ZDaemon Forum Index ZDaemon
Client/Server DOOM
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

[Heretic] Railgun and Tome of Power

 
Post new topic   Reply to topic    ZDaemon Forum Index -> Implemented Requests
View previous topic :: View next topic  
Author Message
TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Thu Aug 07, 2014 2:58 pm    Post subject: [Heretic] Railgun and Tome of Power Reply with quote

I was wondering the other day if it is worthwhile to give the railgun a powered-up firing ability when you activate a Tome of Power. The current behavior seems to shoot the same rail attack regardless you are using a Tome of Power or not. Since ZDaemon's railgun sits on the plasma rifle slot, the railgun uses lesser runes and greater runes for ammo like the hellstaff does.

Had some ideas:
a) Railgun shoots 2 rails, but they fire slightly off-center to the left and right from where the player is aiming
b) Faster rate of fire (no graphical change)
c) Maybe incorporate some Hexen codepointers like the Disc of Repulsion which pushed monsters away, caused slight damage and also created infighting if monsters bumped into each other.
d) Hexen's Heresiarch monster had some awesome attacks, maybe give railgun some codepointers similar to those and slap some Heretic projectile sprites on there.
e) something even better/easier/more creative than the above

IMHO I'm thinking about replacing the railgun sprites to a spooky-looking wand or medieval cannon for pwad purposes obviously ZDaemon doesn't have to do that part, just allow for Tome of Power behavior to apply to the railgun.

THANK YOU IN ADVANCE <3
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Sun Aug 10, 2014 6:32 pm    Post subject: Reply with quote

i wonder if it can be done using dehsupp? Ah on vacation but...
Back to top
View user's profile Send private message Send e-mail
Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Mon Aug 11, 2014 2:33 pm    Post subject: Reply with quote

It can't be done with dehsupp because the powered up weapon states are defined only for heretic weapons and there are no state alias for them in dehacked. (because Doom didn't have such states in the first place)
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Tue Aug 12, 2014 3:52 pm    Post subject: Reply with quote

Ik, but possibly thats what we need, as base we could take sum heretic weapon, re-made it to act it like railgun and stuff + add tomb whatever its called powerup.

That could work right? Twisted Evil
Back to top
View user's profile Send private message Send e-mail
Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Aug 12, 2014 8:24 pm    Post subject: Reply with quote

It could work, but the goal of the request is to provide powered up state for the railgun without replacing any heretic weapon.


This is probably pointing far away from the original idea... A universal solution would be to implement accessible powered up states for all weapons in dehacked.

Pattern would look like this:

Code:
Weapon 1
Bobbing frame = 10 # normal idle state
Powered Bobbing frame = 14 # powered up idle state


If the weapon does not have powered up state by default (eg. Doom/Hexen weapons), then powered up states point to their normal state counterparts.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Aeyesx
Dominating!


Joined: 13 Oct 2012

PostPosted: Tue Oct 21, 2014 2:02 pm    Post subject: Reply with quote

Yup that would be cool solution...
Back to top
View user's profile Send private message Send e-mail
Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Oct 22, 2014 2:34 am    Post subject: Reply with quote

If Heretic is supported by ZD, and railgun is supported within Heretic then this is entirely logical.

Am sure the dev team(?) will get around to considering replying at some point Laughing
Back to top
View user's profile Send private message Visit poster's website
Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Wed Oct 22, 2014 7:54 am    Post subject: Reply with quote

Hm I am pretty sure they are up to implementing stuff so no worries: http://forum.zdoom.org/viewtopic.php?f=15&t=46850

Besides, Kilgore already done some features in b03 which is going to be freaking damn useful for modders Smile
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Thu Oct 23, 2014 6:21 pm    Post subject: Reply with quote

It's good to see you again Shark, but I don't appreciate the sarcasm. And well, when we don't reply to something left in the "pending requests" section, it means that we're not ready to accept it or reject it. Maybe it's something that has some (but not that much) merit and it would be useful when more important things get done first; or maybe we don't know how to implement the request (but hope to figure it out sometime later). That's the case with this request and that's why it's left here. We could of course reject it to save the aggravation from sarcastic comments, but maybe we're not as much assholes as some people think. So this request stays here for now.
Back to top
View user's profile Send private message Visit poster's website
Body-Guard
Unstoppable!


Joined: 08 Jan 2006
Location: Hungary

PostPosted: Fri Oct 24, 2014 10:20 am    Post subject: Reply with quote

I posted one possible solution in this topic, I try to explain it a bit more so you can decide if it is something worthy of considering:

The original idea wanted to add a special attack pattern for the railgun if tome of power artifact is used. The OP came up with different ideas how the attack behavior should look like, but all of those would need to be hard coded.

