New features (last update 8.8.2005)

Moderator: GZDoom Developers

User avatar
Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

[slightly off-topic]Is the decorate.96x supposed to be renamed to something else if you want to view it?[/slightly off-topic]
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

No, you can load it as is. The extension doesn't matter.
User avatar
Anakin S.
Posts: 1067
Joined: Fri Nov 28, 2003 9:39 pm
Location: A long time ago in a galaxy far, far away...

Post by Anakin S. »

Graf, would you be able to fix A_JumpIfCloser to work with weapons? If it's fixed, would it work like the hammer of retribution where if anything is within range, it would use a hitscan attack, which allows the player to hit a wall as well as a monster? Or would it work like the serpent staff where it would only drain life if there's a target in front and not if there's a wall? Would it be possible to do both?
User avatar
wildweasel
Posts: 21707
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Post by wildweasel »

The new alt-fire now enables me to port one of my EDGE mods to ZDoom. I'm now working on Doom Illustrated for ZDoom.
dennisj1
Posts: 399
Joined: Sun Jan 11, 2004 1:46 pm
Location: Superior, WI

Post by dennisj1 »

[slightly off-topic, again] Just what are these *.96x files in the TEST/ directory, anyway?
User avatar
SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Post by SyntherAugustus »

Sample code for the altfire function.

Code: Select all

AltFire:
      BFW5 A 0 A_GunFlash
      BFW5 A 2 BRIGHT
      BFW5 A 2 BRIGHT A_FireCustomMissile("ZRailgunShot", 0, 1, 7, -1)
      BFW5 A 1 A_FireCustomMissile("ZSmoke1", 0, 0, 5, 2)
      BFW5 B 1 
      BFW5 C 1
      BFW5 D 1
      BFW5 E 1
      BFW5 F 1
      BFW5 G 1
      BFW5 H 1
      BFW5 A 8
      BFW5 A 1 A_ReFire
      BFW5 A 1 
      goto Ready
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $

Post by Bio Hazard »

Heres a real functioning altfire weapon :)

Http://www.aki-izumi.com/biohazard/temp/AltFire.zip

the weapon is "ZeusFusionGun"
User avatar
Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

@Graf - I just tried to load decorate.96x with the build, and I got a crash stating this:
Script error, "DECORATE" line 18,
SC_GetNumber: Bad Numeric Constant "16:31=226:231"
dennisj1
Posts: 399
Joined: Sun Jan 11, 2004 1:46 pm
Location: Superior, WI

Post by dennisj1 »

@Graf -- Just tried to create a demo for the new key/lock system...but it doesn't work (the player won't pick-up the green key. What did I do wrong? (Map attached)
User avatar
BouncyTEM
Posts: 3824
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Post by BouncyTEM »

Bio Hazard wrote:Heres a real functioning altfire weapon :)

Http://www.aki-izumi.com/biohazard/temp/AltFire.zip

the weapon is "ZeusFusionGun"
awesomeness. now i got a question.
how the hell do you USE the altfire?! :(

edit: nvm, figured it out. there really should be something in the controls though so you could set a button there instead of the console.

double edit: ok, i am REALLY getting frustrated on this. how the hell can you specify the color and all that for enemy railgun attacks?! used to be able to do it in that one exe, but i can't now :(
if i try to put those states for A_Monsterrail, it complains that i can't do that, yet when I use the A_Monsterrailattack, it says no such thing exists. :?

triple edit: i figured i'd include the error complaints.
when using A_Monsterrail

Code: Select all

Script error, "DECORATE" line 31:
you cannot pass parameters to '('
when using A_Monsterrailattack

Code: Select all

Script error, "DECORATE" line 31:
invalid state parameter A_Monsterrailattack
User avatar
chaoscentral
Posts: 677
Joined: Sun Feb 27, 2005 4:32 pm
Location: Revere, MA

Post by chaoscentral »

stupid question, but wat is the console command for alternat fire?cuz +altfire doesnt work...
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $

Post by Bio Hazard »

+AltAttack
User avatar
The Ultimate DooMer
Posts: 2109
Joined: Tue Jul 15, 2003 5:29 pm
Location: Industrial Zone

Post by The Ultimate DooMer »

So, this new key system: does it allow you to create new keys altogether or just use the ones from all the wadgames?
User avatar
chaoscentral
Posts: 677
Joined: Sun Feb 27, 2005 4:32 pm
Location: Revere, MA

Post by chaoscentral »

yay it works. I put a nice key conf in my zdoom wad, and it has ressurection and alt fire and stuff in there. oya. Do you think that It would be too har dto include a release state... It woulld make weapon making so much easier.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

@Kirby: You are still using the old .EXE if that happens.

@dennisj1: You have to define a key, not a scripted pickup. The pickup will only be picked up when having an action special and it will never go into the inventory.

@Bouncy: Sorry, I forgot to add the menu option. :(

@TUD: Of course you can create new keys. Otherwise the system wouldn't be of much use.

@chaoscentral: Altfire shoud be added to the menu. Resurrection should not because it's a cheat, not a gameplay option.

Return to “Closed Feature Suggestions [GZDoom]”