Reaper Grimm
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Took a damned long time, but...
Pages (2): « 1 [2]  
Author
All times are GMT. The time now is 04:27. Post New Thread    Post A Reply
Lobo
Forum Regular


Posts: 971
Registered: 12-01



Chronoteeth said:
No, It only supports wads merged all into one wad, not the lines, ddf, script, ect....files seperated, so I can only play this if he puts every thing in one wad.


Not true. On the second Tab (Edge Advanced options) you have an option called "DDF directory" and a big blue button were you can specify the directory where all the mods DDF files are. You just need to put everything in the same directory(all the ddf and rts files) and remember to add the wad(s) to the the main add-ons list.


Nick Perrin said:

most people will release EDGE mods as a single wad anyway because it's less annoying and saves file space, and is just more convenient as a final package.


That's what I thought, but you'd be surprised at how people resist doing it that way ;)

__________________
Official EDGE Forum.

Robotech: FirstGen TC / Edge Shell Launcher(ESL) Home page.

Last edited by Lobo on 10-23-04 at 23:19

Old Post 10-23-04 23:14 #
Lobo is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pilottobombadier
Stained Class King


Posts: 1189
Registered: 06-01


*bangs head on desk* I'm not releasing it like this because I want to. I have found issues with merging the DDF files into the wad, that's why they aren't there. Running it is not the problem. The original Doom weapons appearing in it when they're not supposed to is.

Old Post 10-24-04 03:49 #
pilottobombadier is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
WildWeasel
Resident Castlevania Super-Fanboy


Posts: 2587
Registered: 07-03


At the top of all your DDF files, simply type #CLEARALL after the DDF header. So, for example:
code:
<WEAPONS> #CLEARALL

That should do it.

Old Post 10-24-04 06:02 #
WildWeasel is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Nick Perrin
Enjay's bodyguard


Posts: 1322
Registered: 11-02


Okay! I just playec this mod. A few things, some bugs, most comments:

*include edge.scr in the ddf's if they are to be used separately(out of the wad).

* the desert eagle's FLASH state animation is messed up.

*There are a few original doom weapons in there, but their functions aren't changed/improved!

*the flamethrower should have a lot less range, and shoot faster to make more of a "stream" of fire, and the pilot light would be better if it was animating when the weapon is idle. also some cool flame-deaths would be cool, when you use the flamethrower on enemies.

* the chainsaw- make the READY state animations smoother so its not jerking around the place when you use it. simply do-
STATES(READY)=SAWG:C:1:NORMAL:READY,
SAWG:C:1:NORMAL:READY,
SAWG:C:1:NORMAL:READY,
SAWG:C:1:NORMAL:READY,
SAWG:D:1:NORMAL:READY,
SAWG:D:1:NORMAL:READY,
SAWG:D:1:NORMAL:READY,
SAWG:D:1:NORMAL:READY;
that way each frame still lasts 4 tics but it doesn't jerk around.

*the grenade launcher explosion- its one frame!

*the reloads should have more animation, instead of just down then up.

*for the mp5, i noticed the corny casing animation. you should get rid of that and make all appropriate weapons spawn real casings!

Old Post 10-24-04 16:02 #
Nick Perrin is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pilottobombadier
Stained Class King


Posts: 1189
Registered: 06-01


Okay, thanks to WildWeasel's mentioning of that clear command, I have been able to get the ddf files in the wad without incident. I did dick around with the flamethrower, but I'm going to leave the chainsaw alone.

To further address Nick's constructive criticism re: the plasma rifle and BFG - use them up against a wall. You'll see how they're changed.
I did as you suggested with the flamethrower, though. It actually should have had a higher rate of fire, as its damage is based on splash (which isn't super-high), not impact (the impact damage is pathetic).

I tried not to mess too much with the original weapons that're worthwhile, save the supershotgun. It is, in theory, more powerful than it used to be.

