Fixed camera tests
Fixed camera tests
not sure what id call this project so for right now its tentative title is fixed camera.
the map is for doom 2 and it uses Fixed camera perspective just like the classic resident evil titles.
you will have to change the controls tho to play it set it up like this;
turn the ability to use mouse off,
w is forward,
s is backward,
a is turn left,
d is turn right,
q is strafe left,
e is strafe right,
r is next weapon,
f is previous weapon,
SPACEBAR is open,
and ctrl is shoot.
(these are the controls that worked the best for me)
https://www.mediafire.com/?fvn01t1dyl79jzk 1.44 MB
NOTE: this wad is to test an idea,
the gameplay in this is a little unbalanced (because most enemies can shoot at you, and the camera angles in 1-2 spots)
the map is for doom 2 and it uses Fixed camera perspective just like the classic resident evil titles.
you will have to change the controls tho to play it set it up like this;
turn the ability to use mouse off,
w is forward,
s is backward,
a is turn left,
d is turn right,
q is strafe left,
e is strafe right,
r is next weapon,
f is previous weapon,
SPACEBAR is open,
and ctrl is shoot.
(these are the controls that worked the best for me)
https://www.mediafire.com/?fvn01t1dyl79jzk 1.44 MB
NOTE: this wad is to test an idea,
the gameplay in this is a little unbalanced (because most enemies can shoot at you, and the camera angles in 1-2 spots)
Last edited by Rcj8993 on Tue Sep 02, 2014 1:16 am, edited 1 time in total.
Capstone.Wad
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- Lord_of_D:
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RE: Fixed camera tests
interesting, i always wondered if it was possible to play with custom cameras, and this proves it very well, hope your wad helps someone on making a good survival horror wad.
RE: Fixed camera tests
I can try but id probably have to make 3D models as its hard to tell where you are shooting.Lord_of_D: wrote: interesting, i always wondered if it was possible to play with custom cameras, and this proves it very well, hope your wad helps someone on making a good survival horror wad.
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- NachtIntellect
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RE: Fixed camera tests
Would it be possible to do it from a perspective as if it were pokemon or one of those japanese 2D sprite games I can't exactly remember what they were called.
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- mr fiat
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RE: Fixed camera tests
People have made sidescrollers and top view stuff, so i am guesing it should be possible.WhiteAce wrote: Would it be possible to do it from a perspective as if it were pokemon or one of those japanese 2D sprite games I can't exactly remember what they were called.
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RE: Fixed camera tests
and what about a pointer that tells where you are aiming at? like a red dot or laser aim you would just need to slighty modify the class or the weaponsRcj8993 wrote:I can try but id probably have to make 3D models as its hard to tell where you are shooting.Lord_of_D: wrote: interesting, i always wondered if it was possible to play with custom cameras, and this proves it very well, hope your wad helps someone on making a good survival horror wad.
RE: Fixed camera tests
:/Lord_of_D: wrote:and what about a pointer that tells where you are aiming at? like a red dot or laser aim you would just need to slighty modify the class or the weaponsRcj8993 wrote:I can try but id probably have to make 3D models as its hard to tell where you are shooting.Lord_of_D: wrote: interesting, i always wondered if it was possible to play with custom cameras, and this proves it very well, hope your wad helps someone on making a good survival horror wad.
uh, im kinda new to making mods, so id have no clue how id get that done.
What would be really cool is if I can make a version with a "VAT" System like fallout. But thats not survival horror is it?
Last edited by Rcj8993 on Wed Sep 03, 2014 4:37 pm, edited 1 time in total.
Capstone.Wad
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- CloudFlash
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RE: Fixed camera tests
Just add this actor to your mod:Rcj8993 wrote::/Lord_of_D: wrote:and what about a pointer that tells where you are aiming at? like a red dot or laser aim you would just need to slighty modify the class or the weaponsRcj8993 wrote:I can try but id probably have to make 3D models as its hard to tell where you are shooting.Lord_of_D: wrote: interesting, i always wondered if it was possible to play with custom cameras, and this proves it very well, hope your wad helps someone on making a good survival horror wad.
uh, im kinda new to making mods, so id have no clue how id get that done.
