Return Data;
}
Code: Select all
user string blake_highscore_data = "JAM PRODUCTIONS INC.|1|10000|0||1|10000|0|JERRY JONES|1|10000|0|MICHAEL MAYNARD|1|10000|0|JAMES T. ROW|1|10000|0||1|10000|0||1|10000|0|TO REGISTER CALL|1|10000|0|1-800-GAME123|1|10000|0||1|10000|0";
-
- Posts: 1
- Joined: Thu Apr 30, 2015 8:00 pm
Re: Hocus Doom
Just played this mod and I'm loving it so far.
The graphics are spectacular and overall the game is very fun to play.
Keep up the great work!
The graphics are spectacular and overall the game is very fun to play.
Keep up the great work!