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Old 07-14-2006, 03:30 PM   #41
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by TerminX
For the boss thing, you probably just need to set an action after you use cactor or setactor[THISACTOR].picnum to change the actor's tile.
I tried it, it works, thanks.

Quote:
Originally Posted by DeeperThought
On the FLOORFLAME thing, you might try adding some ifspawnedby code to the FLOORFLAME actor and see if that helps. For example, you might try:


ifspawnedby FLAMETHROWER
sizeat 40 40

In my experience, certain actors will spawn very tiny and/or with the wrong cstat unless they are changed manually.
I will try that.


Oh, I have another problem. It seems like whenever I change anything in my code in creates two bugs.

In my TANK2 code, when action ATANK2SHOOTING is activated, it is supposed to have it randomly select a projectile from any of these projectiles and shoot it 1-5 times (for slow projectiles), 8-16 times (FIRELASER & PISTOL) or 6-15 times (everything else).
  • RPG
  • MORTER
  • SHRINKER
  • GROWSPARK
  • FREEZEBLAST
  • FIRELASER & SHOTSPARK1 (together)

The problem is that the firing frames last less than a second and nothing is fired.

Here is my code:

Code:
move TANK2VEL 50
move TANK2FORWARD 100
move TANK2FORWARDFAST 400
move TANK2BACKWARD -100
move TANK2BACKWARDFAST -400
move TANK2STOP

action ATANK2SPIN        0 1 7 1 4
action ATANK2SPINBACK    0 1 7 -1 1
action ATANK2SHOOTING 3258 1 7 1 1
action ATANK2WAIT        0 1 7 1 1
action ATANK2DEAD        0 1 7 1 1


state tankshoot
setvar LOOP 6
randvar LOOP 15
ifcount 10 {
soundvar projsnd
shootvar projvar
addvar COUNTER 1
ifvarvarl COUNTER LOOP { state tankshoot } resetcount }
ifvarvare COUNTER LOOP { action ATANK2WAIT }
ends

state tankshootexpl
setvar LOOP 1
randvar LOOP 5
ifcount 30 {
soundvar projsnd
shootvar projvar
addvar COUNTER 1
ifvarvarl COUNTER LOOP { state tankshootexpl } resetcount }
ifvarvare COUNTER LOOP { action ATANK2WAIT }
ends

state tankpistol
setvar LOOP 8
randvar LOOP 16
sound PRED_ATTACK
shoot FIRELASER
sound PISTOL_FIRE
shoot SHOTSPARK1
addvar COUNTER 1
ifvarvarl COUNTER LOOP { state tankpistol }
ifvarvare COUNTER LOOP { action ATANK2WAIT }
ends

state tank2_retreat
move TANK2FORWARD seekplayer
action ATANK2SPIN
ends

useractor enemy TANK2 TANK2STRENGTH fall cstat 257 clipdist 200
  ifaction 0 { // sizeat 60 60
               move TANK2FORWARD seekplayer
               action ATANK2SPIN }



 else ifaction ATANK2SPIN
    { soundonce TANK_ROAM
      ifp pshrunk nullop else
      ifactioncount 20
    { ifrnd 16
    { ifcansee
    { ifcanshoottarget
    { ifp palive
    { move TANK2STOP geth action ATANK2SHOOTING stopsound TANK_ROAM } } } } }
      ifrnd 16 { move TANK2FORWARD seekplayer } }



 else ifaction ATANK2SHOOTING
   // { ifactioncount 2
    { ifcansee
    { move TANK2STOP faceplayerslow faceplayersmart
     // 
      setvar TEMP 0
      randvar TEMP 6
      
      switch TEMP
  case 0:
  state tank2_retreat
  break

  case 1:
  setvar projsnd RPG_SHOOT
  setvar projvar RPG
  state tankshootexpl
  break

  case 2:
  setvar projsnd BOS1_ATTACK2
  setvar projvar MORTER
  state tankshootexpl
  break

  case 3:
  setvar projsnd SHRINKER_FIRE
  setvar projvar SHRINKER
  state tankshootexpl
  break

  case 4:
  setvar projsnd EXPANDERSHOOT
  setvar projvar GROWSPARK
  state tankshoot
  break

  case 5:
  setvar projsnd CAT_FIRE
  setvar projvar FREEZEBLAST
  state tankshoot
  break

