[FINAL] [DM] Morgenstern - Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#61

Post by Tiger » Wed Jun 08, 2016 4:44 am

So I have started working on this and immediately ran into a huge issue; if I reduce the damage to 'half' then the player's jump will be reduced by 'half', if I reduce the damage by 1/4 then the rocket jump potential height is exactly that, 1/4. Unless someone can find out why and how to resolve it, I am not going to bother. If I want to rocket jump, I want to keep the exact same potential height possible now without the code alterations below. Otherwise, this is pointless - and isn't really useful for anyone, literally.

Code: Select all

ACTOR TGRRocket : Rocket REPLACES Rocket
{
    // Variables
    // ===========
        const int explosionDamage = 128;
    // -----
        States
    {
    Death:
        MISL B 8 Bright A_Explode ((explosionDamage/4), 128, XF_HURTSOURCE) // Self damage && everyone else
        MISL B 0 Bright A_Explode ((explosionDamage-(explosionDamage/4)), 128, 0) // Omitting self damage; everyone else
        MISL C 6 Bright
        MISL D 4 Bright
        Stop
}

User avatar
Combinebobnt
Contributor
Posts: 1885
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#62

Post by Combinebobnt » Wed Jun 08, 2016 6:03 am

i wonder if i posted the solution in this thread.........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................

Catastrophe
Addicted to Zandronum
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#63

Post by Catastrophe » Wed Jun 08, 2016 8:07 am

Its almost like you don't read some of the posts on the thread

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#64

Post by Tiger » Wed Jun 08, 2016 1:29 pm

Combinebobnt wrote:i wonder if i posted the solution in this thread.
Can you please walk me through this code?
Combinebobnt wrote:You guys forgot that doesn't retain the original jump height. Here is how 2 fix:

ACTOR morgensteinplayer{
//apparently damagefactoring an explosion takes away damage but not thrust, same way HNS does it
damagefactor "oyeababyatriple", 0.5 //xd meme
}

ACTOR newrockkit{
damagetype "oyeababyatriple"
Damage 20*2 //don't forget missile impact damage!
states// (there are 50)
{
TNT1 A 0 A_Explode(128, 128, XF_HURTSOURCE) //explosion part
TNT1 A 0 A_Explode(128, 128, 0)
}
}
Catastrophe wrote:Its almost like you don't read some of the posts on the thread
I'm sorry, is there a message I missed from you? I know that I am very ill, but I thought I responded and adhered to your posts?

FascistCat
 
Posts: 98
Joined: Mon Jul 20, 2015 12:51 pm

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#65

Post by FascistCat » Wed Jun 08, 2016 10:31 pm

Tiger wrote:
Combinebobnt wrote:i wonder if i posted the solution in this thread.
Can you please walk me through this code?
The morgensteinplayer ACTOR takes 50% less damage from the newrockkit ACTORs who dealt "oyeababyatriple" damage type to it. So we do the maths:

Base damage: 20 * 50% = 10
Radius damage: 128* 50% = 64
Total = 74.

That means, one player can get hurt by its own rocket by half the original amounts but it will deal that same halved damage to other players too. HOWEVER! We DO want full damage dealt when one player hits another player with a rocket. How to achieve this?

1. Increase base damage by 100% so it doesn't get halved by the DamageType property. Hence the line Damage 20*2 //don't forget missile impact damage! at the rocket ACTOR definition.
2. Increase radius damage by 100% (128 -> 256) and deal the radius damage in two instantaneous blows. The first one will hurt the player which fires the rocket and the damage will be divided by 2. This is the line TNT1 A 0 A_Explode(128, 128, XF_HURTSOURCE) //explosion part.
3. The second part of the blast will not hurt the player who fired the rocket but it will hurt others. This is the line TNT1 A 0 A_Explode(128, 128, 0)

So, we do some simple math imagining we hit ourselves with our own rocket:

