User talk:NerdBoy1392

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Current topics open for discussion:

  • How to capture +attack, +use, +forward, etc. into a script, preferably using KEYCONF.
  • Anything else really. If you want to ask about anything else I'll answer (based on how often I check this, but I'll notice eventually.)

The Magi and Weapons

Hey I am a doom player and fan. I love to mod weapons. I just can't figure out how you are going to make that Death Touch attack where you fly around. I can take recoil and make it to a negative but that doesn't allow me to go up in the air. Could you tell me your secret or will I just have o figure it out on my own. --Bobvorn

Sorry I took so long to respond, I've been inactive for awhile and had to a bunch of password recovery (here, yahoo mail (although I'm going to switch to GMail)). Anyway, I mixed the weapon attack code with the Lost Soul attack. It worked surprisingly well. (I honestly expected it to not work or crash the game.) Here's the code clipping. I just added the comments.
     AltFire:
       PUNG A 0 A_GunFlash
       PUNG A 0 A_Stop //stop player movement
       PUNG A 0 A_ClearTarget //clear player's target.
       PUNG A 0 A_LookEx (LOF_NOSOUNDCHECK|LOF_NOSEESOUND, 0, 8192, 0, 20, "") //set player's target to what is directly in front of him
       PUNG A 0 A_SkullAttack //skull attack
       PUNG A 0 ThrustThingZ (0, 4, 1, 1) //counter-act gravity a bit
       PUNG A 1 A_CustomPunch (random(2,3), 1, 1) //damage
       PUNG A 0 A_ReFire //do it again if the fire button is still held
       PUNG A 0 A_Stop //stop movement again 
       goto Ready
--NerdBoy1392 23:33, 1 October 2008 (UTC)
That is awesome. By the way how is the magi comming along? I can' wait to play it. I have started a couple of mods but never really finnish them. I usually get bored or something. Thanks for the code sample. It works extreemly well. The only downside is that you need a monster to charge at to be able to get anywhere. Do you know how the hexen loreshot was made? That would be usefull in a normal doom map. --Bobvorn, 4 October 2008
Unfortunately, I only have the Hexen demo, and although I would really love the full version, I don't know where to buy it except for online. I'll look into it anyway, considering the actor definition comes with ZDoom, not Hexen itself. The Magi is currently being transferred to pk3 so I can get the compression, and get some organization in the WAD. I've been developing some cool hi-res graphics with Blender. I've also been re-developing the HUD with SBARINFO. It's Hi-Res (2x Original Doom Res.). I have been having some trouble with HIRESTEX, but considering it's depreciated anyway, I should probably expect that. I just don't want to compile the development version. I recently updated The Magi's page, so if you want, you can check it out.
P.S. If you want to quickly insert your signature and time on a Wiki page (not just here, but on most wikis.) just type "--~~~~". (Without the quotes of course.) --NerdBoy1392 14:14, 6 October 2008 (UTC)

Status Bars & Models

I am not very good at acs scripting and things like that (which is really annoying becuse there doesn't seem to be any tutorials on it) but I was just wondering how you edit the status bar. I can probably figure it out but I was also thinking about starting a community turtorial in like a word or pfd document so that anyone ho knows how to do something can contribute and then new people can download it and it will show them how to edit doom. Do you think my idea would be succesful? Also, you said you were doing some 3d blender stuff? Is it possible to get 3d models in the game, like monsters or decorations? That would be cool. Well, I would be happy to help in any way i can on the magi, (though you probably don't want me to because I am not that experienced but it was just a suggsion). Well, happy modding! --Bobvorn 9:00, January 3 2009

Go look at SBARINFO, It goes over everything you could need to know about changing the status bar. You can look at Default Status Bars for some examples, based on the actual in game status bars. (It page says development version only at the top, so some parts of it might not work.) The examples are nice, but if you figure it out pretty well, you might try making a tutorial here, on the wiki. I sure someone would find it useful. Just make a page with a title like "SBARINFO Tutorial" or "Creating a custom status bar", then add a link to the Tutorials page. As for models in the game, I'm pretty sure GZDoom has some support for that, but I haven't messed with it yet. I'll see if I can find anything for you. (See, I'm not actually using the models in game. I'm just rendering them to a PNG, and using that for the sprite. I'll clear that up on The Magi's page.) I'm mostly doing the Magi's work on my own, but if you know of any sites where I can find a big collection of free sounds, or a model of hand, that would be useful. If you find a model of a hand, make sure it isn't in 3DS format. I found a ton of those, but you can't import them into Blender. Also, I made my own hand model, but it isn't that great. (Mostly the texturing, kinda looks like a glove.) Unfortunately, development on The Magi has mostly stopped, because I'm waiting for the new version, and I'm busy with other stuff right now, so I don't want to mess with compiling the development version. --NerdBoy1392 15:27, 6 January 2009 (UTC)