  case 6:
  state tankpistol
  break
      endswitch
  
  setvar TEMP 0 } } // }

        ifpdistl 1280 { ifpdistg 844 { move TANK2FORWARD faceplayerslow geth 
        action ATANK2SPIN soundonce TANK_ROAM } }
        ifpdistl 844 { ifp palive { stopsound TANK_ROAM move TANK2STOP faceplayerslow geth 
        action ATANK2SHOOTING }
        else { move TANK2BACKWARD faceplayerslow geth
        action ATANK2SPINBACK } 

    ifrnd 16 { stopsound TANK_ROAM move TANK2STOP faceplayerslow action ATANK2WAIT } }



 else ifaction ATANK2WAIT
    { ifcount 32
    { move TANK2FORWARD seekplayer action ATANK2SPIN } }



 else ifaction ATANK2DEAD
     { sound PIPEBOMB_EXPLODE spawn EXPLOSION2 hitradius 2048 100 85 75 65
       state scraps
       state lotsocrap
       ifrnd 128 { spawn PIGCOP } else { state standard_jibs addkills 1 }
       killit

       ifcount 1 { sound LASERTRIP_ARMING }
       ifcount 16 { sound LASERTRIP_ARMING }
       ifcount 32 { sound LASERTRIP_ARMING }
       ifcount 48 { sound LASERTRIP_ARMING }
       ifcount 64 { sound LASERTRIP_ARMING }
       ifcount 80 { stopsound LASERTRIP_ARMING } }



      ifhitweapon
    { ifdead { action ATANK2DEAD } else
    { debris SCRAP1 9
      ifaction ATANK2SHOOTING { break }

      ifrnd 192
      {
        move TANK2STOP geth
        action ATANK2SHOOTING
        stopsound TANK_ROAM } } }

 ifphealthl 1
    { move TANK2STOP action ATANK2WAIT ifcount 45 sound PRED_ATTACK shoot FIRELASER }

 ifp pshrunk
    { move TANK2FORWARD seekplayer
      action ATANK2SPIN
      ifpdistl SQUISHABLEDISTANCE { addphealth -1000 palfrom 32 64 } }

 ifp pdead
    { move TANK2FORWARD furthestdir
      action ATANK2SPIN }
enda
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Old 07-14-2006, 04:16 PM   #42
DeeperThought

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Re: H266MOD for EDuke32
I don't see anywhere in your code where your var COUNTER gets set back to zero. So it looks like it will get too high and then the tank won't fire anymore.

Also, despite what it says in the Wiki, I'm pretty sure that randvar never generates the last value, so if you randvar TEMP 5, it will generate a number between 0 and 4. As a result, your tank will never go into the bullet firing state.
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Old 07-14-2006, 04:29 PM   #43
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought
I don't see anywhere in your code where your var COUNTER gets set back to zero. So it looks like it will get too high and then the tank won't fire anymore.


Quote:
Originally Posted by DeeperThought
Also, despite what it says in the Wiki, I'm pretty sure that randvar never generates the last value, so if you randvar TEMP 5, it will generate a number between 0 and 4. As a result, your tank will never go into the bullet firing state.
OK.

I will change my code to this:

Code:
state tankshoot
setvar LOOP 6
randvar LOOP 15
ifcount 10 {
soundvar projsnd
shootvar projvar
addvar COUNTER 1
ifvarvarl COUNTER LOOP { state tankshoot } resetcount }
ifvarvare COUNTER LOOP { action ATANK2WAIT 
setvar LOOP 0
setvar COUNTER 0 }
ends

state tankshootexpl
setvar LOOP 1
randvar LOOP 5
ifcount 30 {
soundvar projsnd
shootvar projvar
addvar COUNTER 1
ifvarvarl COUNTER LOOP { state tankshootexpl } resetcount }
ifvarvare COUNTER LOOP { action ATANK2WAIT 
setvar LOOP 0
setvar COUNTER 0 }
ends

state tankpistol
setvar LOOP 8
randvar LOOP 16
sound PRED_ATTACK
shoot FIRELASER
sound PISTOL_FIRE
shoot SHOTSPARK1
addvar COUNTER 1
ifvarvarl COUNTER LOOP { state tankpistol }
ifvarvare COUNTER LOOP { action ATANK2WAIT 
setvar LOOP 0
setvar COUNTER 0 }
ends

state tank2_retreat
move TANK2FORWARD seekplayer
action ATANK2SPIN
ends

useractor notenemy TANK2 TANK2STRENGTH cstat 257 clipdist 200

...

