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 [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments 
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Post [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
At this moment, I am having problems with ZDoom's lack of work for multi-stacked 3D floors. Technically, you can work it yourself, but I find that details and stairs might be a big problem to the current source port/engine release. Until then, I guess there are some limitations to doom mapping. I can't say it was too difficult though. I am sure there are some rough/missing spots I need to address for my mapping experiments.

https://archive.org/download/my_map_lag ... r_nooh.wad

Oh, I almost forgot about the other instances of modding. Sorry about that.
https://archive.org/download/zdoom_modd ... _tutorials

test code
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Code:
/*
"A_Building_Elevator_Going_ActorFloorZ_(0)_on_Map01_Script"

http://zdoom.org/wiki/DECORATE_expressions
http://zdoom.org/wiki/GetActorFloorZ
http://zdoom.org/wiki/Definitions
http://zdoom.org/wiki/Elevator_MoveToFloor
http://zdoom.org/wiki/FloorAndCeiling_LowerByValue
http://zdoom.org/wiki/FloorAndCeiling_RaiseByValue
http://zdoom.org/wiki/Continue
http://zdoom.org/wiki/Terminate
*/
Script 8 (void)
{
/*
*A Building Elevator Going ActorFloorZ (0)

Get another actor to represent the building elevator.
*/
//Elevator_MoveToFloor (42,12);
int z = GetActorFloorZ (0);
int y = GetActorFloorZ (8999);

if (z == 0 * 65536)
{
while (!y <= 0 * 65536)
{
FloorAndCeiling_LowerByValue (42,12,512);
Continue;
}
//Terminate;
}
else if (z == 128 * 65536)
{
while (y << 128 * 65536)
{
FloorAndCeiling_RaiseByValue (42,12,128);
Continue;
}
//Terminate;
while (y >> 128 * 65536)
{
FloorAndCeiling_LowerByValue (42,12,384);
Continue;
}
//Terminate;
}
else if (z == 256 * 65536)
{
while (y << 256 * 65536)
{
FloorAndCeiling_RaiseByValue (42,12,256);
Continue;
}
//Terminate;
while (y >> 256 * 65536)
{
FloorAndCeiling_LowerByValue (42,12,256);
Continue;
}
//Terminate;
}
else if (z == 384 * 65536)
{
while (y << 384 * 65536)
{
FloorAndCeiling_RaiseByValue (42,12,384);
Continue;
}
//Terminate;
while (y >> 384 * 65536)
{
FloorAndCeiling_LowerByValue (42,12,128);
Continue;
}
//Terminate;
}
else //(z == 512 * 65536)
{
while (!y >= 512 * 65536)
{
FloorAndCeiling_RaiseByValue (42,12,512);
Continue;
}
//Terminate;
}
Terminate;
}

This (forever as it can be WIP) topic is now open for critique, particularly in ACS (there's mapping too). However, if you find something a map should have, whether it's ACS or map sectors, let me know and I'll try to see for myself. Once again, ACS and map sectors open for discussion. There's decorate too, but this file is usually for map sectors. I'm not trying to make a big old total conversion, you see? lol

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Fri Apr 07, 2017 10:56 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] RV-007 Map Sector Experiments
Lo and behold, bitches! I am starting to read this shit as of now. Really hard to do. Too used to the same old build of decorate and a little of ACS. Need to get my reading and mapping knowledge back into gear. Those gbf stuff (see vn project for almost no details) can't eat dust and shit like that. If the fucking instructions don't hold up, well, it's time to hammer up the sample project.

