04-24-2005, 03:05 PM | #41 |
Re: Blood and Gore pack
I've been keeping up with all of the gore packs in the other thread. Is there any reason I need to download the file linked above? Anything brand new to this release?
|
|
04-24-2005, 03:06 PM | #42 |
|
Re: Blood and Gore pack
So, maybe someone, who knows something about programming, can "unhardcode" that (?)
|
04-24-2005, 03:07 PM | #43 |
Re: Blood and Gore pack
Yes, there is some new stuff. The only real update is I redid the painskins, making the first two bloodier, and it also has the blood particle system.
|
|
04-24-2005, 03:08 PM | #44 |
Re: Blood and Gore pack
I think the only way to do that is to edit the program itself. I don't know much about programming, but I know about that.
|
|
04-24-2005, 03:44 PM | #45 |
Re: Blood and Gore pack
Thanks. Downloading now.
|
|
04-24-2005, 04:14 PM | #46 | |
Re: Blood and Gore pack
Quote:
I'm glad it's available, though
__________________
"...and the earth becomes my throne I adapt to the unknown Under wandering stars I’ve grown By myself but not alone" |
||
04-24-2005, 05:45 PM | #47 |
Re: Blood and Gore pack
hey, I was gonna take the offer, but terminx posted it first. I emailed it to him last night.
|
|
04-24-2005, 06:15 PM | #48 | |
Re: Blood and Gore pack
Quote:
This is why EDuke32 exists -- to enable some very cool things to be done via CONs. Anyhow, the current development version EDuke32 gives you CON control over any hard-coded actors. Causing the JIBS actors to spawn something upon hitting the ground is incredibly trivial. |
||
04-24-2005, 06:59 PM | #49 |
Re: Blood and Gore pack
The monsters.def in the latest gore pack seems to omit the slimers. If anyone is back to sprites, here is the code in case you need it:
// Protozoid Slimer (2370) definemodel "highres/sprites/monsters/2370_slimer.md2" 2 0 definemodelskin 0 "highres/sprites/monsters/2370_slimer.png" definemodelanim "roof1" "roof1" 1 0 definemodelframe "roof1" 2370 2370 definemodelanim "floor1" "floor1" 1 0 definemodelframe "floor1" 2371 2371 definemodelanim "hang1" "hang1" 1 0 definemodelframe "hang1" 2372 2372 definemodelanim "hang1" "hang1" 1 0 definemodelframe "hang1" 2373 2373 definemodelanim "floor2" "floor2" 1 0 definemodelframe "floor2" 2374 2374 |
|
04-24-2005, 07:13 PM | #50 |
Re: Blood and Gore pack
yeah, oops. I forgot that. I kept the slimer code separate.
|
|
04-24-2005, 08:05 PM | #51 |
Re: Blood and Gore pack
in stead of chaning the "original" def files just use the user.def it is what it is there for any way. this will also make the pack compatible with users that dosen't have the 04/04 hrp installed
__________________
hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
|
04-24-2005, 11:16 PM | #52 | |
Re: Blood and Gore pack
Quote:
__________________
"...and the earth becomes my throne I adapt to the unknown Under wandering stars I’ve grown By myself but not alone" |
||
04-25-2005, 12:19 AM | #53 | ||
|
Re: Blood and Gore pack
Quote:
|
||
04-25-2005, 01:56 AM | #54 |
Re: Blood and Gore pack
I have been considering including eDuke32 in the next pack, atleast as a option.
__________________
hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
|
04-25-2005, 06:58 AM | #55 |
|
Re: Blood and Gore pack
Hey, TerminX, have you got some time to create New Gibs System ? I'm not trained in Eduke32 and I'm sure, You'll do that better!
|
04-25-2005, 01:07 PM | #56 |
Re: Blood and Gore pack
I had a system for jibs to stay, but it was a bit crappy, but I've been trying to fix it up. With my code, I would get strange errors in game like pipebombs, my jibs and the explosions disappearing randomly. I don't know why, maybe it was because I use "qspawn" to make my actors. I do that so I don't jam the game as bad. With my system I had to create useractors to do it. I also had to make another copy of the original art so I didn't have a duplicate definitions problem, so I guess it would be "illegal". We could probably use my eduke code when someone gets the Jibs done, but I need to work on it more.
|
|
04-25-2005, 01:24 PM | #57 | |
Re: Blood and Gore pack
Quote:
|
||
04-25-2005, 01:52 PM | #58 |
Re: Blood and Gore pack
So that's why i had problems. My code may work after all. What if I use the similar command where it makes all instances of that actor go away like bullet holes. What was it called? I saw it one day on the eduke 32 site. I think I found it: Insertspriteq
|
|
04-25-2005, 02:05 PM | #59 | |
Re: Blood and Gore pack
Quote:
I don't think you quite understand the point of the command: the game notes the sprite ID and kills the actor when there is no more room in the sprite deletion queue. There is no need (and no way, without screwing things up) to delete the sprite manually. |
||
04-25-2005, 02:12 PM | #60 |
Re: Blood and Gore pack
oh. What I want to do is kill the damn thing like the bloodpools or bullet holes. Whatever, I can't code worth shit.