 else ifaction ATANK2SHOOTING
   // { ifactioncount 2
    { ifcansee
    { move TANK2STOP faceplayerslow faceplayersmart
     // 
      setvar TEMP 0
      randvar TEMP 7
      
      switch TEMP
  case 0:
  state tank2_retreat
  break

  case 1:
  setvar projsnd RPG_SHOOT
  setvar projvar RPG
  state tankshootexpl
  break

  case 2:
  setvar projsnd BOS1_ATTACK2
  setvar projvar MORTER
  state tankshootexpl
  break

  case 3:
  setvar projsnd SHRINKER_FIRE
  setvar projvar SHRINKER
  state tankshootexpl
  break

  case 4:
  setvar projsnd EXPANDERSHOOT
  setvar projvar GROWSPARK
  state tankshoot
  break

  case 5:
  setvar projsnd CAT_FIRE
  setvar projvar FREEZEBLAST
  state tankshoot
  break

  case 6:
  state tankpistol
  break
      endswitch
  
  setvar TEMP 0 } } // }

...

enda
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Old 07-14-2006, 04:47 PM   #44
TerminX

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Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought
Also, despite what it says in the Wiki, I'm pretty sure that randvar never generates the last value, so if you randvar TEMP 5, it will generate a number between 0 and 4. As a result, your tank will never go into the bullet firing state.
I should fix that.
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Old 07-18-2006, 06:06 PM   #45
Hendricks266
Re: H266MOD for EDuke32
Well, I'm pretty close to another release, but I've still got to bug test some more. I'm shooting for sometime this week. Anyone want to volunteer as a bug tester?

Hehe, I tried putting COOLEXPLOSION1 as an alt firing mode for the shotgun. It just went right around enemies. It wasn't very cool anyway.

I will have four alternate firing modes working in the next release:
  • Mighty Foot = Mighty Fist - Not much changed, just the animation and strength. Note that whichever one is selected will also be used for the Quick Kick\Punch.
  • Pistol = FIRELASER - With the sound effect changed, it seems like FIRELASER was made to be used for the Pistol.
  • RPG = Flamethrower - The RPG fires a little metal thing that bounces three times and shoots out a flame, then blows up (without a hitradius).
  • Pipebomb = Mine Launcher - The pipebomb is thrown, then it fires out eight MORTERs in a circle, then blows up (without a hitradius).
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Old 07-18-2006, 07:50 PM   #46
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
Wel
  • Mighty Foot = Mighty Fist - Not much changed, just the animation and strength. Note that whichever one is selected will also be used for the Quick Kick\Punch.
I've been wondering where I could find a good punching animation for Duke. I certainly wouldn't want anything like that horrible Doom punch with the crooked hairy arm that hits with the wrong knuckles. It's like they couldn't decide whether it was a hook or a jab so they just split the difference.
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Old 07-19-2006, 02:32 AM   #47
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by TerminX
I should fix that.
I just found out that you did fix it. I found out because I use randvar for one of my enemies to pick a random taunt. But then it started taunting me with the sound of its own death (the next sound after the last taunt). It was funny as hell.
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Old 07-19-2006, 01:48 PM   #48
Hendricks266
Re: H266MOD for EDuke32
All I do is set "knee_incs" of the player struct to 0 and "fist_incs" of the player struct to 1.

Also, my CON files are getting kicked in the butt by some unknown error that's being produced. When I run my mod, everything is fine until I get to Line 1 of my HBoss.con file. It says that EVENT_GAME is still "open", even after I made sure that there was an "endevent". If I put an "endevent" at the very top of HBoss.con, the problem persists, just with the very first state in my HBoss.con file. I have attached my CON files for debugging.
Attached Files
File Type: zip H266MOD_BADCONS.zip (58.4 KB, 11 views)
Last edited by Hendricks266; 07-19-2006 at 02:15 PM. Reason: Clicked "Submit" too early.
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Old 07-19-2006, 02:16 PM   #49
DeeperThought

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Re: H266MOD for EDuke32
Oh, I see. I tried:

getplayer[THISACTOR].fist_incs temp
ifvare temp 0 ifhitspace setplayer[THISACTOR].fist_incs 1

It plays the smash-nuke-button animation, and then ends the level. I am guessing you stop the animation before it ends the level.

There are enough frames there to make a nice punch animation, and the resolution is high enough. Ideally, the fist should move in a punching trajectory rather than a hammering trajectory.
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Old 07-19-2006, 02:26 PM   #50
Hendricks266
Re: H266MOD for EDuke32
Quote:
Originally Posted by DeeperThought
Oh, I see. I tried:

getplayer[THISACTOR].fist_incs temp
ifvare temp 0 ifhitspace setplayer[THISACTOR].fist_incs 1

It plays the smash-nuke-button animation, and then ends the level. I am guessing you stop the animation before it ends the level.

