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johnny
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by johnny »

phantombeta wrote:Why do you think I said I didn't recommend doing this to fix it?
Yeah dude, I was agreeing with you. Just elaborating on WHY you said it was a bad idea so the reasons are clear for everybody.

SOULTION-----------------
Idle:
TNT1 A 0 A_JumpIf (health <= 0, "Death.InvulnFixer")
.....
.....
Death.InvulnFixer:
TNT1 A 0 A_Jump(256,"Death.Head","Death.HeadExplode","HeavyHead")
Goto Death.Head
END SOLUTION---------

I decided I'm done fucking with this and opted for the quick-n-dirty fix. It's cheap, it's hacky, but most importantly--it works. You still get your various head deaths and will no longer run into any ghosts. It's not the most elegant solution, but it certainly isn't the worst thing to appear in the mess of code that is brutal doom. This is such a highly situational bug that I think figuring out a "proper" solution when an easy one exists is a waste of time.

In this version I also cut majorly back on the amount of ammo you get from clips/boxes/etc. Didn't mess with rockets though because those babies are semi-rare. I was tired of constantly having full ammo of almost everything all the time as it took a lot of the challenge away. I also made the fatality rewards WAAAYYYY more worthwhile and significant to encourage you to take more risks. You get 20 health/armor where there was 10 before, with barons/hell knights giving you 50 of each/60 of armor. The really tough enemies will max out a certain ammo type now--arachnotrons give you rockets, pain elementals give you cells, cacos give you shells, mancs give you bullets, revenants give you grenades, and archies give you the radio/fill your 5 calls back up. The fatality chance was kicked down some to compensate for this. Still high though. Also smoothified the shotgun firing animation and brought back the ability to fatality dyingguys. And I think that's it!

So glad this ghost business is over with. Now I can get back to making cool new shit.
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phantombeta
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by phantombeta »

@Devianteist
Yeah, it happens on (G)ZDoom. I tested it on my fork of GZDoom that I had just compiled.
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Devianteist
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Devianteist »

phantombeta wrote:@Devianteist
Yeah, it happens on (G)ZDoom. I tested it on my fork of GZDoom that I had just compiled.
I knew it happens in (G)ZDoom (I was able to get 3 of the damnable things in a row while trying to figure out how to force them to spawn, but everyone already figured it out, so). I meant ZDoom itself, without the G.

EDIT: Left out/misplaced some letters. Ninja fixed it.
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phantombeta
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by phantombeta »

Why would it not happen in ZDoom?
GZDoom is just ZDoom with OpenGL.
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Patriot1776
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Patriot1776 »

Glad I could have played a small but CRITICAL part in the fixing of this little issue! ^^ :D Yeah, I guess the fix is a bit hacky and 'quick & dirty', but I'm so busy with real life things and so don't do a lot delving into DECORATE/ACS code except for hobbyist interest I don't really know that well what 'elegant code' looks like. Still I am glad I could be a major help on getting this very serious issue fixed. :)
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phantombeta
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by phantombeta »

I think I found the problem.

Code: Select all

HeavyHead:	
	    TNT1 A 0 A_ClearTarget
		POSL G 1 A_Chase("", "")
Such a good idea to call A_Chase in the Death state. [/sarcasm]
And what the hell is it supposed to do?
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Patriot1776
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Patriot1776 »

phantombeta wrote:I think I found the problem.

Code: Select all

HeavyHead:	
	    TNT1 A 0 A_ClearTarget
		POSL G 1 A_Chase("", "")
Such a good idea to call A_Chase in the Death state. [/sarcasm]
And what the hell is it supposed to do?
O_o Yeah, no kidding... You didn't put that there did you johnny? Was that originally SGt.MIV's? As little as I know, I know what A_Chase does and either there's a really special reason for putting that in a Death state, or somebody's copying and pasting got a little outta hand. :lol: No offense meant to anybody of course. :)
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Devianteist
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Devianteist »

phantombeta wrote:Why would it not happen in ZDoom?
GZDoom is just ZDoom with OpenGL.
I was wondering if anyone had attempted to replicate the glitch in ZDoom, but as you said, (G)ZDoom is just ZDoom+Gl.
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johnny
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by johnny »

Patriot1776 wrote:
phantombeta wrote:I think I found the problem.

