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-TDRR-

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Everything posted by -TDRR-

  1. Added, right now i can't chat but tomorrow i will send you a message there. Yeah, maybe i should just use the main version as a base, would be easier to work with. Gave a quick glance at that file and it seems helpful too, will use both as they complement each other.
  2. So yeah, forget what i said about it working very good, i noticed the bots will never move away from where they started. Seems like A_Recoil doesn't work at all. They also crash after killing them, but not 100% of the time. Okay i'm giving you two options: Keep trying to fix this (again, A_Recoil and A_ChangeVelocity don't seem to work at all) and even a couple crashes i catched now, Or I'll rewrite it on Vavoom C, but once it's done i don't think there will be any updates (besides bugfixes) because VC is really tough to me. It won't happen yet but until i'm happy enough with the bot's featureset. (I really wouldn't want K8Vavoom's version to be so far behind the others so that's why) EDIT: Hey, is this page Vavoom C Documentation still usable as a reference for K8Vavoom? That would make this way, way easier.
  3. Wow i'm a great accidental bug hunter! That's really nice of you to make the mod for me, i had it half working but i hadn't yet tracked down some of the other bot stuff (Sometimes the view jerked a bit, or the bot would jump even though i haven't coded that yet) This seems to work very good, thanks. In fact, it's even better than in Zandro! No pesky aim jerking bug anymore, finally.
  4. Ah, makes more sense that way. I'm going to try that, basically i'm just trying to completely disable the built-in bot ai so i can manipulate it via the TDBots ACS+DECO thinking loop, right now i'm doing okay with it. So, what exactly do i need to replace if i want to achieve that? BotPlayer or BotPlayerBase?
  5. The fix worked well, thanks! Going to wait for the next update to release a full TDBots version for Vavoom. But i got a question: How do i replace a Vavoom C definition using a .pk3? Say, i want to replace BotPlayer_Base.vc with a .vc file on my .pk3 file, how do i do it?
  6. -TDRR-

    Help with maybe some easy questions

    ...Um, the lump OLDCODE included in the .wad already has Zandronum-compatible DEOCRATE.
  7. I can't download that, have been trying for half a hour and it downloads at 3kbps and immediately stops at 50-60% while all other downloads not from here work fine, can you upload it somewhere else? Here is a page you can upload it to without registration: https://filebin.net/
  8. -TDRR-

    Help with maybe some easy questions

    Nope, it doesn't. You'd first need to convert those definitions to DECORATE so they work in Zandronum. Luckily, you are looking at an expert on the matter :D If you can send me the script files (Or maybe the whole thing with the monster sprites and sounds so i can test it in-game) i could easily convert them. There might be a bit of ACS involved too if the monsters require it but i will show you how to plug it all into your project.
  9. -TDRR-

    THE POWER LEVELS FOR DOOM 2!

    Okay, now the Chainsaw Marine is faster, but i will warn you, his movement is way jerkier. He can't move any faster now because if i were to increase his speed, he would start going through walls so this is as fast as he can get. emarinesv3.zip
  10. -TDRR-

    THE POWER LEVELS FOR DOOM 2!