+current problems:
@probably never to be fixed-bright light for computer wall. Never seen a wall go bright in the dynamic darkness. Seen some lit screens in the new wads, but not in dynamic lighting mode. Wanted like a lighted exit sign, but noes. Just made the computer screen to shut down with the light button.
@probably never to be fixed-computer conversation to be closed by closing light area. Conversation closed and changed by activating stone3 hack. That, can be done. To switch conversations, okay. But it's like using the page subset block within the conversation script. I guess changing books is okay. When I do try a power down with memory allocation of conversation phase, it failed. That's why I am doing that visual novel project, for better use of control over the aspects of dialogue system (as you can see, I was trying to make a computer of a special bystand mode).
@probably never to be fixed-my style to access doors/gates (they polyobjects, I know) with switches/buttons might need to work with bullet decal; otherwise, I'm stuck with the original line-up of somehow finding a way to open the door (probably usb or bar scan logic, I dunno, then how the fuck to open without a key item?). I think that the switches/buttons are meant for lifts than doors/gates in the original writing.
fixed-cover bottom button fix for 3d story floors.
@probably never to be fixed-stairway railings to prevent falling (duh [hopefully no lag]). For this situation, the 3dmidtex peruses lines. So far, I am able to make the railings with some mishaps. I can't control the rendering of the solid texture line just yet. Any associated line with different textures in 3d floor cover sectors will have their textures misaligned with the 3dmidtex offsets. 3d floor control only controls sectors so that's a no solution. Only base sectors allowed for lines. Sorry.
@probably never to be fixed-that 3d sector stuff seems to always prevent any bullet decals. Possibly because of my designed covering sector being too small/excessive to receive bullet decals? It's still the same with small normal sectors too. 3d sectors was a zdoom thing rather than the vanilla thing anyways.
!-skybox example somewhat ready (just need to squeeze a line together between player block line and sky height [floor and ceiling same value somewhere] limit line [yes motherfucking bitch, I found out how to make multiple skyboxes without actors {which I might use!}]). How high I want to make the sectors is a wonder!
!exit? Will advertise (some of) my projects.

Will write about the good/bad points of my (successful) sample map modules. Will provide the recommendations.
x polyobjects (no decal)
x excessive 3d floors (no decal)
x complicated use (memory allocation) of strife dialogue (can't go too far)
x moving elevators, especially with excessive 3d floors (no decals in certain sectors)
v skybox window (not sure about this one, but it's the easy way to go)
v midtex bridge/stairs (cuts down lag, particularly in 3d floor tower designs [will not work along lines with 3d floor cover sectors {rail option best left out for lag buildup reasons}])
v warp elevators (adaptable to any situation and could cut lag and cut 3d floor work)
v intro/in-between maps clusters/story intermission/slideshows

EDIT (22/04/2018):
-Oh brother! I almost forgotten about a proposed S.A.W. map scenario project. It will definitely be a test of my mapping capabilities. Also, I found out about flat texture bridges, interesting. Will test: it is a 3d floor sector thing, might lag despite how thin it is. I forgotten about making more than one intermission text screen. Will, be, cool, to, have.

EDIT (23/04/2018):
-Did some work with the cluster and intermission (you can't see intermission w/o finishgame). Sad to say that I cannot have multiple clusters or intro/mid-game clusters/intermissions.

EDIT (24/04/2018):
-Took a fucking while, but I finally managed to get the story intermission or slideshows for the intro or in between maps. That is something for a bit of elaborate 90s story telling. I would mention that certain game, but will not due to it being bad (too many fatal moves).

EDIT (25/04/2018):
-Some tough shit. Anyways, I finally made a proper (troll) story intermission/slideshow for the intro. No girly, no gimmicks, just clown tricks and semi-shocker sensationalism. I would later want to make a readthis parameter with all of its associated values. Finally could get back to the skybox, but probably next week, sorry about that.
-RL, vacuum/mop chores.

EDIT (26/04/2018):
-Well, I finally did it, made a plain door that crushes too. Didn't even use the door functions at all. Reason is because you talking about a hangar door. One that have no interface nor handles about to open or close it. Nothing much, but just to show you that I can do it. Now, if I can do this for the more realistic high-speed doors. Maybe I can add the same script without any triggers? Need to make the gameinfo's readdis parameter too.

EDIT (27/04/2018):
-GOOD FUCKING NEWS! I finally regain access to the ZDoom Editing Demo project, one that I didn't think I would really use. Now's the time! The Richard Clarke's tutorial is technically old. Maybe only certain old versions can make it without problems. It's a start nevertheless, oh well. Will explore the possibilities of this research.