Code: Select all
Actor LaserPointer
{+NOGRAVITY
-SOLID
Speed 10
States{
Spawn:
PUFF A 5 Bright A_SpawnItemEx("BulletPuff",0,0,0)
loop}}Code: Select all
TNT1 A 1 A_FireCustomMissile("LaserPointer",0,0,0)
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
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RE: Fixed camera tests
So I add th actor as a lump rigt?
Also I plan on doing 3d models forbthis, what are the limitations for doing that with zandronum?
Also I plan on doing 3d models forbthis, what are the limitations for doing that with zandronum?
Capstone.Wad
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Corsair 750 watt PSU (Modular)[/spoiler]
RE: Fixed camera tests
Everything CloudFlash said to add would go in your DECORATE lump.
"For the world is hollow, and I have touched the sky."
RE: Fixed camera tests
oh,Empyre wrote: Everything CloudFlash said to add would go in your DECORATE lump.
well I guess I gotta learn that too. :/ theres a lot that this engine has..
Capstone.Wad
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- NachtIntellect
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RE: Fixed camera tests
Decorate is easier than ACS imo, however you can use acs to add fancy effects to weapons and suchRcj8993 wrote:oh,Empyre wrote: Everything CloudFlash said to add would go in your DECORATE lump.
well I guess I gotta learn that too. :/ theres a lot that this engine has..
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RE: Fixed camera tests
Gosh I remember staying up till 5 am pulling my hair out with that acs stuff... pushing out your first mod kinda is a drag, luckily I got mine done in 11 weeksWhiteAce wrote:Decorate is easier than ACS imo, however you can use acs to add fancy effects to weapons and suchRcj8993 wrote:oh,Empyre wrote: Everything CloudFlash said to add would go in your DECORATE lump.
well I guess I gotta learn that too. :/ theres a lot that this engine has..
Capstone.Wad
My Computer Specs:
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- NachtIntellect
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RE: Fixed camera tests
I still pull out my hair with ACS, lol and unfortunately the mod I am working on requires heavy use of it, I mean I can understand the mod a lot better now that I've fiddled with it, but if I were to see any more lines of unfamiliar script I would be bald.
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RE: Fixed camera tests
WhiteAce wrote: I still pull out my hair with ACS, lol and unfortunately the mod I am working on requires heavy use of it, I mean I can understand the mod a lot better now that I've fiddled with it, but if I were to see any more lines of unfamiliar script I would be bald.
for my first mod, the last level has 146 lines, I almost pulled my hair out when I had to look for a ";" missing and a "}"....
and that was at 5 in the morning....
so in the case of the pistol
would this work?
[spoiler]
Code: Select all
ACTOR Pistol : DoomWeapon 5010
{
Game Doom
Weapon.SelectionOrder 1900
Weapon.AmmoUse 1
Weapon.AmmoGive 20
Weapon.AmmoType "Clip"
Obituary "$OB_MPPISTOL"
+WEAPON.WIMPY_WEAPON
Inventory.Pickupmessage "$PICKUP_PISTOL_DROPPED"
Tag "$TAG_PISTOL"
States
{
Ready:
PISG A 1 A_WeaponReady
TNT1 A 1 A_FireCustomMissile("LaserPointer",0,0,0)
Loop
Deselect:
PISG A 1 A_Lower
Loop
Select:
PISG A 1 A_Raise
Loop
Fire:
PISG A 4
PISG B 6 A_FirePistol
PISG C 4
PISG B 5 A_ReFire
Goto Ready
Flash:
PISF A 7 Bright A_Light1
Goto LightDone
PISF A 7 Bright A_Light1
Goto LightDone
Spawn:
PIST A -1
Stop
}
}
EDIT, I cleaned it up because I read about using inheritance, and im getting errors such as "Tried to register class 'Pistol' more than once.
Script error,
"Fixed Camera.wad:DECORATE" line 41:
Weapon Pistol doesn't define a select state.
Script error, "Fixed Camera.wad:DECORATE" line 41:
Weapon Pistol doesn't define a deselect state.
