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[ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters v33 http://www.forkheads.net/viewtopic.php?f=8&t=17347 |
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Author: | RV-007 [ Sat Apr 08, 2017 10:01 pm ] |
Post subject: | [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters v33 |
It's a long time coming, but at least my custom Marathon monsters project is making headways (took all night for the coding/design the first time around!). In this wad, you fight against custom Marathon monsters. !!!ADVERTISEMENTS!!! M1A1 for SDL http://archives2.bungie.org/cgi-bin/fin ... ortby=date http://archives2.bungie.org/a1sdl/m1a1_sdl.zip https://web.archive.org/web/20151220001 ... a1_sdl.zip Marathon 2 https://trilogyrelease.bungie.org/ http://files3.bungie.org/trilogy/marathon2.zip https://web.archive.org/web/20211123015 ... athon2.zip Marathon Infinity https://trilogyrelease.bungie.org/ http://files3.bungie.org/trilogy/infinity.zip https://web.archive.org/web/20211123015 ... finity.zip bighouse's listing of both custom Marathon and Aleph One scenarios http://bighouse.bungie.org/ simplici7y.com Marathon mods archive attempt https://lochnits.com/s7/ pre-simplici7y.com Marathon mods archive attempt http://fileball.whpress.com/ !!!ADVERTISEMENTS!!! Custom Marathon Monsters: https://archive.org/download/custom_mar ... ersv33.wad Custom Marathon Ally UESC Items: https://archive.org/download/custom_mar ... iptv04.wad Custom Marathon Ally Pfhor Items: https://archive.org/download/custom_mar ... iptv02.wad Icon of Sin boss fight for doom2 (optional [might be more/less difficult]): https://archive.org/download/icon_of_si ... om2v07.wad Gate Watcher boss fight for plutonia2 (optional [might be more/less difficult]): https://archive.org/download/gate_watch ... ia2v05.wad Shapes and Sounds ShapeFusion Editor: I used to download from the sourceforge, but some scandal happened and now I am not able to browse the website for probably a variety of reasons. It's probably something illegal. https://github.com/treellama/shapefusion/releases https://archive.org/download/rv-007_mis ... .7-win.zip Skins List:
Roster List:
Screenshots:
Notes + Standard:
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Author: | RV-007 [ Wed Sep 11, 2019 10:46 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
Okay, so one of the biggest flaws for my customized monster combos is that it is designed from the start to finish. The later maps are no breezer. I tried map07 as starting point, and boy, do I have to deploy the mjolnirs to gut half the turtles. Then the spider tanks chisel down my health to nothing. FIRST, I HAVE TO TEST EACH STANDARD IWAD MAP! THAT WOULD BE DOOM2! FRESH START ON EACH MAP LUMP! FIGURE OUT HOW TO GET AROUND! THINGS! IF IT JUST GRATES, THEN I WILL REMOD! OKAY, MAP06: THE CRUSHER IS A CROWDED SQUISH! I GOT IT! MJOLNIR RAIL MADDS ANYONE? YEAH, THEY WILL FIRE WEAKER THOUGH. I think I have to make monsters at least beatable from each map start as in no other progression involved. That will be tough. However, for a monster behavior, it's pretty cool. If I do need to change things. I believe that backpack thing should have been a n^100 damage amplifier upon use. I admit that the difficulty w/o full run is nigh impossible. I might also fix up the mjolnir drops with a damage amplifier or something like that. I might actually deploy those M.A.D.D.s for once. It will have to be some out-of-place variant. It has to compete enough against the monsters. Repeat fire with looped dodging at times? Sounds good. You know what? Hell w/ it. I'm gonna put up the mecha as your arsenal (robot allies in another project, the naming is difficult so this one is called custom marathon robot allies or something like that)! I can warp the damn thing if required. I will need to replace the laser arm with the kugelblitz bullet projectile. And there be several of them in different buckshot patterns. Should be fast and accurate enough. Other mechas in other monster combo projects might be subjected to this change as well. Well, they are alien experimented, but the ally version might get the change due to the rarity of the kugelblitz power. |
Author: | RV-007 [ Sat Sep 14, 2019 4:52 am ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
