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Trying getting my mod to work[Hexen]

Mon, 10 Jan 2011 12:51:31

b0rsuk

I have two problems with my mod. First, as long time before, my progs are not executed. Whatever change I do to the files in vavoom-1.33/actionhexen/progs/linespec doesn't affect the game. Last time Janis said
Y
Wed, 12 Jan 2011 13:16:51

Firebrand

[quote="b0rsuk":1v7hkeia]I have two problems with my mod. First, as long time before, my progs are not executed. Whatever change I do to the files in vavoom-1.33/actionhexen/progs/linespec doesn't affect the game. Last
Wed, 12 Jan 2011 14:33:43

b0rsuk

Are you saying modified progs won't work outside of a .pk3 file even if they're from vavoom 1.33 ? I've just tried copied progs from the separate download instead of /basev, and it still doesn't work. I changed Cleric's mace damag
Thu, 13 Jan 2011 13:14:55

Firebrand

Sure, here's an example of Korax Arena's directory structure, notice that we only have a "duplicated" linespecial directory, the common progs are in their own PK3 file, if you want to modify methods you should create new methods (with a differen
Thu, 13 Jan 2011 15:26:32

b0rsuk

[quote="Firebrand":2ehfvds6]if you want to modify methods you should create new methods (with a different name), that reuse the same code and only modify what you need. I'm trying to understand this bit, but I fail. What is a
Thu, 13 Jan 2011 17:17:41

b0rsuk

By the way, here's a change I'm trying to make. This time it's from the actors/hexen.
actor IceShard : FrostMissile
{
        Game Hexen
        SpawnID 65
        Damage 12
        Speed 5
        -ActivateImpact
        -ActivatePCro
Sat, 15 Jan 2011 18:39:22

Firebrand

I've got a question here, you mention both a "progs" directory and a "basepak.pk3" file, both habe "common" progs directory, do you have both in the same "basev" directory? That could cause problems, my suggestion w
Mon, 17 Jan 2011 14:27:46

b0rsuk

No, I mentioned both vavoom-1.33/progs and vavoom-1.33/basev . They're separate. And I'm deliberately modifying files in these directories now (instead of my mod's directory), because I want to see a change in the game (after modifying progs). Any change,
Thu, 27 Jan 2011 20:14:25

b0rsuk

[quote="Firebrand":3tj4htc1] You will need to add new methods to "nativeclasses.txt" inside "actors" directory and create and create an "Actors.Borsuk.vc" file, which will contain your modified methods, and add it t
Fri, 28 Jan 2011 12:55:15

Firebrand

It doesn't defines a class, but it IS part of one <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, if you notice the order of the Actor.XX.vc files in "classes.vc", you'll see that it begins with "Ac
Sat, 29 Jan 2011 13:13:10

b0rsuk

This method works on Ettin (message is printed), but is ignored if I put in in the decorate section of FrostMissile.vc: [spoiler:2xhqjajc]
//========================================================================== 27 // 28 // A_Extra
Sat, 29 Jan 2011 18:13:12

Firebrand

[quote="b0rsuk":16oh7o6a]Speaking of DECORATE in linespec directory, there are other oddities. It doesn't work with Decorate functions which take an argument (you can try with A_Print, it says identifier required). A_Print("Badger") wo
Sat, 29 Jan 2011 20:12:55

b0rsuk

[quote="Firebrand":181jje73][quote="b0rsuk":181jje73]Speaking of DECORATE in linespec directory, there are other oddities. It doesn't work with Decorate functions which take an argument (you can try with A_Print, it says identifier req
Sun, 30 Jan 2011 17:21:17

Firebrand

[quote="b0rsuk":2779w6zx]At least they look just like DECORATE buried in progs. Yes, that's it, they look like DECORATE, but they are considered differently inside the core. [quote="b0rsuk":2779w6zx]I was quite specif
Sun, 30 Jan 2011 18:32:05

b0rsuk

Oh, I know about casting, I have a CS degree - it's something Java needs <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->. But what are you doing there - first you create a missile of FrostMissile type, and then you
Sun, 30 Jan 2011 19:33:08

Firebrand

mo = FrostMissile(SpawnPlayerMissile(FrostMissile));
You are calling the SpawnPlayerMissile method, which is located in the "EntityEx.SpawnMissile.vc" file.
final EntityEx SpawnPlayerMissileAngle(cl
Sun, 30 Jan 2011 20:35:18

b0rsuk

Thanks for the reminder. When given choice, I program in Python, so I'm used to not looking for return types on the first line. For the same reason I will likely modify syntax highlighting code to mark lines not ending with a semi

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