Deathsong's Forge

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

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TheDarkArchon
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Post by TheDarkArchon »

Let's see your DECORATE.
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Deathsong12
Posts: 129
Joined: Mon Sep 05, 2005 22:31

Post by Deathsong12 »

Here you go.
[spoiler]

Code: Select all

ACTOR DSMaul : Weapon 2004
{
    ConversationID 193
    Inventory.Icon "TRPDA0"
    Inventory.PickupMessage "You've found the 'Maul' Class Ion Cannon! (Slot 7)"
    Weapon.SelectionOrder 300
    Weapon.AmmoType1 "EnergyPod"
    Weapon.AmmoGive1 40
    Weapon.AmmoUse1 20
    Weapon.UpSound "Maul/Up"
    +BFG
    +NOAUTOFIRE
    States
    {
    Spawn:
      TRPD A -1
      Loop
    Select:
      MAUL A 1 A_Raise
      Loop
    Deselect:
      MAUL A 1 A_Lower
      Loop
    Ready:
      MAUL FGHA 6 A_WeaponReady
      Loop
    Fire:
      MAUL A 0 A_PlayWeaponSound ("Maul/Spread")
      BLSF A 5 Bright A_FireBullets (5,5,20,16,"DSMaulPuff",1)
      MAUL B 3 Bright
      MAUL CDE 2
      MAUL AH 7
      MAUL G 7 A_CheckReload
      Goto Ready
    AltFire:
      MAUL I 7 A_PlayWeaponSound ("Maul/Charge")
      MAUL JKL 7
      MAUL I 10
      MAUL J 10
      MAUL A 0 A_PlayWeaponSound ("Maul/Fire")
      BLSF A 10 Bright A_FireCustomMissile ("DSMaulTorpedo",0,1)
      MAUL B 10 Bright
      MAUL CDE 2
      Goto Ready
    }
}

ACTOR DSMaulPuff
{
   +NOBLOCKMAP
   +NOGRAVITY
   +PUFFONACTORS
   RenderStyle Add
   Scale 0.25
   DamageType Disintegrate
   States
   {
   Spawn:
     BUF2 A 1 Bright A_PlaySound ("Maul/Puff")
     BUF2 B 1 Bright A_SpawnDebris ("DSMaulSpark")
     BUF2 CDEFGHIJKLMNOPQRSTUVWXWYZ 1 Bright
     BUF3 ABC 1 Bright A_FadeOut
     Stop
   }
}

ACTOR DSMaulSpark : DSDaggerSpark
{
    Health 10
    States
    {
      TORP A 1
      TORP ABCDABCDABCD 8 A_FadeOut
      Stop
    }
}

ACTOR DSMaulTorpedo
{
   DeathSound "Maul/Impact"
   Speed 20
   Height 8
   Radius 13
   Damage 60
   PROJECTILE
   DamageType Disintegrate
   States
   {
   Spawn:
     TORP ABCD 4 A_SpawnDebris ("DSMaulSpark")
     Loop
   Death:
     //This is really complex, so I'm gonna divide it up. First is the equator, which has waves every 10 mapunits.
     THIT A 8 Bright A_SpawnDebris ("DSMaulSpark")
     THIT B 8 Bright A_SpawnDebris ("DSMaulSpark")
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,10,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,30,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,50,2,0)
     //2
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,70,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,110,2,0)
     //3
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,130,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,150,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,170,2,0)
     //4
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,190,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,210,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,230,2,0)
     //5
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,250,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,290,2,0)
     //6
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,310,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,330,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,0)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,350,2,0)
     //Bands 1 and -1, every 20 mapunits
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,20)
     //2
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,20)
     //3
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,20)
     //-1
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,-20)
     //-2
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,-20)
     //-3
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,-20)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,-20)
     //Bands 2 and -2. Every 40 mapunits
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,40)
     //2
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,40)
     //-1
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,-40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,-40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,-40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,-40)
     //-2
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,-40)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,-40)
     //Bands 3 and -3. Every 60 mapunits
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,60)
     //-1
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,-60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-60)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,-60)
     //Bands 4 and -4. Every 90 mapunits
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,80)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,80)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,80)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,80)
     //-1
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-80)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,-80)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-80)
     THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,-80)
     //Whew!
     THIT CDE 8 Bright A_SpawnDebris ("DSMaulSpark")
     Stop
     }
}

ACTOR DSMaulWave
{
   PROJECTILE
   +RIPPER
   Speed 35
   Damage 10
   Height 13
   Radius 13
   ReactionTime 3
   DamageType Disintegrate
   States
   {
   Spawn:
     TWAV A 9 Bright A_SpawnDebris ("DSMaulSpark")
     TWAV B 9 Bright A_SpawnDebris ("DSMaulSpark")
     TWAV C 9 Bright A_SpawnDebris ("DSMaulSpark")
     Goto Death
   Death:
     MWAV C 4 Bright A_FadeOut
     Stop
   }
}
[/spoiler]
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TheDarkArchon
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Post by TheDarkArchon »

It's either a bug in the aimmode/pitch code or GZDoom hates your space between the codepointer and arguments because I can't see any errors in the DECORATE.
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Deathsong12
Posts: 129
Joined: Mon Sep 05, 2005 22:31

Post by Deathsong12 »