There are enough frames there to make a nice punch animation, and the resolution is high enough. Ideally, the fist should move in a punching trajectory rather than a hammering trajectory.
It ended the level? I haven't tried it yet, due to the bug(s) I described in my last post.

I have no clue how to make it work like the frames that are diplayed when you're shrunk.

Actually, it's just one (1) frame, with the position altered to look like multiple frames. It does have a model now, though.
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Old 07-19-2006, 02:40 PM   #51
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
Actually, it's just one (1) frame, with the position altered to look like multiple frames. It does have a model now, though.
What has a model? You have a fist model?
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Old 07-19-2006, 03:00 PM   #52
Hendricks266
Re: H266MOD for EDuke32
Tile #1640 (FIST) has a model. It's been in the HRP for some time.
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Old 07-19-2006, 05:34 PM   #53
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
Tile #1640 (FIST) has a model. It's been in the HRP for some time.


Well, then. I guess it's time for Duke to put up his dukes! Actually, I'm not sure if I'll be using a punch anytime soon.
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Old 07-24-2006, 09:44 AM   #54
Hendricks266
Re: H266MOD for EDuke32
Here's my .log file if it will help diagnose the problem.

Code:
EDuke32 1.4.0svn (Jul 23 2006 00:29:37)
Copyright (c) 1996, 2003 3D Realms Entertainment
Copyright (c) 2006 EDuke32 team
Initialising Windows DirectX/GDI system interface
Loading OPENGL32.DLL
Initialising DirectDraw...
  - Loading DDRAW.DLL
  - Enumerating display devices
    * Primary Display Driver
  - Creating DirectDraw object
  - Checking capabilities
Detecting video modes:
  - 640x480 8-bit fullscreen
  - 800x600 8-bit fullscreen
  - 1024x768 8-bit fullscreen
  - 1152x864 8-bit fullscreen
  - 1280x1024 8-bit fullscreen
  - 320x200 8-bit fullscreen
  - 320x240 8-bit fullscreen
  - 352x480 8-bit fullscreen
  - 352x576 8-bit fullscreen
  - 400x300 8-bit fullscreen
  - 512x384 8-bit fullscreen
  - 640x400 8-bit fullscreen
  - 1280x960 8-bit fullscreen
  - 640x480 16-bit fullscreen
  - 640x480 24-bit fullscreen
  - 800x600 16-bit fullscreen
  - 800x600 24-bit fullscreen
  - 1024x768 16-bit fullscreen
  - 1024x768 24-bit fullscreen
  - 1152x864 16-bit fullscreen
  - 1152x864 24-bit fullscreen
  - 1280x1024 16-bit fullscreen
  - 1280x1024 24-bit fullscreen
  - 320x200 16-bit fullscreen
  - 320x200 24-bit fullscreen
  - 320x240 16-bit fullscreen
  - 320x240 24-bit fullscreen
  - 352x480 16-bit fullscreen
  - 352x480 24-bit fullscreen
  - 352x576 16-bit fullscreen
  - 352x576 24-bit fullscreen
  - 400x300 16-bit fullscreen
  - 400x300 24-bit fullscreen
  - 512x384 16-bit fullscreen
  - 512x384 24-bit fullscreen
  - 640x400 16-bit fullscreen
  - 640x400 24-bit fullscreen
  - 1280x960 16-bit fullscreen
  - 1280x960 24-bit fullscreen
  - 1152x864 8-bit windowed
  - 1024x768 8-bit windowed
  - 800x600 8-bit windowed
  - 640x480 8-bit windowed
  - 640x400 8-bit windowed
  - 512x384 8-bit windowed
  - 480x360 8-bit windowed
  - 400x300 8-bit windowed
  - 320x240 8-bit windowed
  - 320x200 8-bit windowed
  - 1152x864 24-bit windowed
  - 1024x768 24-bit windowed
  - 800x600 24-bit windowed
  - 640x480 24-bit windowed
  - 640x400 24-bit windowed
  - 512x384 24-bit windowed
  - 480x360 24-bit windowed
  - 400x300 24-bit windowed
  - 320x240 24-bit windowed
  - 320x200 24-bit windowed
Scanning for GRP files...
GRP file: duke3d.grp
Using DEF file H266.def.
Using CON file: 'HGame.con'
Using GRP file duke3d_hrp.zip.
Using GRP file H266MOD.zip.