v03: Mjolnir Ripper MADD Allies -Enough said, basically a ripping rifle style attach to the head turret of the MADD. Almost have shadow visibility from targeting for some reason (probably due to it constant movements). A portable invulnerabilitysphere can drop from its decommissioning. Don't worry about size, it can fit through marine's width. No robot walker due to it being slow in the first place. -This actually took me around less than 6 hours cracking at the missing fixes/features. Been test playing on the last hours. Maybe it's a bit boring now, but at least you have a chance to pass the map start on fresh if you really know how to utilize your surroundings, assuming that you have no knowledge of secret areas whatsoever. Oh yeah, I forgot, map07 is actually easier than map06. You just need to find cover and blast the free walking turtles. map06 has a room of pillars at the start, you need to react when moving through them. A spider drone or revenant makes it quite the challenge. Fortunately, the kits are good enough with a bit of knowledge in how to use them. Hinto: A wave of your units can provide more cover due to something explosive. map06 is a closeup stress test for allies. map29 is a cliff/distance stress test for allies. Looks like I don't really have to test each and every map, but I will do it after the two stress test maps and project completion. [strike]-I hate reuploading things to mirrors (no, I don't seem to keep track), but it happens. Need to upload to main, update website link information... zzz I will strike out this block of text once I am done.[/sstrike] -How about multiplayer in the sense of separate group ids? Well, I haven't gotten anywhere to that, but any player that needs the allies warped to their location, oh yeah, it works. I just got the fresh map start working so at least it's manageable for online. No warp group identity just yet. In fact, I am not sure if player number even works, I'll try to see if master flag works. |
Author: | RV-007 [ Sun Sep 15, 2019 9:12 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
GREAT NEWS EVERYBODY! I tried the A_Warp with a different set of AAPTR_FRIENDPLAYER actor pointer relations, and so far, I am able to universally warp a player's spawned allies to his/her/its vicinity. Pretty cool I must admit. I still need to refine the warping constancy though. I am only warp one ally at a time though. Now, I used the repeat of SetActivator, SetActorState, and Delay, to check a limited constant check. I don't think I will use any for/while loop syntax since it's not a long/indefinite duration anyways. So... yeah. I did it, I made the allies warp back to their masters. The only problem remaining is to keep track of the spawned allies as long the AAPTR_FRIENDPLAYER actor pointer allows it thru the specials/functions. Then, if successful, I can allow ally warping to the respective player regardless of how many are spawned! I might need some help from zdoom/zandronum, but I do have a free contact from the straight ups! I hate discord! Design in progress...
The sample is right here. Go ahead and try it with a server browser (doomseeker or internet doom explorer). Yes, I still need some id going on after the warp button is pressed. Otherwise, every player gets squished with their allies. Which is now the current situation, at least it's a bit helpful for everybody. --- The last warp design was based on an actor tid so it's still useful in terms of ambushes or drop patrol. The only flaw is a lack of variable determination. I just need a master monster actor to spawn the allies, and then warp the master from place to place (either by reticle or current player position [requires another custom keybinding]) before it plays a role as a ally teleport zone (it commands its subordinates to SetActorState in which they A_Warp to the master actor pointer. I can see that all out war will be using this in some way. |
Author: | RV-007 [ Tue Sep 17, 2019 11:19 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
Okay, I made a simple point a to point b control, where the variable is accounted and report for. Plus, I was able to switch activator of the deemed script easily. Sounds cool, but it continuously adds up! Oh how can I group a number of player spawned allies? It will be hard to define a set of variables as count. I think I just need to give the player some unusable item count, since it's decorate anyways. The only problem is when I switch around a remove acs script. It will remove the item count per owned ally death. Then when warping, the acs will check if there is any items left, in which will determine if warping will continue, sounds easy enough... :$ TakeInventory |
Author: | RV-007 [ Wed Sep 18, 2019 10:23 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
