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Posted: Wed Oct 17, 2007 22:56
by wildweasel
In both GZDoom and an SVN version of ZDoom, I'm getting decorate errors:
Code: Select all
Script error, "DECORATE" line 842:
Attempt to get invalid state Super.Death from actor DeadOfficer.
Posted: Wed Oct 17, 2007 23:43
by Visplane_Overflow
That was the bug I got in GZDoom =p And yes, I understand that your mod is designed for ZDoom, but ZDoom's rendering is very hard on my eyes. At any rate, this crash doesn't seem to be a problem with GZDoom, itself.
Posted: Thu Oct 18, 2007 0:03
by lizardcommando
What the hell? I haven't gotten that error before. Then again, I'm using the current stable version of ZDoom to play it. Not the SVN version.
Ok, just for shits and giggles, I decided to download GZDoom and test my mod out with it and I got that same error as weasel. I'm not sure if it's just the engine or if it's my mod at fault. Which ever it is, I'm not sure what to do with it. I really don't want to break compatibility with the current version of ZDoom.
Posted: Thu Oct 18, 2007 0:48
by lizardcommando
What the hell... I'll go do a self-critique now:
The "Full" version of The Exterminator replaces most of the enemies in Doom with cartoon Lizard enemies. Some enemies, like the Pistol guys, shotgunners, and SMG guy, act pretty much like their Doom/Doom 2 counterparts while some other enemies, like the SWAT lizards, the LSMC lizards, and the LVArmors are different from their Doom/Doom 2 counterparts.
Some enemies, like the Phantom, Barney Calhoun Lizard and the Mafia Lizard make a comeback in this mod unchanged. Some enemies from ICD-Lizard are gone thankfully, like those stupid ass baby "grenade" throwing Lizards and the useless (but fun to shoot at) Civilian and Scientist Lizards. Some enemies that appeared in ICD-Lizard like the Heli-Lizard, the LSMC grunts, the SWAT Lizards, the SMG Guy, Shotgunner, and the Military Officer get revamped and remade. Some brand new enemies appear in this mod like the Marksman Lizard, the LVArmors, and the Bazooka guys.
Graphically, they are much, much better looking than the ICD-Lizard enemies. They still look simple and cartoony, but that's the whole point of this mod. The animations are a tad bit choppy on some enemies like the Heavy Machinegunner, but that's mostly due to the fact that he was the last guy I made (and I admit that his gibbing animation is a bit boring).
I hope I eventually get to replace all of the enemies. I can't believe I've been able to replace most of the enemies so far. It feels like it was just yesterday when I first posted up screenshots of the first guy I replaced (which was the Military Officer)... I'll probably end up getting rid of a weapon and fix up some animations by the time this is finished.
So did anyone else get to test it out? What did you guys think?
Posted: Thu Oct 18, 2007 20:04
by lizardcommando
With help from Wildweasel, I got the mod fixed so that it now works in GZDoom. I still suggest using the mod in Software rendering.
http://www.geocities.com/lizardcommando ... l-beta.zip
http://armory.drdteam.org/hosted/extermfull-beta.zip
I don't know if it's just the GL rendering or something, but the sprites do seem a bit bigger than in software rendering and the sprites sink into the floor when they die. I am not so sure about the sprites looking a bit bigger, but apparently the sprites clipping into the floor is a GL issue and there isn't much I can do about it. As mentioned earlier, just use Software rendering.
Posted: Thu Oct 18, 2007 20:13
by wildweasel
It's up. Download away, folks!
Posted: Thu Oct 18, 2007 22:24
by lizardcommando
I found one bug so far and that's with the dead officer. You can attack it. It'll make him go into the Officer's death animation if you kill him.