Compiling: HGame.con (139902 bytes)
Including: HDefs.con (38293 bytes)
Including: HUser.con (49388 bytes)
Version 1.4+ CON files detected.
Including: HEnhance.con (23015 bytes)
Including: HStates.con (12789 bytes)
Including: HCode.con (19709 bytes)
Including: HBoss.con (21899 bytes)
HBoss.con: In event `EVENT_GAME':
HBoss.con:2: error: parameter `ABOSS1WALK' is undefined.
HBoss.con:2: error: expected a keyword but found `0'.
HBoss.con:2: error: expected a keyword but found `4'.
HBoss.con:2: error: expected a keyword but found `5'.
HBoss.con:2: error: expected a keyword but found `1'.
HBoss.con:2: error: expected a keyword but found `12'.
HBoss.con:3: error: parameter `ABOSS1FROZEN' is undefined.
HBoss.con:3: error: expected a keyword but found `30'.
HBoss.con:3: error: expected a keyword but found `1'.
HBoss.con:3: error: expected a keyword but found `5'.
HBoss.con:4: error: parameter `ABOSS1RUN' is undefined.
HBoss.con:4: error: expected a keyword but found `0'.
HBoss.con:4: error: expected a keyword but found `6'.
HBoss.con:4: error: expected a keyword but found `5'.
HBoss.con:4: error: expected a keyword but found `1'.
HBoss.con:4: error: expected a keyword but found `5'.
HBoss.con:5: error: parameter `ABOSS1SHOOT' is undefined.
HBoss.con:5: error: expected a keyword but found `30'.
HBoss.con:5: error: expected a keyword but found `2'.
HBoss.con:5: error: expected a keyword but found `5'.
HBoss.con:5: error: expected a keyword but found `1'.
HBoss.con:5: error: expected a keyword but found `4'.
HBoss.con:6: error: parameter `ABOSS1LOB' is undefined.
HBoss.con:6: error: expected a keyword but found `40'.
HBoss.con:6: error: expected a keyword but found `2'.
HBoss.con:6: error: expected a keyword but found `5'.
HBoss.con:6: error: expected a keyword but found `1'.
HBoss.con:6: error: expected a keyword but found `35'.
HBoss.con:7: error: parameter `ABOSS1DYING' is undefined.
HBoss.con:7: error: expected a keyword but found `50'.
HBoss.con:7: error: expected a keyword but found `5'.
HBoss.con:7: error: expected a keyword but found `1'.
HBoss.con:7: error: expected a keyword but found `1'.
HBoss.con:7: error: expected a keyword but found `35'.
HBoss.con:8: error: parameter `BOSS1FLINTCH' is undefined.
HBoss.con:8: error: expected a keyword but found `50'.
HBoss.con:8: error: expected a keyword but found `1'.
HBoss.con:8: error: expected a keyword but found `1'.
HBoss.con:8: error: expected a keyword but found `1'.
HBoss.con:8: error: expected a keyword but found `1'.
HBoss.con:9: error: parameter `ABOSS1DEAD' is undefined.
HBoss.con:9: error: expected a keyword but found `55'.
HBoss.con:11: error: parameter `PALBOSS1SHRUNKRUNVELS' is undefined.
HBoss.con:12: error: parameter `PALBOSS1RUNVELS' is undefined.
HBoss.con:13: error: parameter `BOSS1WALKVELS' is undefined.
HBoss.con:14: error: parameter `BOSS1RUNVELS' is undefined.
HBoss.con:15: error: parameter `BOSS1STOPPED' is undefined.
HBoss.con:17: error: parameter `AIBOSS1SEEKENEMY' is undefined.
HBoss.con:17: error: expected a keyword but found `ABOSS1WALK'.
HBoss.con:17: error: expected a keyword but found `BOSS1WALKVELS'.
HBoss.con:17: error: expected a keyword but found `seekplayer'.
HBoss.con:18: error: parameter `AIBOSS1RUNENEMY' is undefined.
HBoss.con:18: error: expected a keyword but found `ABOSS1RUN'.
HBoss.con:18: error: expected a keyword but found `BOSS1RUNVELS'.
HBoss.con:18: error: expected a keyword but found `faceplayer'.
HBoss.con:19: error: parameter `AIBOSS1SHOOTENEMY' is undefined.
HBoss.con:19: error: expected a keyword but found `ABOSS1SHOOT'.
HBoss.con:19: error: expected a keyword but found `BOSS1STOPPED'.
HBoss.con:19: error: expected a keyword but found `faceplayer'.
HBoss.con:20: error: parameter `AIBOSS1LOBBED' is undefined.
HBoss.con:20: error: expected a keyword but found `ABOSS1LOB'.
HBoss.con:20: error: expected a keyword but found `BOSS1STOPPED'.
HBoss.con:20: error: expected a keyword but found `faceplayer'.
HBoss.con:21: error: parameter `AIBOSS1DYING' is undefined.
fatal error: too many warnings or errors: Aborted
Found 0 warning(s), 64 error(s).
Error(s) found in file `HGame.con'.  Do you want to use the INTERNAL DEFAULTS (y/N)?
Uninitialising DirectDraw...
  - Releasing DirectDraw object
  - Unloading DDRAW.DLL
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Old 07-24-2006, 09:55 AM   #55
DeeperThought

