Lizardcommando's mods journal

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wildweasel
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Post by wildweasel »

In both GZDoom and an SVN version of ZDoom, I'm getting decorate errors:

Code: Select all

Script error, "DECORATE" line 842:
Attempt to get invalid state Super.Death from actor DeadOfficer.
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Visplane_Overflow
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Post by Visplane_Overflow »

That was the bug I got in GZDoom =p And yes, I understand that your mod is designed for ZDoom, but ZDoom's rendering is very hard on my eyes. At any rate, this crash doesn't seem to be a problem with GZDoom, itself.
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lizardcommando
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Post by lizardcommando »

What the hell? I haven't gotten that error before. Then again, I'm using the current stable version of ZDoom to play it. Not the SVN version.

Ok, just for shits and giggles, I decided to download GZDoom and test my mod out with it and I got that same error as weasel. I'm not sure if it's just the engine or if it's my mod at fault. Which ever it is, I'm not sure what to do with it. I really don't want to break compatibility with the current version of ZDoom.
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lizardcommando
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Post by lizardcommando »

What the hell... I'll go do a self-critique now:

The "Full" version of The Exterminator replaces most of the enemies in Doom with cartoon Lizard enemies. Some enemies, like the Pistol guys, shotgunners, and SMG guy, act pretty much like their Doom/Doom 2 counterparts while some other enemies, like the SWAT lizards, the LSMC lizards, and the LVArmors are different from their Doom/Doom 2 counterparts.

Some enemies, like the Phantom, Barney Calhoun Lizard and the Mafia Lizard make a comeback in this mod unchanged. Some enemies from ICD-Lizard are gone thankfully, like those stupid ass baby "grenade" throwing Lizards and the useless (but fun to shoot at) Civilian and Scientist Lizards. Some enemies that appeared in ICD-Lizard like the Heli-Lizard, the LSMC grunts, the SWAT Lizards, the SMG Guy, Shotgunner, and the Military Officer get revamped and remade. Some brand new enemies appear in this mod like the Marksman Lizard, the LVArmors, and the Bazooka guys.

Graphically, they are much, much better looking than the ICD-Lizard enemies. They still look simple and cartoony, but that's the whole point of this mod. The animations are a tad bit choppy on some enemies like the Heavy Machinegunner, but that's mostly due to the fact that he was the last guy I made (and I admit that his gibbing animation is a bit boring).

I hope I eventually get to replace all of the enemies. I can't believe I've been able to replace most of the enemies so far. It feels like it was just yesterday when I first posted up screenshots of the first guy I replaced (which was the Military Officer)... I'll probably end up getting rid of a weapon and fix up some animations by the time this is finished.

So did anyone else get to test it out? What did you guys think?
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lizardcommando
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Post by lizardcommando »

With help from Wildweasel, I got the mod fixed so that it now works in GZDoom. I still suggest using the mod in Software rendering.

http://www.geocities.com/lizardcommando ... l-beta.zip
http://armory.drdteam.org/hosted/extermfull-beta.zip

I don't know if it's just the GL rendering or something, but the sprites do seem a bit bigger than in software rendering and the sprites sink into the floor when they die. I am not so sure about the sprites looking a bit bigger, but apparently the sprites clipping into the floor is a GL issue and there isn't much I can do about it. As mentioned earlier, just use Software rendering.
Last edited by lizardcommando on Thu Oct 18, 2007 20:59, edited 3 times in total.
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wildweasel
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Post by wildweasel »

It's up. Download away, folks!
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lizardcommando
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Post by lizardcommando »

I found one bug so far and that's with the dead officer. You can attack it. It'll make him go into the Officer's death animation if you kill him.

Code: Select all

actor DeadOfficer : MilitaryOfficer replaces DeadZombieMan
{
  Game Doom
  DropItem None
  States
  {
  Spawn:
    Goto Death+6
  }
}
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lizardcommando
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Post by lizardcommando »

I got the mod working again. That bug is gone, however, it won't work with the 2.1.7 version of ZDoom. So I guess it's official. This thing's going to GZDoom at least until the next stable version of ZDoom is ready. However, I will only be concentrating having it work in software mode. Scaling is a bit wonky in GL mode and the sprite clipping is fucked up. I'm not interested in working on fixing things up with specific GL crap since I want this mod to be accessible to anyone using an older computer.
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lizardcommando
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Post by lizardcommando »

I just figured out how to work out the A_SpawnItemEx stuff. The only thing I need to figure it out is how to have the explosion spawn in this specific order:

Code: Select all

***
*+*
***

* is the debris
+ is the origin of the explosion
I also need to have it so that after the debris hits the ground, it'll bounce 4 times before going into its death state. Currently, when the debris hits the ground, it'll just stay where it lands. This is what I've got so far for one of the debris.

Code: Select all

actor MechDebris1
{
  height 6
  radius 8
  bouncecount 4
  +DOOMBOUNCE
  states
 {
 Spawn:
 MDE1 ABCD 3
 Death:
 MDE1 D 200
 stop
 }
}
Here's the coding for when the mech spawns the debris when it dies:

Code: Select all

  Death:
    FATT K 5
    FATT L 5 A_Scream
    FATT M 5
    FATT N 5
    FATT O 5
    FATT PQ 5
    FATT R 15
    EXP3 A 0 A_PlaySound("weapons/boom")
    EXP3 ABC 2 BRIGHT A_EXPLODE
    EXP3 B 0 A_SPAWNITEMEX("MechDebris1",-5,5,1,16,16,8,0,128)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2",6,3,2,16,16,8)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2",-2,2,0,16,16,8)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3",12,2,4,16,16,8)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3",4,-4,1,16,16,8)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2",12,8,3,18,16,8)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2",-5,5,-3,18,16,8)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3",8,2,4,14,16,8)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3",16,-3,0,14,16,8)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris4",9,4,1,16,16,8,0,128)
    EXP3 DEF 2 BRIGHT   
    EXP3 GHI 2 BRIGHT
    EXP3 JKL 2
    stop
What it does right now is it'll either spawn all on top of each other and not go anywhere or it'll fly everywhere in one direction. I want each separate piece of debris to fly in a different direction from each other. How would I do that?
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lizardcommando
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Post by lizardcommando »

I fixed another bug that I didn't disclose earlier. The Mancubus replacement and the Arachnotron replacement (LVArmor and Heavy Machinegunner) didn't trigger the line666 event. Now it does.

I still have the issue posted in the last post to deal with. Someone please help me with that.
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TheDarkArchon
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Post by TheDarkArchon »

Use +HEXENBOUNCE instead of +DOOMBOUNCE: DOOMBOUNCE still needs a minimum amount of momentum to bounce, regardless of bouncecount.
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lizardcommando
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Post by lizardcommando »

Well, I changed the DOOMBOUNCE to HEXENBOUNCE. But I'm still getting this happening. I'm totally stumped...
Attachments
Debris not flying every and crap...
Debris not flying every and crap...
debris.png (444.8 KiB) Viewed 1541 times
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TheDarkArchon
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Post by TheDarkArchon »

Have you tried giving the debris a speed value?
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lizardcommando
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Post by lizardcommando »

Speed value? Oh shit. I didn't even think of that! Thanks TDA! I'll go try that out.

I just tried putting in the speed for the debris, but it's still doing the same thing.
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TheDarkArchon
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Post by TheDarkArchon »

Try setting the flags variable (The one you have last) to 136. That should force the speed parameters speed on the projectile. Also, see if calling A_NoBlocking before the debris is spawned has an effect.
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