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Karnizero
Firebrand
misc/i_pkup dsitemup misc/k_pkup dsitemup misc/w_pkup dswpnup misc/p_pkup dsgetpow $alias misc/health_pkup misc/i_pkup $alias misc/armor_pkup misc/i_pkup $alias misc/ammo_pkup misc/i_pkupIt's pretty simple, just change the sounds for the aliases with your own sounds and include the SNDINFO in you WAD/PK3 file <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Oh, BTW you now owe me 5 beers <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Your sprite problem sounds like a bug, but I don't know, what happens if you name this same sprites the same as the plasma ball originals and place them in a WAD file? (2 more beers for me) And your last couple of questions, it's possible, but I would require some modifications to the statusbar progs, I'll get you some details of this later, the latest SVN progs source has some lumps that define animations for an INTERPIC with offsets, so you can set them whenever you want, I don't know how complete it is thought. And lastly, you can simulate something like that by placing small point lights around the columns. It would be cool to make some lump to define wall glows IMO, it would work better. EDIT: You owe me 7 free beers, heh! <!-- s:mrgreen: --><img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" /><!-- s:mrgreen: -->
Karnizero
misc/i_pkup dsitemup misc/k_pkup dsitemup misc/w_pkup dswpnup misc/p_pkup dsgetpow $alias misc/health_pkup misc/i_pkup $alias misc/armor_pkup misc/i_pkup $alias misc/ammo_pkup misc/i_pkupIt's pretty simple, just change the sounds for the aliases with your own sounds and include the SNDINFO in you WAD/PK3 file <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Oh, BTW you now owe me 5 beers <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Using SNDINFO on this way makes things easier. [quote="Firebrand":qlfqcwne]Your sprite problem sounds like a bug, but I don't know, what happens if you name this same sprites the same as the plasma ball originals and place them in a WAD file? (2 more beers for me) Dunno, maybe a bug, maybe not. I wll try to define all i did: -> Sprites are Indexed PNGs with transparency -> I have modified the .VC for "PlasmaBall.VC" file. The "Spawn" state keeps unmodified, but the "Death state has one only frame instead of the two original frames. Note: I'm using Vavoom version 1.26, not 1.28 [quote="Firebrand":qlfqcwne]And your last couple of questions, it's possible, but I would require some modifications to the statusbar progs, I'll get you some details of this later, Although i dont need this now, it would be nice to have support for models at Full Screen Icons. [quote="Firebrand":qlfqcwne] the latest SVN progs source has some lumps that define animations for an INTERPIC with offsets, so you can set them whenever you want, I don't know how complete it is thought. Damnit... It sounds hard and long to implement. But afterall, that can be handly. The problem is: are those progs compatible with 2.16? [quote="Firebrand":qlfqcwne] And lastly, you can simulate something like that by placing small point lights around the columns. It would be cool to make some lump to define wall glows IMO, it would work better. [url:qlfqcwne]http://photobucket.com/albums/v411/Harrydude/Blue.jpg I mean that image (taken from Doomsday Engine) those pillars seem to glow, something like bloom effect or something... It would be nice Janis implements bloom effects <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> [quote="Firebrand":qlfqcwne]EDIT: You owe me 7 free beers, heh! <!-- s:mrgreen: --><img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" /><!-- s:mrgreen: --> Not really, since you have answered the last questions (so, give me back those beers you won) <!-- s:mrgreen: --><img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green" /><!-- s:mrgreen: --> But as i see you thirsty, here's a free beer: [url:qlfqcwne]http://www.dad2twins.com/wp-content/uploads/2007/01/guinness.jpg Or travel Spain and we both will make "gimme beer". <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Janis Legzdinsh
<md2 file="models/items/bottle.md2" skin_anim_speed="6" skin_anim_range="3" offset_z="10">
2.- Where is the shotgun/supershotgun area of effect defined? I need to change where the (super)shotgun shots hits, so they hit randomly over a circular area instead the classical Doom "line". I also need to increase the ammount of pellets, and not only their area of effect.Check corresponding state action methods. In 1.28 they are in Inventory class. In DECORATE you can use A_FireBullets action method.
1.- I want to make a weapon shooting at linear and conical shoots, something similar to Quake 2 Hyperblaster. The question is: where can i define the coordinates where the projectile will be spawned?There are different SpawnMissile methods that can be used.
