by Banjo » Sun Aug 28, 2016 18:11
Blzut3 wrote:Banjo wrote:1) Is it possible to load multiple IWAD data for a single mod? For example, if I want to make a Wolf3D mod but add a new enemy that uses sprites and/or sounds only found in SOD, do I have to include those "missing" sprites or sounds in my pk3 (what I've been doing so far) or can I somehow reference both sets of data as long as the user has them present? Happy to do it either way, but just wanting to do it the "right" way if possible.

You would need to copy the data from one game to the other. Use whichever IWAD that requires the fewest resources to be copied. There is one exception to this which is the Spear mission packs are set up in ECWolf such that their data does not conflict so you could make a mod for SD2 or SD3 which uses all the vanilla Spear stuff using only xlat. You can't automatically pull in all three data sets though.
That's what I suspected, but that's cool. I'm using SOD as a base, so that means I needed just a scant few missing files from W3D. In fact, in the mod I'm working on (which initially began as a "combineW3D and SOD into one game" mostly just to teach myself how to mess with ECWolf), I'd already done it the way you describe above, so the upside is that all my work wasn't for nothing it turns out (which it would have been if the answer was "yes, you don't need to copy the other IWAD data").
For me, it was also a case of "is this proper etiquette?" too, since I know some communities frown on including *any* vanilla-game resources in fan mods. Presumably not the case when there's things like WolfenDoom and Doom's Wolfenstein TC around though!
Blzut3 wrote:Banjo wrote:2) Is there any way to change the target area size when using A_GunAttack, or otherwise effect "spread" for A_GunAttack or A_WolfAttack? I'm asking for my custom shotgun weapon, as right now it hits multiple targets but just within a *very* narrow zone (presumably the "9 degree cone" mentioned on the wiki?).
Somehow I'm just now noticing that the cone is a hard coded constant still (although I probably shouldn't surprised since it used to be tied to the renderer). With that said, the way wolf3d's attack code works makes it difficult to implement a proper shotgun, but you can get pretty good results by simply calling A_GunAttack multiple times. You can play with the ranges to make point blank shots on average do more damage than ranged shots. Since the function is called multiple times, if one of the calls kills a monster it will "blow through" to the next.
This is what Operation Serpent used before switching to multiple invisible fast projectiles which emulates proper spread.
I'm laughing here because I've never modded Wolfenstein before in my life (and never Doom past the 90's!), and yet my two personal solutions were exactly the two options above; glad to see I've not been making a hash of this so far in learning!
Initially I messed with creating super-fast projectiles (thinking along the lines of how the rocket launcher blast radius worked), which worked, but then I decided to just make things simple and use a "multiple attacks per shot using just 1 ammo" gun attack that hits harder up close and is weak at distance, and it indeed cuts through multiple enemies as it kills the ones in front!
Later, I noticed that "cone" comment on the wiki while researching the function, and thought "I wonder if that would allow for a shotgun spread if it's not hardcoded?" So if it can't and wouldn't help, no probs!
Blzut3 wrote:Banjo wrote:3) Can entering or exiting map clusters call/play a SOD-style "intermission" cutscene or is this limited to exittext/entertext text screens?
I'm surprised that I haven't seen a request for this before here or at ZDoom (since I don't believe it's possible there either unless emulated by using the slideshow starter). It is limited to text screens at the moment.
Cool, no probs. Just been playing around getting art screens working and that's good enough for me!
I'm surprised others haven't wanted to do it too, especially if it can't be done in ZDoom either (I only messed with that a little, because I only discovered it a month or two ago, it led me to ECWolf and I've spent far more time with that since!)
Blzut3 wrote:Banjo wrote:Oh, and a simple one I've probably missed somewhere for just running ECWolf: can I specify an IWAD from the command line or do I have to use cfg files if I want to do that without the IWAD picker?
Thanks! Hoped it was that easy, but all I could find online for some reason was the ZDoom --iwad command!
