The Arch Heinous - Under Revision.

Talk about our & your projects.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

For anyone who had difficulties with FireFox in conjunction with the RAR format, I've gotten off my ass and uploaded it in zip format.

http://solarsnow.drdteam.org/ArchHeinous.zip
User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

Post by BlazingPhoenix »

why am I not included in the .txt file? :(

ULTRA BUMP!!
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

And why on earth would I do such a thing? You had nothing to do with the project! What, do you think I should put your name in it because you asked to see the file before I released it??? The only person that actually helped (the key word being helped) me with this was Phobus, for testing.
User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post by Phobus »

That is indeed true. (I've only just got here :D)

My job was (and seems to remain) a guniea pig for solarsnowfalls new creations.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

Heh. You have always been good about giving prompt feedback. You seem to be able to interpret my concepts very well, and you always give objective observations. Thanks, and I hope you don't mind ;)
User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post by Phobus »

Actually, I feel somewhat privaliged (spelling???) to get ot see and help all of your little projects grow up into fully fledged items of greatness. :D
User avatar
bastetfurry
Posts: 5
Joined: Mon Sep 19, 2005 11:11
Location: Deep Umbra ;)
Contact:

Post by bastetfurry »

Got an error :-(

Script error, "DECORATE" line 455: Exepted ')', got ','.

EDIT: Its the line:
COMT D 0 Radius_Quake(5, 35, 0, 128, 6)
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Works For Me (tm)
User avatar
ellmo
DRD Team Admin (Inactive)
Posts: 237
Joined: Thu Jun 30, 2005 13:30
Location: Poland, Poznan

Post by ellmo »

bastetfurry wrote:Got an error :-(

Script error, "DECORATE" line 455: Exepted ')', got ','.

EDIT: Its the line:
COMT D 0 Radius_Quake(5, 35, 0, 128, 6)
Check your port version. I dunno what versions are currently the latest, and I'm not even sure, if you're not talking about GZDoom... but the info you got always means an incompatibile version IMO.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

bastetfurry wrote:Got an error :-(

Script error, "DECORATE" line 455: Exepted ')', got ','.

EDIT: Its the line:
COMT D 0 Radius_Quake(5, 35, 0, 128, 6)
This was written for ZDoom 96x, and should work just fine in GZDoom.
User avatar
bastetfurry
Posts: 5
Joined: Mon Sep 19, 2005 11:11
Location: Deep Umbra ;)
Contact:

Post by bastetfurry »

I was trying it for zdoom 96 :-/
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

Go to Grubber's section in the forums and make sure you have the latest version.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

*Bump*

New info on the fist page.
User avatar
solarsnowfall
Persecution Complex
Posts: 363
Joined: Fri Aug 05, 2005 8:51

Post by solarsnowfall »

Progress Report

To give you an idea of what I'm doing here, what once was

Code: Select all

ACTOR FireBlast
{
	Radius 8
        Height 0
        Damage 2
        Speed 15
        +FireDamage
        +Missile
        +NoGravity
        RenderStyle Add
        Alpha .5
        States
        {
        Spawn:
            FBL1 BCCDDE 3 BRIGHT
            Stop
        Death: 
            FBL1 CDE 6 BRIGHT
            Stop
        }
}
is now