The options are:

1. If you wish to keep the hard coded way and implement a new attack pattern in the engine, you need to:

a) Create a new attack codepointer for the railgun with the desired behavior;
b) Create the powered up states for the railgun in a similar pattern like heretic weapons have them (Staff for example):
Code:
FWeaponInfo AStaff::WeaponInfo1 (this defines normal (unpowered) states)
FWeaponInfo AStaff::WeaponInfo2 (this defines powered up states)



2. Alternatively, you can generalize the whole idea and make the powered up states accessible from dehacked (similarly like it was done before with Ice Death state and Burning Death state). For this, you need to:

a) Create powered up states for all accessible weapons which didn't have them before (this includes the railgun, doom and hexen weapons)
b) Allow dehacked to have access to the powered up states of the weapons, so if a modder wants to add powered up states to the pistol definition, it would look something like this:

Code:
Weapon 1 (Pistol)
Deselect frame = NNN
Powered Deselect frame = NNN
Select frame = NNN
Powered Select frame = NNN
Bobbing frame = NNN
Powered Bobbing frame = NNN
Shooting frame = NNN
Powered Shooting frame = NNN
Firing frame = NNN
Powered Firing frame = NNN


c) Leave the implementation of the railgun powered up attack for the modders, who can do this by combining any codepointer suitable for their taste (besides this would allow them to make powered up states for any weapon they want, not just railgun)

TheCupboard wrote:
a) Railgun shoots 2 rails, but they fire slightly off-center to the left and right from where the player is aiming


This is doable in dehacked with FireRailgunLeft and FireRailgunRight.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
TheCupboard
Generic Title


Joined: 25 Feb 2007
Location: USA

PostPosted: Fri Oct 24, 2014 10:23 am    Post subject: Reply with quote

Ahh thanks for a few details BodyGuard. I'm spitballing here. Always nice to see you around, KG. :>
Back to top
View user's profile Send private message Send e-mail Visit poster's website
UberGewei
SuperAntler


Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Fri Mar 06, 2020 2:59 pm    Post subject: Reply with quote

Body-Guard wrote:
I posted one possible solution in this topic, I try to explain it a bit more so you can decide if it is something worthy of considering:

The original idea wanted to add a special attack pattern for the railgun if tome of power artifact is used. The OP came up with different ideas how the attack behavior should look like, but all of those would need to be hard coded.

The options are:

1. If you wish to keep the hard coded way and implement a new attack pattern in the engine, you need to:

a) Create a new attack codepointer for the railgun with the desired behavior;
b) Create the powered up states for the railgun in a similar pattern like heretic weapons have them (Staff for example):
Code:
FWeaponInfo AStaff::WeaponInfo1 (this defines normal (unpowered) states)
FWeaponInfo AStaff::WeaponInfo2 (this defines powered up states)



2. Alternatively, you can generalize the whole idea and make the powered up states accessible from dehacked (similarly like it was done before with Ice Death state and Burning Death state). For this, you need to:

a) Create powered up states for all accessible weapons which didn't have them before (this includes the railgun, doom and hexen weapons)
b) Allow dehacked to have access to the powered up states of the weapons, so if a modder wants to add powered up states to the pistol definition, it would look something like this:

Code:
Weapon 1 (Pistol)
Deselect frame = NNN
Powered Deselect frame = NNN
Select frame = NNN
Powered Select frame = NNN
Bobbing frame = NNN
Powered Bobbing frame = NNN
Shooting frame = NNN
Powered Shooting frame = NNN
Firing frame = NNN
Powered Firing frame = NNN


c) Leave the implementation of the railgun powered up attack for the modders, who can do this by combining any codepointer suitable for their taste (besides this would allow them to make powered up states for any weapon they want, not just railgun)

TheCupboard wrote:
a) Railgun shoots 2 rails, but they fire slightly off-center to the left and right from where the player is aiming


This is doable in dehacked with FireRailgunLeft and FireRailgunRight.


I agree with option 2, accepted for implementation.
Dehacked syntax might slightly deviate from what you stated however.
Back to top
View user's profile Send private message Visit poster's website
UberGewei
SuperAntler


Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Sun Mar 08, 2020 7:04 pm    Post subject: Reply with quote

Implemented, expect it for next release.
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    ZDaemon Forum Index -> Implemented Requests All times are GMT + 1 Hour
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group