[quote="Blzut3"][quote="Banjo"]1) Is it possible to load multiple IWAD data for a single mod? For example, if I want to make a Wolf3D mod but add a new enemy that uses sprites and/or sounds only found in SOD, do I have to include those "missing" sprites or sounds in my pk3 (what I've been doing so far) or can I somehow reference both sets of data as long as the user has them present? Happy to do it either way, but just wanting to do it the "right" way if possible. :)[/quote]
You would need to copy the data from one game to the other. Use whichever IWAD that requires the fewest resources to be copied. There is one exception to this which is the Spear mission packs are set up in ECWolf such that their data does not conflict so you could make a mod for SD2 or SD3 which uses all the vanilla Spear stuff using only xlat. You can't automatically pull in all three data sets though.[/quote]
That's what I suspected, but that's cool. I'm using SOD as a base, so that means I needed just a scant few missing files from W3D. In fact, in the mod I'm working on (which initially began as a "combineW3D and SOD into one game" mostly just to teach myself how to mess with ECWolf), I'd already done it the way you describe above, so the upside is that all my work wasn't for nothing it turns out (which it would have been if the answer was "yes, you don't need to copy the other IWAD data").
For me, it was also a case of "is this proper etiquette?" too, since I know some communities frown on including *any* vanilla-game resources in fan mods. Presumably not the case when there's things like WolfenDoom and Doom's Wolfenstein TC around though!
[quote="Blzut3"][quote="Banjo"]2) Is there any way to change the target area size when using A_GunAttack, or otherwise effect "spread" for A_GunAttack or A_WolfAttack? I'm asking for my custom shotgun weapon, as right now it hits multiple targets but just within a *very* narrow zone (presumably the "9 degree cone" mentioned on the wiki?).[/quote]
Somehow I'm just now noticing that the cone is a hard coded constant still (although I probably shouldn't surprised since it used to be tied to the renderer). With that said, the way wolf3d's attack code works makes it difficult to implement a proper shotgun, but you can get pretty good results by simply calling A_GunAttack multiple times. You can play with the ranges to make point blank shots on average do more damage than ranged shots. Since the function is called multiple times, if one of the calls kills a monster it will "blow through" to the next.
This is what Operation Serpent used before switching to multiple invisible fast projectiles which emulates proper spread.[/quote]
I'm laughing here because I've never modded Wolfenstein before in my life (and never Doom past the 90's!), and yet my two personal solutions were exactly the two options above; glad to see I've not been making a hash of this so far in learning!
Initially I messed with creating super-fast projectiles (thinking along the lines of how the rocket launcher blast radius worked), which worked, but then I decided to just make things simple and use a "multiple attacks per shot using just 1 ammo" gun attack that hits harder up close and is weak at distance, and it indeed cuts through multiple enemies as it kills the ones in front! :twisted:
Later, I noticed that "cone" comment on the wiki while researching the function, and thought "I wonder if that would allow for a shotgun spread if it's not hardcoded?" So if it can't and wouldn't help, no probs!
[quote="Blzut3"][quote="Banjo"]3) Can entering or exiting map clusters call/play a SOD-style "intermission" cutscene or is this limited to exittext/entertext text screens?[/quote]
I'm surprised that I haven't seen a request for this before here or at ZDoom (since I don't believe it's possible there either unless emulated by using the slideshow starter). It is limited to text screens at the moment.[/quote]
Cool, no probs. Just been playing around getting art screens working and that's good enough for me!
I'm surprised others haven't wanted to do it too, especially if it can't be done in ZDoom either (I only messed with that a little, because I only discovered it a month or two ago, it led me to ECWolf and I've spent far more time with that since!)
[quote="Blzut3"][quote="Banjo"]Oh, and a simple one I've probably missed somewhere for just running ECWolf: can I specify an IWAD from the command line or do I have to use cfg files if I want to do that without the IWAD picker?[/quote]
[code]--data wl6[/code][/quote]
Thanks! Hoped it was that easy, but all I could find online for some reason was the ZDoom --iwad command!