Code: Select all
actor DeadOfficer : MilitaryOfficer replaces DeadZombieMan
{
Game Doom
DropItem None
States
{
Spawn:
Goto Death+6
}
}
Posted: Sat Oct 20, 2007 2:22
by lizardcommando
I got the mod working again. That bug is gone, however, it won't work with the 2.1.7 version of ZDoom. So I guess it's official. This thing's going to GZDoom at least until the next stable version of ZDoom is ready. However, I will only be concentrating having it work in software mode. Scaling is a bit wonky in GL mode and the sprite clipping is fucked up. I'm not interested in working on fixing things up with specific GL crap since I want this mod to be accessible to anyone using an older computer.
Posted: Sat Oct 20, 2007 18:35
by lizardcommando
I just figured out how to work out the A_SpawnItemEx stuff. The only thing I need to figure it out is how to have the explosion spawn in this specific order:
Code: Select all
***
*+*
***
* is the debris
+ is the origin of the explosion
I also need to have it so that after the debris hits the ground, it'll bounce 4 times before going into its death state. Currently, when the debris hits the ground, it'll just stay where it lands. This is what I've got so far for one of the debris.
Code: Select all
actor MechDebris1
{
height 6
radius 8
bouncecount 4
+DOOMBOUNCE
states
{
Spawn:
MDE1 ABCD 3
Death:
MDE1 D 200
stop
}
}
Here's the coding for when the mech spawns the debris when it dies:
Code: Select all
Death:
FATT K 5
FATT L 5 A_Scream
FATT M 5
FATT N 5
FATT O 5
FATT PQ 5
FATT R 15
EXP3 A 0 A_PlaySound("weapons/boom")
EXP3 ABC 2 BRIGHT A_EXPLODE
EXP3 B 0 A_SPAWNITEMEX("MechDebris1",-5,5,1,16,16,8,0,128)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2",6,3,2,16,16,8)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2",-2,2,0,16,16,8)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3",12,2,4,16,16,8)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3",4,-4,1,16,16,8)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2",12,8,3,18,16,8)
EXP3 B 0 A_SPAWNITEMEX("MechDebris2",-5,5,-3,18,16,8)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3",8,2,4,14,16,8)
EXP3 B 0 A_SPAWNITEMEX("MechDebris3",16,-3,0,14,16,8)
EXP3 B 0 A_SPAWNITEMEX("MechDebris4",9,4,1,16,16,8,0,128)
EXP3 DEF 2 BRIGHT
EXP3 GHI 2 BRIGHT
EXP3 JKL 2
stop
What it does right now is it'll either spawn all on top of each other and not go anywhere or it'll fly everywhere in one direction. I want each separate piece of debris to fly in a different direction from each other. How would I do that?
Posted: Sat Oct 20, 2007 19:51
by lizardcommando
I fixed another bug that I didn't disclose earlier. The Mancubus replacement and the Arachnotron replacement (LVArmor and Heavy Machinegunner) didn't trigger the line666 event. Now it does.
I still have the issue posted in the last post to deal with. Someone please help me with that.
Posted: Sun Oct 21, 2007 0:14
by TheDarkArchon
Use +HEXENBOUNCE instead of +DOOMBOUNCE: DOOMBOUNCE still needs a minimum amount of momentum to bounce, regardless of bouncecount.
Posted: Sun Oct 21, 2007 0:47
by lizardcommando
Well, I changed the DOOMBOUNCE to HEXENBOUNCE. But I'm still getting this happening. I'm totally stumped...
Posted: Sun Oct 21, 2007 1:02
by TheDarkArchon
Have you tried giving the debris a speed value?
Posted: Sun Oct 21, 2007 1:08
by lizardcommando
Speed value? Oh shit. I didn't even think of that! Thanks TDA! I'll go try that out.
I just tried putting in the speed for the debris, but it's still doing the same thing.
Posted: Sun Oct 21, 2007 1:26
by TheDarkArchon
Try setting the flags variable (The one you have last) to 136. That should force the speed parameters speed on the projectile. Also, see if calling A_NoBlocking before the debris is spawned has an effect.