EDIT (29/04/2018):
-Alright, you muthafucker! Mr Tee's ZDoom Editing Demo was less than effective when it comes down to accommodate my lag cutting methods. Twice it failed on my optional needs. When it comes down to the polyobject doors, it can be done, but still, not to any door activated by a button. I guess that goes to say that the hangar doors are fucking robust as hell. Still, I wouldn't mind about a bullet-ridden hangar door that opens by a switch.
-Oh well, moving onwards to skybox and forgetting this excuse for good. Not stellar! However, I think a (sloped) escalator thing might be in the future.
|
-Well, I completed the skybox. I just need to make a heliport that exits the level. I do got more where it came from. Secret count activation upon falling off the cliff. Damage floors. Teleportation to safety. Get some girl actors to explain some faults/recommendation of my mapping experiments. Some other stuff mentioned in the credits. Quiet mafia music in credits roll attempt? No, I will not bother to make the exterior as it will put on lag. Other stuff is not so looking forward to. True escalator might been already done. Horizontal moving sectors as moving platforms unfeasible. Glowing light spread by opening doors a bit too melodramatic. Can Light_Fade sector light levels already. 3 Nos.

EDIT (30/04/2018):
-I did the damaging floors for the hot stairs. Nothing much, vanilla tricks. Made a helicopter port. Didn't decide for the vehicle, but it would be some futuristic floating vehicle. Should look slick, but since it's quite the bare bones demo, I'm going to pick a bare bones. That quarantine project needs to be worked on before I get this part done. Current task is a teleport pad to get back up on that area before the fake red door. There will also be a teleport character (ninja girl?) found at the bottom of the cliff. I need to add more girls (some from snf, others ws) around appropriately where they explain the ups and downs of my demo. Maybe not, maybe a engaging quest? That later expands into an awesome sci-fi back to the future adventure? Nah, you will just find another heli port with some ceiling differences, impassable flags, taller 3D midtex fences/rails, and a phone booth calling home. This is a hub experiment module for my other map projects. Will try a credits roll upon exit selection.

EDIT (02/05/2018):
-Busting my balls like mad. Got at least the repeatable teleport pad done. Tried to decal my custom design crush doors, but I really need to see if there's a set function for a one-time retractable crushing sector. Found out that walls with -1 on backside can have decal paint, probably again. Trying to get the secret count going on. Will do the girl actors later. Maybe the vehicle after. Need to do that hexen hub to the next map and exit sequence.

EDIT (04/05/2018):
-Got the secret count done! Different gear, different keys.
-Gonna get the gurls (snf + gangstar4) done! Maybe some of those gangstar 4 guys too. Leeme know if there's more sprites like that somewhere!

EDIT (05/05/2018):
-Next upload available. Teleport sector and actor/thing done. You can try at the bridge or fall off the cliff. Falling off cliff lands onto a secret sector. You know, this next release is embarrassing shit. Didn't know till later. What can I say? Filled in dialogue about some points in my custom mapping workarounds.
|
-More gurls than the pilot gurl (oh yeah, haven't decide on which gurl sprite yet [I did got one suitable, but I thought gurl waiting next to car needs no dress code {maybe just one gurl besides the car; car and girl reference, lol}])? |DEFINITELY THE PURPLE BOOB LOOKS GOOD ENOUGH|
-Quarantine car? Probably last. |WHICH CAR?|
-Hexen/strife hub (what is this shit)? If actually new, then new map required (probably test drive to an excuse of a gas station and back [challenge, no default hub lines, use other methods]); otherwise, skip hub. Bitch! |74: Teleport_NewMap; THIS COULD WORK, JUST NEED ANOTHER TEST MAP OR SOMETHING LIKE THAT.|
-Rolling credits intermission ending (probably silent)? Really? If I really want to give flashy props, then yeah.

EDIT (06/05/2018):
-Next upload available.
-Well, I got the Exit_Normal and Teleport_NextMap functions to work. Even got a bit of tutorial notes typed down. Technically, the demo is complete. However, I do want to gloss over picking a quarantine vehicle and maybe a credits roll scroll intermission (no loop). I believe that the Action Doom TC did something like that. Not sure if I can provide as through tutorial as its mostly a game, not some old times classic movie.
-I really need to advertise forkheads.net in the most simplest way possible. TITLEPIC cameo? Sounds good.

_________________
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Wed Apr 18, 2018 11:58 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] RV-007 Map Sector Experiments
Hello everybody!

