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Old 08-07-2006, 01:08 PM   #81
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought View Post
in EVENT_GAME...

isn't it always going to be true that the action is 0?
I'll move that code to EVENT_EGS.

Quote:
Originally Posted by DeeperThought View Post
in state morter_shoot...

why do you use ezshoot when you aren't setting RETURN?
Fixed. It was from an attempt to get the hard-coded MORTER projectile to stay close to the pipebomb.

Quote:
Originally Posted by DeeperThought View Post
setprojectile is used to change the definition of a projectile, so you use it on a tile number. setthisprojectile is used on a specific shot of a projectile.
I didn't know that. Fixed.

Quote:
Originally Posted by DeeperThought View Post
You don't need the safety checks on the angle because it automatically loops when it gets above 2047
It worked for me before. I'd rather be safe than sorry.

Quote:
Originally Posted by DeeperThought View Post
Sometimes I have thought that something was shooting once, when really it was shooting many times but all the shots were in the same spot. Could this be happening?
I don't know. I think that if it was firing in the same spot, they would either:
  1. have their sounds overlap making it sound really loud
  2. be right next to each other because of their cstat of 257

I'll keep testing though.
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Old 08-08-2006, 04:36 PM   #82
Hendricks266
Re: H266MOD for EDuke32
This thread is now HOT!

I've decided to cut the pipebomb alt firing mode altogether because MORTERs don't explode when when enemies are near. It would only have been useful in DukeMatch, but not much else.

H266MOD v1.5 will be out in a few days.
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Old 08-09-2006, 05:18 AM   #83
Blade Nightflame

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Re: H266MOD for EDuke32
The Holoduke was only a Deathmatch weapon and 3dRealms kept it in.
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Old 08-09-2006, 04:05 PM   #84
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by Blade Nightflame View Post
The Holoduke was only a Deathmatch weapon and 3dRealms kept it in.
But the HoloDuke couldn't hurt you, right? MORTERs can.
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Old 08-17-2006, 05:07 PM   #85
Hendricks266
Smirk Re: H266MOD for EDuke32
I'm sorry for being so delayed, but my education has started back up again. All I have do to is tone down the Pipebomb explosion sequence and test my TANK\TANK2 code. I don't really think anybody wants it (there have only been at the max 22 downloads for the old versions of H266MOD), although they were really buggy (for example I totally forgot to include HBoss.con in one of the old versions). I'm also completely flat out of ideas, other than:
  • Fixing the DukeDC ending cutscene (if there will be any way to customize it in the CON files)
  • Duke Caribbean\Nuclear Winter\SD Duke Compability (This is probably comparable to dynamic lighting in JFDuke3D. It shouldn't be very complicated to do, it's just that if I make a change to my CONs, I'll have to do it again thrice unless there will be redefinesound, redefinelevel, redefinevolume, and remusic)
  • Adding a spin dash from the Sonic the Hedgehog series
  • A very special treat for all you whiners (Hint: The next EDuke32 will have md2 model adjustment parameter support)

They all haven't come straight out of my brain, but to have a quote to explain:

Quote:
Originally Posted by kaotic_oz View Post
Ive always thought as long as it ends up being fun and cool it dosent really matter if it's "New"
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Old 08-17-2006, 06:56 PM   #86
DeeperThought

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Re: H266MOD for EDuke32
Whatever happened to FreeFrag / Roger? From his last comments a few weeks ago over at AMC, it seemed he had fallen on hard times I ask because at one point you said you would be helping him with Incinerator.
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Old 08-17-2006, 07:07 PM   #87
TerminX

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Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought View Post
Whatever happened to FreeFrag / Roger? From his last comments a few weeks ago over at AMC, it seemed he had fallen on hard times I ask because at one point you said you would be helping him with Incinerator.
His hard disk died a week or so ago. He's working on obtaining another one, reinstalling the OS, et cetera, but he also got laid off recently, so I don't know how well that's going.
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Old 08-18-2006, 03:26 PM   #88
Hendricks266
Re: H266MOD for EDuke32
I have PM'ed him a few times. I haven't gotten to download the 40MB package of stuff that he has for me (although he hasn't uploaded yet). If the stuff got erased... major bummer. I really want to work on Incinerator. All I've really done so far is make some simple code for the essences to bob up and down (Although he said he'd already done that) and mess around with some weapon vars. I can't really do anything with Incinerator until I have the data.

