Fixed camera tests

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Rcj8993
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Fixed camera tests

#1

Post by Rcj8993 » Tue Sep 02, 2014 1:11 am

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)
Last edited by Rcj8993 on Tue Sep 02, 2014 1:16 am, edited 1 time in total.
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RE: Fixed camera tests

#2

Post by Lord_of_D: » Tue Sep 02, 2014 11:13 pm

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.
Image

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RE: Fixed camera tests

#3

Post by Rcj8993 » Wed Sep 03, 2014 3:36 am

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.
I can try but id probably have to make 3D models as its hard to tell where you are shooting.
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RE: Fixed camera tests

#4

Post by NachtIntellect » Wed Sep 03, 2014 9:33 am

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

#5

Post by mr fiat » Wed Sep 03, 2014 12:46 pm

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.
People have made sidescrollers and top view stuff, so i am guesing it should be possible.

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RE: Fixed camera tests

#6

Post by Lord_of_D: » Wed Sep 03, 2014 2:37 pm

Rcj8993 wrote:
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.
I can try but id probably have to make 3D models as its hard to tell where you are shooting.
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 weapons
Image

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RE: Fixed camera tests

#7

Post by Rcj8993 » Wed Sep 03, 2014 3:24 pm

Lord_of_D: wrote:
Rcj8993 wrote:
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.
I can try but id probably have to make 3D models as its hard to tell where you are shooting.
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 weapons
:/

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.
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RE: Fixed camera tests

#8

Post by CloudFlash » Wed Sep 03, 2014 5:44 pm

Rcj8993 wrote:
Lord_of_D: wrote:
Rcj8993 wrote:
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.
I can try but id probably have to make 3D models as its hard to tell where you are shooting.
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 weapons
:/

uh, im kinda new to making mods, so id have no clue how id get that done.
Just add this actor to your mod:

Code: Select all

Actor LaserPointer
{+NOGRAVITY
-SOLID
Speed 10
States{
Spawn:
PUFF A 5 Bright A_SpawnItemEx("BulletPuff",0,0,0)
loop}}
And then add this line to every weapon's ready state:

Code: Select all

TNT1 A 1 A_FireCustomMissile("LaserPointer",0,0,0)
PS. Make a Silent Hill mod happen plz :3
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RE: Fixed camera tests

#9

Post by Rcj8993 » Wed Sep 03, 2014 6:04 pm

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?
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RE: Fixed camera tests

#10

Post by Empyre » Wed Sep 03, 2014 9:52 pm

Everything CloudFlash said to add would go in your DECORATE lump.
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RE: Fixed camera tests

#11

Post by Rcj8993 » Wed Sep 03, 2014 11:49 pm

Empyre wrote: Everything CloudFlash said to add would go in your DECORATE lump.
oh,
well I guess I gotta learn that too. :/ theres a lot that this engine has..
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RE: Fixed camera tests

#12

Post by NachtIntellect » Thu Sep 04, 2014 6:46 am

Rcj8993 wrote:
Empyre wrote: Everything CloudFlash said to add would go in your DECORATE lump.
oh,
well I guess I gotta learn that too. :/ theres a lot that this engine has..
Decorate is easier than ACS imo, however you can use acs to add fancy effects to weapons and such
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RE: Fixed camera tests

#13

Post by Rcj8993 » Thu Sep 04, 2014 7:07 am

WhiteAce wrote:
Rcj8993 wrote:
Empyre wrote: Everything CloudFlash said to add would go in your DECORATE lump.
oh,
well I guess I gotta learn that too. :/ theres a lot that this engine has..
Decorate is easier than ACS imo, however you can use acs to add fancy effects to weapons and such
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 weeks
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RE: Fixed camera tests

#14

Post by NachtIntellect » Fri Sep 05, 2014 1:48 pm

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

#15

Post by Rcj8993 » Fri Sep 05, 2014 11:09 pm

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
  }
}
[/spoiler]

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.
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RE: Fixed camera tests

#16

Post by MrSetharoo » Sat Sep 06, 2014 2:58 am

I can't seem to get this to work. I don't see a map as stated in your original post.

Rcj8993
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RE: Fixed camera tests

#17

Post by Rcj8993 » Sat Sep 06, 2014 3:56 am

play it in doom 2 and load the first map....

aka map 1 aka idclev01
Last edited by Rcj8993 on Sat Sep 06, 2014 3:56 am, edited 1 time in total.
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RE: Fixed camera tests

#18

Post by MrSetharoo » Sat Sep 06, 2014 4:49 am

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.
Last edited by MrSetharoo on Sat Sep 06, 2014 5:09 am, edited 1 time in total.

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RE: Fixed camera tests

#19

Post by CloudFlash » Sat Sep 06, 2014 12:23 pm

Rcj8993 wrote:Things
Okay, so:
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.
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RE: Fixed camera tests

#20

Post by Rcj8993 » Sat Sep 06, 2014 8:15 pm

CloudFlash wrote:
Rcj8993 wrote:Things
Okay, so:
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?
tbh I copied from the wiki...
and this is my first time messing with either actors or decorate...

http://imgur.com/mFUZukd
it leaves a lot of amber balls...
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