Script error, "Fixed Camera.wad:DECORATE" line 41:
Weapon Pistol doesn't define a fire state."
and this is the code for the pistol
"ACTOR Pistol : DoomWeapon 5010
{
States
{
Ready:
PISG A 1 A_WeaponReady
TNT1 A 1 A_FireCustomMissile("LaserPointer",0,0,0)
Loop
}
}"
Edit, fixed it by adding back in all the states stuff, but weapons are silent and the laser sight is kinda messy and it leaves fireballs behind
:/ what do?
im thinking some kind of redundancy is here but this is my first time using decorate, and I also think using a particle effect that is the color red or green would be better... but sadly looking into it didn't help...
Last edited by Rcj8993 on Sat Sep 06, 2014 12:01 am, edited 1 time in total.
Capstone.Wad
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- MrSetharoo
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RE: Fixed camera tests
I can't seem to get this to work. I don't see a map as stated in your original post.
RE: Fixed camera tests
play it in doom 2 and load the first map....
aka map 1 aka idclev01
aka map 1 aka idclev01
Last edited by Rcj8993 on Sat Sep 06, 2014 3:56 am, edited 1 time in total.
Capstone.Wad
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- MrSetharoo
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RE: Fixed camera tests
hm....that's what I'm doing but its not doing anything.
EDIT:
So I loaded via drag n drop and it worked. It dosen't want to load when I use IDE.
EDIT 2:
So I replaced the space with a underscore in the file name and IDE loaded it properly this time.
EDIT:
So I loaded via drag n drop and it worked. It dosen't want to load when I use IDE.
EDIT 2:
So I replaced the space with a underscore in the file name and IDE loaded it properly this time.
Last edited by MrSetharoo on Sat Sep 06, 2014 5:09 am, edited 1 time in total.
- CloudFlash
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RE: Fixed camera tests
Okay, so:Rcj8993 wrote:Things
1: you should change the name of the weapon (for example, from 'Pistol' to 'TurboPistol')
2: why don't you inherit directly from the Pistol instead of inheriting from DoomWeapon? IIRC, DoomWeapon actor didn't have select, deselect and fire states, whereas Pistol did have them, so that would get rid of the 'cannot find states' problem
3: if you don't want to have fireballs, maybe you could try using something like TNT1 A 0 A_RailAttack(0,0,0,"none","red",RGF_SILENT), except I'm not really sure because I never modded railguns before so I have no idea if it will work properly
4: it behaves messily? how so?
Last edited by CloudFlash on Sat Sep 06, 2014 12:26 pm, edited 1 time in total.
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
RE: Fixed camera tests
tbh I copied from the wiki...CloudFlash wrote:Okay, so:Rcj8993 wrote:Things
1: you should change the name of the weapon (for example, from 'Pistol' to 'TurboPistol')
2: why don't you inherit directly from the Pistol instead of inheriting from DoomWeapon? IIRC, DoomWeapon actor didn't have select, deselect and fire states, whereas Pistol did have them, so that would get rid of the 'cannot find states' problem
3: if you don't want to have fireballs, maybe you could try using something like TNT1 A 0 A_RailAttack(0,0,0,"none","red",RGF_SILENT), except I'm not really sure because I never modded railguns before so I have no idea if it will work properly
4: it behaves messily? how so?
and this is my first time messing with either actors or decorate...
http://imgur.com/mFUZukd
it leaves a lot of amber balls...
Capstone.Wad
My Computer Specs:
[spoiler]Intel i7 3770 3.4 Ghz processor,
16Gb (4 x 4gb) 1600 DDR3 ram,
Inno3d GTX980 ULTRA,
Samsung 840 Evo 128gb SSD,
Seagate Barracuda 1tb and 3 tb HDD's
Asus P8Z77-V LK Motherboard.
Corsair 750 watt PSU (Modular)[/spoiler]
My Computer Specs:
[spoiler]Intel i7 3770 3.4 Ghz processor,
16Gb (4 x 4gb) 1600 DDR3 ram,
Inno3d GTX980 ULTRA,
Samsung 840 Evo 128gb SSD,
Seagate Barracuda 1tb and 3 tb HDD's
Asus P8Z77-V LK Motherboard.
Corsair 750 watt PSU (Modular)[/spoiler]