|
|
04-25-2005, 02:17 PM | #61 | |
Re: Blood and Gore pack
Quote:
|
||
04-25-2005, 02:35 PM | #62 |
Re: Blood and Gore pack
alright. I get it now The code I used for my blood particle system was based on the code from eduke that they used to make a sprinkler effect. It has killit in the code, so I have to remove it. A while back I made an ultra gorey version of eduke, but it used art from blood, sw, redneck rampage demo and the full version, so I can't release it. That's ok because my code is buggy as hell. Maybe I'll clean up my code, make some new graphics, and have you release it for me. Thanks for the help, I'm not that good at con code. The stuff I did was cut and paste and trial and error.
|
|
04-25-2005, 04:33 PM | #63 | |
Re: Blood and Gore pack
Quote:
|
||
04-25-2005, 04:36 PM | #64 |
Re: Blood and Gore pack
ME WANT!!! Email it to me Please! My code made the game bloody... but DAMN! I think i'll go work on my code now!
|
|
04-26-2005, 08:36 AM | #65 |
Re: Blood and Gore pack
I've been working on an eye model, I saw that when you blow up an alien you can see his eye falling apart can that eye be replaced by a model? it could look great to explode aliens and see their body parts on the floor.
Or maybe we can do something like Soldier of Fortune 2 where you can shot at death bodies and smash their body parts |
|
04-26-2005, 09:18 AM | #66 | ||
Re: Blood and Gore pack
Quote:
Quote:
__________________
Staying Frosty Since 09/06/07 - I love you Katie <3 “Software is like sex; it's better when it's free.” - Linus Torvalds “Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us.” - Calvin & Hobbes [INSERT SYSTEM SPECS THAT NO ONE CARES ABOUT HERE] |
|||
04-26-2005, 01:02 PM | #67 |
Re: Blood and Gore pack
Soldier of Fortune 2 didn't have that great of a story, but I loved the gore
|
|
04-26-2005, 01:08 PM | #68 | ||
Re: Blood and Gore pack
Quote:
|
|||
04-26-2005, 02:07 PM | #69 |
Re: Blood and Gore pack
Hellbound, I was lookin through your code for the blood particle system, and I noticed that you made a different set of actors for the green blood. Couldn't you have just wrote:
"ifspawnedby ANEWBEAST spritepal whatever" under every actor instead of making a whole new set of actors? I'm pretty sure that would work. Nevermind, I see you just did it in a different way then I was thinking. I might try using your particle system to make some effects for the toilet water/fire hydrant water. |
|
04-26-2005, 03:02 PM | #70 | |
Re: Blood and Gore pack
Quote:
Anyway.. don't use qspawn for the actor you have to kill, only for what becomes a decal laying on the ground or on a wall. |
||
04-26-2005, 03:46 PM | #71 |
Re: Blood and Gore pack
yeah, I'll keep messin. I didn't think of that. BTW, I made a neat water effect using Hellbound's code. I didn't post the con (it's about 53kb too big to post), just the code needed, and a small screen shot. Check it out.
|
|
04-26-2005, 03:50 PM | #72 | |
Re: Blood and Gore pack
Quote:
there could be a workaround though.
__________________
"Check out the polygons on jimbob's girlfriend!" killerbyte "Jimbob, you're a god-damned genius" rollingbrass "You are a god among men" Water12356 |
||
04-26-2005, 03:59 PM | #73 |
|
Re: Blood and Gore pack
Exactly
|
04-26-2005, 04:00 PM | #74 |
Re: Blood and Gore pack
Like I said, nevermind. I see how did it.
Anyway, if you just stumbled in here, I made a water effect. To get the code, go to the "In addition to Blood & Gore enhancements... " thread. I figured it would make more sense to put it there since it isn't blood. Here is the pic. |
|
04-27-2005, 12:09 AM | #75 |
Re: Blood and Gore pack
And here's the pack you'll need as well for the effect:
http://hellwolve.blessed-oddity.com/...fects_pack.zip
__________________
"...and the earth becomes my throne I adapt to the unknown Under wandering stars I’ve grown By myself but not alone" |
|
04-27-2005, 06:46 AM | #76 |
Re: Blood and Gore pack
i'm putting the finishing tutch on the ribs jib
__________________
hell-angel: "I would sig this if I had the room." Duke 3D art to do list New and improved. |
|
04-27-2005, 07:21 AM | #77 |
|
Re: Blood and Gore pack
cool
|
04-27-2005, 01:09 PM | #78 |
Re: Blood and Gore pack
Hey, Killd a ton. When you release the jibs, could I use them in my little eduke particle system project that i've been workin on for years? I'll be sure to give you credit. I'd need to make new actors to avoid the "duplicate definition" thing. Terminx showed me how dumb I am, and I think I know how to do my code right now! I did code the water effect right though. That took some work. The hardest part was to get the water to go on the floor for so long, quit being spawned, and never go away, but I figured it out. I need to redownload the con file tutorial I had on the old pc. For some reason, it won't open on this pc.
|
|
04-27-2005, 03:31 PM | #79 |
Re: Blood and Gore pack
I made a cool blood effect for EDuke32! It is a mess! I will probably post a screenshot soon, and have someone post a zip later. The only difference between the eduke32 version of the blood effect, and the jfduke original is the ammount flying through the air. I might actually be able to do this trick without Eduke32. I'll go try.
Here's a pic: |
|
04-27-2005, 04:45 PM | #80 |
Re: Blood and Gore pack
Here's the con files for Eduke32
|
|
Bookmarks |
|
|