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[ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items
http://www.forkheads.net/viewtopic.php?f=8&t=17325
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Author:  RV-007 [ Sat Nov 19, 2022 1:48 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

EDIT (29/10/2022): Ally Dominatrix v2 Update!
Borrowing other codecs could result in extra waste of time, trying to fix the slightly gameplay error. Here's what I have accomplished so far.

-Ally dominatrix ripper whip class is here! Blue is the color translation. Shoots ripper whip puffs, could be quite brutal. Technically shotgun roles. Cold bitchin' blue. link
-I was able to minimize the NONETID error to unloading script of the hosting map or open script of the next map. Shame I can't get rid of it, error log only lists the call references from the calling actors, probably as specific or relative in definition.
-All dominatrices attacks cannot harm its species/damage type.
-All dominatrice are now aggressive, considering how fucked up they could be when +STEALTH is covering for less attacks. Short and close range scenarios must be addressed. Plus, the drop items are quite rare. Don't want rare items to be cropped up and used too quickly, now do we?
-Dominatrices could be a bitch, one can turn against you if you dare +USESPECIAL. Sorry, it's not my fault.

---

Will increase the sexy ninja foxy ally aggression rate, sometimes, it's cool to look, but sometimes, it's cool to get help.

I'm thinking that BulletPuff generation works very differently between Windows and Linux. Will try to figure out what's going and how to address the problem (with a fix). What a pain!

As for the next ally class, I was thinking of a military macho style dominatrix. Tattoos, camo, and lifting weights. Green sounds like a good color. At least she can use rocket puffs. The rocket explosion would much wider in radius and a bit lower than the default rocket projectile. The dominatrix rocket whip ally serves a crowd control role than a cyberdemon killer role. Hey, one default rocket can't put down a cyberdemon by itself!

Author:  RV-007 [ Tue Nov 22, 2022 12:13 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

I was about to do the rocket dominatrix (also known as militant dominatrix), but I got side tracked with the dominatrix's addition to a newer/next project. There are additional frames, but I cannot say that the animation is transitive/fluid enough to make sense. New death animation consists of she falling back, yet managed to collapse on her front. Then, there's the new chaos/dominateur knight. No walking animation! There is also a gunner dominatrix, but I think her boobs are just too circle to think her as human enough. I even played the beta project, it was quite shit. It's like a horror version of a paradise gone wrong (no drama shit or whatevers cramping down on one's vacation), only that it's a pleasure drone that twists up sexual slavery in a system shock and somewhat event horizon insanity shit. I do like the atmosphere for sure. The errors and half completion made me forget otherwise despite attention to mapping detail.

But yeah, I'll get the rocket dominatrix soon enough.

Author:  RV-007 [ Thu Nov 24, 2022 4:59 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

EDIT (24/11/2022): Ally Dominatrix v3 Update!
-You be gracious!
-The third version of the ally dominatrix item kit is here. link
-We're talking about the risky and risque dominatrix rocket whip!
Sporting a whip that shoots a bullet version of 3 crowd control rockets, this damsel is not to be trifled with.
Other than her plain, but powerful attack, outfit color, and dropitems consisting of a RocketLauncher and BlueArmor, she is quite normal/fair/typical/boring for an artillery unit.
Unlike the green that I used, it somehow isn't dashing enough. The composite is not so composite to her skin color/tone. I picked a tint of red instead.
And basically, I am done with the dominatrix project. A fairly refreshing, yet simple novel project. You don't get much dominatrix sprites anyways.
-Next, I will probably fix up sexy ninja foxy allies.
Then, I will test my project for any bulletpuff inconsistencies on the linux. I think zandronum development on linux is slagging.
Then, I will resume the diablo (this one doesn't have much bulletpuff use so I run the risk of modder rust), visual novel, and any else projects. Sounds like a plenty!

Author:  RV-007 [ Sat Nov 26, 2022 5:51 pm ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

This is not really an update, but more of a fix.

I thought that sexy ninja foxy needs a aggression rate check, but the allies are pretty much alert already. 3/5 of See actor states are ready to go commando and such. However, there are infinite loops in Pain, Death, and Raise actor states. I thought I would fix these errors. It's not really a technical or gameplay issue, but I just have to make sure there is consistency. Besides, these allies blink in these actor states anyways so no problem.

