Title: Looking Around At ZDooM Functions
Boingo the Clown - November 17, 2007 02:54 AM (GMT)
It looks very promising.
I have been looking around in the ZDooM wiki for editing information I can use in GZDooM (GZDooM is ZDooM compatible.), and it looks like I may be able to implement a few things I have wanted to implement before, but couldn't.
Using Heretic hack editing, I tried to change the pistol (minizorcher) and the shotgun (large zorcher) so that they would make flashes whever they hit, but this failed to work. In GZDooM, this may be possible.
Custom wall splats may be possible. This means slime balls will leave goo on the walls instead of scorch marks. Even multiple splats, randomly chosen, are permited.
I am sure I can think of other examples after I have finished this post. ;)
Replica - November 17, 2007 02:56 AM (GMT)
Very neat! I've posted this before, Theiris a lump called titlemap or somthing. witch alows you to make a movie. You could put the beging of ChexQuest1 in their :)
True_Dude - November 19, 2007 03:15 AM (GMT)
Since that's all possible, are you able to create different sprites for each weapn when Chexter fires it from 3rd person?
PatPeter - November 19, 2007 04:45 AM (GMT)
| QUOTE (Boingo the Clown @ Nov 16 2007, 09:54 PM) |
It looks very promising.
I have been looking around in the ZDooM wiki for editing information I can use in GZDooM (GZDooM is ZDooM compatible.), and it looks like I may be able to implement a few things I have wanted to implement before, but couldn't.
Using Heretic hack editing, I tried to change the pistol (minizorcher) and the shotgun (large zorcher) so that they would make flashes whever they hit, but this failed to work. In GZDooM, this may be possible.
Custom wall splats may be possible. This means slime balls will leave goo on the walls instead of scorch marks. Even multiple splats, randomly chosen, are permited.
I am sure I can think of other examples after I have finished this post. ;) |
That would be awesome.
atariangamer - November 19, 2007 01:35 PM (GMT)
Oh yes...gzdoom allows many new features that i like. Have you tried to make a test yet?
Boingo the Clown - November 19, 2007 08:42 PM (GMT)
Not yet.
I have just been looking over the ZDooM function, which also work in GZDooM.
I just got a slight disappointment yesterday. The script I tried a while back to do cutscene movies is not working. Something is wrong now that wasn't wrong before.
Anonymous - November 19, 2007 08:51 PM (GMT)
Wow...ZDooM seems to be a very versatile source port...maybe I should learn this stuff one day. Or TorqueScript. XD
I think that some people might disagree on this, but might you be able to make it so that all zorchers use the same ammo?
Boingo the Clown - November 19, 2007 09:14 PM (GMT)
That would vary too much from the original.
What I CAN do:
- Change the mini zorcher and large zorcher so that flashes of zorch energy can be seen where they hit.
- Add dynamic lights to the frames where the flemoids are being zorched back to their own dimension.
- Add the modified ammunition pickups in the DECORATE lump, rather than using hacked Heretic items as I am doing now.
- Put some slopes in where they are needed. The one I can think of offhand is on E1M1. I already simulated a slope with very tiny steps, but a true slope is better.
- If I can make them, MD3 models for scenery object. i.e. The Chex Warrior's ship on the landing pad on E1M1 would look a lot better as a model, and the dinosaurs on E2M3 would look a lot better if they didn't rotate.
- As mentioned before, custom splats for different projectiles. Scorch marks for zorch would be possible, and gooey splats for slime balls.
I'll add to this list as I think of things. ;)
Replica - November 19, 2007 09:48 PM (GMT)
Could i through in some?
- Lightning mybe?
- Rain maybe?
- New zorchers in phase 3
- Differant secret enterings/leavings.
atariangamer - November 20, 2007 01:21 PM (GMT)
The lighting and some other things are being done in the DECORATE patch being made by...um...I forget. <_<
But I didn't know rain was possible in GZDooM. I saw it in Doomsday, but that would be cool to have it raining in E2M4. Actualy, I think MD2 models were supported in Legacy, its in legacy.dat and in the startup commands. And the script...Did you push compile after the script was finished? It doesn't work if the code isn't compiled and loaded.
Anonymous - November 21, 2007 02:56 AM (GMT)
| QUOTE (Replica @ Nov 19 2007, 04:48 PM) |
Could i through in some?- Lightning mybe?
- Rain maybe?