Well, it turns out that the actor states are in looped flow control so I just need the Goto flow control pIdle actor state in use. Easy enough. Also the tic duration of zero is too fast for our newly defined Spawn state so it's 'FRAM AA 0 special/function' from there. Yeah, so the ally count arithmetics is working! Up next, the check script thing, which will determine if there are spawned allies. Okay, the only real problem is how to warp only the spawned allies of the player and not of the other players? I would need a unique tid for each player or something like that... --- No TakeInventory required! How to check PlayerNumber? UniqueTID? Wrap? I am sure that player number could get fuddled, but yeah, whatevers. Need a variable to confine the unique random tid. Need to load up the variable to the player despite the ease of use with AAPTR_FRIENDPLAYER. I may actually need to implement unique random tid for spawned allies as well. That's two variables to keep in mind! Wow, I will be using up more ACS than I expected! Accommodates multiplayer! Imagine if I can make allies hate all that is not its tid and its associated player? It's like those starcraft things. That's the allies combo 2.0 for you! --- Anyways, I have been playing a bit of whadafuck online. Those guys are getting quite testy. Looks up my alley? And there's other stuff too. As for a permanent gaming server, I have yet to find one suitable for my taste. I'll try the main hosts? Online has been quite poopy, but the communication in what's up needs a broadcaster. It's slow, but I rather get my shit up so it stands to the test of time. |
Author: | RV-007 [ Tue Sep 24, 2019 9:31 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
I'm back and so far, there's still a stupid way about it. I can't differentiate between the allies tids to only warp a select few... Tested on online as well. There's two ways about this, either I make memory of each tid per spawned ally, and that somehow, I make a relational database to match those ally tids with a player tid. That way, I make a script that will do a check on the player tid, which will check for the values of the ally tids to match up on the group. I can succeed in warping specific allies. However, I can just focus on the key action found on GetPlayerInput, and maybe even adding and checking up on a (user) variable ([SetUserVariable, GetUserVariable] or even [user] arrays [which is a group of elements under a variable name]) copying the player tid, I can warp the allies to the player, but with another set of acs variables (which will be called warp variables instead of count variables). I think the easier way is to somehow warp the user variable activators to player tid. the A math matrix problem!!! FUCK!!! Actually, I am a bit limited in terms of differentiating between groups. Maybe if I separate the uniquetids/actor pointers into groups? Need to pull off id after player dies or disconnect, but that would be much easier. --- Other news, so far, it's working sharp on command. I might need a sharper inventory creation loop in the pitch. |
Author: | RV-007 [ Wed Sep 25, 2019 10:16 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
I realize that the group or array would rely on the player's identification. I would use a set of variables, but it's the elements regarding the players and allies that are in concern. I need to stick the number representation to them. So I am changing up the player tids and player number. Still, I don't know how to identify numbers, but I believe it's 1 as first and onwards. I also need to study a bit on whether death allows the player to retain its given tid or not. GUESS WHAT? PLAYERNUMBER() IS ACTUALLY 0!!! SO THAT'S LIKE PLAYER TID 0 FROM THE START!!! WILL WRITE THIS AS NOTES (NOT CREDITS, IT'S AN REITERATION!) IF POSSIBLE! So far, it seems that the player number adjusts to the current number of players so yeah... --- I guess the ally tids will be a multiple or something like that... needs to loop check to update its tid by the change of the player number/tid. I might also need to loop check on a variable to the current player number/tid. Then, I need to put up some if-else or something else statement about VALUES! I just need some definite variables to lock in my definition. |
Author: | RV-007 [ Thu Sep 26, 2019 9:54 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
Okay, so I connected the times 10 multipes of ally variable to the player variable. So far, it works swell enough in single player. In multiplayer, I have not figured out the unique id factor between the players. I believe it is PlayerNumber itself rather than tid b/c obviously, there's no way in keeping count of the tid somehow now? --- I managed to allow cheats for my online game session. So far, I can see that there is unique player number going on. Now if I can sync player number with the multiple faction... overclocking on tid slot though, only one? Conflict between Thing_Hate, NoiseAlert (not really, it's a lesser Thing_Hate), and Warp function. |
Author: | RV-007 [ Sun Sep 29, 2019 1:55 am ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
Updated the damn thing again, but now, there's a missing link between the allies and the player. The player side works fine, but I can't link these two bastards into a conjoined twin. Obviously, zdoom didn't thought of this despite the fact that the story and dead marine simply implies so. |
