DUMP Episode 3: BFG Edition [map + weapons released]

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comet1337
Posts: 875
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Location: elsewhere

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by comet1337 »

Yholl wrote:blatantly untrue
ok i found the issue
you hit altfire
then you hold PRIMARY fire to keep spinning
THEN you hit ALTFIRE again to shoot
instead of, you know, just holding altfire, then use primary to shoot

add execption for intuitiveness' sake?
Yholl wrote:ye
knew it
he really likes his metal band names

also plz change 1338 to 1337
pass that on to term too for the map stuff

also also:
the iron annihilator doesn't alert monsters
AdmiralAjax
Posts: 89
Joined: Sat Nov 27, 2010 6:47 pm

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by AdmiralAjax »

Wait, which is the chaingunshotgun again?
ijon
Posts: 108
Joined: Thu Mar 17, 2016 12:09 pm

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by ijon »

Yholl wrote:
Beed28 wrote:In DUMP.acs, I believe changing the TakeInventory functions to take 9999 may stop problems with sv_unlimited_pickup interfering with the synthfire system:
I'm gonna be perfectly honest here.
I'm rapidly losing interest in maintaining compatibility with such an obnoxious and destructive cvar.

Code: Select all

function void SetInventory(int item, int amount)
{
    int count = CheckInventory(item);
    if (count < amount)
    {
        GiveInventory(item, amount - count);
    }
    
    // if we were over the desired amount originally, or sv_doubleammo bullshit
    //  pushed us over the desired amount
    int newCount = CheckInventory(item);
    if (newCount > amount)
    {
        TakeInventory(item, newCount - amount);
    }
}


script "DUMP3_SynthFire" ENTER
{
    int pln = PlayerNumber();
    
    while (true)
    {
        if (GetActorProperty(0, APROP_Health) <= 0)
        {
            TakeInventory("DUMP3SynthFire",    0x7FFFFFFF);
            TakeInventory("DUMP3SynthAltFire", 0x7FFFFFFF);
            TakeInventory("DUMP3Crouching",    0x7FFFFFFF);
            TakeInventory("DUMP3StrafeLeft",   0x7FFFFFFF);
            TakeInventory("DUMP3StrafeRight",  0x7FFFFFFF);
            TakeInventory("DUMP3Forwards",     0x7FFFFFFF);
            TakeInventory("DUMP3Backwards",    0x7FFFFFFF);
        }
        else
        {
            int buttons = GetPlayerInput(-1, MODINPUT_BUTTONS);
            int fireInput, altfireInput;
            
            if (GetUserCvar(pln, "dump3_switchsynth"))
            {
                fireInput    = BT_ALTATTACK;
                altfireInput = BT_ATTACK;
            }
            else
            {
                fireInput    = BT_ATTACK;
                altfireInput = BT_ALTATTACK;
            }
            
            SetInventory("DUMP3SynthFire",    (buttons & fireInput)    != 0);
            SetInventory("DUMP3SynthAltFire", (buttons & altfireInput) != 0);
            SetInventory("DUMP3Crouching",    (buttons & BT_CROUCH)    != 0);
            SetInventory("DUMP3StrafeLeft",   (buttons & BT_MOVELEFT)  != 0);
            SetInventory("DUMP3StrafeRight",  (buttons & BT_MOVERIGHT) != 0);
            SetInventory("DUMP3Forwards",     (buttons & BT_FORWARD)   != 0);
            SetInventory("DUMP3Backwards",    (buttons & BT_BACK)      != 0);
        }
        
        Delay(1);
    }
} 
done

now death and respawn scripts are unnecessary, resurrect doesn't break it, and sv_unlimited_pickup doesn't break it either

edit: changed the input comparisons to "!= 0" to shave off those, what, seven instructions? it's important

edit2: also I just noticed the hs-011 ain't got no brightmaps or decals
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Deviluke Roy »

You know, I just read the weapons bug report reply by Yholl, and I think that he needs to take a break. Just saying.
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Snarboo
Posts: 2598
Joined: Tue Nov 29, 2005 4:37 am

Re: DUMP Episode 3: BFG Edition [Wep Test1 build pg. 74]

Post by Snarboo »

Yholl wrote:Unless you managed to get the indev test1 build through that stupid link that updated itself.
In any case, yes, the latest update I had from you had no graphics whatsoever for the tractor beam, I assumed it was intended.
Argh, I must have uploaded the wrong test build or something. Let me fix that!