He has been active recently (for example he voted on my Maphacks poll) so I don't know why he hasn't responded to my PMs.

This is also one of the main reasons I even released H266MOD. I want to practice on a mod that other people don't have to be critized for if I make a mistake. So really this mod is for practice, learning, and improvement for me.

Also, if he lost his job then Incinerator is definately not (or at least shouldn't be) on his top 5 priority list. Real life comes first, then games.
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Old 08-19-2006, 07:14 PM   #89
Hendricks266
Re: H266MOD for EDuke32
Update: I have gotten my custom BAR_MUSIC\BONUSMUSIC\ENDSEQVOL3SND4 to work, and I am about to try to get PIPEBOMBPROJ to work with changespritestat. However, I am going to try to add new code to FLOORFLAME\FIRE(2)\BURNING(2) so that instead of using hitradius or addphealth -<whatever> it uses something that won't cause actors to jib and cracks to blow up, or just not have enemies effected at all (which would defeat the purpose of FLAMETHROWER). After that (and uploading), v1.5 will be finished.
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Old 08-19-2006, 07:45 PM   #90
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266 View Post
I am going to try to add new code to FLOORFLAME\FIRE(2)\BURNING(2) so that instead of using hitradius or addphealth -<whatever> it uses something that won't cause actors to jib and cracks to blow up, or just not have enemies effected at all
And what would that be? The first thing that comes to mind is having the enemies call a state which subtracts health from themselves if the flamethrower sprite is found nearby.
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Old 08-19-2006, 08:01 PM   #91
Hendricks266
Re: H266MOD for EDuke32


And here I was trying to figure out something with hitscan...
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Old 08-19-2006, 08:24 PM   #92
DeeperThought

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Re: H266MOD for EDuke32
I thought of that because I'm going to change over to that method myself (more or less). There are two problems with using little hitradiuses (which is what my current code does): 1) It destroys bodies, which is silly, and 2) Actors being damaged by a hitradius cannot be simultaneously damaged by a different weapon. Problem 2) is quite bad if you have the flames damaging them every tick, or even every other tick. Monsters can actually become harder to kill, because you have to wait for the flames to die down before you can hurt them with anything else.

We'll have to keep in mind that subtracting health from a monster does not automatically kill it, even if health is reduced below zero.
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Old 08-20-2006, 08:51 AM   #93
Hendricks266
Lightbulb Re: H266MOD for EDuke32
Aren't there in-game checks that have the enemies die once their strength gets to 0 (namely "ifdead")?

A tip I can give you is to make two states somewhat like this and put it in your DTstatesevents.CON:

Code:
state burning
getactorvar[THISACTOR].burningvar spriteid
getactor[THISACTOR].extra hp
ldist THISACTOR spriteid xydist
ifvarl xydist 76.8 { subvar hp 1 }
ifvarl xydist 153.6 { subvar hp 1 }
ifvarl xydist 230.4 { subvar hp 1 }
ifvarl xydist 307.2 { subvar hp 1 }
ifvarl xydist 384 { subvar hp 1 }
ifvarl xydist 460.8 { subvar hp 1 }
ifvarl xydist 537.6 { subvar hp 1 }
ifvarl xydist 614.4 { subvar hp 1 }
ifvarl xydist 691.2 { subvar hp 1 }
ifvarl xydist 768 { subvar hp 1 }
setactor[THISACTOR].extra hp
ends