Regarding the automatic shotgun, it isn't overpowered. Try using it on a cyberdemon or spidermastermind. Or the archvile. I made sure to add counter-balancing to how some of the weapons behave, after all. I think you guys need to read the text file to kind of get an understanding of the actual goal that I've set with the project. It's not about the biggest gun with the biggest bullet anymore ;)

The latest upload also has that bullet thing removed from the MP5 frames (I never thought much about it, really), but I'm not going to add casings. Ever. They're a superficial bauble that help make slower machines gag, choke and sputter, so I'm not going to bother with them.

And again, all of the ddf files are in the wadfile. I'm going to perfect this thing before I upload it. However, I have no idea how to do alternate deaths, that's why I haven't added them, and the ddf documentation doesn't touch on them.

And for those looking for a link, it's on the first page of the post;)

Old Post 10-24-04 21:20 #
pilottobombadier is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Snarboo
Forum Staple


Posts: 2073
Registered: 09-04


This is pretty cool! I like how you tied together a lot of Scuba Steve's weapons into one wad. However, there are two problems I've noticed so far: the super shotgun's secondary fire does not reload, and the double pistols DDF code has some syntax errors, mostly with some missing comas at the end of lines. Other than that, it's good!

Old Post 10-24-04 21:37 #
Snarboo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Nick Perrin
Enjay's bodyguard


Posts: 1322
Registered: 11-02



pilottobombadier said:
but I'm not going to add casings. Ever. They're a superficial bauble that help make slower machines gag, choke and sputter, so I'm not going to bother with them.


I disagree! Casings can actually make a mod slightly more fun(you know, you're running and gunning, casings flying all over the place, then when all is quiet you hear the clinking of the casings bouncing around). They're really not necessary though.

pilottobombadier also said:
However, I have no idea how to do alternate deaths, that's why I haven't added them, and the ddf documentation doesn't touch on them.


Go to the EDGE website at http://edge.sourceforge.net/. Look at THE VERY FIRST HEADLINE on the page. Those are the completely new and updated
DDF docs.

Anyway, just to make the custom death thing faster, this is how to do it:

In ATTACKS.ddf, simply type, in the list of flags for your attack of choice, DAMAGE.PAIN_STATE=XXX; to make a custom pain state that that attack causes, and DAMAGE.DEATH_STATE=XXX; for a custom death from that attack, where of course XXX is the state name, which can be ANYTHING. Any possible name, provided its not extremely long!

Old Post 10-24-04 22:40 #
Nick Perrin is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
WildWeasel
Resident Castlevania Super-Fanboy


Posts: 2587
Registered: 07-03


I should really get back to work on my own weapon mods...

Old Post 10-24-04 22:41 #
WildWeasel is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
pilottobombadier
Stained Class King


Posts: 1189
Registered: 06-01


Alrighty, just make sure to let us know what you're workin' on ;)

thx for the help, WW.

I've fixed all the reload stuff, and everything should more or less be nailed down in terms of bugs and stuff. The only "discrepencies", if you will, are the DB shotgun and DE50's secondary fire modes. Because of the way they work, it's kind of awkward to work them in with teh primary clip. So with teh DB I haven't done this, with the DE, I have. Just don't fire off the thing on an odd number of shots left in the mag(s) and all should be fine ;)

Anyway, I'll try out that thing for alternate deaths, Nick, I'll see how she goes.

Old Post 10-24-04 23:06 #
pilottobombadier is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Nick Perrin
Enjay's bodyguard


Posts: 1322
Registered: 11-02


you know you could just simply use SHOOT(SECONDARY_ATTACK_NAME_HERE),
instead of sec_shoot, thereby using the same kick, ammopershot, clipsize, and ammotype flags. And your reloading won't be messed up.