- New zorchers in phase 3
- Differant secret enterings/leavings.
|
I don't see why we need more zorchers. Unless you wanna look at Skulltag's source and make a "Zorchbomb Launcher," a "Rail Zorcher," or even a "Rapid LAZ."
Replica - November 21, 2007 03:38 AM (GMT)
Or
a zorchcan
a seekerzorcher
a super laz
a flame zorcher
a Ultimet zorcher
etc.
Lucius Octavion - November 21, 2007 03:44 AM (GMT)
Hey boingo, that's good to hear that you can add the "zorch puffs" with gzdoom. However, is it possible to still do this while not having the flemoid hitscans do the same thing?
Replica - November 21, 2007 04:28 AM (GMT)
You can change what the flemys shoot. So you can make it differrant
Manny Cav - November 21, 2007 04:29 AM (GMT)
You don't mean the sprites, do you?
Replica - November 21, 2007 04:38 AM (GMT)
I beleave he means some sort of Gooy zorch fly out. like the Blood puffs in legacy. Or puffy pink zorch flying out of the Projectles
Manny Cav - November 21, 2007 04:42 AM (GMT)
I was talking about your comment, not Boingo's.
Replica - November 21, 2007 04:43 AM (GMT)
Oh, sorry. I mean the Commonus and bipedicus. They shoot nonseeable slime. No then -_-
Manny Cav - November 21, 2007 04:47 AM (GMT)
It would be cool if you could actually see the slime shooting. This actually wasn't a problem in the original, because they only shot at close range, and you could see the shooting slime on the sprites of the Flemoids themselves, but in TUCQ (and in original Doom, as well), they shoot from afar off.
Replica - November 21, 2007 04:56 AM (GMT)
That would be creepy! *Sees a chaingunner replacment for TUCQ, And rappid fire slime pelets flying everywere*
Boingo the Clown - November 21, 2007 06:46 AM (GMT)
| QUOTE (Lucius Octavion @ Nov 21 2007, 03:44 AM) |
| Hey boingo, that's good to hear that you can add the "zorch puffs" with gzdoom. However, is it possible to still do this while not having the flemoid hitscans do the same thing? |
As far as I know I can.
I can not say one hundred percent, because I am pretty much a newbie to all of these ZDooM functions. I stayed locked so tightly to Legacy for so many years that I never got acquainted with ZDooM, much to my current regret.
Replica - November 22, 2007 02:56 AM (GMT)
I'm lost, what do you mean by "Puffs"?
Manny Cav - November 22, 2007 03:05 AM (GMT)
They show up when you hit a wall (or anything, for that matter) when you use a hitscan attack in Doom. The sprites were blanked in Chex Quest, however.
Play around with Chex Quest: Zorchmatch Edition a little and zorch some things and walls to see what "puffs" are.
Replica - November 22, 2007 05:34 AM (GMT)
oh, I see what you mean. Thats the stuff like bullet that his the wall in doom.
Boingo the Clown - November 22, 2007 12:15 PM (GMT)
When a bullet hits a wall in DooM, a puff of smoke is created. The same thing happens when aone of the pellets from the shotgun spread hit. That's what puffs are.
Due to the fact that the trooper and sergeant in DooM use bullets and shotgun blasts, I had to eliminate puffs from T.U.C.Q., or else they would have been producing puffs too.
With GZDooM, I may be able to produce custom puffs, custom splats, and custom weapons, which means I may be able to make the flemoids use different sounds than the zorchers, and leave snotty splats on the walls, and to make the zorchers do little zorch sparks where ever they hit, and scorch marks on the walls.
Manny Cav - November 22, 2007 02:45 PM (GMT)
Again, it sounds like the GZDoom move was a good deal. ;)
Lucius Octavion - November 22, 2007 05:09 PM (GMT)
Oh my gosh! Now that means the flemoids won't make zorcher noises anymore! Yes!
By the way boingo, can we move the high resolution topic to the TUCQ forum?
Boingo the Clown - November 22, 2007 11:27 PM (GMT)
Good idea. ;)
For the last week I have only been reading about what functions I can use. Due to the fact I am now working, and my usual lack of time management skills, I have not been able to start doing the conversion.
Maybe I can get some of it done tonight, or maybe I will have to try to take a whack at it this weekend. Knowing my luck, something will come up on the weekend, like what happened last weekend.
