Page 2 of 2
Posted: Sun Sep 11, 2005 20:33
by NecroMage
I know nothing about fragglescript, however, I will be glad to help in anyway I can.
Posted: Sat Sep 17, 2005 18:32
by MR_ROCKET
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
Posted: Sun Sep 18, 2005 3:29
by Inuyasha_989
thats my favorite legacy map! (DM I mean) it works for the most part, but the only thing wrong i found is the armor doesnt stay in midair, and the fall doesnt kill you instantly.
Posted: Sun Sep 18, 2005 17:58
by MR_ROCKET
Heh yeah thats what I meant by the thing items and void death area when running it in GZ. this stuff is fine in legacy but I'd like to see it run good in GZ also

. some of the stuff I can fix but some I cant simply because its just not implemented yet.
Posted: Mon Sep 19, 2005 11:02
by Planky
The gravity command is a console command in legacy, not fs.
As for the item spawning, it could be that the things.h numbers are different or something.
Posted: Mon Sep 19, 2005 11:37
by Graf Zahl
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.
Posted: Mon Sep 19, 2005 13:04
by MR_ROCKET
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?
Posted: Mon Sep 19, 2005 17:55
by Graf Zahl
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.
Posted: Mon Sep 19, 2005 19:09
by MR_ROCKET
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.

Posted: Sun Oct 09, 2005 0:59
by Rellik
I'm not sure if this is the kind of stuff you're looking for but here's a machinima I made (modified so you can test it).
Click.
As it is now it breaks when it tries to display a hud-pic. Looking great Graf, keep it up!
Posted: Sun Oct 09, 2005 1:07
by Graf Zahl
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.
Posted: Sun Oct 09, 2005 23:50
by Rellik
10-4.