Up next, I will have to address the bulletpuff default spawn error for zandronum on linux. This USUALLY applies to its XDeath actor state, but the Spawn actor state is affecting its visual presentation for some precedence reason. I usually don't do linux, but since a plenty of open source, freedom software, and modders are straining to the ilk, I just can't ignore the demand. Yeah, you can say I have became a somewhat hippie? Regardless, I think this fix will provide the compatibility accommodation I strive for my mods. Who knows, maybe people will ultimately benefit from adaptation during another crashing Unix/desktop/software war.

Author:  RV-007 [ Sun Nov 27, 2022 12:03 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

Ah... update again within a day? Oh well, it's a change of pace, I guess.

I have applied the visual/aesthetics error fix for BulletPuff variants. Note that the error is primarily Linux-based, not Windows based, and for the Zandronum source port. Zandronum specializes in multiplayer, but can do singleplayer. The code of Zandronum is not as updated as the recent/current ZDoom/GZDoom, but it should suffice despite a lack on certain automated processes.
Application to the following:
Custom Marathon Ally Arx Immanis Dominatrix Items ACS Enter Script Mod
For Jihad Monsters Mod
For Jihad Ally Mujahid Items ACS Enter Script Mod
For Jihad Duel Mujahid vs Green Beret Items ACS Enter Script Mod
For Jihad TeamDM Mujahid vs Green Beret Items ACS Enter Script Mod

I should type about the file in the same/similar context of the respective topic; however, it is so little of an update, plus it being online, but I want to keep track of real progress than just combine with online mod tryouts post. It's still progress and most most mods have allies context. If not, I will just bundle with each update post.

Yes, there will be more Linux compatible fixes of the same nature to applicable project files. As for the conflict between the Windows and Linux OS designs, do not worry, there should not be any aesthetic/visual differences, at least for Zandronum on both Windows and Linux platforms.

---

I just did a bit of research on Linux users. Apparently, it is used globally, since nations cannot always abide to Microsoft's contract. No can do. Still, Linux is a welcome change of pace in terms of communications.

Author:  RV-007 [ Mon Nov 28, 2022 11:00 pm ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

It has come to my attention that ftp is considered insecure for linux. Actually, I already noticed the security risks of ftp before. Only now, I am using linux. Linux instead uses sftp. The doomworld host is not upgrading nor accommodating for the sake of convenience. It is quite unfortunate that it has to be that way. I don't think that sftp is linux only to a fault. I am changing up the access and updating information in the meantime. It's going to take a while!

Author:  RV-007 [ Tue Nov 29, 2022 11:08 pm ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

Opps, it's such a bitch!

Now, I got those bits blood, which supposed to bleed its own visible blood (the bit is the source blood to shoot a target blood [bulletpuff]). If the bit uses the bulletpuff actor referenced from bullet effects (due to the use of visual or audio), I have to make its own bounce variant. I have to fix on the for jihad monsters mod too.

Fixed the infinite loop break error for Alzam Boy's pain state. That's just a specific mod fix though.

I have (re-)uploaded the following files.
For Jihad Monsters Mod
Blood of Bin Laden Monsters Mod
Blood of Bin Laden Ally Imperialst Items ACS Enter Script Mod
NAM Ally Green Beret Items ACS Enter Script Mod

---

I almost forgot to tell you that I don't do the fix group after fix group. I didn't pick out groups and schedules. I have to keep track of what is complete and what is not complete.

The best I can come up with are the following below.
marathon and stuff
west side story and stuff
doom weapons and stuff
diablo and stuff
animilation and stuff
map and stuff
and plenty more of misc stuff! Sheesh! Oh, can't forget about the bulletpuff presentation too.

Author:  RV-007 [ Fri Dec 02, 2022 12:00 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

With checkup on bulletpuff and bit's bulletpuff definitions, I can adjust the visual sprite presentation to accommodate zandronum's linux compatibility.

