BlackMarsh for GZDoom

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BlackMarsh for GZDoom: FULL VERSION RELEASED!!!

by Drake Raider » Sun Jul 27, 2008 18:42

I've finished the mod, with the exception of a few bugs, because of which I would suggest nobody play as the Crusader or Paladin. You will also have to bind the weapons to keys on your own, preferably keys that are not normally assigned to commands. The link is below. Download it, try to beat it, and tell me how you like it, please!

http://www.sendspace.com/file/nrglph

by InsanityBringer » Fri Jul 25, 2008 23:13

I played it a little. I've been kind of busy lately with some of my own things so I haven't had many chances to play.

by Drake Raider » Fri Jul 25, 2008 23:04

Never mind, I got it. Thanks!

Have you played it through?

by Drake Raider » Fri Jul 25, 2008 23:00

I compiled it using kssc version 1.3, would that make a difference as opposed to 3.0?

by InsanityBringer » Fri Jul 25, 2008 20:57

Recompile and reimport the SCRIPT03 lump. It appears to have somehow got screwed up.

by Drake Raider » Fri Jul 25, 2008 20:47

Okay, full version coming up. This is the entire hub, and the puzzle should be completable. InsanityBringer, you will find the NPC in the same room as the Castle Key, beyond the large mithril wall. I think I have fixed all bugs besides the NPCs, thus the only existing one is the one in the Castle Key room. I have not, however, tested it since my last modifications, so expect bugs. The only original HeXen 1 enemy you will find is the Stalker. If you pinpoint the problem, please respond.



http://www.sendspace.com/file/u5iw66

by InsanityBringer » Fri Jul 25, 2008 20:28

I can't see what is wrong. Everything looks right. Mabye try uploading the mod itself (or only the parts where you are having trouble with)

by Drake Raider » Fri Jul 25, 2008 19:58

The decorate script:
Drake Raider wrote: DECORATE:

ACTOR Tyrinath : StrifeHumanoid 26355
{
Health 100
PainChance 200
Speed 4
Radius 20
Height 56
ConversationID 1
Monster
+FRIENDLY
-COUNTKILL
+NOSPLASHALERT
-ISMONSTER
MinMissileChance 150
MaxStepHeight 16
MaxDropoffHeight 32
SeeSound "peasant/sight"
AttackSound "peasant/attack"
PainSound "peasant/pain"
DeathSound "peasant/death"
HitObituary "$OB_PEASANT"
States
{
Spawn:
PEAS A 10 A_Look2
Loop
See:
PEAS AABBCCDD 5 A_Wander
Loop
Melee:
PEAS E 10 A_FaceTarget
PEAS F 8 A_CustomMeleeAttack(2*random[PeasantAttack](1,5)+2)
PEAS E 8
Goto See
Pain:
PEAS O 3
PEAS O 3 A_Pain
Goto Melee
Wound:
PEAS G 5
PEAS H 10 A_GetHurt
PEAS I 6
Goto Wound+1
Death:
PEAS G 5
PEAS H 5 A_Scream
PEAS I 6
PEAS J 5 A_NoBlocking
PEAS K 5
PEAS L 6
PEAS M 8
PEAS N 1400
GIBS U 5
GIBS V 1400
Stop
XDeath:
GIBS M 5 A_TossGib
GIBS N 5 A_XScream
GIBS O 5 A_NoBlocking
GIBS PQRS 4 A_TossGib
Goto Death+8
}
}

by InsanityBringer » Fri Jul 25, 2008 19:08

Viewing the script in a hex editor seems to indicate that it compiled fine. What does the decorate for the actor look like right now?

by Drake Raider » Fri Jul 25, 2008 18:56

by InsanityBringer » Fri Jul 25, 2008 18:38

Could you upload the compiled strife dialog script?

by Drake Raider » Fri Jul 25, 2008 17:51

I fixed that, but it still won't work. The NPC just walks around like cannon fodder, with no conversation.