1.- I have created two sprites to replace the "PlasmaBall" sprites at "Spawn" and "Death" states. The sprites are Indexed (256 color) PNG with transparency images. As i have a PK3 File instead a WAD, i have those sprites at "Sprites/Projectiles/PlasmaBall/" directory into the PK3. All seems correct, but game crashes just when i press "Hurt me plenty" (this is, when i start a new game). The game seems to recognize the sprites at "Sprites/Projectiles/PlasmaBall/" directory, cause when i set back the original sprites at PlasmaBall.vc, the game runs fine.Can you send me small sample PK3 file that has this problem.
2.- Do you know how to make a kind of animated INTERPIC, like the Doom 1 one? Or even like the Quake 2 one?You can create an intermission map. Check KDIZD how it can be done.
3.- Is it possible to recreate or simulate this? -> [url:2vt7uxkz]http://wadsinprogress.info/index.php?a=showshot&wad=250&shot=2Maybe surrounding with lines that have a foggy texture on them. And set them to use additive translucency.
Karnizero
misc/i_pkup dsitemup misc/k_pkup dsitemup misc/w_pkup dswpnup misc/p_pkup dsgetpow $alias misc/health_pkup misc/i_pkup $alias misc/armor_pkup misc/i_pkup $alias misc/ammo_pkup misc/i_pkupIt's pretty simple, just change the sounds for the aliases with your own sounds and include the SNDINFO in you WAD/PK3 file <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Oh, BTW you now owe me 5 beers <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Tested and works nice. But i need too to set different sounds for Blue Armor, Green Armor and Armor Bonuses. Same for Healing items. Is that possible? I noticed that, for example, Armor items (Blue, green and bonus armor) are all the same class (i think "DoomArmor" class, or something). The only way to change the sounds is maybe changing the class those items inherit. Is that possible without many complications? I also need to change the class from "Light Googles" and "Area Map" to inherit from the same class as "BackPack" (i think it's class name is "Item"), instead of inherit from "PowerupGiver", so i can change the pkup sounds to match the same sound as "BackPack".[/color:3jb3jwaw][/size:3jb3jwaw] [color=#00FF00:3jb3jwaw]PROBLEM SOLVED.[/color:3jb3jwaw] I have used the variable [color=#AAAAFF:3jb3jwaw]PickupSound[/color:3jb3jwaw], defined at the [color=#00FFFF:3jb3jwaw]Default Properties[/color:3jb3jwaw] section from each item:
PickupSound = 'sound_at/sndinfo'[quote="Firebrand":3jb3jwaw]Your sprite problem sounds like a bug, but I don't know, what happens if you name this same sprites the same as the plasma ball originals and place them in a WAD file? (2 more beers for me) Problem solved. Check Next post for details, plz.
Karnizero
<md2 file="models/items/bottle.md2" skin_anim_speed="6" skin_anim_range="3" offset_z="10">Tested and works fine. But i have now another question about models: I have a model (both skin and md2 files) to replace the [color=#FF40FF:2yv8f521]PlasmaRifle[/color:2yv8f521] model. The model has a different frame set as the model downloaded from Vavoom web page. What i need is to know how to change the XML file. This is, how to modify the XML file frames definition and indexes so i can set the correct frames for the new model. I found nothing at the Vavoom wikia. It would be nice to have some docs about this. Or even you can explain me, and i will try to write something to send you. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> [quote="Janis Legzdinsh":2yv8f521]
1.- I want to make a weapon shooting at linear and conical shoots, something similar to Quake 2 Hyperblaster. The question is: where can i define the coordinates where the projectile will be spawned?There are different SpawnMissile methods that can be used. Not documented at our wikia, but is zDoom method working for this, using only progs (not DECORATE plz)? (remember im using Vavoom 1.26). [quote="Janis Legzdinsh":2yv8f521]
1.- I have created two sprites to replace the "PlasmaBall" sprites at "Spawn" and "Death" states. The sprites are Indexed (256 color) PNG with transparency images. As i have a PK3 File instead a WAD, i have those sprites at "Sprites/Projectiles/PlasmaBall/" directory into the PK3. All seems correct, but game crashes just when i press "Hurt me plenty" (this is, when i start a new game). The game seems to recognize the sprites at "Sprites/Projectiles/PlasmaBall/" directory, cause when i set back the original sprites at PlasmaBall.vc, the game runs fine.Can you send me small sample PK3 file that has this problem. [color=#0080FF:2yv8f521]Problem solved[/color:2yv8f521]. The sprite has multiple orientations, and thats defined as "[color=#00FF40:2yv8f521]SPRTA1[/color:2yv8f521]", "[color=#00FF40:2yv8f521]SPRTA2A8[/color:2yv8f521]", "[color=#00FF40:2yv8f521]SPRTA3A7[/color:2yv8f521]", etc... I was missing a orientation frame, but the engine returns no error message, only the error from "debug" file, something like "assertion failed" or similar. I realized later that i was missing a frame. [quote="Janis Legzdinsh":2yv8f521]
2.- Do you know how to make a kind of animated INTERPIC, like the Doom 1 one? Or even like the Quake 2 one?You can create an intermission map. Check KDIZD how it can be done. Yes, i know that, but i prefer to make an animated INTERPIC (as Doom 1 one "You are here ---> X"). For TITLEPIC, i will make a TITLEMAP instead. [quote="Janis Legzdinsh":2yv8f521]
3.- Is it possible to recreate or simulate this? -> [url:2yv8f521]http://wadsinprogress.info/index.php?a=showshot&wad=250&shot=2Maybe surrounding with lines that have a foggy texture on them. And set them to use additive translucency. What do you want to mean with "foggy texture"? Texture simulating fog? or simply transparent texture? Thanks for this help. You both help me out a lot. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> P.D. Last question: I have a high definition textures set (32 bit color, high detailed, 128x128, PNG). Does HIRESTEX lump works for Vavoom? Would you, Janis, think about implement support for specular and light maps? Or even shaders?