Obviously, I didn't note a version number for this doodling demo of mines! Finally put a fucking vehicle set to go. Everything is, done. Credits roll? I love those things, but this is doom. Keep that in the infopage parameter.

This was supposed to be my dues to make a fucking map. However, I want to make an advertisement/promotion of forkheads.net (it's a medium of contact, sorry for the burden!). If anybody want to put in cameos, resolution is 320x200. Otherwise, I put my own shit. One than one image lump is welcome.

_________________
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Infernal_Pit spawn difficulty test?
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Mon May 07, 2018 12:29 am
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Post Re: [ZDoom_Mod/WIP/NSFW] RV-007 Map Sector Experiments
Before I go on in conclusion, I think I can make multiple slideshows with the Teleport_NextMap and its arguments. Should work. Now, I need to organize the map names.

Yeah, the banner of forkheads and custom credits image lump sounds good.

---

Finished with the advertisement slideshow plus the intermission map. However, I still need to work the trigger within the Strife dialogue constants. If this was custom, I would have more freedom. Up next, the ACSLoader, the all round global non-map ACS engine. After that, need to make another intermission map with the intro slideshow/cluster, but links back to map02. That way, two slideshows to play in "one" map. I also need to experiment with linking to map01 cluster? See how that works out.

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Mon May 07, 2018 6:27 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
This deserves its own post. I finally made around two different slideshows (including their own slideshow map) to work from one map. Kind of cool. It's like some movie? Sort of? Anyways, I'm done with fucking hollywood. Writing cinematically can be a challenge. More importantly, I feel that I have finished my map learning experiment. Congrats to me (doesn't feel too lucky since rl drags your ass down).

Oh yeah, let me know if you need some help or something. That's why I put this up. Oh yeah, one more, sorry about the lack of screenshots, but this is a tutorial/experiment stage.

EDIT (10/05/2018):
-Well, I didn't figure out which ZDoom version allows PlayMovie(), but I'm not cutting down on my much needed actor flags and properties! Game is value here @tm!
-Tested another way, but it's like gif frame by frame. Thank you DoomGuy2000, but it's quite alot of images. I don't think I would like to go extra heavy beyond the 90s. Oh yeah, I would rather for this guy to make something playable (and possibly enjoyable) at the least. Map not required! Otherwise, I would already invite this dude over here. Wished I knew the guy better off than just doom? *shrugs*

_________________
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Tue May 08, 2018 11:39 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
I almost forgot, I recommend to not make any stairs, just make slopes. I know it's not realistic, but it lags less that way. I actually believe that the lags are due to insane amount of stairs adding up.

I have to think about the next mapping project.
I was thinking:
?-Visual novel of both munster gurls and granblues? (too advanced and requires more dialogue scripting anyways [I need to make a map anyways])
?-Soviet-Afghan War war strategy scenarios? (sparse map design with low walkable grass and some rocks, pretty big walking distances!)
!-Windom XP map generation? (probably destructible walls, simple enough and maze like due to you being doom, probably gta/v8/twisted metal later, maybe you get to fight godzilla/king kong/mechas! YES, EZ CHOICE!)

Sadly to said, I am under the process of spriting and that hurts/bores me. If it was just drawing, okay, but this is under programming requirement so yeah. Maybe, I might be able to switch around two (actor) projects, possibly mapping on the side.

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Sun Jun 17, 2018 10:34 am
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
You know, I was thinking to make a wargame scenario after fiddling enough map functions.

However, a lode runner map/mode project might be also popular. You don't have to kill to win. It's like assault vs defend mode. Time and life count will determine who's the winning team. Of course, there can be players versus monkish monsters too. Yes, the map needs to be fresh, not redundant nor repetitive. Maybe something random, not too boring...


Link

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Sat Mar 07, 2020 4:19 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
Before I even go on to make game modes, I decided to try a fullscreen image in hud draw. It will attempt, at best, to redraw a intermission slideshow. It might not be the same thing, but it's technically a slideshow review so yeah. If I can make animated hud draws, then I can even make a p0rno peep show! lol Delay in tic required.

