The Arch Heinous - Under Revision.

Post a reply

Smilies
:D :) :( :o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :!: :?: :idea: :arrow: :| :mrgreen: :angel: :angry: :beer: :bfg: :chaingun: :cheers: :blergh:
View more smilies

BBCode is ON
[img] is ON
[url] is ON
Smilies are ON

Topic review
   

If you wish to attach one or more files enter the details below.

Maximum filesize per attachment: 1.5 MiB.

Expand view Topic review: The Arch Heinous - Under Revision.

by solarsnowfall » Mon Oct 24, 2005 3:57

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.

by solarsnowfall » Mon Oct 24, 2005 1:00

*Bump*

New info on the fist page.

by solarsnowfall » Tue Sep 20, 2005 12:10

Go to Grubber's section in the forums and make sure you have the latest version.

by bastetfurry » Tue Sep 20, 2005 9:07

I was trying it for zdoom 96 :-/

by solarsnowfall » Tue Sep 20, 2005 0:37

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.

by ellmo » Mon Sep 19, 2005 18:14

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.

by TheDarkArchon » Mon Sep 19, 2005 11:34

Works For Me (tm)

by bastetfurry » Mon Sep 19, 2005 11:21

Got an error :-(

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

EDIT: Its the line:
COMT D 0 Radius_Quake(5, 35, 0, 128, 6)

by Phobus » Sun Sep 04, 2005 13:23

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

by solarsnowfall » Sat Sep 03, 2005 15:15

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 ;)

by Phobus » Sat Sep 03, 2005 13:17

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.

by solarsnowfall » Mon Aug 29, 2005 9:35

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.

by BlazingPhoenix » Sun Aug 28, 2005 21:41

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

ULTRA BUMP!!

by solarsnowfall » Mon Aug 22, 2005 0:50

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

by TheDarkArchon » Thu Aug 18, 2005 20:36

Yep. Version 1.0.4

Top