state special_check
findnearactorz FLOORFLAME 768 2048 TEMP
findnearactorz FIRE 768 2048 TEMP0
findnearactorz FIRE2 768 2048 TEMP1
findnearactorz BURNING 768 2048 TEMP2
findnearactorz BURNING2 768 2048 TEMP3
ifvarn TEMP -1 { setactorvar[THISACTOR].burningvar TEMP state burning }
ifvarn TEMP0 -1 { setactorvar[THISACTOR].burningvar TEMP0 state burning }
ifvarn TEMP1 -1 { setactorvar[THISACTOR].burningvar TEMP1 state burning }
ifvarn TEMP2 -1 { setactorvar[THISACTOR].burningvar TEMP2 state burning }
ifvarn TEMP3 -1 { setactorvar[THISACTOR].burningvar TEMP3 state burning }
ends
All you have to do is replace the actors in blue with your own and if you have less just delete the ones you don't need and their respective ifvarn checks. You should also tweak the distances. You also have to declare the var "burningvar" for the actorvars.

Next, put this in EVENT_GAME:

Code:
  getactor[THISACTOR].statnum <temporary var> // This is for statnums so that I don't have to insert things in all the actors

  switch <temporary var>
  case 1: state special_check break // moveactors
  case 10: state special_check break // moveplayers
  endswitch
I'm not sure what statnum 2 "movefta" is. It may be of some relevence too, but I really don't know.
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Old 08-20-2006, 09:58 AM   #94
DeeperThought

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Re: H266MOD for EDuke32
I do it differently in several ways. First, I don't give actors a var for storing the ID of the sprite that is burning them. I just have them look for the flames, and if they find them nearby they take damage right then and there. Also, I don't have all those different distances that pile on the extra damage depending on how close they are. The fact that the player has a damage upgrade makes it complicated enough, so I just base the damage on that, regardless of the specific distance. Basing the check on statnum is a nice idea, except that there are a few of my actors who are immune to fire, so it has to be a bit more complicated. As for "ifdead" -- yes, theoretically that will be true of the actor is dead (though I have had problems with it). The question is, what do you do when you find out they are dead? You don't want to simply remove the sprite from the game with the killit command, obviously. And there is a different lying dead action for every actor, which is a lot of cases to cover. In my mod, there are several extra things that happen when a monster dies: it needs to call states for adding to the player's score, spawning coins and stuff, and adding to or removing from a couple of lists that I use for keeping track of targetting and resurrections. So my solution is simply to tell the actor that it has been shot, by manually setting its htpicnum and htextra. That way, it dies normally the next time ifhitweapon is called, and all the usual stuff happens.
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Old 08-20-2006, 12:34 PM   #95
Hendricks266
Re: H266MOD for EDuke32
Hmm, so if I set htextra to the var "hp" instead of manually setting the extra it will make it look like it died normally, or do I have to set an htpicnum? I'll also mess with the shade to make it look like it was burnt to a crisp. A problem that I'll have is with liztroops begging, so I'll add a check to not have them beg if the htowner is one of the fires or FLOORFLAME.
Last edited by Hendricks266; 08-20-2006 at 12:38 PM.
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Old 08-20-2006, 02:54 PM   #96
DeeperThought