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Re: H266MOD for EDuke32
Did you forget to put an endevent at the end of your EVENT_GAME code?
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Old 07-24-2006, 10:09 AM   #56
Hendricks266
Question Re: H266MOD for EDuke32
No, I didn't forget.

The wierd things about the problem are:
  1. EVENT_GAME is in HCode.con, not HBoss.con
  2. All my CON files (except HGame.con, of course) are called from the top of HGame.con
  3. There are more events after EVENT_GAME in HCode.con (!!)
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Old 07-24-2006, 10:28 AM   #57
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
No, I didn't forget.

There are more events after EVENT_GAME in HCode.con (!!)
I dunno. Make sure that you don't have any switch commands without endswitch, cases without breaks... that sort of thing.
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Old 07-25-2006, 11:31 AM   #58
Hendricks266
Re: H266MOD for EDuke32
I fixed it. The problem was that I had two breaks in one case, although it was in a set of brackets with something else.

Work is going pretty fast, but there is a lot of work to be done. Once I shift my main focus to Incinerator, I probably won't get much done with this.

Currently I am working on a nuke you can fire. What happens is:
  1. Pick up some RPG, Devastator, Pipebomb, and Tripbomb ammo until your Nuke Ammo count is 10 (You get 0-2 parts of Nuke Ammo per part of explosive ammo except for lone pipebombs)
  2. Press your LOOK_LEFT key to activate the nuke
  3. If you want to deactivate the nuke before it detonates, press your LOOK_RIGHT key and the Nuke Ammo that was taken will be put back
  4. After a countdown of 10, the nuke will detonate.
  5. The nuke has a large hitradius itself, but it also launches itself straight up into the air and sends out projectiles that either explode until they hit something, or they just have a set number of explosions.
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Old 07-25-2006, 01:46 PM   #59
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266

Currently I am working on a nuke you can fire.
After a countdown of 10, the nuke will detonate.

The nuke has a large hitradius itself, but it also launches itself straight up into the air and sends out projectiles that either explode until they hit something, or they just have a set number of explosions.
Hmmm.... Where I have seen something like this before? Let me think...
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Old 07-25-2006, 02:26 PM   #60
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Re: H266MOD for EDuke32
Sounds like the nerfed cataclysm device or the airstrike in Q2:WoD.
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Old 07-25-2006, 02:47 PM   #61
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Roger
Sounds like the nerfed cataclysm device or the airstrike in Q2:WoD.
What's a nerfed cataclysm device? *scratches head*

It ought to be obligatory for every Duke Nukem mod to actually have a nuke, so he can live up to his name.
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Old 07-25-2006, 08:22 PM   #62
DissidentRage

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Re: H266MOD for EDuke32
The cataclysm device was a grenade that would send out uber-powerful flames in a giant ring similar to how your nuke works. It eventually was cut and replaced by the airstrike, which took a little more patience and skill to use properly.
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Old 07-25-2006, 08:35 PM   #63
DeeperThought

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Roger
The cataclysm device was a grenade that would send out uber-powerful flames in a giant ring similar to how your nuke works. It eventually was cut and replaced by the airstrike, which took a little more patience and skill to use properly.
I actually thought about having an airstrike attack, using Teamonster's Skycar model as the bomber, but the problem is that most of the game takes place indoors. Still, you could certainly have airstrikes in custom maps, where Duke presses a button and calls it in.
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Old 07-26-2006, 05:34 AM   #64
lycanox

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Re: H266MOD for EDuke32
Like in the Platoon Tc?
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Old 07-27-2006, 09:26 AM   #65
Hendricks266
Re: H266MOD for EDuke32
Well, actually, I couldn't get the "Deactivate Nuke" button to work and I decided not to have it launch itself into the air (yet), just have one big explosion, and have it appear the Tripbombs and Pipebombs were in the nuke. (They're the same projectiles I use for the TB and PB explosion sequences)

Currently these are things I'm totally done with (for v1.5):
  • FIRELASER (Pistol alt fire mode)
  • FLAMETHROWER (RPG alt fire mode)
  • Fixing the Commander corpse face player bug
  • Fixing lots of misc. bugs (and I mean LOTS)

These are things I'm still working on:
  • The Nuke
  • Having TANK and TANK2 behave correctly
  • Perfecting the MORTER LAUNCHER (Pipebomb alt fire mode)
  • Red Newbeasts that shoot expanders
  • Adding alternate palettes to FECES (I know it's gross...)

