How to mod Brutal Doom
How to mod Brutal Doom
I don't plan on pumping out high quality mods just yet. But for the future, how would I mod Brutal Doom? I can tell it gas a lot of changes especially with animations. It just seems quite overwhelming and anyone who can tell me how it works and such would be a great help.
Re: How to mod Brutal Doom
To understand how BD works, you have to understand how mods work, period. It also doesn't help that BD may present the wrong, or at least, the hacky/outdated, way to do certain things. EX: At one point (this may still be true) BD's monsters handled headshots by spawning a pseudo-monster in the space where the head would be. This actor would exist for a few tics. Today, you'd do that with A_Warp, eliminating the need to continuously respawn the 'head'. Though, it should be noted that this method would not be available to you if you're looking for Zandronum compatability.Stroyed wrote:I don't plan on pumping out high quality mods just yet. But for the future, how would I mod Brutal Doom? I can tell it gas a lot of changes especially with animations. It just seems quite overwhelming and anyone who can tell me how it works and such would be a great help.
Have you looked at WildWeasel's Gunlabs Tutorials? Probably the best place to start. It is missing a few more recent additions; notably, anonymous functions, which have effectively deprecated the old 'zero tic' trick. Also the wealth of Decorate expressions that have been added lately, as well as overlays, but those are more advanced concepts. It's still a good source for beginners.
Last edited by amv2k9 on Wed Sep 07, 2016 7:21 pm, edited 5 times in total.
Re: How to mod Brutal Doom
Thanks for the help. This is actually a great start for me. But how about with like the blood and the wounded monsters?
Re: How to mod Brutal Doom
What do you mean, exactly? Keep in mind I haven't kept up w/BD, and may not be able to give more than educated guesses on the way it does things.Stroyed wrote:But how about with like the blood and the wounded monsters?
Re: How to mod Brutal Doom
No I haven't actually. They sound interesting though. I'll be sure to check them out. I'll be honest I'm quite new to Doom's modding scene so this helps me out a lot.
EDIT: Just saw the new alert, I'm talking about all the decals, dripping blood, and with the monsters I'm talking about if you damage them enough and in the right way they'll sit on the ground in a sort of wounded state and eventually die.
EDIT: Just saw the new alert, I'm talking about all the decals, dripping blood, and with the monsters I'm talking about if you damage them enough and in the right way they'll sit on the ground in a sort of wounded state and eventually die.
Re: How to mod Brutal Doom
The monster is projecting actors that, in their Death states, spawn decals to the walls, and then persist for a while and spawn the blood droplets. It should be noted that the Death, XDeath and Crash states have special uses when applied to projectiles & puffs. For projectiles, they'll enter their Death state when hitting level geometry or non-bleeding actors. They'll enter their XDeath state if they hit a bleeding actor. And they'll enter their Crash state if they hit non-bleeding actors; that way, if you want different effects when the projectile hit a wall or, say a robot, you can still do that. The rules are a little different for puffs, if I remember correctly.Stroyed wrote: I'm talking about all the decals, dripping blood
This is done through damage types, but also through checking health. I'll cover the damagetypes first. Let's say you want a stun gun.with monsters I'm talking about if you damage them enough and in the right way they'll sit on the ground in a sort of wounded state and eventually die.
Code: Select all
ACTOR StunGun:Pistol
{
DamageType "Stun"
}
ACTOR Zombieman2:Zombieman
{
PainChance "Stun",256
States
{
Pain.Stun:
POSS A 70 A_Pain
POSS A 70 A_Pain
POSS A 70 A_Pain
Goto See
}
}
Earlier, I mentioned checking health. If I had to guess, BD does something like this:
Code: Select all
Pain:
MONS F 0 A_JumpIf(health<=15,"Critical") // Today, you could use the GetSpawnHealth variable; it's pretty great.
Goto Super::Pain
Critical:
TNT1 A 0 A_PlaySound("monster/criticalmoan",CHAN_VOICE)
MONS XYZXYZ 5
MONS XYZXYZ 5
Loop
}
}
Re: How to mod Brutal Doom
Very interesting. Thanks. You've been a big help.