The hud drawing of the intermission slideshow is primarily for the never-created-just-thought-of diablo tc project. Let's say that somebody in multiplayer accidentally skip it, no problem. There will be some line/actor/item to give the summary.

As for animated hud draws of fullscreen images, I say that's a bit ambitious. It be like duke nukem, but on the fullscreen so you don't have to position yourselves or anything.

_________________
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
Man, I'm getting around to it. Fadegroups are shit. Something ain't clicking! Plus, the hudsize is fucking weird as well. Maybe I need an image as base?

So I almost got everything down to at least a near estimate. I just need to put some distance between the activator and the activatee. Teleport is required, but thankfully, my teleporting ally projects will serve me greatly here. Ah, a nonmap setfont/hudmessage dialogue of some (map [optionally] slideshow). Yes, there's animations to it. Took me a while to figure out the layer order sequence. Damn!

It's sort of working though...

---

So... I was not able to get control over the angle department in distancing from the auto conversation source. Problem, stupid sense of direction. I tried teleporting, but no, it has a very complicated design in the matter of graph coordinates measurement unit. I even tried controlling the angle without distance consideration, to no avail. I did get some trial and error with
random(0.0,360.0). I then tried direct angle control. The measurement is dependent on the absolute value of the map graph coordinates. Very static, very static indeed.

If direction and angle is not able, then maybe shutting down either special/conversation itself? Well, there's no way, I tried. So with all these test runs (of shit), I come to the conclusion that the default conversation system is just too outdated. Strife, trying to look/be complicated and advanced, failed in certain aspects. Only the intermission slideshow and the default conversation was its highlight. STILL VERY STATIC, STATIC INDEED!

So I am going to make my own conversation/dialogue system, to perfection, to accommodate dynamical forces, at work. Relative physics at work, my friend, relative physics at work. That means a lot of experimentation, and a lot of time to be taken. So until then, I will see you off in the near future. Beaming out!

NO, IT'S NOT DYNAMIC ENOUGH TO ACCOMMODATE PLAYER INPUT. STILL, ONE AT A TIME, UNLESS I PROVIDE EACH PLAYER WITH THEIR OWN SLIDESHOW REVIEW ITEM DEVICE. NEVERTHELESS, I WILL PROVIDE A FUCKING TIMER TO SET OFF AFTER NO INPUT IS GIVEN, SO DON'T WORRY ABOUT IT. WHEN TIMER SETS OFF, SLIDESHOW WILL SHUTDOWN, AND OTHER PLAYERS CAN USE THE SOURCE. I COULD JUST PROVIDE THE DAMN ITEM PER USER, BUT IT'S NOT ALWAYS A KIOSK YOU KNOW! IF SOMEONE REVIEWS WHILE IN USE RADIUS VICINITY OF KIOSK, NOT MUCH OF A PROBLEM. THE ERROR IS JUST A PICKUP ITEM MESSAGE. HOWEVER, A KIOSK IS NOT SO REALISTIC IN TERMS OF SLIDESHOW REVIEW. MAYBE AS A P0RN0 PEEPSHOW VENDING MACHINE? MAYBE AS A CLUE IN FOR A PUZZLE MAP? MAYBE. STILL, I SEE THE KIOSK/VENDING MACHINE AS A NPC OF AT LEAST SENTIENT INTELLIGENCE. MAYBE THERE'S NO JUST PUSH BUTTON FOR A PRIZE. IF SOMEONE REVIEWS WHILE IN USE RADIUS VICINITY OF NPC, VERY MUCH OF A PROBLEM. I HAVE TO GIVE A '(ACTIVE) SLIDESHOW REVIEW SESSION MODE' ITEM (NOT SEEN NOR DROPPABLE) IF SLIDESHOW REVIEW ITEM IS ACTIVATED. THEN NPC SCRIPT WILL READ IF ACTIVATOR HAS SUCH SESSION ITEM. IF SO, NPC SCRIPT WILL RESET TO ORIGINAL SLATE AND TERMINATE CONTACT WITH ACTIVATOR BEFORE ANY OTHER SCRIPT ACTION WILL TAKE PLACE. ANY REPEATED USAGE WILL REPEATEDLY RESULT IN THE VERY SAME REPEATEDLY CONSEQUENCE. SOUNDS GOOD. STILL, THEN I HAVE TWO MODULES TO DO! PHOOEY.

