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RederickDeathwill

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Everything posted by RederickDeathwill

  1. RederickDeathwill

    Nightmare Revisited (Entryway) - Need Feedback

    I'll concentrate on the alignment before continuing.
  2. I've inspired myself quite a lot on the original doom2 levels, with the addition of some scripting. Just a demo project, I'd like some feedback on this first level to check out if it's good as an entryway level, so that I can start developing the others. It's definitely bigger than the entryway of the original doom2, but nothing absurd. Left some screenshots. nmrvstd.zip
  3. RederickDeathwill

    Can't use action specials (ACS) - SOLVED

    When I use them, the script does not compile. It doesn't matter whether it's ZDoom ACS or Zandronum ACS (Using GZDoom Builder here). Had read somewhere in the wiki that I can use Action Specials as normal procedures/functions. How am I supposed to lower / raise sectors without them? Any idea why I can't use them? And this bloody compiler has no stacktrace / does not state the error. EDIT: Solved, sorry. Beginner mistake. Forgot to use the #include directive -.- Absolutely pathetic. Without including "zspecial.acs", it would never work.
  4. RederickDeathwill

    Can't use action specials (ACS) - SOLVED

    The zcommon.acs file includes the other 3 in it: #include "zspecial.acs" #include "zdefs.acs" #include "zwvars.acs" Perhaps some more "advanced" users like to use their own .acs files, with their own specific declarations. In general, it's basic stuff, the GZDoom developer probably assumes that the user wanting to play with scripting knows that. And besides, under edit there's an "insert snippet" submenu with an #include directive that inserts zcommon.acs :p
  5. RederickDeathwill

    Can't use action specials (ACS) - SOLVED

    -.-, i had clicked everywhere! Thank you very much for pointing out those arrows.
  6. RederickDeathwill

    Can't use action specials (ACS) - SOLVED

    In this specific case wouldn't make much sense to do something like: #define SECTOR_ONE 1 I'm enjoying using input arguments because it's easier / clearer to identify to which script the to-be-altered sector is associated to. But yeah, quite a beautiful work the creator did with this scripting language. It's quite complete, and with a hell of a syntax for a scripting language (I mean, he could have used LUA or something instead, but nope, he reinvented the wheel using a C++ syntax, and in a quite admirable fashion).
  7. RederickDeathwill

    Can't use action specials (ACS) - SOLVED

    Discovered in the other post. I was developing an "ammo recharger" script that can take many terminals. The terminals could only be differentiated through input arguments. I'm using input arguments for the tags of the sectors. It's way clearer than using raw numbers in the script which seem to come from nowhere (Hate that. In C++/Java/Python, I'd use constants to avoid that). In this way, when I click on the sidedef, I know to which sector the script belongs. The post had some usefulness then, because it was all about me being stupid :p Forgot to include the bloody functions!! (Probably a Python evil).
  8. RederickDeathwill

    Can't use action specials (ACS) - SOLVED

    I've tried to compile manually through the CMD in order to see if it would give me any errors... I was right, the action specials are not defined -.-
  9. RederickDeathwill

    Can't use action specials (ACS) - SOLVED

    But sectorTag is just the input argument (Which I pass when I call the script). There's no reason to initialize it in global scope. When I press "use" on this sidedef I get a: "p_startscript unknown script 3" error. The ACS script is not being compiled, because I'm using action specials (They're not working for some reason). Just want to lower it :p Prefer to use scripts / get used with the actions.
  10. RederickDeathwill

    Why not just create an entirely new engine for Doom?

    Have to disagree man, the 2.5D engine of Doom is pretty fucking weird. I'd rather have "brushes" than bloody sectors (It takes some time to get used to it, unlike 3D where things are more intuitive). But that's also the magick of it, the doom engine is perfect to create a puzzle and trap-filled frustrating environment.
  11. Countless 70s witch/"satanism"-related movies? Metal bands? Is there anything that shows how Carmack and the others got inspired into such "satanic imagery"? (Nothing LaVey related obviously, just a general "horror" concept). Anyway, what do you think? The very usage of lovecraftian references in Quake1 already gives us a glimpse of literary preference (Which could be extended to other forms of art). Doom is like a mix between Carpenter's They Live, with Alien and the late 60s Coven band.
  12. RederickDeathwill

    What do you think inspired id software into "satanic themes"?