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Re: H266MOD for EDuke32
I always set both htextra and htpicnum.
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Old 08-20-2006, 07:13 PM   #97
Dr. Kylstien
Re: H266MOD for EDuke32
I just attempted to put the methods for fire damage discussed above to use, but for some reason this code makes fire sprites disappear:
Code:
state special_check
	findnearactorz FIRE 768 2048 TEMP
	ifvarn TEMP -1 
	{ 
		ifrnd 32 
		{
			setactor[THISACTOR].htextra ONE
			setvar TEMP2 FIRE
			setactor[THISACTOR].htpicnum TEMP2
		}		
	}
	findnearactorz FIRE2 768 2048 TEMP
	ifvarn TEMP -1 
	{ 
		ifrnd 32 
		{
			setactor[THISACTOR].htextra ONE
			setvar TEMP2 FIRE2
			setactor[THISACTOR].htpicnum TEMP2
		}		
	}
	findnearactorz BURNING 768 2048 TEMP
	ifvarn TEMP -1 
	{ 
		ifrnd 32 
		{
			setactor[THISACTOR].htextra ONE
			setvar TEMP2 BURNING
			setactor[THISACTOR].htpicnum TEMP2
		}		
	}
	findnearactorz BURNING2 768 2048 TEMP
	ifvarn TEMP -1 
	{ 
		ifrnd 32 
		{
			setactor[THISACTOR].htextra ONE
			setvar TEMP2 BURNING2
			setactor[THISACTOR].htpicnum TEMP2
		}		
	}
ends

onevent EVENT_GAME
	// courtesy of Hendricks266:
	getactor[THISACTOR].statnum TEMP // This is for statnums so that I don't have to insert things in all the actors
	switch TEMP
		case 1: // moveactors
		case 10: // moveplayers
			state special_check 
			break 
	endswitch
endevent
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Old 08-20-2006, 07:40 PM   #98
DeeperThought

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Re: H266MOD for EDuke32
If the fire sprites have a statnum of 1, then then the EVENT_GAME code will cause them to execute the state special_check. At that point, they will find themselves and hit themselves, killing themselves.
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Old 08-23-2006, 06:51 PM   #99
Hendricks266
Re: H266MOD for EDuke32
Hmm, I forgot about that. I'll have to add a check in like this with what is in red what is changed:

[CODE]state burning
getactorvar[THISACTOR].burningvar spriteid
ifvarvarn spriteid THISACTOR {
getactor[THISACTOR].extra hp
ldist THISACTOR spriteid xydist
ifvarl xydist 76.8 { subvar hp 1 }
ifvarl xydist 153.6 { subvar hp 1 }
ifvarl xydist 230.4 { subvar hp 1 }
ifvarl xydist 307.2 { subvar hp 1 }
ifvarl xydist 384 { subvar hp 1 }
ifvarl xydist 460.8 { subvar hp 1 }
ifvarl xydist 537.6 { subvar hp 1 }
ifvarl xydist 614.4 { subvar hp 1 }
ifvarl xydist 691.2 { subvar hp 1 }
ifvarl xydist 768 { subvar hp 1 }
setactor[THISACTOR].extra hp }
ends
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Old 08-31-2006, 04:51 PM   #100
Hendricks266
Re: H266MOD for EDuke32
I am having some trouble myself with state special_check, and I cannot get any damage to be given to APLAYER, while most enemies jib on contact. I probably will change the max 10 hp dealed to 1 (per tick) or just have an "ifcount 10-30 { state burning2 resetcount }" argument.

DeeperThought, may I use that blue-green colored FIRELASER art you made in my mod? I would use it for HVacation as spritepal 1 to give it a more beachy theme.