Crimson Wizard
Karnizero
int randomVariable = (1 + Rnd()) * 3 //Random Value between 1 and 3 (Integer)In that case, the result of that operation, will result in a integer value (cause of data conversion). But i cannot do that at C. Thats maybe the only problem, cause i need to use random numbers in a part of my code. If you would explain me how to convert a float value integer, you would help me a lot. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Anyway, if at the VC code file you told me, there is no random() function usage, i wont have much touble. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> [EDIT] [color=#00FF00:29jl9sf0]ANOTHER PROBLEM SOLVED: TITLEPIC & TITLEMAP:[/color:29jl9sf0] I made a [color=#0080FF:29jl9sf0]TITLEMAP[/color:29jl9sf0] instead of a [color=#0080FF:29jl9sf0]TITLEPIC[/color:29jl9sf0], using a 1024x768 size texture, and setting the [color=#FF00FF:29jl9sf0]PlayerStart[/color:29jl9sf0] at the required distance and height so it really seems a TITLEPIC.
Firebrand
int randomVariable = (1 + Rnd()) * 3 //Random Value between 1 and 3 (Integer)In that case, the result of that operation, will result in a integer value (cause of data conversion). But i cannot do that at C. Thats maybe the only problem, cause i need to use random numbers in a part of my code. ... Anyway, if at the VC code file you told me, there is no random() function usage, i wont have much touble. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> To use random functions you'll need to use random() method if the value is a float, if it's an integer you'll use P_Random() method like this:
damage = ((P_Random() % 5) + 1) * 3;damage is an integer variable, in this case, if you need to use it with floats you'll do something like this:
VectorRotateAroundZ(&dir, (Random() - Random()) * 45.0 / 2.0);Hope this clears it out <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, if it doesn't just let me know and I'll use another example, OK? [quote="Karnizero":2w3vnklr]If you would explain me how to convert a float value integer, you would help me a lot. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> It's pretty simple, this method of conversion is known as casting of a variable in objective C <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, it works like this, let's suppose you want to cast the damage variable above to float, then you would do something like this:
damage = ((P_Random() % 5) + 1) * 3; // Let's declare our float variable here... float f_dmg; // OK, now let's get the value of damage into f_dmg variable, converting it to float with a casting... f_dmg = float(damage);This way your value is now a float stored inside f_dmg! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Hope this helps you out.
