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damo

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Posts posted by damo


  1. Hey I briefly loaded these maps into ZDaemon. map02 has visible voodoo dolls at the start. map29 is using extended nodes, even though it doesn't need them. This prevents it from loading in ZDaemon. I created a small patch wad to supplement this wad to allow using in ZDaemon for coop play by fixing the coop multiplayer starts on map02, and rebuilding the nodes on map29 with zdbsp. You can see it: here.

    Online multiplayer sever is on ZDaemon here: zds://37.247.54.67:10601 [Broken Glass Breakfast - Mayhem 2020 Beta 1.2]

     

     


  2. 6 minutes ago, Phobus said:

    Not from a starting perspective, as an "enter" script works for every player that starts the map, so they'll all get hit with the same thing. The only "implication" from my current idea is that everybody gets punished if any player fucks up and picks up health when they weren't supposed to.


    That could be fun, but also could cause some hilarious trolling.


  3. 1 hour ago, Phobus said:

    Sounds like an ENTER script that uses SetActorProperty(0, APROP_NoTarget, 1) and calls ClearInventory() would cover the first part, and then you can either have it looping until the player health changes, where it then removes that property, or have every health item have an action special that runs a script that runs SetActorProperty(0, APROP_NoTarget, 0) would do.

     

    I can give that a go later today or early tomorrow, I imagine, if that's not enough to go on.

     

    EDIT: I've just had a look at the map in question and seen that you also have your health reduced to zero. I'm not sure how GZDoom will take you setting the player health to zero, but it's certainly doable. If that's no good, setting to 1% is functionally the same, I reckon.

     

    EDIT2: Working on it and setting player health to 0 does indeed kill you outright, so 1% it is! now to get it so that the NoTarget property actually works, as that line I posted up there doesn't achieve anything...

     

    EDIT3: Yeah, that NoTarget flag must only work for monsters or something. I'd assumed it was like the "notarget" console command, but evidently not. The obvious alternative is to make every enemy dormant and have them lose that when the player goes over 1% health. So I'll be back shortly with that implemented as a script, if possible.

    Do you see any coop implications with this script?


  4. On 6/23/2020 at 1:59 AM, Obsidian said:

     

    Yeah, I thought the same. Really that sort of setup needs its own mapset to adequately show it off and I'd encourage TheNoob_Gamer to explore it further, because it's honestly really cool. Of course I'd be willing to add it back to the compilation if someone can make a decent facsimile in ZDoom or if enough people support two wad files in the final release instead of one.

    If @TheNoob_Gamer describes what is needed, someone with ACS skill could maybe pick it up.


  5. Quite the mix bag of maps, looks excellent. If possible, a combines wad would be amazing in multiplayer. I did really really quick peak at these with ZDaemon. Couple of things I noticed, In was A, map08 has visible voodoo dolls at the start. In wad B, I had to rebuild nodes with zdbsp to be able to load map04 in ZDaemon. I will try do a proper run through over the next few days or so.


  6. This in particular is what I had done:
     

    - All maps except MAP32 do not need extended nodes, and therefore have been rebuilt with regular nodes (using ZenNode). MAP32 will not work in ZDaemon until extended node support is added, so you should remove them from your map list.
    
    - 2 PNGs were converted to Doom GFX.
    
    - DEHSUPP lump was added to facilitate adding of Eviternity's new monsters. (ZDaemon doesn't support DECORATE) https://rhinoduck.net/downloads/index.php?dir=/tns/dehsupp/worst/
    
    - A lot of the DEHACKED was re-wrote to take into consideration that ZDaemon is not fully MBF compatible, and to take advantage of DEHSUPP for adding of the new stuff that Eviternity brings.
    
    - ZDaemon expects skys to have an aspect ratio of 1:1, 2:1, 4:1. there the skys that were used were resized. e.g. 1024x200 -> 1024x256
    
    - ZDaemon doesn't support ZScript, so weather effects are not available on the maps.
    
    - A MAPINFO was generated from the ZMAPINFO using https://rhinoduck.net/git/horrible-mapinfo-utils/tree/zmi2mi
    
    - "exitpic" was added to the MAP blocks in MAPINFO with the same value of the "titlepatch". This achieves the appropiate map pic on completion of each map.
    
    - "forcenoskystretch" was added to MAPINFO to make the sky's look less tiled
    
    - The titlepatch pics were moved from offset 0x2 to 0x0. They didn't show up in ZDaemon otherwise.
    
    - MAP15 had a lot of 'metadata' removed to bring it under extended node limit. The map author is doing the same for RC2. This doesn't effect gameplay.

     

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