I have a new website here. It is only the title page, but I should start the Duke3D page soon. It may seem like a coincidence it is the same provider as DeeperThought's, but I honestly thought after doing some research that it was large enough while easy enough to use, plus it's free (hence the name). I am currently doing various testing with the FTP service currently, so it may appear corrupt, and\or there might be a page called "Test", which is nothing more than what it is.
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Old 08-31-2006, 05:10 PM   #101
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266 View Post
DeeperThought, may I use that blue-green colored FIRELASER art you made in my mod? I would use it for HVacation as spritepal 1 to give it a more beachy theme.
If that's the one I'm thinking of, I didn't make any art, I just took the FIRELASER sprite from the HRP and changed the color. Anyway, go ahead.
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Old 08-31-2006, 05:26 PM   #102
Dr. Kylstien
Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266 View Post
I am having some trouble myself with state special_check, and I cannot get any damage to be given to APLAYER, while most enemies jib on contact. I probably will change the max 10 hp dealed to 1 (per tick) or just have an "ifcount 10-30 { state burning2 resetcount }" argument.
I got it to work by calling this state:
Code:
state hazard
	findnearactorz FIRE 768 2048 TEMP
	ifvarn TEMP -1 
	{ 
		ifrnd 32 
		{
			setactor[THISACTOR].htextra ONE
			setvar TEMP2 FIRE
			setactor[THISACTOR].htpicnum TEMP2
		}		
	}
	findnearactorz FIRE2 768 2048 TEMP
	ifvarn TEMP -1 
	{ 
		ifrnd 32 
		{
			setactor[THISACTOR].htextra ONE
			setvar TEMP2 FIRE2
			setactor[THISACTOR].htpicnum TEMP2
		}		
	}
	findnearactorz BURNING 768 2048 TEMP
	ifvarn TEMP -1 
	{ 
		ifrnd 32 
		{
			setactor[THISACTOR].htextra ONE
			setvar TEMP2 BURNING
			setactor[THISACTOR].htpicnum TEMP2
		}		
	}
	findnearactorz BURNING2 768 2048 TEMP
	ifvarn TEMP -1 
	{ 
		ifrnd 32 
		{
			setactor[THISACTOR].htextra ONE
			setvar TEMP2 BURNING2
			setactor[THISACTOR].htpicnum TEMP2
		}		
	}
ends
in the player code and the code of all the actors that will be vulnerable to fire, and commenting out the part of the burningstate that damages the player. It seems to work perfectly, with Duke's reaction virtually indistinguishable from the original, and the enemies reacting as well.
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Old 09-01-2006, 04:41 PM   #103
Hendricks266
Re: H266MOD for EDuke32
So you mean the EVENT_GAME statnum code is what's causing it? Interesting.
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Old 09-01-2006, 04:54 PM   #104
Dr. Kylstien
Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266 View Post
So you mean the EVENT_GAME statnum code is what's causing it? Interesting.
Yeah, I basically got rid of all the problems by simply deleting that entire event bit. It's a nice idea, but it causes more trouble than it's worth.
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Old 09-02-2006, 10:17 PM   #105
Hendricks266
Re: H266MOD for EDuke32
Currently I have something to think about. If I do make HVacation, most of the tiles in my TILES020.ART will still be vanilla-fied. I know I can replace DEVASTATOR with the coconut sprites, but I am having trouble deciding what I can use to replace my nuke sprite, which is an RPG standing upright with the flame cut off. My choices so far:
  1. keep it as it is
  2. make a huge coconut sprite (as ridiculous as it sounds)
Ideas please.
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Old 09-22-2006, 05:44 PM   #106
Hendricks266
Re: H266MOD for EDuke32
Alright, progress is coming along very well. I need to fix all the bugs that are still there (believe me, there are less). I might even have betas of HVacation and HNWinter when the time comes!

I have added another set of frames for TANK2, as you can see from my new avatar. The new frames have a fireball coming out of the scorpion "tail". My avatar is a combination of the "launching" frames (what I call them) and the firing frames by Chip. An interesting thing to note is that on his frames, I had to redo the angle where it is facing you because he had copied the fire from the left turret and flipped it onto the right turret, so I made it blend in more.

I am thinking about what to do with FLAMETHROWER. I don't think it deserves to be an alt firing mode for the RPG, but I know what I want for the pipebomb alt fire mode. I was thinking when I invented it that it could be of some tactical purpose, but it is so slow and you might as well use the devastator.

state special_check is working partly. I have it detecting the presence of everything but FLOORFLAME, and it is giving damage too fast. I can fix the latter easily, but I don't know why it isn't finding FLOORFLAME.

I have added an alternate firing mode for the shotgun. It is a laser gun, with the tripbomb laser sprite turned 90° and a cstat of 32. It has brand new sounds for both firing and reloading, and I am working on a model for the projectile. It does a bit more damage and it will eventually shoot through enemies. It uses twice the ammo, though.

