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<CP8>
Catman
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Post subject: 98a preview #4: DECORATE enhancements Posted: Thu Oct 08, 2009 11:51 am |
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Meow
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Joined: Sun Nov 26, 2006 2:24 pm Posts: 1808 Location: VA
Clan: Central Power 8
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98a doesn't just have really huge updates to keep you entertained. It also has quite a few smaller things that are just as important. Such as..
DECORATE additions
Sometimes the small things create some interesting possibilities for modding. These new states for DECORATE will truly give you the ability to create some new and unique projects.
Idle State Instead of having monsters go back to their spawn state when doing nothing, adding an idle state creates the opportunity for quite interesting monster activities (Zombies cleaning their guns anyone?)
Active & Inactive states You want INTERACTIVE decorations? Just include Active and Inactive states for their appropriate times, and they'll do their thing as soon as you use the decoration!
That's all for this preview. Keep your eyes peeled for some additional updates that will surely pique your interest, and enhance your Skulltag experience.
_________________ Help TheDoomFreak with his addiction! Go HERE today!!
Last edited by Catman on Thu Oct 08, 2009 9:03 pm, edited 1 time in total.
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<DRZ>
Guigui
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Post subject: Re: 98a preview #4: DECORATE additions Posted: Thu Oct 08, 2009 12:24 pm |
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Krieger!
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Joined: Sat Apr 25, 2009 8:28 pm Posts: 514 Location: Brazil
Clan: Demon Riderz
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Oh DAMN, that's why my Idle states weren't working before... Well, keep the job up, it's nice to know about these features. lol @ zombies cleaning their guns 
_________________ - Saad joined <Saad>lol - Saad quit (Quit: Skulltag rules!) <VortexCortex>^^ Just dropped by to spread some cheer?
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phi108
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Post subject: Re: 98a preview #4: DECORATE additions Posted: Thu Oct 08, 2009 12:33 pm |
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Joined: Tue Oct 02, 2007 2:54 pm Posts: 120 Location: 8 more miles to Louisville
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Should we go ahead and post some more?
"player.weaponslot"s
Bye bye, KEYCONF, we had a great run.
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(WK)
NESgamer190
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Post subject: Re: 98a preview #4: DECORATE additions Posted: Thu Oct 08, 2009 1:27 pm |
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"Glass Joe" of duels.
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Joined: Wed Nov 26, 2008 7:05 pm Posts: 352
Clan: War Kittens (no thread yet)
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It's a small update, but it is still a good update, as I long to see some unique things out of monsters and other custom actors.
_________________ Projects: Inquisitor's nightmare (0%) Inquisitor nightmare status: Just got started.
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Post subject: Re: 98a preview #4: DECORATE additions Posted: Thu Oct 08, 2009 7:28 pm |
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Joined: Tue Apr 28, 2009 4:24 pm Posts: 105
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i really like the updates and the decitation you guys are putting to this. this is very awesome. 
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<?>
minigunner
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Post subject: Re: 98a preview #4: DECORATE additions Posted: Thu Oct 08, 2009 7:57 pm |
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Secret identity... Mr. Pwntastic!
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Joined: Mon Oct 27, 2008 4:07 pm Posts: 209 Location: Fresno,CA
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Although the pitch parameter in A_FireCustomMissile is in the ZDoom SVN, hopefully it will be added in the 98 series. When that's put in, high-speed projectiles can finally have an upward/downward pitch boost that actually works!
_________________ <ALMN_> SoulPriestess u should get me unbanned > say i saved your lief > u was gon' get hit by a bus > then i was like > "oshi-" > and i leapt out of the bushes > and raped the bus
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<666>
Konda
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Fri Oct 09, 2009 3:52 am |
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Joined: Sat Nov 08, 2008 2:38 pm Posts: 17
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OMG so cool. I'll see what I can do in my future decorations in 98a. Keep up the good work!
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[HAX]
Recurracy
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Fri Oct 09, 2009 4:45 am |
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Coming soon to a DooM near you
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Joined: Fri Jun 12, 2009 1:18 pm Posts: 459 Location: Criminal heaven (Netherlands)
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Quote: Active & Inactive states You want INTERACTIVE decorations? Just include Active and Inactive states for their appropriate times, and they'll do their thing as soon as you use the decoration!

_________________
Lin Mengju wrote: There should be a menu: Monsters' conflict
Trashykins wrote: There should be a menu that lets me electrically shock you through your mouse for such crap ideas.
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O39
Matty_Rage
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Fri Oct 09, 2009 8:36 am |
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Matthew "Matty Rage" Estock
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Joined: Wed Jun 07, 2006 2:39 pm Posts: 37 Location: New Jersey
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...There are more additions to DECORATE than just new states, right? Though I do love how we'll now be able to implement idle enemies sneezing or swatting at "flies" in the air. (ha, Goldeneye) I've been anticipating the "PICKUP" actor flag for a while now, along with a few actions. Yes, no?