These are things I've abandoned for v1.5:
  • PUNCH (Mighty Foot alt fire mode)
  • Some Nuke features (see above)
  • A Special Surprise
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Old 07-27-2006, 01:24 PM   #66
DeeperThought

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Re: H266MOD for EDuke32
The rockets blowing up prematurely could be caused by the way you have the projectile defined, or by something you're doing to the projectiles in EVENT_GAME or EVENT_EGS or setthisprojectile, and probably a few others I haven't thought of.
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Old 07-28-2006, 05:12 PM   #67
Hendricks266
Re: H266MOD for EDuke32
Hooray, my 100th post!

No, it's not anything I've done to it. I've heard of people who had the same problem before DOS EDuke had any real control over the RPG actor.
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Old 07-29-2006, 07:27 PM   #68
Hendricks266
Re: H266MOD for EDuke32
For now I've decided to just not let them take any damage from the explosions.

There seems to be a glitch. When ever I am attacked, sometimes I have a "palfrom 64 64", and I ended up having the shrunk hand animation stuck and 30 hp. When I typed "Give Health" in the console, it gave me an error that I was dead. How can I be dead if I have 30 hp? Next I tried putting god mode on, but that didn't do any good. Lastly, I tried going back to the User Map menu and selecting my custom testing map again, but the screen got kind of dark and EDuke32 crashed.

I am using the July 25th snapshot. (Without UPX)
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Old 07-29-2006, 07:47 PM   #69
DeeperThought

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Re: H266MOD for EDuke32
Damn, and I thought I had problems.
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Old 07-29-2006, 07:52 PM   #70
TerminX

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Re: H266MOD for EDuke32
Quote:
Originally Posted by Hendricks266
For now I've decided to just not let them take any damage from the explosions.

There seems to be a glitch. When ever I am attacked, sometimes I have a "palfrom 64 64", and I ended up having the shrunk hand animation stuck and 30 hp. When I typed "Give Health" in the console, it gave me an error that I was dead. How can I be dead if I have 30 hp? Next I tried putting god mode on, but that didn't do any good. Lastly, I tried going back to the User Map menu and selecting my custom testing map again, but the screen got kind of dark and EDuke32 crashed.

I am using the July 25th snapshot. (Without UPX)
If the user map menu is crashing for you, you're using a build that was run through UPX. This is the best way to tell if you are, in fact, using a broken build. If "give health" reports that you're dead, it's because the dead_flag member of the local player's copy of the player struct is set to a value other than 0. Random corruption in the game's memory space seems also to be a pretty decent indicator of using a build that UPX broke.
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Old 07-29-2006, 08:07 PM   #71
Hendricks266
Re: H266MOD for EDuke32
OK, I'll get the latest one again.
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Old 07-31-2006, 10:21 AM   #72
Hendricks266
Re: H266MOD for EDuke32
I am using the July 30th snapshot now. There aren't any weird-ass crashes involving the shrunk animation, but there are still some crashes. I am noticing in my .log files this line when I crash:
Code:
Fatal Signal caught: SIGSEGV. Bailing out.
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Old 07-31-2006, 10:54 AM   #73
TerminX

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Re: H266MOD for EDuke32
Maybe you should run Memtest86 or something.
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Old 08-01-2006, 08:46 AM   #74
Hendricks266
Re: H266MOD for EDuke32
I ran Memtest86+ overnight and after 11 passes it came up with 0 errors.
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Old 08-01-2006, 08:53 AM   #75
TerminX

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Re: H266MOD for EDuke32
Ah, okay. Well then... in what situations do the crashes occur?
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Old 08-01-2006, 09:18 AM   #76
Hendricks266
Re: H266MOD for EDuke32
Crashes I'm sure still happen:
  • Whenever I hit one of my red NEWBEASTS with an RPG, it crashes. I think this one has to do with some EVENT_GAME code for all the jibs to change their palette based on the actor that spawned them.
  • I selected one of my test maps, and after the precache, it displayed one frame of the level with the difficulty setting text still there, and it crashes.

