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Posted: Mon Aug 22, 2005 0:50
by solarsnowfall
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

Posted: Sun Aug 28, 2005 21:41
by BlazingPhoenix
why am I not included in the .txt file? :(

ULTRA BUMP!!

Posted: Mon Aug 29, 2005 9:35
by solarsnowfall
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.

Posted: Sat Sep 03, 2005 13:17
by Phobus
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.

Posted: Sat Sep 03, 2005 15:15
by solarsnowfall
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 ;)

Posted: Sun Sep 04, 2005 13:23
by Phobus
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

Posted: Mon Sep 19, 2005 11:21
by bastetfurry
Got an error :-(

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

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

Posted: Mon Sep 19, 2005 11:34
by TheDarkArchon
Works For Me (tm)

Posted: Mon Sep 19, 2005 18:14
by ellmo
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.

Posted: Tue Sep 20, 2005 0:37
by solarsnowfall
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.

Posted: Tue Sep 20, 2005 9:07
by bastetfurry
I was trying it for zdoom 96 :-/

Posted: Tue Sep 20, 2005 12:10
by solarsnowfall
Go to Grubber's section in the forums and make sure you have the latest version.

Posted: Mon Oct 24, 2005 1:00
by solarsnowfall
*Bump*

New info on the fist page.

Posted: Mon Oct 24, 2005 3:57
by solarsnowfall
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.