***OH YEAH, SINCE WE ARE TALKING ABOUT MULTIPLAYER, I MAY HAVE TO INCLUDE A '(ACTIVE) NPC DIALOGUE SESSION MODE' ITEM (NOT SEEN NOR DROPPABLE) IF NPC USAGE IS ACTIVATED. THIS ITEM WILL TIME WITHIN REASONABLE CONSTRAINTS, TO REMOVE ITSELF AND SHUTDOWN/RESET COMMUNICATION WITH STALLING/IDLING CONVERSING PLAYER. IF NECESSARY (WHICH I THINK ADDS UP TO ABUSE SHOULD PLAYER LOOP ABOUT CONVERSATION INTERRUPTION), WHEN CONVERSATION IS INTERRUPTED BY UNACCEPTABLE DISTANCE IN RADIUS CHECK, THE SCRIPT WILL REMOVE ACTIVE ITEM AND PROVIDE A '(SAVED) NPC DIALOGUE SESSION MODE' ITEM (NOT SEEN NOR DROPPABLE). THIS ITEM WILL TIME WITHIN REASONABLE CONSTRAINTS, TO REMOVE ITSELF AND SHUTDOWN/RESET COMMUNICATION WITH WANDERING OFF CONVERSING PLAYER. UPON REUSAGE, SCRIPT WILL CHECK FOR SUCH ITEMS IN SAVED CONVERSATION FROM RADIUS CHECK INTERRUPTION. IF WITHIN CONDITION, THE SAVED ITEM IS REMOVED FROM THE VERY PLAYER, AND ACTIVE ITEM IS REINSTATED TO THE VERY PLAYER, THUS TIMING OFF FOR THAT SESSION. REGARDLESS OF THE EXTRA TIMED ITEM (THAT BEING SAID THE SAVED ITEM), THE SAVED CONVERSATION WILL REQUIRE THE ITEMS WITHIN THE PLAYER'S INVENTORY. WHEN CONVERSATION IS TRULY COMPLETE, THE SCRIPT WILL REMOVED ALL DIALOGUE SESSION TIC TIMER ITEMS. CALL IT A MEMORY IDENTIFICATION. ANY REPEATED USAGE WILL REPEATEDLY RESULT IN THE VERY SAME REPEATEDLY CONSEQUENCE. SOUNDS GOOD. STILL, THEN I HAVE TWO MODULES TO DO! PHOOEY.

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Sun Sep 26, 2021 7:18 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
So I was able to use the input as a secondary pass to nearby custom conversation. It was pretty easy! No doubt about it! There should be separate items for each npc activation trigger. Players would get their own interactions and scripts. If unintended, or without the right input pass, the script terminates itself, leaving passerby players alone. And if someone fucks up? I dunno, but I'll fix it later! ;D

I was also thinking too much about the timer, but a knowledge of the tic time measurement, plus delay placements, is definitely the set timer itself! I haven't placed it yet, but it should work with a terminate command afterwards! Best of all, no memory required! If another player picks up in your exit before time out? Well too bad, GIVE A NPC A BREAK! Actually, those are different scripts due to different items sticking to the player. Item activates script and removes itself upon pick up.

So... what next?
I dunno, but I recall a slideshow hookup to the conversation? Before even that, I even to clean up the code, do a little fix on the interface (the main course of the [rpg] dialogue), and test the context constraints (drawing images included, like a mission briefing map) of the interface. I had to keep in mind of the dialogue, restart dialogue, and shutdown dialogue script methods as the necessary parts to make a simple conversation whole, looping, and rewinding again. This project be the base. Perfect, enough...

And then, I'll do the fucking slideshow hookup. Even try to put up a frame film. Should be much better than any size dimension restrained p0rn0 peepshow churned out in the 90s. Window size compatibility!

If I survive this, I can try a usable conversation item to test out a variable that should terminate and lock out any interfering npc dialogue by mistake. Man, it's a lot of fault tolerance, contingencies, backups, and corrections to be made!

---

BUT YEAH, GO AHEAD AND CHECK OUT THE CUSTOM CONVERSATION INTERFACE IN PROGRESS, BOIII!!!