_________________
SoulPriestess wrote: Don't forget sv_disallowmorons, it quizzes for your IQ before you join a game and anyone below 80 can't join. Somehow I get the feeling that would exclude too many people though. That might be a bad idea after all.
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[SA]
Captain Toenail
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Fri Oct 09, 2009 9:59 am |
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Joined: Wed Feb 28, 2007 11:52 am Posts: 2252 Location: Scotland
Clan: Savage Assassins
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Quote: Though I do love how we'll now be able to implement idle enemies sneezing or swatting at "flies" in the air. You can already do this with jumping from the Spawn state.
_________________ http://toesplayground.webs.com/index.htm
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Gez
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Fri Oct 09, 2009 10:38 am |
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Joined: Wed May 16, 2007 7:42 am Posts: 912
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Catman wrote: Active & Inactive states You want INTERACTIVE decorations? Just include Active and Inactive states for their appropriate times, and they'll do their thing as soon as you use the decoration! I'm intrigued by this. Is it just catching up on ZDoom features or something new to Skulltag? In the latter, is it really all that's needed? Won't that screw up the switching/switchable decorations from Hexen?
_________________
esselfortium wrote: Also, learning to spell is a more important life skill than learning how to use 3D floors.
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(ST)
Torr Samaho
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Fri Oct 09, 2009 10:50 am |
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Metal forever!
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Joined: Fri Jan 12, 2007 2:40 am Posts: 4091 Location: Germany
Clan: SkullTag
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Gez wrote: Is it just catching up on ZDoom features Just some of the ZDoom stuff included in 98a.
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Juiche
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Fri Oct 09, 2009 2:32 pm |
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I fail it
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Joined: Tue Sep 15, 2009 2:01 pm Posts: 15 Location: Finland
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[SA]
Dancso
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Fri Oct 09, 2009 6:37 pm |
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E = MC²
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Joined: Tue Jun 12, 2007 8:22 am Posts: 140 Location: Hungary
Clan: Savage Assassins
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So this preview basically means 98a will have a more recent zdoom version built in. Actually I thought these states were already in skulltag. Oh well.
_________________ My projects: Demon Arena Doom: Battle (Main project) Some DM maps
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(ST)
Torr Samaho
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Sat Oct 10, 2009 4:25 am |
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Metal forever!
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Joined: Fri Jan 12, 2007 2:40 am Posts: 4091 Location: Germany
Clan: SkullTag
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Dancso wrote: Actually I thought these states were already in skulltag. Oh well. They are already in 97e for quite a while, we are just reporting some of the enhancements so that more people get aware of them.
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Gez
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Sat Oct 10, 2009 9:08 am |
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Joined: Wed May 16, 2007 7:42 am Posts: 912
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I was curious because the description made looked like something that, in ZDoom, actually requires the brand-new activation flags combined with USESPECIAL to work as simply.
_________________
esselfortium wrote: Also, learning to spell is a more important life skill than learning how to use 3D floors.
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shadesofice
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Sun Oct 11, 2009 11:38 am |
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Veteran Doomer (1994-)
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Joined: Wed Sep 17, 2008 1:57 pm Posts: 31 Location: USA
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This actually sounds awesome for the idle states, so we aren't subject to dancing-in-place animations when they're inactive or after killing the player. If Idle states are going to be added, are all Doom monsters going to have some sort of custom idle animation?
_________________ Oblige, now with Skulltag support!
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[SA]
Dancso
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Mon Oct 12, 2009 12:36 pm |
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E = MC²
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Joined: Tue Jun 12, 2007 8:22 am Posts: 140 Location: Hungary
Clan: Savage Assassins
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shadesofice wrote: This actually sounds awesome for the idle states, so we aren't subject to dancing-in-place animations when they're inactive or after killing the player. If Idle states are going to be added, are all Doom monsters going to have some sort of custom idle animation? The no-dance effect can be done without the idle state actually. the spawn state just has to use a single frame type, or whatever frames would fit for standing still. I believe the original doom monsters wont recieve custom idle states with the new release, however since there will be support for it, people could then do mods that actually put in idle states for them.
_________________ My projects: Demon Arena Doom: Battle (Main project) Some DM maps
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Gez
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Mon Oct 12, 2009 1:52 pm |
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Joined: Wed May 16, 2007 7:42 am Posts: 912
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Dancso wrote: I believe the original doom monsters wont receive custom idle states with the new release You can't change the original actor's behavior without screwing up dehacked compatibility.
_________________
esselfortium wrote: Also, learning to spell is a more important life skill than learning how to use 3D floors.
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Spottswoode
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Post subject: Re: 98a preview #4: DECORATE enhancements Posted: Tue Oct 13, 2009 10:34 am |
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Don't ask and I won't tell.
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Joined: Mon Mar 09, 2009 10:15 am Posts: 178 Location: The innermost recesses of the cesspool that is The South
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I'll try to find some way to implement this in my personal project.
_________________ You're a buttfucking quitter Gary!
You can find me on Steam under the same name. Message me first.
http://www.politico.com .....all of the news...with twice the ignorance.
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