Decorate weapons

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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SlayeR
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Decorate weapons

Post by SlayeR »

Just wondering if there is any good documentation on decorate weapons yet? (Or even anything close to it). I'd like to port my old EDGE project over to gzdoom sometime ;)
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TheDarkArchon
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Post by TheDarkArchon »

It's on the ZDoom wiki since Randy has confirmed it's place in future versions.

http://www.zdoom.org/wiki/index.php?tit ... ses:Weapon
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Post by SlayeR »

Nice. Shouldn't this stuff be linked to from the DECORATE page on the wiki?
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Graf Zahl
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Post by Graf Zahl »

It is, but indirectly. From DECORATE go to 'create new inventory items' which links to the various item types, including weapons.
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Post by SlayeR »

Also, on the topic of DECORATE, I've just added support to SLADE for reading definitions, but for now only the definitions beginning with 'actor' (ie the new format). I've added a new comment for telling SLADE what sprite to use in the editor, so:

actor Thing 10000
{
//$Category NewStuff
//$EditorSprite THNGA0
}

Also, technically you could use //$Category "New Stuff", but I'm not sure it'd work correctly in Doom Builder. I was also thinking of adding something to define what colour the thing is in the editor ("//$EditorColour 255 0 0" maybe?).
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Post by SlayeR »

Hmm, any way to modify the original weapons, rather than create new ones?
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Alter
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Post by Alter »

That's possible to replace all weapons but that needs changing dropitem in monsters!
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Post by SlayeR »

So it can't really be done properly? Seems a bit backward to me, but oh well. I'm guessing it's been requested before, but is there any reason why it can't be done? Say, if you define something that's already defined, then new definition replaces the old one?

All I really want to do is add ejected shell/bullet casings to the original hitscan weapons.
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Graf Zahl
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Post by Graf Zahl »

Replacing the originals requires some extensive redesign of the game's actor definitions. I only started last week with the simple decorations and I can tell you that it's a massively time consuming task. For monsters and weapons to be exported a decent code pointer scripting language is required first. If that exists you should be able to do what you want - but don't expect it to come soon.
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Post by SlayeR »

Ah, thought it would be something like that. In the mean time, would it be possible to do via some kind of hack? I know its not the best thing, but I'd rather not create a bunch of new copies of monsters with different drops and everything else just to have to change it all back again, once replacing the originals properly is supported.
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Post by Graf Zahl »

Right now there isn't much you can do.
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