    Holy Yog-Sothoth, didn't know that :o!!! "Sandy got his start in the game industry in 1980, where he first worked on paper roleplaying games. His best-known work from that time is the cult game Call of Cthulhu, which has been translated into many languages and is still played world-wide."
  13. SNES, that was my childhood right there. Used to love Donkey Kong 1 and 3 (Didn't have 2nd cartridge), Mario All Stars, Mortal Kombat 3, Top Gear 3 and SPARKSTER absolutely (Konami's hidden gem, play it if you don't know). I used to dream about sparkster as a child :p On PS1 I loved Twisted Metal, the Digimon games and whatever, long history.
  14. RederickDeathwill

    What do you think inspired id software into "satanic themes"?

    But even so, the violence itself was enough to trigger the conservatives. Damn, back in the 90s my mother used to hide my Mortal Kombat cartridge because of all the blood (Ironically enough though, she never complained about me playing doom2, either she never actually paid attention to the game, or Mortal Kombat appeared to be more violent because of all the humans non-demons dying brutally). Nah, don't think it's a "political" decision (Even considering the incident of the release of Wolfenstein3D in Germany). Think the guys enjoyed some dark stuff :p That's why doom is special, it's both revolutionary AND of good taste :p (Sorry half-life, you were also revolutionary and brilliant, but doom almost had no PLOT (Ok, sorry again half-life, your gameplay was also brilliant, but you wasn't *scary* (And when you tried later on, you actually became annoying))). Sidenote: Painkiller also had good taste, by the way.
  15. I'm trying to create different ammo recharge terminals within the same level. Here's my code so far: #include "zcommon.acs" int rechargeLimit = 5; int terminalUsageCount = 0; script "AMMO_RECHARGER" (void) { if (CheckSight(1, 2, CSF_NOBLOCKALL)) { print(s:"Terminal 1"); } else if (CheckSight(1, 3, CSF_NOBLOCKALL)) { print(s:"Terminal 2"); } else if (CheckSight(1, 4, CSF_NOBLOCKALL)) { print(s:"Terminal 3"); } else if (CheckSight(1, 5, CSF_NOBLOCKALL)) { print(s:"Terminal 4"); } str playerWeapon = getWeapon(); if (strcmp(playerWeapon, "Shotgun") == 0 || strcmp(playerWeapon, "SuperShotgun") == 0) { if (terminalUsageCount < 4) { giveInventory("Shell", 20); log(s:"Received 20 shells."); terminalUsageCount += 1; } else { print(s:"Maximum ammo recharge reached for this terminal."); } } else if (strcmp(playerWeapon, "Pistol") == 0 || strcmp(playerWeapon, "Chaingun") == 0) { if (terminalUsageCount < 4) { giveInventory("Clip", 100); log(s:"Received 100 clips."); terminalUsageCount += 1; } else { print(s:"Maximum ammo recharge reached for this terminal."); } } else if (strcmp(playerWeapon, "PlasmaRifle") == 0 || strcmp(playerWeapon, "BFG9000") == 0) { if (terminalUsageCount < 4) { giveInventory("Cell", 100); log(s:"Received 100 cells."); terminalUsageCount += 1; } else { print(s:"Maximum ammo recharge reached for this terminal."); } } else if (strcmp(playerWeapon, "RocketLauncher") == 0) { if (terminalUsageCount < 4) { giveInventory("RocketAmmo", 10); log(s:"Received 10 rockets."); terminalUsageCount += 1; } else { print(s:"Maximum ammo recharge reached for this terminal."); } } } As you can see, I use a global terminalUsageCount variable to count how many times the player have used a terminal, in order to limit him from taking more than what he should. The problem is that the other 3 terminals in the example use the same script, and therefore, the same global variable. Once he deplenishes one terminal, all the others also become unavailable. That can easily be solved by defining an array of terminals based on specific TID and with proper logic I can allow or disallow access to each terminal individually. The problem is that according to the reference on information functions, there's no getter that informs me what sidedef has just been "used". Giving that, I've tried to use "CheckSight" with invisible MapSpots with specific TIDs (It would work the same way). The problem is that apparently CheckSight does not treat a MapSpot as an actor. So... basically, I'll have to create a different global space / ACS file for each terminal??? The WAD of the example: ammo_example.7z
  16. RederickDeathwill

    How to get the TID of the sidedef that the player just used?