Edit:
Here's the latest build!

I have no clue what happened here. Either I forgot to upload the latest version, or GitHub screwed up and I compiled a build without the tractor beam.
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Yholl
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Yholl »

ijon wrote:now death and respawn scripts are unnecessary, resurrect doesn't break it, and sv_unlimited_pickup doesn't break it either
Oh cool, thank you very much. Didn't expect you to strip out the rest of the synthfire functionality altogether, but seeing as nothing really used it that's fine.
ijon wrote:also I just noticed the hs-011 ain't got no brightmaps or decals
I didn't get any, maybe you forgot them? I dunno I'm just emitting words.
Snarboo wrote:I have no clue what happened here.
IT IS A MYSTERY
Deviluke Roy wrote:You know, I just read the weapons bug report reply by Yholl, and I think that he needs to take a break. Just saying.
Already way ahead of you, heh.
ijon
Posts: 108
Joined: Thu Mar 17, 2016 12:09 pm

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by ijon »

Yholl wrote:Oh cool, thank you very much. Didn't expect you to strip out the rest of the synthfire functionality altogether, but seeing as nothing really used it that's fine.
I didn't notice any other functionality, besides that pistol thing which I couldn't figure out the intent of (take away a DUMP3PistolFiringCount every tic after the first it's run? why not just take one every tic, it's not like you're firing the very first tic you enter the game) and probably belongs in its own looping script anyway
I didn't get any, maybe you forgot them? I dunno I'm just emitting words.
BM_H010[E-N], DECALDEF, and GLDEFS - they're in that latest one for sure (and I can actually send it to you via discord now if necessary)

the brightmaps aren't a big deal (i just wanted to have 'em) but the decals are 200% necessary

also, because I forgot to, you can knock out the ovum/reload[1-4] definitions from SNDINFO entirely since they don't have corresponding sounds and never get used anyway

and speaking of sounds entirely I'll probably send you a wad containing just replacement sounds for my two serious guns, because the white noise on them annoys me and I never noticed them in EYE proper

and there's an annoying gap in one of the explosion sounds and it's all just kinda ass

edit: actually fuck it i'll just link it here - contains ONLY replacement sounds
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deathz0r
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Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Land with them kangaroo

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by deathz0r »

Minor update for MAP30:

http://allfearthesentinel.net/download? ... sm-v2a.wad

Fixed a few imps that were visible through a 3D floor on software mode and a couple of texture fixes

quote for map should now be "294 3D floor control sectors died while making this map, may they rest in peace"
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Deviluke Roy »

Can you rename my map to "Real is shit"?
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by TerminusEst13 »

i swear to god i'm going to push another build out soon or else i will cut things
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President People
Posts: 149
Joined: Sat Apr 28, 2012 10:40 am

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by President People »

TerminusEst13 wrote:i swear to god i'm going to push another build out soon or else i will cut things
Until then, no candelabra is safe
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simpletonnn
Posts: 313
Joined: Thu Nov 13, 2014 8:20 pm

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by simpletonnn »

President People wrote:
TerminusEst13 wrote:i swear to god i'm going to push another build out soon or else i will cut things
Until then, no candelabra is safe
> Burn the wire
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Major Cooke
Posts: 8070
Joined: Sun Jan 28, 2007 3:55 pm

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Major Cooke »

Time for me to try this baby out with D4D... Expect my feedback to return in... I dunno. A book?

...Nah :mrgreen: While I could do that I enjoyed Dump2 too much to want to dump all over the dumpster. That just amasses the rotten smell too quickly.
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Major Cooke
Posts: 8070
Joined: Sun Jan 28, 2007 3:55 pm

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Major Cooke »

Okay. Hub map... Ginormous. Impressive. But I don't know where to go or what to do after killing the nazis and the cyberdemon. Am I missing something?
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TerminusEst13
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Joined: Mon Nov 09, 2009 3:08 pm

Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by TerminusEst13 »

Hub map has not had all the map exits put in yet, but will in the next test build.
In the meantime, you'll have to manually "map mapxx" in the console.

Sorry for the inconvenience.

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