Uploaded the bulletpuff and bit bulletpuff sprite presentation error in linux fix for the following:

Custom Marathon Monsters Mod
Custom Marathon Ally UESC Items ACS Enter Script Mod
Custom Marathon Ally Pfhor Items ACS Enter Script Mod
Custom Marathon TeamDM UESC vs Pfhor Items ACS Enter Script Mod
A Fistful of Doom Ally Outlaw Items ACS Enter Script Mod
Ally KKK Items ACS Enter Script Mod

---

I almost forgot to tell you that I don't do the fix group after fix group. I didn't pick out groups and schedules. I have to keep track of what is complete and what is not complete.

The best I can come up with are the following below.
west side story and stuff
doom weapons and stuff
diablo and stuff
animilation and stuff
map and stuff
and plenty more of misc stuff! Sheesh! Oh, can't forget about the bulletpuff presentation too.

Author:  RV-007 [ Thu Dec 08, 2022 12:17 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

With checkup on bulletpuff and bit's bulletpuff definitions, I can adjust the visual sprite presentation to accommodate zandronum's linux compatibility.

Uploaded the bulletpuff and bit bulletpuff sprite presentation error in linux fix for the following:

Blood of Bin Laden Monsters Mod (re-uploaded for data organization corrections)
West Side Story Monsters Mod
West Side Story Monsters (clean) Mod
West Side Story Ally Thug Items ACS Enter Script Mod
Moonies Animilation Monsters Mod

---

I almost forgot to tell you that I don't do the fix group after fix group. I didn't pick out groups and schedules. I have to keep track of what is complete and what is not complete.

The best I can come up with are the following below.
doom weapons and stuff
diablo and stuff
animilation and stuff
map and stuff
and plenty more of misc stuff! Sheesh! Oh, can't forget about the bulletpuff presentation too.

Author:  RV-007 [ Fri Dec 09, 2022 1:00 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

With checkup on bulletpuff and bit's bulletpuff definitions, I can adjust the visual sprite presentation to accommodate zandronum's linux compatibility.

Uploaded the bulletpuff and bit bulletpuff sprite presentation error in linux fix for the following:

Zeonic Front Monsters Mod
Blood Monsters Mod
Ally Crip Items ACS Enter Script Mod
Crip Monsters Mod
Ally Blood Items ACS Enter Script Mod

---

I almost forgot to tell you that I don't do the fix group after fix group. I didn't pick out groups and schedules. I have to keep track of what is complete and what is not complete.

The best I can come up with are the following below.
doom weapons and stuff
diablo and stuff
map and stuff (doom weapons and stuff)
and plenty more of misc stuff! Sheesh! Oh, can't forget about the bulletpuff presentation too (doom weapons and stuff)

Author:  RV-007 [ Sat Dec 10, 2022 2:13 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

!!!
This is mainly the unplayable music files on source port error correction update. I think working on the linux environment did the trick, and nicely too in a somewhat open source and freedom software format. I guess so. Anyways, it works in Zandronum and SLADE (on linux)!

There are also other types of updates as well.
Firstly, the zeonic monsters mod is reuploaded to fix the specific gameplay conditions per bulletpuff type actors in question. It happens. Alright, fair enough.
!!!

With checkup on bulletpuff and bit's bulletpuff definitions, I can adjust the visual sprite presentation to accommodate zandronum's linux compatibility.

Uploaded the bulletpuff and bit bulletpuff sprite presentation error in linux fix for the following:

Zeonic Front Monsters Mod (re-uploaded for specific bulletpuff gameplay correction tweaks)
Gate Watcher Boss Fight Plutonia2 Mod
Icon of Sin Boss Fight Doom2 Mod
RV-007 Doom Weapons Mod (uploaded for unplayable music files on source port error correction update [just one unreadable file corrected!])
West Side Story Ally Thug Items ACS Enter Script Mod (re-uploaded for unplayable music files on source port error correction update [lots of unreadable files corrected! {yes, they are the g beats; if you want more usable allies, you will have to include the specific file into program execution, this file is mainly for audial purposes}])

---

I almost forgot to tell you that I don't do the fix group after fix group. I didn't pick out groups and schedules. I have to keep track of what is complete and what is not complete.