Author: | RV-007 [ Sun Sep 29, 2019 10:12 am ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
Well, alright then, then I can conclude that each ally spawned can be warped to the caller's destination. I just need to reduce the redundancy. Testing, and stuff. And so far, it's okay if people don't mind sharing their allies with one another. UNTIL THEY STOP SHARING! --- Back to the selfish version... APPARENTLY, THERE WAS NO WAY TO CONNECT BETWEEN PLAYER AND ALLY SCRIPT -WISE! I EVEN TRIED THE ACTOR POINTER MASTER AND FRIENDPLAYER FLAGS, HOPING THAT MY CUSTOM PLAYER TID CROSSES OVER, BUT NO!!! THAT MEANS SOME OLDE ASS SHIT OF GETTING THE FREAKING ITEM TO READ THE DAMN PLAYER'S TID! GOOD FUCKING THING THAT THE ACTIVATOR OF THE ITEM SCRIPT WOULD BE THE ONE WOULD ACTIVATES THE ITEM! GOOD. THEN, BY A LONG LIST OF SWITCH/CASES, I NEED TO SPAWN THE COPIOUS AMOUNTS OF DIFFERENT ALLY TIDS. THE WARP SCRIPT IS BASICALLY DONE DRAFT WISE. MO CLASS THAN YOU EVAR WANTED!!! --- Damn, the few past days is like Bee Gees Stayin Alive (Extended Remaster). |
Author: | RV-007 [ Sun Sep 29, 2019 9:54 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
Oh yes, my unstable demo is working, but maybe due to numerous amount of code, the online source port is lagging trying to sort out the wild madness (IT'S FUCKING DYING! X)). Offline is okay though, don't know about LAN. I might still spruce it up a bit more for cleaner code, official documentation, and more effective/efficient means of performance. celebration/progress youtube video:
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Author: | RV-007 [ Tue Oct 01, 2019 10:00 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
So yeah, I still need a clean documentation so it will take a while plus rl injuries. It always happen doesn't it? A herculean task. |
Author: | RV-007 [ Wed Oct 02, 2019 10:36 pm ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
Okay, I have the documentation done, which is good. The only bad thing is that the id differentiation breaks the ThingChange_TID for my monsters's Thing_Hate. If it is just NoiseAlert alone, then it would work, but it's like just some guy waking up nearby dudes. I rather have the dudes with radio contact to stomp down the player and allies. Well, I guess the online thing is supposed to be some dudes without the knowledge of radio use or just be campers/ambushers. I can make campers with my monster combos, but it's a bit of a breather? Maybe some of them can like just wait until they see the white of their eyes or see them within their sights. Yes, the damn thing is up. I think I already did it before, but this is now proof that I tried player tid based warping. It's good for simple NoiseAlert only monsters, but don't expect any swarm happies. I can't switch around tids because the warping will mess up. My second guess is to give all monsters some item that will make them engage against the allies, but tid is still required regardless. As you can see, I am at my hair's end. Expanding the definition range of the hatee list is nonexistent. What a fucking total letdown! Okay, well, I might continue the duke3d piggies allies in order to make up for the lack of complete player experience immersion in independent warping and Thing_Hate combined. |
Author: | RV-007 [ Sun May 02, 2021 12:53 am ] |
Post subject: | Re: [ZDoom_Mod/Release/rarely NSFW] Custom Marathon Monsters |
I was thinking to add a ShapeFusion topic, but apparently, it is for Marathon related items. I tried downloading the latest, didn't work. I think the earlier versions may work enough. It should be good enough. Still, the sourceforge website is like DENIED! It might close down anytime soon. It's about time to get alternative! I finally get around github. At least one guy got it. I still had to get now even more hassle to navigate the interface. It's almost like sourceforge. I think it might go that route. I decided to get a straight up copy, rather than juggle around for some reason. Oh, I was trying to look back @ a Marathon-like game. It's called ZPC (Zero Population Count). I had already forgotten about game operation, but the files are something. It got some lady sprites for them nerds out there. I like the prop, the snake lady (which is quite interesting), and the BSMD lady. The aesthetics are quite good. I even like some of the Nazi Germanyness statue look. For the theme, it's quite badaxx. There's also some crappish monsters and a sample sketch for a certain comic aesthetics style, if you're looking for that kind of thing. Note that the sprite angles are not complete, almost like the canon Marathon titles. Quite unusable, quite quite. But... that's enough advertisement. It's just a fancy to see if I could use any Marathon related projects. |
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