Does anyone know where I can get some good-looking firework art? Remember, my policy is to have compability for both 8-Bit Classic and 16\24\32-Bit Polymost modes.

Any tips, comments, nitpicks, or suggestions?
Last edited by Hendricks266; 09-23-2006 at 07:44 AM. Reason: Grammar
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Old 09-23-2006, 07:38 AM   #107
Hendricks266
Re: H266MOD for EDuke32
I'm having some trouble with my new launching frames. When I try to insert them into my TILES020.ART with DukeResART, it says that only 256-color bitmaps are allowed in Duke. When I try to insert it with BastART, it either gives a similar error message or it allows it, but the colors are all messed up. All I did was take the frames from the scorpion tank and those fireball sprites in Tiles #1665-1669 and paste them on top or behind of each other in GIMP. Is there any utility that can fix this for me or will all my work be for nothing?
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Old 09-23-2006, 03:07 PM   #108
Dr. Kylstien
Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266 View Post
I'm having some trouble with my new launching frames. When I try to insert them into my TILES020.ART with DukeResART, it says that only 256-color bitmaps are allowed in Duke. When I try to insert it with BastART, it either gives a similar error message or it allows it, but the colors are all messed up. All I did was take the frames from the scorpion tank and those fireball sprites in Tiles #1665-1669 and paste them on top or behind of each other in GIMP. Is there any utility that can fix this for me or will all my work be for nothing?
Make sure they are in indexed-color mode (Image->Mode->Indexed Color) and use the Duke palette.
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Old 09-24-2006, 01:21 PM   #109
Hendricks266
Re: H266MOD for EDuke32
I don't know how I did it, but I got them to work. How would I make it use the Duke palette anyway to save me trouble?
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Old 09-24-2006, 07:49 PM   #110
Dr. Kylstien
Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266 View Post
I don't know how I did it, but I got them to work. How would I make it use the Duke palette anyway to save me trouble?
I suppose you'd have to save the palette from a picture exported straight from the .art's and make sure your modified or new image uses it. ('Custom palette' option in the indexed color dialog.) When last I dealt with the 8-bit graphics, I was using an old copy of Photoshop.
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Old 09-25-2006, 11:00 AM   #111
Blade Nightflame

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Re: H266MOD for EDuke32
In PSP9, you can as well export an original art file from the TILES000#.art group, like monsters, and once opened there, do nothing else but save the pallete for usage later.
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Old 09-25-2006, 06:26 PM   #112
Hendricks266
Re: H266MOD for EDuke32
Ah. I see.

Work is still going at an OK pace.

I have decided to remove the alternate firing mode from the RPG. I think the FLAMETHROWER doesn't deserve to be in that slot. I'm sure I'll think of something, though.
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Old 09-30-2006, 03:15 PM   #113
Hendricks266
Question Attention All Artists!
Hello everybody.

I was wondering, would anyone care to make a single piece of art for me? It is very simple. The details are in Readme.txt of this rar file.
Attached Files
File Type: rar TANK2L6.rar (20.2 KB, 7 views)
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Old 10-23-2006, 04:45 PM   #114
Hendricks266
Re: H266MOD for EDuke32
I'm only working on minor things right now. The two alternate firing modes are working perfectly for what code I have now, although there is one feature of the SHOTGUNLASER that I need to add, which is the shoot-through-enemies effect. DeeperThought, is it hard to do something like that? I would put something like this in a state called from all the enemy actors at the very top of their code:
Code:
getactor[THISACTOR].htpicnum picnum
getactor[THISACTOR].htextra hp
ifvarn hp 0 {
ifvare picnum SHOTGUNLASER {
getactor[THISACTOR].htang ANGVAR
eshoot SHOTGUNLASER
setactor[RETURN].ang ANGVAR } }
The thing about this is that if the zvel of the projectile is non-zero, then it will look bad. Is there any way to fix that?