Okay. I'll try reporting it as a bug and use a hack in the meantime.
Attachments
Not bad for a hack.
Not bad for a hack.
DOOM0008.JPG (124.1 KiB) Viewed 2728 times
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Deathsong12
Posts: 129
Joined: Mon Sep 05, 2005 22:31

Post by Deathsong12 »

It's here! This is the Doom Armory exclusive release, so that you guys can test the weapons and make sure they're okay. A couple warnings and notes:
1. The weapons are not balanced yet. I made a cursory attempt at balancing them with the normal monsters, but they won't be truly balanced until I finish the enhanced monsters.
2. There is no way to get the player the new Sigil. To get it, use Summon (or Give) SigilPeiceA, B, C, D, or E. All the other weapons completely replace the existing weapons. Sigil E's secondary fire is a performance issue.
3. I'm aware I've overused A_SpawnDebris. I'm looking into some other effects as you test this release.

Anyway, get it here
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Chronoteeth
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Post by Chronoteeth »

Besides the fact that I can't normally access the sigil, this is great stuff man.
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Deathsong12
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Post by Deathsong12 »

You'll be able to get the Sigil normally once I finish the monsters. Did putting it on Rapidshare give you any problems? I was worried about that.
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Chronoteeth
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Post by Chronoteeth »

Actually, I never got to play the wad. Filterpak blocks rapidshare. If you have any other way (like email or another host) i'd really appreciate it.
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Snarboo
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Post by Snarboo »

From what I've played so far, it's pretty decent. The new effects are definitely nice, and I love how the crossbow works. It's interesting what you did with the grenade launcher. I like being able to fire each grenade seperately, rather than two at a time. However, I'm not fond of how the "recoil" frames are now being used for the reload. I would prefer if the weapon reloaded after every shot, like the original, but that's just me. :) Another thing that is worrisome to me is how some of the particle effects really slow things down, framerate wise. The kick is also very slow and takes a while to "start up", although I understand if that was a balancing mechanism.

Anyway, as I've said, it's good so far! I'm sad that this release doesn't include the pistol and shotgun though. This release also seems to be missing terrain effects, such as splashing graphics that play when you hit the water, although I can't remember if you were going to add those or not, heh, so no biggie.

One last thing: is the wad file supposed to be 70 megs? That seems rather large, especially when I looked at the .wad in XWE. It must be the sounds, which are high quality.
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wildweasel
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Post by wildweasel »

I'm downloading it right now, but it's going to be a while before I can play it due to the absurdly large file size.

EDIT: CLEAN YOUR DAMN WAD FILE. I ran XWE's Clean Up function and it reduced the size to 2 megabytes. From 75.
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Deathsong12
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Post by Deathsong12 »

Crap! Wait, does the Missile Launcher spawn gibs instead of junk? Can you summon DSPeasant? I must have uploaded an older version by mistake. :oops:

New version here:
http://rapidshare.de/files/12284643/HAE ... s.zip.html

@Chrono: Give me your email and I'll send to you.

@Snarboo: I didn't include the pistol and shotgun because, despite the fact I found great (If a little simple) pistol graphics, I have been unable to find workable shotgun graphics. :evil: As for terrain effects, they will be in the release after the next one, so don't worry. It's only three splashes: Water, Poisioned Water, and the Abyss, but the hard part involves recoloring the splash graphics. Also, I'm sorry for any slowdowns, and I'll cut down on the particlecounts in the next version.

P.S: The Sigil isn't meant to do Ice damage-I'm merely hacking that damage type into my new Sigil damage type, which will be fully functional as of the new monsters.
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Snarboo
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Post by Snarboo »

Hmm, I have been working on ripping shotgun graphics from a target shooting game known as Remington Top Shot. Would you like to take a gander at them and see if they are workable? There are atleast...three or four shotguns in the game that I could also try ripping for you.

Also, I just noticed that the Mauler's secondary fire doesn't use any ammo. I know it can't stay like that, but dammit if that isn't the coolest effect I have ever seen! I was laughing so hard after I killed a bunch of acolytes after just going on a rampage in the first level. Awesome stuff. Also, please don't reduce the particle count TOO much. I love the flame effect enough to live with the slowdown. :D Not to mention that the newer file you uploaded ran a lot faster.
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Deathsong12
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Post by Deathsong12 »

Thanks Snarboo. I'll chack on the Mauler, which worked last time I checked, but I was really tired after writing that sphere. As for the shotguns, please do! Anything without hands or with hands that can be edited out would be nice.
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Snarboo
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Post by Snarboo »

I'll post a screenshot preview of the weapon and the other shotguns so you can see if there is anything you like. The good thing about Remington Top Shot is that it's easy to rip weapons, and that they appear at many angles as you move your cursor across the screen, to make it look like you're pointing it in a certain direction. The only problem I have with the graphics is that they look like boring model rips, so you might want to touch up the graphics a little.

I'm currently finishing up custom pumping frames I've made for the 870. I'm going to try to have three different positions for pumping animations, too, like more to the side, and lifting it up and pumping it.

Do you have preferences on whether the weapon is angled or not? I can try to get it as centered as possible if you prefer.
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Deathsong12
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Post by Deathsong12 »

I'd like centered weapons, because all of Strife's default weapons are centered, but the pistol is angled, so go figure. My guess is that the resources will be more useful in general angled. The frame you posted is pretty cool, but it looks like it might be pain to get rid of the hand.
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