Old Post 10-24-04 23:47 #
Nick Perrin is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Chronoteeth
Member


Posts: 406
Registered: 09-04



Lobo said:


Not true. On the second Tab (Edge Advanced options) you have an option called "DDF directory" and a big blue button were you can specify the directory where all the mods DDF files are. You just need to put everything in the same directory(all the ddf and rts files) and remember to add the wad(s) to the the main add-ons list.


That's what I thought, but you'd be surprised at how people resist doing it that way ;)



Thanks, I'm going to try this now, hopefully it works....wish me luck.

Old Post 10-25-04 02:05 #
Chronoteeth is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Chronoteeth
Member


Posts: 406
Registered: 09-04


Sorry about the double post, but when I did the shortcut to the wad (yes I finally found out) thingy, or do the thingy that lobo said with the ddf in ESL, I get an "unable to open edge.scr" any way to fix this?

Old Post 10-25-04 02:34 #
Chronoteeth is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
pilottobombadier
Stained Class King


Posts: 1189
Registered: 06-01



Nick Perrin said:
you know you could just simply use SHOOT(SECONDARY_ATTACK_NAME_HERE),
instead of sec_shoot, thereby using the same kick, ammopershot, clipsize, and ammotype flags. And your reloading won't be messed up.



But the DB shotgun's secondary fire is basically the same as the original, save the actual attack which is more pellets with slightly lower damage (but still amounting to higher damage potential); will it prevent me from using secondary fire if there's not enough ammo in the clip? If so then I'll consider using it. If not, then it's kinda pointless.

Old Post 10-25-04 02:45 #
pilottobombadier is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Nick Perrin
Enjay's bodyguard


Posts: 1322
Registered: 11-02


It will use the ammo from the primary fire's clip. So both modes of fire use the same clip.

Have you checked out the new DDF Docs? You should really check them out and see some of the cool features you could add in here. LNL4 still feels kind of 1.24ish.

Old Post 10-25-04 03:11 #
Nick Perrin is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Lobo
Forum Regular


Posts: 971
Registered: 12-01



Chronoteeth said:
Sorry about the double post, but when I did the shortcut to the wad (yes I finally found out) thingy, or do the thingy that lobo said with the ddf in ESL, I get an "unable to open edge.scr" any way to fix this?


Yeah, you need to place Edge.scr in the same place as the DDF. If you odn't have this file You have two options:
1) if there is an RSCRIPT lump inside the wad you want to play, then extract it and save it as edge.scr
2) extract the one that's inside edge.wad and place it there.

__________________
Official EDGE Forum.

Robotech: FirstGen TC / Edge Shell Launcher(ESL) Home page.

Old Post 10-25-04 06:32 #
Lobo is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Chronoteeth
Member


Posts: 406
Registered: 09-04


Oh yeah, I got it working, fun as hell.

Old Post 10-25-04 18:55 #
Chronoteeth is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
pilottobombadier
Stained Class King


Posts: 1189
Registered: 06-01



Nick Perrin said:
It will use the ammo from the primary fire's clip. So both modes of fire use the same clip.

Have you checked out the new DDF Docs? You should really check them out and see some of the cool features you could add in here. LNL4 still feels kind of 1.24ish.



I have, but the only one that kind of appeals to me is alt-death.

I have made use of resistances and immunities, though. What else would be worth my while to tinker with?

Also, I have found a bug, but I think it's EDGE, not my wadfile, and I just want to make sure I'm not the only one.

The assault rifle's grenade launcher...misbehaves, and I think it's because of an auto-aiming bug, because if I turn auto-aiming off, it works fine, but if I reload, despite the fact that auto-aiming is off, it misbehaves again, and then I turn it on and off again it's fine.

Note that, if you look at the DDF file, the attack_range is set to 0 (it behaves a bit better than having no attack range setting at all).

Old Post 10-28-04 00:20 #
pilottobombadier is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 04:27. Post New Thread    Post A Reply
Pages (2): « 1 [2]  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Took a damned long time, but...

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory