Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
SiFi270

Hypothetically speaking, could an addon make CoD Eternity compatible?

Recommended Posts

Caverns of Darkness was originally derived from an early DOS version of Eternity, so it occurred to me that the things that necessitated a whole new engine in 2002 could now be entirely possible with EDF, especially since it's already been converted to Decorate in the past. The thing I'm currently least sure of is whether a fifth kind of ammo for the wad's hidden weapon can be done with EDF, since the wiki (assuming it's up to date) seems to imply that you can only make new pickups that give existing types of ammo.

Share this post


Link to post

I've not tried this myself, but "AmmoClip" is defined as an "artifact":

 

artifact AmmoClip
{
  artifacttype   Ammo
  maxamount      200
  interhubamount  -1
   
  ammo.backpackamount     10
  ammo.backpackmaxamount 400
}

 

So in theory you could make up your own artifact ammo type and use that as a base. Thing is, it wouldn't show up on your HUD ?

 

Share this post


Link to post

It's a tempting proposition. The trouble is I have no idea what would need to be changed. I've wanted to try do this for a while now.  New ammo could easily be defined but Mordeth is correct, there's currently no way to display new ammo types in the HUD. My question is if any new codepointers are defined or what have you, which might make things a bit trickier.

Share this post


Link to post

Do you mean it won't be on the list on the right hand side of the status bar, or it won't be anywhere at all? If the former, that's how it was in the original, and it would have been a spoiler otherwise.

Share this post


Link to post

By far the easiest is to look at the GZDoom DECORATE scripts and write equivalent EDF. If not available yet, leave it to us Team Eternity to implement it.

 

But it feels a bit embarrassing to use the adopted GZDoom version as a base to enable an originally Eternity-based EXE mod to work now. Can I trust that the GZDoom-DECORATE version is 100% accurate with the original EXE mod?!? 

Share this post


Link to post

It isn't possible to get something from original version? Maybe Graf Zahl could share HOW he was able to make a patch?

Share this post


Link to post

Actually, the patch is not a 100% accurate representation.

I deviated in two places:

 

1. The spawning of the Lost Souls out of the dying zombie bodies was originally done the same way they normally drop ammo. But that doesn't work well in ZDoom because item dropping in ZDoom can add some velocity to the spawned item and alter its spawn height, depending on user settings. So I had to use another way to spawn them without any side effects.

 

2. The monster spawning Arch Vile was originally done with quite a bit of coding. To avoid that coding I tried to replicate it with existing functionality. The result is very close but the actual probabilities for the different monsters are slightly off due to how the RNG was used by the original code used - but the deviation here is a lot less than what you get from switching actual RNGs. Since this monster occurs only once in the game and normally doesn't live long enough to spawn more than 2 or 3 monsters this looked like an acceptable trade-off.

 

The rest merely moved some hard coded actions into the actors themselves but doesn't alter the actual semantics.

 

The only engine side support I had to add was a) adding a compatibiliy setting for Boom's scrollers (not an issue for you) and implement the healing sector special. This one had to be made a new engine feature back then.

 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×