Any further suggestions?

by InsanityBringer » Fri Jul 25, 2008 17:24

You define two ConversationID's in the DECORATE lump. remove the second one.

by Drake Raider » Fri Jul 25, 2008 16:42

Okay, scratch that last. I got the script to compile. Now I can't get the NPC's to talk in-game. The NPC is in "MAP03", the script lump is "SCRIPT03", and the decorate code and conversation script for the NPC are as follows:

DECORATE:
[spoiler]ACTOR Tyrinath : StrifeHumanoid 26355
{
Health 100
PainChance 200
Speed 4
Radius 20
Height 56
ConversationID 1
Monster
+FRIENDLY
-COUNTKILL
+NOSPLASHALERT
-ISMONSTER
MinMissileChance 150
MaxStepHeight 16
ConversationID 4
MaxDropoffHeight 32
SeeSound "peasant/sight"
AttackSound "peasant/attack"
PainSound "peasant/pain"
DeathSound "peasant/death"
HitObituary "$OB_PEASANT"
States
{
Spawn:
PEAS A 10 A_Look2
Loop
See:
PEAS AABBCCDD 5 A_Wander
Loop
Melee:
PEAS E 10 A_FaceTarget
PEAS F 8 A_CustomMeleeAttack(2*random[PeasantAttack](1,5)+2)
PEAS E 8
Goto See
Pain:
PEAS O 3
PEAS O 3 A_Pain
Goto Melee
Wound:
PEAS G 5
PEAS H 10 A_GetHurt
PEAS I 6
Goto Wound+1
Death:
PEAS G 5
PEAS H 5 A_Scream
PEAS I 6
PEAS J 5 A_NoBlocking
PEAS K 5
PEAS L 6
PEAS M 8
PEAS N 1400
GIBS U 5
GIBS V 1400
Stop
XDeath:
GIBS M 5 A_TossGib
GIBS N 5 A_XScream
GIBS O 5 A_NoBlocking
GIBS PQRS 4 A_TossGib
Goto Death+8
}
}[/spoiler]

Conversation Script:
[spoiler]#===================
#Tyranith block 1========
#===================

$MOBJ 1
NAME Tyranith
DIALOG &I AM LEAVING CLUES IN CASE I FAIL TO DESTROY Eidolon. I WILL BEGIN IN CASTLE BLACKMARSH WHERE FAMINE AWAITS. I'VE HEARD STRANGE RUMORS OF AN INVICIBLE CRYSTAL GOLEM THAT PROTECTS THE ENTERANCE TO FAMINE's LAIR.&
{
TEXT &HOW AM I TO GET PASSED?&
YESTEXT _
LINK -2
}
$END

#===================
#Tyranith block 2========
#===================

$MOBJ 1
NAME Tyranith
DIALOG &PERHAPS THE KING'S MAGES KNOW OF A WAY TO GRANT ME THE POWER TO DESTROY IT. I BELIEVE THAT THE BROTHERHOOD OF HUNGER MAY HOLD SOME CLUES, AND KNOWING THAT I MUST FREE THE BROTHER OF HUNGER FROM THE CASTLE TREASURY.&
$END[/spoiler]

Could someone tell me what's wrong?

by Drake Raider » Fri Jul 25, 2008 1:36

Okay, I ripped the Strife sprites, but when I try to compile a conversation script for the NPC in KSSC, it crashes. Could someone tell me what is wrong?

Here is my script:

$MOBJ 1
NAME Tyranith
DIALOG &I am leaving messages in case I fail to destroy Eidolon. I begin in Castle Blackmarsh where Famine waits. I've heard strange rumors of an invincible Crystal Golem that protects the entrance to Famine's Lair. Perhaps the King's mages know of a way to grant me the power to destroy it. I believe that the Brotherhood of Hunger may hold some clues, and knowing that I must acquire the Amulet of Hunger from the castle treasury.&
{
TEXT &OKAY&
YESTEXT _
}
$END

Any help here?

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