The best I can come up with are the following below.
diablo and stuff (diablo is the last one, then it's misc stuff)
and plenty more of misc stuff! Sheesh! Oh, can't forget about the bulletpuff presentation too (doom weapons's sub-section of stuff)

After the linux compatibly fixes? Well, it's back to diablo sprite editing, but now, I got the right application for the job even though it's on the linux environment. Also, there's the visual novel dialogue coding, story writing, and especially art sprite editing. The sprite editing is a talent/skill of its own accord! Different programming methodologies and styles galore.

Author:  RV-007 [ Sun Dec 11, 2022 2:36 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

!!!
I had to sort out the mess on data organization. It's quite the bitch. I have to decide on labeling based on functions. Sometimes, the labels are better left alone due to my data organization structure. That, which took a while, and some more ([mod] specific linux compatibility) fixes for the diablo monsters project.
!!!

With checkup on bulletpuff and bit's bulletpuff definitions, I can adjust the visual sprite presentation to accommodate zandronum's linux compatibility.

Uploaded the bulletpuff and bit bulletpuff sprite presentation error in linux fix for the following:

Diablo Monsters Mod

---

I almost forgot to tell you that I don't do the fix group after fix group. I didn't pick out groups and schedules. I have to keep track of what is complete and what is not complete.

The best I can come up with are the following below.
and plenty more of misc stuff! Sheesh! Oh, can't forget about the bulletpuff presentation too (doom weapons's sub-section of stuff)

After the linux compatibly fixes? Well, it's back to diablo sprite editing, but now, I got the right application for the job even though it's on the linux environment. Also, there's the visual novel dialogue coding, story writing, and especially art sprite editing. The sprite editing is a talent/skill of its own accord! Different programming methodologies and styles galore.

Author:  RV-007 [ Fri Dec 16, 2022 12:05 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

With checkup on bulletpuff and bit's bulletpuff definitions, I can adjust the visual sprite presentation to accommodate zandronum's linux compatibility.

Uploaded the bulletpuff and bit bulletpuff sprite presentation error in linux fix for the following:

Misc stuff.
Actually, just two mods.
The dukenuke3d pig cop allies failed attempt and dumb doom monsters parody.
No, they are not listed in the zdoom/mod topics. Not enough interest, but might be a early heyday reference to DECORATE scripts.

---

YUP, I'M BASICALLY DONE WITH THE LINUX COMPATIBILITY FIX FOR ALL APPLICABLE PROJECTS (TILL THEN...)

After the linux compatibly fixes? Well, it's back to diablo sprite editing, but now, I got the right application for the job even though it's on the linux environment. Also, there's the visual novel dialogue coding, story writing, and especially art sprite editing. The sprite editing is a talent/skill of its own accord! Different programming methodologies and styles galore.

Author:  RV-007 [ Fri Feb 10, 2023 12:17 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

I got plenty of workload stacking up, but I decided to do a set aside and bring in more mods for whatever it's worth.

Here comes from the 1960s, or not, the Vietcong ally prototype! It's not complete, bleh. It's a work in progress. Wondered about 1960 music? The Beatles's "With a Little Help from My Friends".
https://archive.org/download/ally_unit_ ... iptv03.wad

Author:  RV-007 [ Sun Feb 19, 2023 1:56 am ]
Post subject:  Re: [ZDoom_Mod/Release/{usually} NSFW/SFW] Ally Unit Items

I thought about my vietcong alpha, and I thought that they automatically warping about their target, would technically be suicide. Usually WW2 banzai/kamikaze Japanese or jihadi/jihadists/mujahideen would consider such assaults. As far as I know, the vietcong are technically campers or ambushers. I think I will use the +USESPECIAL actor flag for Active/Inactive actor states, which sets off some camper variable value change. The See states and the like will read for such variable values. The Pain and Warped states and the like will also read for such variable values. And that's technically what the special force of guerilla/revolutionaries would consider in terms of strategies/tactics. Of course, one should not assume as guarantee.

The same might go for the Latin revolutionaries. I can't seem to label them just yet as documentation is classified/obscured so no use fretting. *shrugs*

I guess I could use the +FRIGHTENED actor flag for those hit-and-run strategies/tactics. That is far as soldier tactics go.

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