Code: Select all

Actor FireBlastExM
{
	+Missile
	+NoGravity
	RenderStyle Add
	Alpha .5
	States
	{
	Spawn:
		FBL1 M 1 
		FBL1 M 1 A_SetTranslucent(.45, 1)
		FBL1 M 1 A_SetTranslucent(.4, 1)
		FBL1 M 1 A_SetTranslucent(.35, 1)
		FBL1 M 1 A_SetTranslucent(.3, 1)
		FBL1 M 1 A_SetTranslucent(.25, 1)
		FBL1 M 1 A_SetTranslucent(.2, 1)
		FBL1 M 1 A_SetTranslucent(.15, 1)
		FBL1 M 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExL : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 L 1 
		FBL1 L 1 A_SetTranslucent(.45, 1)
		FBL1 L 1 A_SetTranslucent(.4, 1)
		FBL1 L 1 A_SetTranslucent(.35, 1)
		FBL1 L 1 A_SetTranslucent(.3, 1)
		FBL1 L 1 A_SetTranslucent(.25, 1)
		FBL1 L 1 A_SetTranslucent(.2, 1)
		FBL1 L 1 A_SetTranslucent(.15, 1)
		FBL1 L 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExK : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 K 1 
		FBL1 K 1 A_SetTranslucent(.45, 1)
		FBL1 K 1 A_SetTranslucent(.4, 1)
		FBL1 K 1 A_SetTranslucent(.35, 1)
		FBL1 K 1 A_SetTranslucent(.3, 1)
		FBL1 K 1 A_SetTranslucent(.25, 1)
		FBL1 K 1 A_SetTranslucent(.2, 1)
		FBL1 K 1 A_SetTranslucent(.15, 1)
		FBL1 K 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExJ : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 J 1 
		FBL1 J 1 A_SetTranslucent(.45, 1)
		FBL1 J 1 A_SetTranslucent(.4, 1)
		FBL1 J 1 A_SetTranslucent(.35, 1)
		FBL1 J 1 A_SetTranslucent(.3, 1)
		FBL1 J 1 A_SetTranslucent(.25, 1)
		FBL1 J 1 A_SetTranslucent(.2, 1)
		FBL1 J 1 A_SetTranslucent(.15, 1)
		FBL1 J 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExI : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 I 1 
		FBL1 I 1 A_SetTranslucent(.45, 1)
		FBL1 I 1 A_SetTranslucent(.4, 1)
		FBL1 I 1 A_SetTranslucent(.35, 1)
		FBL1 I 1 A_SetTranslucent(.3, 1)
		FBL1 I 1 A_SetTranslucent(.25, 1)
		FBL1 I 1 A_SetTranslucent(.2, 1)
		FBL1 I 1 A_SetTranslucent(.15, 1)
		FBL1 I 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExH : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 H 1 
		FBL1 H 1 A_SetTranslucent(.45, 1)
		FBL1 H 1 A_SetTranslucent(.4, 1)
		FBL1 H 1 A_SetTranslucent(.35, 1)
		FBL1 H 1 A_SetTranslucent(.3, 1)
		FBL1 H 1 A_SetTranslucent(.25, 1)
		FBL1 H 1 A_SetTranslucent(.2, 1)
		FBL1 H 1 A_SetTranslucent(.15, 1)
		FBL1 H 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExG : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 G 1 
		FBL1 G 1 A_SetTranslucent(.45, 1)
		FBL1 G 1 A_SetTranslucent(.4, 1)
		FBL1 G 1 A_SetTranslucent(.35, 1)
		FBL1 G 1 A_SetTranslucent(.3, 1)
		FBL1 G 1 A_SetTranslucent(.25, 1)
		FBL1 G 1 A_SetTranslucent(.2, 1)
		FBL1 G 1 A_SetTranslucent(.15, 1)
		FBL1 G 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExF : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 F 1 
		FBL1 F 1 A_SetTranslucent(.45, 1)
		FBL1 F 1 A_SetTranslucent(.4, 1)
		FBL1 F 1 A_SetTranslucent(.35, 1)
		FBL1 F 1 A_SetTranslucent(.3, 1)
		FBL1 F 1 A_SetTranslucent(.25, 1)
		FBL1 F 1 A_SetTranslucent(.2, 1)
		FBL1 F 1 A_SetTranslucent(.15, 1)
		FBL1 F 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExB : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 B 1 
		FBL1 B 1 A_SetTranslucent(.45, 1)
		FBL1 B 1 A_SetTranslucent(.4, 1)
		FBL1 B 1 A_SetTranslucent(.35, 1)
		FBL1 B 1 A_SetTranslucent(.3, 1)
		FBL1 B 1 A_SetTranslucent(.25, 1)
		FBL1 B 1 A_SetTranslucent(.2, 1)
		FBL1 B 1 A_SetTranslucent(.15, 1)
		FBL1 B 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExS : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 S 1 
		FBL1 S 1 A_SetTranslucent(.45, 1)
		FBL1 S 1 A_SetTranslucent(.4, 1)
		FBL1 S 1 A_SetTranslucent(.35, 1)
		FBL1 S 1 A_SetTranslucent(.3, 1)
		FBL1 S 1 A_SetTranslucent(.25, 1)
		FBL1 S 1 A_SetTranslucent(.2, 1)
		FBL1 S 1 A_SetTranslucent(.15, 1)
		FBL1 S 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExT : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 T 1 
		FBL1 T 1 A_SetTranslucent(.45, 1)
		FBL1 T 1 A_SetTranslucent(.4, 1)
		FBL1 T 1 A_SetTranslucent(.35, 1)
		FBL1 T 1 A_SetTranslucent(.3, 1)
		FBL1 T 1 A_SetTranslucent(.25, 1)
		FBL1 T 1 A_SetTranslucent(.2, 1)
		FBL1 T 1 A_SetTranslucent(.15, 1)
		FBL1 T 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExC : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 C 1 A_SetTranslucent(.45, 1)
		FBL1 C 1 A_SetTranslucent(.4, 1)
		FBL1 C 1 A_SetTranslucent(.35, 1)
		FBL1 C 1 A_SetTranslucent(.3, 1)
		FBL1 C 1 A_SetTranslucent(.25, 1)
		FBL1 C 1 A_SetTranslucent(.2, 1)
		FBL1 C 1 A_SetTranslucent(.15, 1)
		FBL1 C 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExN : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 N 1 A_SetTranslucent(.4, 1)
		FBL1 N 1 A_SetTranslucent(.35, 1)
		FBL1 N 1 A_SetTranslucent(.3, 1)
		FBL1 N 1 A_SetTranslucent(.25, 1)
		FBL1 N 1 A_SetTranslucent(.2, 1)
		FBL1 N 1 A_SetTranslucent(.15, 1)
		FBL1 N 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExD : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 D 1 A_SetTranslucent(.35, 1)
		FBL1 D 1 A_SetTranslucent(.3, 1)
		FBL1 D 1 A_SetTranslucent(.25, 1)
		FBL1 D 1 A_SetTranslucent(.2, 1)
		FBL1 D 1 A_SetTranslucent(.15, 1)
		FBL1 D 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExO : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 O 1 A_SetTranslucent(.3, 1)
		FBL1 O 1 A_SetTranslucent(.25, 1)
		FBL1 O 1 A_SetTranslucent(.2, 1)
		FBL1 O 1 A_SetTranslucent(.15, 1)
		FBL1 O 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExE : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 E 1 A_SetTranslucent(.25, 1)
		FBL1 E 1 A_SetTranslucent(.2, 1)
		FBL1 E 1 A_SetTranslucent(.15, 1)
		FBL1 E 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExP : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 P 1 A_SetTranslucent(.2, 1)
		FBL1 P 1 A_SetTranslucent(.15, 1)
		FBL1 P 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExQ : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 Q 1 A_SetTranslucent(.15, 1)
		FBL1 Q 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

Actor FireBlastExR : FireBlastExM
{
	States
	{
	Spawn:
		FBL1 R 1 A_SetTranslucent(.1, 1)
		Stop
	}
}

ACTOR FireBlast
{
        Radius 8
        Height 0
        Damage 2
        Speed 10
        +FireDamage
        +Missile
        +NoGravity
        RenderStyle Add
        Alpha .5
        States
        {
        Spawn:
            FBL1 M 1 Bright A_CustomMissile("FireBlastExM", 0, 0, 0)
            FBL1 L 1 Bright A_CustomMissile("FireBlastExL", 0, 0, 0)
            FBL1 K 1 Bright A_CustomMissile("FireBlastExK", 0, 0, 0)
            FBL1 J 1 Bright A_CustomMissile("FireBlastExJ", 0, 0, 0)
            FBL1 I 1 Bright A_CustomMissile("FireBlastExI", 0, 0, 0)
            FBL1 H 1 Bright A_CustomMissile("FireBlastExH", 0, 0, 0)
            FBL1 G 1 Bright A_CustomMissile("FireBlastExG", 0, 0, 0)
            FBL1 F 1 Bright A_CustomMissile("FireBlastExF", 0, 0, 0)
            FBL1 B 1 Bright A_CustomMissile("FireBlastExB", 0, 0, 0)
            FBL1 S 1 Bright A_CustomMissile("FireBlastExS", 0, 0, 0)
            FBL1 T 1 Bright A_CustomMissile("FireBlastExT", 0, 0, 0)
            FBL1 C 0 Bright A_SetTranslucent(.45, 1)
            FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
            FBL1 N 0 Bright A_SetTranslucent(.4, 1)
            FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
            FBL1 D 0 Bright A_SetTranslucent(.35, 1)
            FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
            FBL1 O 0 Bright A_SetTranslucent(.3, 1)
            FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
            FBL1 E 0 Bright A_SetTranslucent(.25, 1)
            FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
            FBL1 P 0 Bright A_SetTranslucent(.2, 1)
            FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
            FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
            FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
            FBL1 R 0 Bright A_SetTranslucent(.1, 1)
            FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)	
            Stop
        Death: 
	         FBL1 C 0 Bright A_SetTranslucent(.45, 1)
            FBL1 C 1 Bright A_CustomMissile("FireBlastExC", 0, 0, 0)
            FBL1 N 0 Bright A_SetTranslucent(.4, 1)
            FBL1 N 1 Bright A_CustomMissile("FireBlastExN", 0, 0, 0)
            FBL1 D 0 Bright A_SetTranslucent(.35, 1)
            FBL1 D 1 Bright A_CustomMissile("FireBlastExD", 0, 0, 0)
            FBL1 O 0 Bright A_SetTranslucent(.3, 1)
            FBL1 O 1 Bright A_CustomMissile("FireBlastExO", 0, 0, 0)
            FBL1 E 0 Bright A_SetTranslucent(.25, 1)
            FBL1 E 1 Bright A_CustomMissile("FireBlastExE", 0, 0, 0)
            FBL1 P 0 Bright A_SetTranslucent(.2, 1)
            FBL1 P 1 Bright A_CustomMissile("FireBlastExP", 0, 0, 0)
            FBL1 Q 0 Bright A_SetTranslucent(.15, 1)
            FBL1 Q 1 Bright A_CustomMissile("FireBlastExQ", 0, 0, 0)
            FBL1 R 0 Bright A_SetTranslucent(.1, 1)
            FBL1 R 1 Bright A_CustomMissile("FireBlastExR", 0, 0, 0)		
            Stop
        }
}
And also, the "big" attacks are generated by ACS now. Some things just can't be done in DECORATE alone, even though 96x (and likewise GZDoom) have the best DECORATE features of the ZDoom ports.
Post Reply

Return to “Projects”