On map02, or console command 'idclev map02'. Yeah, I did a shit ton of work for totaling nearly 12 hours, breaks included of course!!! NO!!! I DIDN'T LINK THE MAP EXIT BACK TO MAP01 YET! IT'S A WORK IN PROGRESS!!! IT'S A WORK IN PROGRESS!!!

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Sun Oct 03, 2021 9:43 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
I just fixed up the interface. It's a bad sign to see that the text is relative than absolute, like the images. Tough to say, since I did use up all of the allowed size dimension. That means I used transparency to fill as the visible space.

Before I go on in making the context, or cleaning up the code, I have to make a set dialogue timer so in case of idling players for some reason, I have to force a shutdown/reset/[/strike]ready restart of the entire dialogue script. It's going to be new for me as I have to use ++incremental/--decremental adjustments to the timer variable. Plus, I have to read up on it too.

OMG!!! SO THE TERMINATE OTHER ACS COMMAND IS PERTAINING TO MAP ACS! IF I WANTED A NONMAP ACS, I HAVE TO USE VARIABLES!!! SHIT!!! NVM!!! TERMINATE OTHER COMMAND DOESN'T WORK FOR EITHER # NOR NAME?!!! FUCK!!! SHIT!!!

What I just went through by the CAPS, is the attempt to control remote script termination by simple command and/or conventional means. It didn't went so smoothly as one would thought. It didn't work! Thankfully, my noobie self remembers a bit from programming/scripting courses/practices/experiences. Variables is obviously a arithmetic/math thing! Quite the guessing basics, Watson! Quite the guessing basics! Also, global arrays or just fucking variable help out on the matter of the script range/reach/scope potential. If you ever do an exam of the real deal, you gotta commit your ass to life dedication (level). All that knowledge procured from fucking centuries of math and shit! No shit!

---

Oh, as for you guys expecting the slow ass scroll in the usual jrpgs, just for a movie kind of thing, there will be none. I can't speed up text scroll and I wanted a multiplayer, not singleplayer experience. I don't want typey type sounds per printed character either! This is potential PC development we're talking about here! Without further ado, it's time to go pronto pronto!

So to wrap it up, I did the interface, pretty easy.
The timer, is actually pretty easy! Incremental, it's not too much!
The conditions to control the timer. Not so easy! I have multiple conditions, all which is outside the constraints of time. I had to figure out on which specific actions to set off the timer, as well as stop the timer. And I tried conventional means in the form of fucking remote control commands! Those are the last difficult parts, but it isn't like I never knew how to work with variables and (global) parameters. All and that I forgotten some details about reinteraction after the timer-based script change/termination. Took me a while to find out, a bit more to figure out the matter of looping back the conversation after the timeout. It was the worst, and it didn't have anything to do about fucking math! It's just mere cognition and logic. You have to read the fine print for this kind of shit. Sorry, I didn't map it out; it gotten hairy, fucking hairy!
Oh, and I changed the map02 lady to face the user as target. It's what you call it? A face to face conversation? lol Up next, filling out the fucking play! I hope I don't run into problems, but that's wishful thinking! Yeah, map02 ain't looped back to map01. I should be done soon, but I think it's quite the fucking effort given nearly the whole fucking day! Oh, and yes, I shorten the timer length just now (demonstration purposes), but will fix as the text fills up proportionately. I will clean up code by compartment when appropriate.

YES, IT AVAILABLE 4 DOWNLOAD!!! GIT!

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Sat Oct 09, 2021 4:42 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
Hear ye, hear ye! (maybe not as epic and spanning as the expedition roguelike's 'The 3 Caravels' or 'Marizapalos Psalter', but it has its role too.)

Okay, so I can't get my head wrapped around the summary of things. I go on in modules, step by step.

During my dialogue tic timer test, I found out a bit of the standard these programmers go by.

Code:
   A 100th count of 2 tics is technically 5 seconds estimate.
   So that's 20th count of 2 tics to be technically 1 second estimate.
   Keep that in mind.

I also am finally putting up with the choices screen, but I will need to make the choices input work too! And of course, dialogue script memory (Thing_ChangeTID in ACS and A_JumpIf (tid==###) in DECORATE may be required) for the next time after interruption around? That's my next step!