About the in game models: Take a look at MODELDEF, it looks like that's what you're looking for. For an example, take a look at ZPortal. It uses some models, and should probably show you the basics of using models. You'll need GZDoom to play it, because it uses the models. For making models, I of course recommend Blender, although it can be kind of hard to learn, so make sure you have some free time when you decide to figure it out. I would recommend Google SketchUp, but you can't export the models to much of anything without paying for it. Also, the ZPortal WAD is actually a PK3, so you'll need some zip software, like WinZip, WinRAR, or, my favorite (and free), 7-Zip. I think XWE will open PK3's, but it doesn't do a very good job. (I recommend not making any changes. Also, it might only be the XWE beta.) --NerdBoy1392 15:41, 6 January 2009 (UTC)
Hey thanks allot. I'll keep you updated on any hand models I either ind or make. I ould probably rip one from some previous models of mine. Just a suggestion for Th Magi. You sould add a summmoning power so you could summon a fire elemental or something. Just an Idea I have tried out but I never finnish m projects for some reason. :-( Thanks. --Bobvorn 9:00, January 3 2009

PK3s

Sorry to keep bothering you. I just had another question. (It must be agravating to keep answering all the questions of a noob.) What level editing program do you use with pk3s? I try to use a zip file but I don't know how to use any of the textures or decals I use in the zip file. Doom Buider doesn't work, or does it? I want to use a pk3 file but I don't know how to make levels. Can you tell me how you make mods? Thanks. --Bobvorn
Don't worry, I'm glad to help. I really don't mind, and it gives me something to do. Any way, There is something very important to understand about pk3's. They are really just zip files and can be opened with any zip software. I personally recommend 7-Zip, although anything should work. However, a lot of editors don't support opening them yet, so creating them can be a hassle. I recommend going to Using ZIPs as WAD replacement and Tips for using ZIPs as WAD replacement for help on how to actually make pk3's. Before I finish up, I have one request. Please learn to sign your entries on talk pages. You easily do this by placing --~~~~ at the end of your comment, or just pressing the signature button at the top. This makes it a lot easier to see who placed a comment, and when they placed it. You can find more info here. --NerdBoy1392 17:47, 7 March 2009 (UTC)

ACS

Hi again, I have a slight problem with my acs scripting. The acs function SpawnProjectile doesnt work with doom builder for some reason. I dont know why. I have the newest doom builder and zdoom so why doesn't it work? Thanks, --Bobvorn (bobvorn@hotmail.com) 14:35, 26 March 2009 (UTC)
Sorry, you know how often I check in. Anyway, could you possibly elaborate on your problem? How doesn't it work? Does nothing spawn, or do you get a compile error? Or did you figure it out? --NerdBoy1392 03:38, 18 May 2009 (UTC)
Hey, I figured it out. I also have some idea's for those security bots of yours and I bet I could get them to work for you, if you are still interested. --Bobvorn (bobvorn@hotmail.com) 23:50, 1 August 2009 (UTC)

DECORATE

You might as well make your talk page into a full fledged manual with all the questions I keep having. Well my latest problem is that I want to make class specific weapons and armor but I cant figure out how to do it. I know that Hexen has its weapons work like that but I believe that isn't in its decorate functions. Well if you could figure it out for me that would be awesome, thanks! --Bobvorn (bobvorn@hotmail.com) 22:38, 2 August 2009 (UTC)
There is actually no way to make class specific weapons yet, except through some fancy scripting. The reason the hexen weapons work the way they do is because they are hard coded that way. If you're into looking at the source code, then look at the ' AFighterWeapon::TryPickup() ' function in ' src\g_hexen\a_fighterweapon.cpp '. I assume when it does get done it will be either a ' disallowclass ' property, listing the classes that can't use it, an ' allowedclass ' property, listing the only classes allowed to use it, (or both properties, just mutually exclusive), and then an ' otherclasspickup ', to list what other classes get when they can't pick it up. However, it's not up to me, and that's just how I would do it. (Although maybe I should submit a code snippet.) --NerdBoy1392 03:17, 9 August 2009 (UTC)
Thanks for that. I have been looking for a easy way like that for a while now but I guess they haven't come out with it yet. I guess I am going to have to do it all through scripting. :( That is going to tak forever but I have done it before so it wont take that long. What mods have you been working on lately? Hows the Maji comming? I would love to help, with everything except artistry because I suck at drawing! haha. Well thanks again! --Bobvorn (bobvorn@hotmail.com) 01:01, 17 August 2009 (UTC)
You're welcome. I had a thought about how to do your scripts. Either have a CustomInventory placeholder activate a script in the Pickup state which checks the player class and then gives them the REAL weapon if they match. You could also do the same thing on a per map basis by attaching functions to the items in your map editor. (Eliminating the placeholder, but causing a lot of extra work.) However, either of these would cause trouble when dropping the weapon, as the real weapon would get dropped, not the placeholder with the script. (Effectively, there wouldn't be a class check after it is dropped and picked back up in a multiplayer game.) Another possibility is to instead attach the script (or some fancy decorate actions) to the Ready state of the gun. You would need no place holder, solving the dropping problem, but the script would only run after the weapon had been picked up and selected. This would cause people to pickup the gun, but then lose it when they tried to select it. As a variation of this, depending on how many weapons you have, you may want to simply have the script deselect the weapon, with the message "You cannot use this weapon." But this would cause problems not only with the fact that it would be hard to select guns if you attached more than one to a key, and would also confuse to autoselect system. Alright, I think that's enough for now. If you decide you want to know more, I can probably give more specific details. (Btw, the Magi is still coming along slowly, I've just been working on other stuff alot too.) --NerdBoy1392 15:44, 18 August 2009 (UTC)

File Host

If you want a place to host i,d you the id games database.