    Movement speed, or attack speed?
  11. There's no need to, if you can't pay for the app (But if you can i recommed you do so as the author works hard on it) you can send him an e-mail asking for a code and he will happily share a gift code with you.
  12. Hey @ketmar, sorry for bothering but i tried to fix the incompatibilities with the TDBots and after trying to play with them, i get a crash. Just start a multiplayer game and then use "addbot" and bam, instant crash. It's the "reference not set to an instance of an object" thing again. Here's the conlog.log file ending: I'm going to bet it's a bug with my code but it would be nice if you told me what i did wrong. Here's the mod: TDBotsV14Vavoom.zip
  13. Maybe i will poke around with Vavoom C sometime and document whatever i figure out, but not right now because i'm already doing a balancing act with quite a few projects at hand. When i get some more time, you can be sure i will do the basics in a week or so. Alright, will remind you in a month. I even set up a remindme bot so it reminds me to remind you about this! Really nice it can do that! That's pretty useful and i can imagine a good amount of things being doable with the ability to access any map, by name. I always wanted to see how the BSP traversal and clipping worked, will give it a read and, who knows, maybe i will get an idea or two.
  14. That's very neat! If you can write the mod yourself that would be much better and i imagine more efficient, you work with it a lot after all. But i guess i could write it if you give me enough documentation. (Just don't try to read the resulting code :D ) It would also be great if there also was a +gothroughallmaps command to quickly export all maps in a wad, which would be nice for a deathmatch compilation of maps. It's perfectly fine if it shows loading screens, i mean, it's something to stare at while all maps are getting processed. Even if it's instant we get some nice strobing lights! This is really useful, thanks for sharing. I really needed a breadcrumbs system for the more complex maps, but couldn't figure out where to start, so this comes in very handy. The rendering code might not be as useful (In fact i think it's almost completely useless because DECORATE just isn't capable of making a virtual renderer, at least not without extreme slowdown) but i might find something that could sort out some of the issues the bots have.
  15. I'm not crazy enough to even begin to consider thinking about making a waypoint system in DECORATE! What i was thinking, is a external program that would do this and spit out a .pk3 file with the nodes on it (As in, ACS scripts that would spawn the waypoints at the desired locations, so no need of a duplicate .wad) which you can easily plug into ZDoom/Vavoom (Not Zandro unfortunately) + the TDBots .pk3 file, and voila! Easy waypoints for almost all maps! By the way, is it fine if i were to use your Vavoom code for this in a separate program? I'm pretty stupid when it comes to messing around with this sort of thing. Vavoom C right? I'm going to see a DECO+ACS port could be somehow doable, that would be neat. I haven't really messed at all with decision making with the TDBots but that's because i'm not sure if there's a noticeable benefit.
  16. I will keep it secret, but you better tell me how that automatic waypointing works! I hope these bots are not too difficult to adapt to other Doom engines, because i would love to see Odamex have something like them too. Anyways, i really like how those mechanics sound and i hope they are every bit as good as they sound!
  17. Understandable. Althrough A_TransferPointer doesn't really do anything and it could easily be replaced by a remote A_ClearTarget activation, so i guess that's one less problem for now. A_CheckLOF could also be replaced with A_JumpIfTargetInLOS("statename", 8), so i'm going to see if i can whip up a new version. I still am pretty excited for the native bots, hope to see some progress on them!
  18. I made these bots that are an overall improvement over both Zandro's and ZDoom's bots, they still fall off the edges and such but they can navigate a lot more of the map. I recommend you use them in Zandronum, because for some weird reason despite working 90% of the time better in ZDoom than in Zandro, these maps are indeed navigated better when played on Zandronum. I might make some waypoints for these maps someday. By the way, the maps are absolutely fantastic! I love the lighting, and the look of all of the maps, but my favorite one is MAP03: Melted Steel. Great work! EDIT: Ah, forgot to mention this: Sadly they don't work in K8Vavoom, It would be pretty cool if at least the Zandronum version was compatible. And maybe could help @ketmar get some more support going. But no big deal, because i'm pretty sure the new bots are going to beat mine in a head-to-head competition!
  19. -TDRR-

    THE POWER LEVELS FOR DOOM 2!

    Fixed, i also made the Chainsaw marine hit much harder, and the Plasma rifle marine now fires faster. emarinesv2.zip
  20. This is as old as Action Doom 2, so it's a very old discovery (11 years ago!) Still neat, so thanks for posting it over here.
  21. -TDRR-

    Help with maybe some easy questions

    No problem. Hey, that would be very nice, thanks for the inclusion!
  22. I edited my post. Still, i think just setting up Linux on it is a faster and more permanent solution.
  23. Maybe you forgot the guy asking for this has a Chromebook. If it was a better PC then i have no doubt a fast GZDoom web port could be made, but as it stands, it won't even run on a Chromebook, not even natively. Maybe if it was ZDoom LE then it could run, and even at speeds over 60fps. (Except on super detailed maps, obviously) EDIT: Nevermind, Chromebooks have gotten way better since i last saw their specs. So it would be doable. I would still vote for ZDoom LE being ported instead, with it's lower requirements and higher framerates overall, it would be nicer. EDIT2: Have you considered setting up Linux on it? https://support.google.com/chromebook/answer/9145439?hl=en It's very easy and allows you to install stuff like Zandronum and maybe even GZDoom.
  24. -TDRR-

    Help with maybe some easy questions

    First, we make the code for it, in a DECORATE lump inside the .wad or .pk3 file. ACTOR TD_InsertMonsterNameHereSpawner : RandomSpawner XXXX { Dropitem "InsertMonsterActorNameHere" } Now i will explain what everything does: In the actor name, the "TD" prefix is simply there to avoid any confilcts with existing definitions, you can change the prefix to anything you want. InsertMonsterNameHere should be changed to have the same name as the monster in question, not necessarily the actor name but just some name that identifies it works fine too. The XXXX is it's DoomED number, it needs to be anything not used yet by Doom, or you will get warnings on startup and sometimes bugs. Just use any number from 5050 up to 9050 and you will be fine. The part where it says "InsertMonsterActorNameHere", needs to be replaced with the monster's name. You can see that name in it's ZScript definition (usually it's "class ACTORNAMEHERE") so put exactly that in here. Example: if it says ( class IcePinky ) then the spawner line would be ( Dropitem "IcePinky" ) obviously without parenthesis.
  25. -TDRR-

    THE POWER LEVELS FOR DOOM 2!

    This is a mistake i made, i thought the Plasma Rifle's flash states were unused (Because Whacked4 labeled them like that) so once you fire the Plasma Rifle you either: 1- Become controlled by monster AI 2- Crash the game 99% of the time the second once happens. Anyways, i can't fix it right now but i will post here a fix when i can.
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