I decided to upload my half-assed shit. As you can see, I have to make tons of character space/filling alignments. I didn't do for a list of choices. Will be doing that next. Then, some mo dialogue scripts. However, THIS IS WHERE THE VARIABLE MEMORY WILL COUNT! NEED TO REREAD ON SOME STUFF!

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Sun Nov 14, 2021 3:09 am
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
So alright, ah, looks like time passes slowly this time.

Got the usual choices, tid switch readouts, and some 'actor state-activator item' action going on with the tid switches. Oh, I have to make tid switch readout dynamic, since I am using quite the dynamic conversation points as tids. Had to use both actor state spawn and idle for the dynamic to keep pace. It was something not so new, but I should have known better.

The biggest obstacle that still pertains would be the spaghetti text string that overflows as shit. This would be oh so true for visual novel production. They have to get quality assurance going on! It's not a snap and go you know! It's the fact. Whew! What a bitch! The other problem that been hankering me is the timer. The timer seems to set off from the start, but it doesn't want to reset by script for some reason. I can probably do a variable in the script's parameter. Should do it. However, I do see a potential troll idling away with the controls before dialogue timeout, stretching and bitching. Still, an attack/push should cancel such trolling activities. However, some server rules don't allow attacks/pushes. That means I have to estimate and test the time tic duration of the entire conversation context. Still, time reset after delayed responses is a long bitching.

Yes, it is technically working somewhat. After fixing up the problems, I will then start up on the hud draw emulation of intermission map slideshows. I think I will have to rely more on hud drawing to get pictures about in dialogue and etc.

---

No, I won't do a fucking gta just because I could possibly can! The sandbox game is like you just play a fucking fake farming/delivery simulation game without a fucking real goal. It's like the just nothing "Big Rigs: Over the Road Racing". I will make Quarantine vehicles, possibly usable in some sense? Maybe. There will be drivebying vehicles though! If I ever do gtaish, I will put in random events to spice up the slice of life (maybe chiggas too).

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Sun Nov 14, 2021 11:54 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
I need an inspiration of perseverance! @m^n+ 8!||@h

It's just a fix on plugging in correct script redirection routes. Custom input is strictly and specifically respective. To read, the custom input needs to be indicated by firing command's value and next script's name. Also, there are some commands that do custom input reading to bypass as well!
The default BT_USE does not need to be in a script name. It's obvious that the use button is going to be used extensively. Just redirect to a script name as usual.

In addition, restart(ed)/blank dialogues for blanking out images and characters, needs no dialogue timer. There is no dialogue in the first place.

///

Yes, I will be getting around the text alignment and timer triggers. They can be pretty steep difficult! Then, I'll worry about slideshows. I believe that there can be a possibility of randomized by chance, random dialogue that may change randomly. That's for later. I mean, who in their right mind just talk to strangers, especially whom you have never knew? I think that this post's context would suffice in the custom dialogue department.

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Sat Nov 20, 2021 10:50 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
So I fleshed out the bare bones of the dialogue interface system notes. Wait, the progress.

Holy hell! Text alignment is fucking shit! It's a very very very fine tuning line. You got to be delicate and intricate design-wise about this kind of stuff. Good thing I decided to note the semi-standard down so consider yourself fortunate.

I have to haggle against the grain, fighting between the string text count and various x and y axis coordinate offsets. It was a fucking bitch, spend quite the time on it. Maybe not too long, but it was, it feels like a waste of time, but I persevere for the test of time.

I didn't even finish sorting the slideshow dialogue text block into organized scripts of sequential order. I'll get it done. The timer? Well, I have yet to manipulate the initial variable value. I will attempt to make checks and try to figure out the best way between time and tics. It also depends on the comprehension of the written/typed text block. What's next? Reviewing the slideshows (and I almost forgot to include IOS head image with the text display) via hud drawings? And maybe an item to view images/slideshows via item menu interface? Maybe it's too redundant, but it could be good for puzzle solving and memory stuff. Still, I just need to write things on paper, than boob tube it. Need to figure out if need to view images/slideshows from item is necessary. Oh boy.

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Mon Nov 22, 2021 12:14 am
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