    For future viewers, here's the working script with each terminal working independently: #include "zcommon.acs" int rechargeLimit = 5; int terminalsUsageCount[4] = { 0, 0, 0, 0 }; script "AMMO_RECHARGER" (int terminal) { terminal = terminal + 1; str playerWeapon = getWeapon(); if (strcmp(playerWeapon, "Shotgun") == 0 || strcmp(playerWeapon, "SuperShotgun") == 0) { if (terminalsUsageCount[terminal] < 4) { giveInventory("Shell", 20); log(s:"Received 20 shells."); terminalsUsageCount[terminal] += 1; } else { print(s:"Maximum ammo recharge reached for this terminal."); } } else if (strcmp(playerWeapon, "Pistol") == 0 || strcmp(playerWeapon, "Chaingun") == 0) { if (terminalsUsageCount[terminal] < 4) { giveInventory("Clip", 100); log(s:"Received 100 clips."); terminalsUsageCount[terminal] += 1; } else { print(s:"Maximum ammo recharge reached for this terminal."); } } else if (strcmp(playerWeapon, "PlasmaRifle") == 0 || strcmp(playerWeapon, "BFG9000") == 0) { if (terminalsUsageCount[terminal] < 4) { giveInventory("Cell", 100); log(s:"Received 100 cells."); terminalsUsageCount[terminal] += 1; } else { print(s:"Maximum ammo recharge reached for this terminal."); } } else if (strcmp(playerWeapon, "RocketLauncher") == 0) { if (terminalsUsageCount[terminal] < 4) { giveInventory("RocketAmmo", 10); log(s:"Received 10 rockets."); terminalsUsageCount[terminal] += 1; } else { print(s:"Maximum ammo recharge reached for this terminal."); } } } A big map could have like... 10 to 15 terminals? One could completely remove the traditional ammo-collecting like this.
  17. RederickDeathwill

    How to get the TID of the sidedef that the player just used?

    Ohhh, scripts can have input arguments. Beautiful, thanks :p
  18. RederickDeathwill

    What do you think inspired id software into "satanic themes"?

    The women in his life that he loved and... died :p Not kidding, guy had a serious obsession. Read the short-story Ligeia or Eleonora. If you're not in the mood to read right now, just the poem Annabel Lee should suffice.
  19. RederickDeathwill

    What do you think inspired id software into "satanic themes"?

    Edgar Allan Poe above all, and some random fantastic stuff like One Thousand and One Nights. Experiment reading some of Lovecraft's early poetry, you can feel how much he wants to sound like Poe. Lovecraft was a geek who used to read a lot. Lovecraft skipped the "weeping for dead beautiful women" part of Poe and got the fantastic / mystery part of him. Edit: There's a subtle reference on the title on this one.
  20. RederickDeathwill

    What do you think inspired id software into "satanic themes"?

