Beta testers for FraggleScript needed!
Moderator: Graf Zahl
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- MR_ROCKET
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Hey I'm Mr.rocket how's it going 
Very nice work you've done on gzdoom and its boom compatible and legacy fraggle implants.
Now to my post. I made a remake of the Quake3 map "The longest yard" for Doom Legacy a while back, its a fun wad and funny to play..you will basically laugh your ass off while playing.
Anyway I tested it in Gz and there seems to be some fragglescript stuff that isn't fully functional and I figured you might want to look into. other than the bobbing corona lighting and music. the corona's I'm not to worried about and the music is a simple wav which I can change to ogg or something later. but there are things like gravity of the map and some item spawns, and the death void scripts that aren't doing anything.
The wad runs fine in legacy although its an opengl wad only.
Other than that its running pretty good lol, but if you'd like to take a look, you can get the wad in a rar sfx package from my site.
http://home.comcast.net/~mrrocket/Files ... 6_2005.exe
The pwad name is MRQ3DM17.wad

Very nice work you've done on gzdoom and its boom compatible and legacy fraggle implants.
Now to my post. I made a remake of the Quake3 map "The longest yard" for Doom Legacy a while back, its a fun wad and funny to play..you will basically laugh your ass off while playing.
Anyway I tested it in Gz and there seems to be some fragglescript stuff that isn't fully functional and I figured you might want to look into. other than the bobbing corona lighting and music. the corona's I'm not to worried about and the music is a simple wav which I can change to ogg or something later. but there are things like gravity of the map and some item spawns, and the death void scripts that aren't doing anything.
The wad runs fine in legacy although its an opengl wad only.
Other than that its running pretty good lol, but if you'd like to take a look, you can get the wad in a rar sfx package from my site.
http://home.comcast.net/~mrrocket/Files ... 6_2005.exe
The pwad name is MRQ3DM17.wad
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- MR_ROCKET
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- Graf Zahl
- GZDoom Developer
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The item numbers are ok. I had to use an explicit table to get everything right but that works for sure. The gravity command is implemented but I have to check its functionality.
I'm sorry to say that I am still sick and unable to work on GZDoom for the next few days. As soon as I feel better these are among the first things I'll do.
I'm sorry to say that I am still sick and unable to work on GZDoom for the next few days. As soon as I feel better these are among the first things I'll do.
- MR_ROCKET
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Hey Planky, sup man
Yeah I know its a console command but wasn't sure how or if GZ handled it yet.
I hope this wad can help out with your fraggle implantations Garf, I could post up the script by its self, although its sorta a long script and I don't want to fill the forum up with all that, sides I'm sure you brain picker's have all that covered
, right click view with notepad heh. anyways thanks for taking a look and get well soon Garf! 
Oh btw before its all said and done, I'll turn the central jumppads into slopes, and probably remove the corona script..unless do you have plans with corona lighting in GZ?

I hope this wad can help out with your fraggle implantations Garf, I could post up the script by its self, although its sorta a long script and I don't want to fill the forum up with all that, sides I'm sure you brain picker's have all that covered


Oh btw before its all said and done, I'll turn the central jumppads into slopes, and probably remove the corona script..unless do you have plans with corona lighting in GZ?
- Graf Zahl
- GZDoom Developer
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MR_ROCKET wrote:unless do you have plans with corona lighting in
GZ?
Once I figure out how this mess works and how I can translate it into the internal light format I am using I intend to support it. I did the light adjustments for Nimrod manually and it really improved the look of the levels. But the coronas themselves are a different matter. The fist stage would be only the dynamic lighting properties.
- MR_ROCKET
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Roger that,
I'm not sure..is the corona image in some 32bit palette channel?..
Hey you know I was thinking it would be cool if map authors had the ability to change the corona image sphere into different shapes or "animate it without fraggle" like you would a texture.
Anyways take care and get well soon.
I'm not sure..is the corona image in some 32bit palette channel?..
Hey you know I was thinking it would be cool if map authors had the ability to change the corona image sphere into different shapes or "animate it without fraggle" like you would a texture.
Anyways take care and get well soon.

- Graf Zahl
- GZDoom Developer
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HUD pics aren't implemented yet (due to lack of material to test.) but they are tricky anyway because somehow I have to force them into ZDoom's drawing process which is not really designed for it.
But there's a lot of stuff in there which I consider problematic. I don't want a mapper give such free access to the console and you are using it quite extensively. I doubt that something like this will ever be fully supported.
But there's a lot of stuff in there which I consider problematic. I don't want a mapper give such free access to the console and you are using it quite extensively. I doubt that something like this will ever be fully supported.