On another subject, if anyone wants to contact me quickly and easily, you can use my AIM account: TheHendricks266
Last edited by Hendricks266; 10-23-2006 at 04:49 PM.
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Old 10-23-2006, 05:49 PM   #115
DeeperThought

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Re: H266MOD for EDuke32
I've never used htang, so I'm not sure if it really is what it sounds like it is (I've been fooled by names on more than one occasion).

In addition to the zvel problem, you're going to have the problem that the projectile will always come out at the z position at which the actor normally fires, so even if the victim gets shot in the head, the new shot will come out of the middle of its back. It might also cause the actor to shoot itself by turning the shot around, depending on whether the shot spawns in front of the actor before changing angles. The only way you can find out for sure about these and other potential problems is by trying it out and seeing what happens.
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Old 11-11-2006, 06:05 PM   #116
Hendricks266
Screenshots!
Long Awaited Screenshots: (no release yet, sorry )

Nuke Explosion Sequence: (You can't see the nuke, but it is there.)
H266MOD1.jpg

Laser Tripbomb Explosion Sequence:
H266MOD2.jpg

Laser Tripbomb Explosion Sequence Coming at Duke:
H266MOD3.jpg

The Pipebomb Explosion Sequence is the coolest one (IMO), athough there is no screenshot here. I will upload some more once I make more.

I will also take a moment to explain the (Game)Var Bar (Catchy name, eh?).

Quote:
Diagram of the Var Bar

Left:
Nuke Ammo:
This is the amount of nuke ammo you have, which increases every time you pick up an explosive weapon*.
Total Kills: This is the total amount of enemy (sorry, no player) frags you have made while playing H266MOD. This works by using savegamevar and readgamevar.
Total Damage Inflicted: Same as Total Kills:, but for the amount of damage inflicted.

Right:
FPS (Optional)
\\
Nuke Icon:
The nuke icon is a different color and spins a different speed depending on your nuke ammo.
Here is a list:
Red - Slow: 0-4
Yellow - Medium: 5-9
Green - Fast: 10+ (amount required to plant a nuke)
* except lone pipebombs, because they are hard-coded and can be used to cheat by throwing them and picking them back up.
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Old 11-11-2006, 08:19 PM   #117
Telee

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Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought View Post
Whatever happened to FreeFrag / Roger? From his last comments a few weeks ago over at AMC, it seemed he had fallen on hard times I ask because at one point you said you would be helping him with Incinerator.
Woah, Roger is FreeFrag?

BTW, Hendricks, I'm not sure if you've said this already, but will nuclear radiation spawn after the nuke explodes?
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Old 11-12-2006, 04:15 PM   #118
Hendricks266
Lightbulb Re: H266MOD for EDuke32
^ Nuclear Radiation? I have yet to add that. (or think about adding that)

Do you think I should do it SW style (i.e. little puffs of green stuff) or do something like make the ground turn green?

Why don't I make the ground turn green and display that radioactive sign that is unused on the screen? I will want some high resolution art for it… …but I guess I could make it myself.
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Old 11-12-2006, 10:08 PM   #119
Telee

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266 View Post
^ Nuclear Radiation? I have yet to add that. (or think about adding that)

Do you think I should do it SW style (i.e. little puffs of green stuff) or do something like make the ground turn green?

Why don't I make the ground turn green and display that radioactive sign that is unused on the screen? I will want some high resolution art for it… …but I guess I could make it myself.
You could make it like the Starship Troopers TC. The screen flashes white when the nuke explodes, then if you go near the green smoke you slowly get hurt (and it displays a warning message at the top of the screen).
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Old 11-15-2006, 12:01 PM   #120
Boinky

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266 View Post
^ Nuclear Radiation? I have yet to add that. (or think about adding that)
Could make use of the fog thats coded into Eduke and add some sorta greenish fog to the area once the nuke goes off. slowly increasing the denisity, then decreasing.. But Im sure its going to take a lot of playing with to get something like taht right.
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