Crashes that may still happen (this may be of some relevence):
  • Sometimes when I enter of god mode to resurrect myself it crashes.
  • As soon as I select a user map it crashes.
  • When I'm fighting my TANK and TANK2 it crashes.

Crashes that don't happen any more:
  • When I fire FLAMETHROWER it crashes.
  • When I get hit with GROWSPARK it crashes.

There may be more, but I've already named 7 of them (5 of them relevent). Good enough for this post.
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Old 08-01-2006, 11:25 AM   #77
TerminX

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Re: H266MOD for EDuke32
I guess you could e-mail me the CONs that you're getting these crashes with.
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Old 08-06-2006, 02:47 PM   #78
Hendricks266
Re: H266MOD for EDuke32
I am very close to H266MOD v1.5. All I have to do is perfect the pipebomb alt firing mode and figure out why it keeps crashing with the shrunk hand animation stuck and extremely large.
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Old 08-07-2006, 11:38 AM   #79
Hendricks266
Re: H266MOD for EDuke32
My code for the pipebomb alt firing mode is just not working. The weapon switches and fires alright, but when it's time to launch the MORTERs, they just explode right next to the pipebomb, even after I set its hitradius and damage to zero.

To combat this I designed a projectile that looks just like the MORTER that can be fired and can't explode until the MORTERs are spawned. The problem with this projectile is that the pipebomb only fires one MORTERPROJ!

Also, if there is a fix, I'd prefer to use my MORTERPROJ because regular MORTERs (if they don't explode first) go way too far out to be used as a mine on the floor.


Here is the defineprojectile code:

Code:
defineprojectile MORTERPROJ PROJ_WORKSLIKE 6150
defineprojectile MORTERPROJ PROJ_XREPEAT 32
defineprojectile MORTERPROJ PROJ_YREPEAT 32
defineprojectile MORTERPROJ PROJ_SXREPEAT 32
defineprojectile MORTERPROJ PROJ_SYREPEAT 32
defineprojectile MORTERPROJ PROJ_VEL 115
defineprojectile MORTERPROJ PROJ_BOUNCES 3
defineprojectile MORTERPROJ PROJ_DROP -150
defineprojectile MORTERPROJ PROJ_CSTAT 257
defineprojectile MORTERPROJ PROJ_SPAWNS MORTER
... the EVENT_EGS code:

Code:
  case MORTERPROJ:
  spawn FRAMEEFFECT1
  break
... and the EVENT_GAME code:

Code:
  case MORTERPROJ:
  ifaction 0 {
  getactor[THISACTOR].owner ACTORID
  getactor[ACTORID].ang ANGVAR
  setactor[THISACTOR].ang ANGVAR }
  break
for MORTERPROJ.

Here is the code the pipebomb executes all jumbled together:

Code:
state morter_shoot
ezshoot -1000 MORTERPROJ
addvar ANGVAR 256
ifvarg ANGVAR 2047 { subvar ANGVAR 2048 } // Some checks so that the actor's angle doesn't become messed up
ifvarl ANGVAR -2047 { addvar ANGVAR 2048 }
setactor[THISACTOR].ang ANGVAR
ends

state morter_launch
setprojectile[THISACTOR].hitradius ZERO
setprojectile[THISACTOR].extra ZERO
getactor[THISACTOR].ang ANGVAR
state morter_shoot
state morter_shoot
state morter_shoot
state morter_shoot
state morter_shoot
state morter_shoot
state morter_shoot
state morter_shoot
ends

onevent EVENT_EGS
...
  case HEAVYHBOMB:
  setvar LOOP 0
  ifspawnedby APLAYER {
  ifvare pipeon 0 {
  setvar PROPERTY -2 } }
  break
...
endevent

onevent EVENT_GAME
...
  case HEAVYHBOMB:
  ifvare PROPERTY -2 {
  addvar LOOP 1
  ifvare LOOP 53 {
//  setvar LOOP 0
  state morter_launch
//  fall
//  getsector[THISACTOR].floorz z
//  setactor[THISACTOR].z z
  state scraps
  espawn EXPLOSION2
  setactor[RETURN].xrepeat 8
  setactor[RETURN].yrepeat 8
  sound PIPEBOMB_EXPLODE
  setactor[THISACTOR].xrepeat ZERO } }
  break
...
endevent
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Old 08-07-2006, 12:32 PM   #80
DeeperThought

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Re: H266MOD for EDuke32
in EVENT_GAME...

isn't it always going to be true that the action is 0?

in state morter_shoot...

why do you use ezshoot when you aren't setting RETURN?


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.

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?

You don't need the safety checks on the angle because it automatically loops when it gets above 2047
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