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Dehacked Railgun Info

 
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some_random_guy
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Joined: 04 Mar 2011
Location: Planet Earth (specifically Southeast USA)

PostPosted: Fri Aug 17, 2012 4:54 pm    Post subject: Dehacked Railgun Info Reply with quote

I see that there is a new hard-coded railgun in the 1.09 release.

So what dehacked states does it use? Surely modders must be able to change the railgun's behavior through a dehacked lump...

Also, how does the new A_FireCustomRailgun action pointer work? The changelog said:

Code:
It uses the frames "Args1" and "Args2" fields for the Damage and offset of the railgun shot.


I do not know what the frames "Args1" and "Args2" are. Can somebody help me here? Or should I simply put something like the following in the lump:

Code:
A_FireCustomRailgun(100,0)
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Sr69Mm-jC
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PostPosted: Fri Aug 17, 2012 5:21 pm    Post subject: Reply with quote

Code:
Frame 100
Args1 = 70 # damage
Args2 = 0  # offset
Sprite number = 1
Sprite subnumber = 1
Duration = 5
Next frame = 101

[CODEPTR]
Frame 100 = A_FireCustomRailgun


Smile

Edit: it's pretty similar to A_PlaySound, though that one uses "Unknown 1" and "Unknown 2":
Code:
Frame 200
Unknown 1 = 82 # dehacked sound number
Unknown 2 = 0 # 0 - normal, 1 - always full volume
Sprite number = 1
Sprite subnumber = 1
Duration = 5
Next frame = 201

[CODEPTR]
Frame 200 = A_PlaySound
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BestOfTheWorst
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PostPosted: Fri Aug 17, 2012 7:06 pm    Post subject: Reply with quote

some_random_guy wrote:
I see that there is a new hard-coded railgun in the 1.09 release.

So what dehacked states does it use? Surely modders must be able to change the railgun's behavior through a dehacked lump...

The new railgun is not available in dehacked. (yet)
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some_random_guy
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PostPosted: Fri Aug 17, 2012 9:39 pm    Post subject: Reply with quote

Thanks for the help, SR69!

BestOfTheWorst wrote:
The new railgun is not available in dehacked. (yet)


Shocked

My life is over...sorta. I was getting hyped up about having access to a 10th weapon for modding, but if what you say is true, I have been disappointed.

I suppose it wouldn't hurt to put a request in for this, so I shall.

EDIT: I withdrew my request after EarthQuake responded.


Last edited by some_random_guy on Mon Aug 20, 2012 4:27 am; edited 1 time in total
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EarthQuake
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PostPosted: Fri Aug 17, 2012 10:17 pm    Post subject: Reply with quote

Heretic weapons are available with the use of DEHSUPP, and the weapon lists are now merged so you can pick up and use all of them plus the Doom weapons. That's like 17 weapons total, if I counted correctly.

The downside is that you have to have access to a DEHSUPP lump to insert into your wad, the reference documentation with all the frame/thing/sprite numbers, and knowledge of how to create/edit DeHackEd from scratch.

The problem with making the railgun accessible to DeHackEd, or any of the other ZDaemon-specific actors is that they have to be added in a way where the numbering of DeHackEd things/frames are not disturbed. Heretic is pretty much already done, but Hexen support still remains, meaning those Hexen-specific definitions need to be added and verified before other ZDaemon-specific stuff can be added.

DeHackEd is basically like a huge list of fixed numbers, and if you build mods around those numbers, inserting or offsetting those numbers in the engine, even by a tiny amount, leads to a huge compatibility catastrophy. All the mods using the old set of numbers will break.
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some_random_guy
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PostPosted: Sat Aug 18, 2012 12:20 am    Post subject: Reply with quote

I see. You can't even consider adding Dehacked support for actors like the railgun until you finish the references for all of the ZDaemon compatible games.

So, do you think that Dehacked support for ZDaemon specific actors will be available eventually, or will a better alternative be available by the time the dev team would even consider working on that? (**cough**DECORATE**cough**)
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EarthQuake
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PostPosted: Sat Aug 18, 2012 3:17 am    Post subject: Reply with quote

DECORATE support may be considered after Kilgore is dead. Razz
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BestOfTheWorst
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PostPosted: Sat Aug 18, 2012 5:14 am    Post subject: Reply with quote

You have to kill me too, for that to happen Razz
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phenex2
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PostPosted: Sat Aug 18, 2012 5:18 am    Post subject: Reply with quote

Over my dead body!
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Ronald
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PostPosted: Sat Aug 18, 2012 5:50 am    Post subject: Reply with quote

I'd kill you all just to get DECORATE support over here Razz , but then there would be no one left to implement it. Crying or Very sad
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Krawa
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PostPosted: Sat Aug 18, 2012 12:39 pm    Post subject: Reply with quote

In 1.09 Railgun is Thing 5012. Check out: ZDaemon configuration for Doom Builder 2
The easiest way is to use it as it is or change the graphics or sounds.
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Sr69Mm-jC
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PostPosted: Sat Aug 18, 2012 3:01 pm    Post subject: Reply with quote

Flawless logic there Ronald. Smile
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Cybershark
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PostPosted: Mon Aug 20, 2012 12:51 pm    Post subject: Reply with quote

Lol Krawa, I think he knew where to find it, but wanted to alter more than just gfx and sfx for it Wink

some_random_guy wrote:
My life is over...sorta. I was getting hyped up about having access to a 10th weapon for modding, but if what you say is true, I have been disappointed.

Like EQ says, you can now use Heretic weapons here too. This is an image that I'm fond of flashing around. It's based on some work that Adereth did, like 5yrs ago, and shows how many guns you can have in game now. You'll note that there are 2 different railguns in that pic Wink

The way it worked there was that the ZD standard one is fixed, the other one replaces the plasma (and fires faster), and then the Heretic hellstaff was brought in (and reskinned) to look like the plasma gun. Of course, you still need a degree in DEHSUPP to make the hellstaff 100% replicate the plasma... Laughing

Not that people usually use all weapon slots anyway. Csaw is usually free for something.
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