    Well, this certainly makes a lot of sense. Giger was severely inspired by H.P Lovecraft, so that explains even further the reference on Quake1. Just one more thing to add to the list of people that Lovecraft directly or indirectly influenced. AND Giger painted that Celtic Frost album cover. Lovecraft ALSO inspired John Carpenter, that despite having a movie with such cliché action-hero as protagonist (Which certainly fits the protagonist of doom), had The Thing, which was quite lovecraftian. All things connect.
  21. I know that the new since-minecraft hype of crafting/survival "genre" became extremely cliché, but in zdoom/gzdoom terms it might be quite fascinating. I'm not talking exactly of creating a "minecraft wad" (Which exists), I'm curious about how one could transform / exploit the engine to allow in-game "building" and "crafting" (Not even considering procedurally generated levels / stuff, because I imagine that would be horribly complicated to do in this engine). A wad could be just huge and players could go from one level to another, building their stuff while using some variation of the invasion game mode (With waves or "events" (Which could be random)). The players could craft their weapons and items (Exploiting some of the heretic / hexen functionality). I'm interested in experimenting with scripting and even with the engine itself, but I'd like to know the opinion of the experienced port-programmers / scripters. I'm not aware of the capabilities of ACS, if it's powerful enough to allow such extreme tweaking. If done right, to a "red-stone level", it would be astronomically better than Minecraft :p. Concerning the title question, it would be essential to be able to "place sectors" in-game. With ACS alone is that possible or one would need to tweak with the port source-code?
  22. RederickDeathwill

    Does ACS allow for in-game map-making / building?

    I'm studying the engine. Inserting sectors on the precise position on the binary tree is really insane :(, since the whole purpose of the BSP is to be only traversed recursively. So, the only option is indeed the idea of the sectorcraft. Having a weapon for lowering the square sector and one for raising it (Square because everything would be precisely blocky (As kbl suggested)). Or even, a weapon with 2 fire modes (Which could be configured to the mouse wheel for speed building). The texture could be selected as an item on the inventory. The crafting system would need to be implemented from scratch. If there's none, then the whole mod would be an "Invasion with Building" (Scripting the invasion in such a way that the process of building actually helps with fighting the hordes).
  23. RederickDeathwill

    Does ACS allow for in-game map-making / building?

    Yep, that's what I want to do (alter sectors arbitrarily at runtime), which would also allow for some procedural generation on the fly (Just to remember, the comparison was with the mainstream Minecraft. To be able to craft items, build stuff and survive in multiplayer). In this case, procedural generation (As exists in Minecraft) is not necessary, since maps could be previously created quite simple and flat to allow for player construction. It would be awesome, but not necessary, and also because the point is not to create another minecraft, but to create something unique for doom. Crafting would require changes to the hud, in-game sector placement, a "thing-combination system" (thing1 + thing2 = thing3). In minecraft, you actually chop wood, mine minerals and use them to craft various items and place them in the world. In doom, the idea of actually collecting these basic materials is kind of stupid, so one should have a list of them and craft only things important for battle (weapons, ammo and such). The player could construct his "fort" and prepare to defend it / survive, while having to explore deeper realms to be able to colect the items necessary to craft the stronger equipment.
  24. I compose music since 2007 or whatever. I've used to create some horrible wads with horrible reviews here some years ago (~2012), and some member used my midi works in some of his wads. Anyway, time has passed, my music evolved and I'm back to the doom obsession (Don't think I'll stay away for long this time). Here's my most cliché track: A slightly more commercial track with another fellow brazilian: A more industrial / disturbing one that got into a compilation: A dark twist to a french 60s happy classic: And an example of one of my more "creepy-pasta-like" stuff (Which is not meant to be pleasant), which is quite common on my channel / works. BANDCAMP: https://poisonedwine.bandcamp.com/ I can still compose oldschool .mid files if someone wants it :) I also compose some neoclassical stuff:
  25. RederickDeathwill

    Does ACS allow for in-game map-making / building?

    Nah, the corridors would be useless because considering procedural generation and a standard good doom map, it would be hellishly difficult to actually generate a DOOM level. They would be too basic and boring, but the idea is not useless if the player can alter the sectors himself in-game. I can imagine some procedural generation for landscapes perhaps (But a dwarf-fortress-like idea of generating rivers and such would also be too complicated). It would require a community-level of thinking and problem solving. The combination of procedural generation and the doom sector-based engine is just... eccentric... But we all love doom and that's why it's worth delving in such concepts. Doom *can* be anything we want given enough patience and devotion. Instead of devoting my time developing arcade games in Python or whatever without graphic skills, I prefer to devote myself to experimenting with doom.
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