Code: Select all

HeavyHead:	
	    TNT1 A 0 A_ClearTarget
		POSL G 1 A_Chase("", "")
Such a good idea to call A_Chase in the Death state. [/sarcasm]
And what the hell is it supposed to do?
O_o Yeah, no kidding... You didn't put that there did you johnny? Was that originally SGt.MIV's? As little as I know, I know what A_Chase does and either there's a really special reason for putting that in a Death state, or somebody's copying and pasting got a little outta hand. :lol: No offense meant to anybody of course. :)
Nada. All I did with the monsters was alter some flags here and there and write the fatality bonus code. I know next to nothing when it comes to monster decorating. Sgt Mark has a TON of lazy copy/pasting mistakes all over, which is why zombiemen sprites would pop up randomly during death states. They're all named nonsensical things like ID14 and DD11 which give no hints about what type of monster they might be. That INFO command has been helpful as fuck as far as that goes. I've seen that A_Chase with empty quotes in several different places, not just the zombies. I'm gonna comb through each reference to A_Chase and comment them out if they occur in any sort of death state.

phantombeta & patriot, you guys are awesome.

-----That did it! Woooooooo reuploaded
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Patriot1776
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Patriot1776 »

I've already went into my copy and and 'deep sixed' (read: deleted) the errant A_Chase that phantombeta discovered from the zombieman and shotgun guy code. Only looked at the zombieman, shotgun guy, commando, and imp .dec code, and of those four, only found those errant A_Chase's really in the 'HeavyHead' portions of the zombieman and shotgun guy. Didn't find a 'HeavyHead' portion in the imp code or commando code, which is why thankfully we didn't have problems of immortal imps or, God forbid, IMMORTAL COMMANDOS. Immortal commando problems would have probabaly left some maps played with this nearly unplayable without cheating until this was discovered. But yeah, not to say errant A_Chase instances may be in other monsters' coding, but I can't look tonight. It's getting late where I'm at and I got work tomorrow, so I can't look.
Last edited by Patriot1776 on Tue Feb 10, 2015 10:12 pm, edited 1 time in total.
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-Ghost-
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by -Ghost- »

It's a shame there's so much messed up code in there from the original mod. I thought this was based on BDSE, does that fix some of the problems?

And is it okay to still use the addons, or do they need to be updated for the new version?

EDIT: When I chaingun shred a shotgunguy I get the error "Unknown Flag: 'SOILD' in SERGEANT". Doesn't appear to be any error in the animation or anything though. Also when I was about to fatality an imp I got stuck in the third person doing nothing, no enemy or animation.
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Patriot1776
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by Patriot1776 »

-Ghost- wrote:It's a shame there's so much messed up code in there from the original mod. I thought this was based on BDSE, does that fix some of the problems?

And is it okay to still use the addons, or do they need to be updated for the new version?

EDIT: When I chaingun shred a shotgunguy I get the error "Unknown Flag: 'SOILD' in SERGEANT". Doesn't appear to be any error in the animation or anything though.
Typo, that's all that is I think. Efforts from previous attempts to wipeout this 'immortal' problem that a lot of which can probably be taken back out.
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johnny
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by johnny »

lolz whoops. Yeah patriot is exactly right, that was a typo. I also just noticed the heads were receiving splash damage from the punches which exploded them every time, had to set the fatality damagefactor to 0.0. Also I cut out all the multiple copies of the same sounds to get the filesize down some. Jeeeeesus this is like the 40th time I've reuploaded this today.

The last BDJ verison from December 28th was based on BDSE yeah. It was pretty rock solid so it was easy to build my mod on top of it. The only thing I took from that version for v20 was the weapons though, I think the BFG altfire was the only BDSE thing that was carried over. This is what I get for using a test version--on the surface it looked like it was pretty well rounded but I only played it for about a day before I decided to go for gold and start making changes. Guess it had a lot more holes than I thought. I figured v20 would be out by Jan 10-15th at the latest and any problems I ran into could be quickly fixed with the full version.... but, nope.

speak of the devil: http://www.mediafire.com/download/44tax ... 9-2015.zip
speak of the devilx2: http://www.mediafire.com/download/p40aj ... 0-2015.zip
Last edited by johnny on Tue Feb 10, 2015 11:41 pm, edited 1 time in total.
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-Ghost-
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by -Ghost- »

I like how you replaced door sounds and such, not many mods bother. You should continue to replace sounds like that, switches, etc.
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Re: BDJ20 - melee/grenade hotkeys, combos, new fatalities IT

Post by LostFury »

Liking the changes you made with the ammo. Maybe even lowering some of the ammo caps could bring more incentive for some melee. I did come across one bug, when you melee a monster with the plasma rifle equiped the monsters do the plasma deaths. I havn't tested this with the BFG yet

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