:unsure:
atariangamer - November 26, 2007 01:48 PM (GMT)
Have you looked at the weapons resource wad? all zdoom and gzdoom compatible weapons, like grenades (?made into zorchcan launcher?), railgun (railzorcher), one thing I like, the monster spawner and unholy book (?I don't know, but maybe you could create a personal army of flemoids...), and the creators would probably let you use it. The decals (splats, bullet holes, and blood, plus some other things) can be edited, but what about the particles? the blood particles, the gunshotparticles, and the rocket particles? they look good, but not for chex quest. ARe these going to change?
Manny Cav - November 26, 2007 02:02 PM (GMT)
It's also my opinion that the movements in ZDoom/GZDoom are more smooth than those in Doom Legacy.
Replica - November 26, 2007 04:51 PM (GMT)
| QUOTE (atariangamer @ Nov 26 2007, 08:48 AM) |
| Have you looked at the weapons resource wad? all zdoom and gzdoom compatible weapons, like grenades (?made into zorchcan launcher?), railgun (railzorcher), one thing I like, the monster spawner and unholy book (?I don't know, but maybe you could create a personal army of flemoids...), and the creators would probably let you use it. The decals (splats, bullet holes, and blood, plus some other things) can be edited, but what about the particles? the blood particles, the gunshotparticles, and the rocket particles? they look good, but not for chex quest. ARe these going to change? |
He shouldn't use any weapons in it. Boingo could make his own, He good ad those things. Also, the WRW.wad is for free use. You can use anything. You already got their permission.
Lucius Octavion - November 27, 2007 02:36 AM (GMT)
I'm sure all these features can and will be modified to TUCQ.
atariangamer - November 29, 2007 01:22 PM (GMT)
I was saying to make new sprites. Did that not come across? Just the code, not the real picture of the railgun. and I was kinda wonderin'...will a heretic-style inventory be implemented? I have played with NeoDooM and liked the idea of the slime suits that could be used at anytime, health boosts, and other things.
Boingo the Clown - November 29, 2007 11:52 PM (GMT)
New sprites will have to made if we want them in higher resolution, which means quite probable.
I believe ZdooM, and therefore GZDooM, may be able to have 16 sprite angles instead of just 8, which would also require the creation of new sprites.
Replica - November 30, 2007 12:56 AM (GMT)
... Have fun with that! :lol:
Manny Cav - November 30, 2007 01:11 AM (GMT)
There's one thing I have noticed between Doom and Chex Quest.
In Doom, for monsters where it is possible, there are two different death animations: A shorter animation for simply killing the beast, and a longer, more elaborate and gory animation for when you "gib" it. The original creators of Chex Quest (probably Charles Jacobi) created a short and long "zorch" animation for the Flemoids that were made from the particular Doom demons. The problem, I fell, is that, due to the difference between zorching and killing, it would make more sense for the shorter zorch sequence to be used for "gibbing" in TUCQ than the longer one that was originally used in Doom, since, at least in my head, it makes more sense for it to take a shorter amount of time for a Flemoid to make the travel to the Flem dimension if it is "over zorched" than if it isn't.
Did I make any sense?
atariangamer - November 30, 2007 01:13 PM (GMT)
I think so...
The amount of negative damage done in an attack determines between regular and exploding death. The "gib" animation is longer to smoothly animate the, uh, scene. The regular death is, what, four frames? and the "gib" 6 or 8? someone (was it xbolt?) made a real smooth death frame that kinda rocks back and forth to make it look cool.
Boingo the Clown - December 1, 2007 12:05 AM (GMT)
For T.U.C.Q. I turned off the exploding deaths for the flemoids, and used the extra frames for other, more sinister purposes (Mwuahahaha!). Exploding deaths are kind of irrelevant when it comes to flemoids.
Zorcher - December 1, 2007 03:52 AM (GMT)
A good way to start learning DECORATE is to look at the code that simulates all the monsters in Doom that is available on the Wiki. By removing the code that causes the monsters to shoot from a distance, it should be relatively easy to make all the flemoids as they were originally intended using the Chex executable.
I did manage to convert Strain, a very popular Doom 2 wad which used to work with a .deh file, to DECORATE and that got me interested. If you ever need any help, I can sure try. The only problem is none of the weapons/monsters used a dehacked file, so to convert to DECORATE may require a little bit of trial and error.
Boingo the Clown - December 1, 2007 12:46 PM (GMT)
| QUOTE (Zorcher @ Dec 1 2007, 03:52 AM) |
| A good way to start learning DECORATE is to look at the code that simulates all the monsters in Doom that is available on the Wiki. |
I am already doing that.
I do not recall the flemoids refusing to shoot from a distance in the original though.