A Doomers Requiem

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: A Doomers Requiem

Post by Matt »

Do each of them have a dynamic light? That could slow things to a crawl very easily.
If that's the problem one possible alternative is to spawn an invisible actor in the midst of the flames that alone has a dynamic light attached to it.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: A Doomers Requiem

Post by Patriot1776 »

Forlorn Creator wrote:
Patriot1776 wrote:Haven't been in here in ages, and I must be having a problem: are you supposed to have the sword at the start of the Adversaries' Keep, or are you supposed to find it somewhere before you go in where the peach tree is? Because right now, I'm getting butchered by the Dark Bishops due to not having any weapon of any kind. I'm assuming I'm missing something or not loading it with a certain file or something...
You are supposed to draw the sword after the cut scene win the tree area.

Are you running GZDoom 1.8.2.0 or higher? Issues like what your describing are usually due to incorrect versions.
My version's 1.8.2 No ".0". I guess I'll try updating to the latest build.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: A Doomers Requiem

Post by Patriot1776 »

No luck, I still didn't draw my sword after the cutscene in the tree area. My GZDoom version now is g2.1.pre-188-g1a8da51 Major bummer this problem is happening since I am of strong Judeo-Christian faith and am loving this very, very much, and understanding it a lot up to that point and really wanna be able to play it to the conclusion.
Forlorn Creator
Posts: 17
Joined: Thu Oct 16, 2014 8:53 pm

Re: A Doomers Requiem

Post by Forlorn Creator »

Vaecrius wrote:Do each of them have a dynamic light? That could slow things to a crawl very easily.
If that's the problem one possible alternative is to spawn an invisible actor in the midst of the flames that alone has a dynamic light attached to it.
They don't.
Patriot1776 wrote:No luck, I still didn't draw my sword after the cutscene in the tree area. My GZDoom version now is g2.1.pre-188-g1a8da51 Major bummer this problem is happening since I am of strong Judeo-Christian faith and am loving this very, very much, and understanding it a lot up to that point and really wanna be able to play it to the conclusion.


Ok friend, since that doesn't work just open the console after the tree cutscene and type "give sword". That should work, if it doesn't let me know. In the mean time, ill look into this strange occurrence... you should be given and forced to draw the sword after Watcher says "God be with me".
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: A Doomers Requiem

Post by Patriot1776 »

Forlorn Creator wrote:Ok friend, since that doesn't work just open the console after the tree cutscene and type "give sword". That should work, if it doesn't let me know. In the mean time, ill look into this strange occurrence... you should be given and forced to draw the sword after Watcher says "God be with me".
Thanks much for the tip. I'll give it a whirl.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: A Doomers Requiem

Post by Patriot1776 »

Hmm...think I may have figured out what it was the whole time: I needed to use one of the 'weapon forward' or 'weapon backward' keys after the 'God be with me' text.

Anyway, very, very well done, and I do approve very much of this. This is a very, very well done piece of 'witnessing' here. What with all I've already been through so far in my 31 years of mortal life, and with the choices I have made up to this point, I just know I'll be going to where the 'Life' is when I breathe my last. I just need reminding of that often by Him, like ALL of us who walk this journey, and am further convinced too that the occasional 'things of the flesh' I partake in every now and then are quite alright to sate the weak flesh's desires, even mandatory, to keep the flesh sated just enough so it won't be constantly attacking my spirit and devouring it, instead letting my spirit strive to keep focused on the things beyond the flesh and on seeing where the Master's next task here in the mortal existence is, and then the DOING of that task with His help.

ADDENDUM - I think the root now of my problems was that I had 'Switch On Pickup' turned OFF in the player properties menu. I think the download notes should come with something in readme to the player to make sure they have that on, or you have something in the opening opening script of the 'Adversaries Keep' level that turns it ON if its not already ON. I'll replay the levelset later today with 'Switch on Pickup' ON and see if things work as intended.
Forlorn Creator
Posts: 17
Joined: Thu Oct 16, 2014 8:53 pm

Re: A Doomers Requiem

Post by Forlorn Creator »

Its good to hear that you concur with this...

The fact that it has helped you in your walk makes me feel that I have achieved what I was sent out to do. Thank you very much for playing.

As for the problem you had, I ill attempt to recreate this, but I thought that I forced the player to draw the sword irregardless of player settings.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: A Doomers Requiem

Post by Patriot1776 »

Okay, finally got around to testing my hypothesis of keeping 'Switch On Pickup' ON and things worked exactly as you intended this time. Drew the sword in the Adversaries Keep just like you scripted. I think you need to change the player class such that that the 'Switch On Pickup' is locked to being ON, or insert an OPEN script that forces 'Switch On Pickup' to be ON. I don't normally play with weapon switching on picking up of any weapon to prevent nuisance switching in level packs that can and has gotten me killed a few times, but for this episode it needs to be enabled for things to work properly, unless you manage to rewrite your scripts such that they actually will work no matter the player settings, as they still need a bit of work. I personally don't know what to really look for, the only scripting I know of is getting basic ACS door or platform switches to work and setting of sector lighting.
Forlorn Creator
Posts: 17
Joined: Thu Oct 16, 2014 8:53 pm

Re: A Doomers Requiem

Post by Forlorn Creator »

I will see if I can force that part of player settings, similar to how ducking and cross hairs can be forced off.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: A Doomers Requiem

Post by wildweasel »

Forlorn Creator wrote:I will see if I can force that part of player settings, similar to how ducking and cross hairs can be forced off.
Maybe not so much "force" the setting, but ACS has the [wiki]SetWeapon[/wiki] function that can do that ([wiki]A_SelectWeapon[/wiki] if you're doing it through Decorate).

Return to “TCs, Full Games, and Other Projects”