Karnizero
int randomVariable = (1 + Rnd()) * 3 //Random Value between 1 and 3 (Integer)In that case, the result of that operation, will result in a integer value (cause of data conversion). But i cannot do that at C. Thats maybe the only problem, cause i need to use random numbers in a part of my code. ... Anyway, if at the VC code file you told me, there is no random() function usage, i wont have much touble. <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> To use random functions you'll need to use random() method if the value is a float, if it's an integer you'll use P_Random() method like this:
damage = ((P_Random() % 5) + 1) * 3;damage is an integer variable, in this case, if you need to use it with floats you'll do something like this:
VectorRotateAroundZ(&dir, (Random() - Random()) * 45.0 / 2.0);Hope this clears it out <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, if it doesn't just let me know and I'll use another example, OK? [quote="Karnizero":3ktycc7e]If you would explain me how to convert a float value integer, you would help me a lot. <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> It's pretty simple, this method of conversion is known as casting of a variable in objective C <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, it works like this, let's suppose you want to cast the damage variable above to float, then you would do something like this:
damage = ((P_Random() % 5) + 1) * 3; // Let's declare our float variable here... float f_dmg; // OK, now let's get the value of damage into f_dmg variable, converting it to float with a casting... f_dmg = float(damage);This way your value is now a float stored inside f_dmg! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Hope this helps you out. Yes, i understand. Really thanks. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> But now i have a last question: How XML model definiton files works? I have downloaded the Vavoom models, but im getting trouble to adapt my "own" models to the XML files. My modes have more frames (arround 100 frames for "IDLE", "Attack", "Walk" and "Death"). I have understand a bit how the XML works, but i dunno if the frameset at the XML should be have the same frame number as the frame number at the VavoomC definition file for that monster. For example, the zombie, has at the "Spawn" state: POSS A 4 A_Look POSS B 4 But my model has arroun 20 frames for the "Spawn" (Idle) state. Does i need to set the "Spawn" state to have also 20 frames or XML file overrides the VavoomC frame numbers? I really dunno if i have explained...
guydudeperson
Firebrand
Janis Legzdinsh
Firebrand
<!-- Missile -->
<state index="14" model="base" frame_index="113" />
<state index="14" model="base" frame_index="114" inter="0.2" />
<state index="14" model="base" frame_index="115" inter="0.4" />
<state index="14" model="base" frame_index="116" inter="0.6" />
<state index="14" model="base" frame_index="117" inter="0.8" />
<state index="15" model="base" frame_index="118" />
<state index="15" model="base" frame_index="119" inter="0.5" />
<state index="16" model="base" frame_index="120" />
<state index="17" model="base" frame_index="117" />
<state index="18" model="base" frame_index="118" />
<state index="18" model="base" frame_index="119" inter="0.5" />
<state index="19" model="base" frame_index="120" />
<state index="20" model="base" frame_index="117" />
<state index="21" model="base" frame_index="118" />
<state index="21" model="base" frame_index="119" inter="0.5" />
<state index="22" model="base" frame_index="120" />
<state index="23" model="base" frame_index="117" />
Check the state index in this animations, check how "inter" is used, this is the time the extra frames will last, this number should be minor to the actual frame duration, to see the frame duration, you can check the mancubus.vc file and see the duration of the first frame of the missile animation, you can put any number of extra animations as long as the inter numbers aren't beyond the duration of the actual frame, hope my explanation is good enough and helps.Karnizero
Firebrand
Karnizero
States {
Spawn:
POSS A 4 A_Look
POSS B 4
Loop
The Vavoom models have also two frames (one for each actor's frame) for IDLE (or Spawn) State, BUT my model has arround 20 or 30 frames, so i need to increase the number of frames at the Actor's code:
States {
Spawn:
POSS AAAAAAAAAA 4 A_Look
POSS BBBBBBBBBB 4
Loop
I cannot decrease the MD2 frame number. I'm using QuArK to do this, but deleting frames makes the model frame transition too bad (i have also deleted some frames already).
For weapons, i think i can use models, cause they have not so much frames as monsters.Karnizero
<!-- Missile -->
<state index="14" model="base" frame_index="113" />
<state index="14" model="base" frame_index="114" inter="0.2" />
<state index="14" model="base" frame_index="115" inter="0.4" />
<state index="14" model="base" frame_index="116" inter="0.6" />
<state index="14" model="base" frame_index="117" inter="0.8" />
<state index="15" model="base" frame_index="118" />
<state index="15" model="base" frame_index="119" inter="0.5" />
<state index="16" model="base" frame_index="120" />
<state index="17" model="base" frame_index="117" />
<state index="18" model="base" frame_index="118" />
<state index="18" model="base" frame_index="119" inter="0.5" />
<state index="19" model="base" frame_index="120" />
<state index="20" model="base" frame_index="117" />
<state index="21" model="base" frame_index="118" />
<state index="21" model="base" frame_index="119" inter="0.5" />
<state index="22" model="base" frame_index="120" />
<state index="23" model="base" frame_index="117" />
Check the state index in this animations, check how "inter" is used, this is the time the extra frames will last, this number should be minor to the actual frame duration, to see the frame duration, you can check the mancubus.vc file and see the duration of the first frame of the missile animation, you can put any number of extra animations as long as the inter numbers aren't beyond the duration of the actual frame, hope my explanation is good enough and helps.
Yes, i think that will solve all problems i have with models. Thanks dude. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
But i have another questions:
Firebrand
Janis Legzdinsh
Karnizero
Mon