Base damage: 40 * 50% * 0 = 0
Radius damage1: 128 * 50% * 1 = 64, this part deals damage because of XF_HURTSOURCE.
Radius damage2: 128 * 50% * 0 = 0, this part does not apply since it's our own rocket.
Total = 64

And when we hit another player:

Base damage: 40 * 50% = 20
Radius damage1: 128 * 50% * 1 = 64
Radius damage2: 128 * 50% * 1 = 64, now this part applies because it's our rocket hitting another player.
Total = 148

Crucial question: Then why don't we just ignore DamageType and halve all quantities directly?
Crucial answer: Because A_Explode would not deliver enough damage to rocketjump. If we reduce A_Explode damage to 64 and divide by 2, we would only receive 64 points of damage instead of the original 128 needed for normal rocketjumping.

Crucial question 2: But doesnt the radius damage gets halved by the "ohyeababyitsatriple" damage factor?
Crucial answer 2: Indeed, it does get halved. However, thrust does not. So if we specify 64 instead of 128 directly we get half of the thrust received from a rocket blast.

Crucial question 3: Then, could other players receive two times the thrust with this?
Crucial answer 3: I don't know. We should try and see.

User avatar
Combinebobnt
Contributor
Posts: 1885
Joined: Mon Jun 04, 2012 3:37 am
Location: Erth
Contact:

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#66

Post by Combinebobnt » Wed Jun 08, 2016 11:54 pm

ok thanks fascist. tiger u need to learn basic decorate anyway, it's pretty easy syntax and you use git and bootless star or something so no excuse

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#67

Post by Tiger » Thu Jun 09, 2016 5:29 am

What I don't understand - is why is there exists a total of fifty states? I am using the basic properties provided by ZDoom which only has two states defined, where is the forty-eight that the Author has not mentioned but implied that it exists?
Combinebobnt wrote:

Code: Select all

states// (there are 50)
{
TNT1 A 0 A_Explode(128, 128, XF_HURTSOURCE) //explosion part
TNT1 A 0 A_Explode(128, 128, 0)
}
}

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#68

Post by Tiger » Thu Jun 09, 2016 6:12 am

Combinebobnt wrote:tiger u need to learn basic decorate anyway, it's pretty easy syntax and you use git and bootless star or something so no excuse
I don't understand why you are making such remarks; I want to learn as to how I can get this feature in and I am welling to work with you guys to get it in. But if you are going to act this way, then maybe I shouldn't and maybe I should no longer advertise any more works on this forum board. Now, I will admit, I - at first - did not like the implementation, and I do apologize to Catastrophic if I seem hasty towards him\her. However, I am or was welling to place my preferences aside - and make this happen for everyone. But, if this is a problem then I can move on to the next task.

Catastrophe
Addicted to Zandronum
Posts: 2558
Joined: Sat Jun 02, 2012 2:44 am

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#69

Post by Catastrophe » Thu Jun 09, 2016 6:16 am

Tiger wrote:What I don't understand - is why is there exists a total of fifty states? I am using the basic properties provided by ZDoom which only has two states defined, where is the forty-eight that the Author has not mentioned but implied that it exists?
Combinebobnt wrote:

Code: Select all

states// (there are 50)
{
TNT1 A 0 A_Explode(128, 128, XF_HURTSOURCE) //explosion part
TNT1 A 0 A_Explode(128, 128, 0)
}
}
https://www.youtube.com/watch?v=lhckuhUxcgA

Edit: Tiger, don't take bobs comment too seriously, he likes to fool around. The 50 states thing was a joke that I'm sure you'll realize in 3... 2... 1...
Last edited by Catastrophe on Thu Jun 09, 2016 6:27 am, edited 1 time in total.

User avatar
Mobius
Frequent Poster Miles card holder
Posts: 781
Joined: Wed Jun 13, 2012 3:43 am
Location: The center of the A3's controversial and machiavellian conspiracy
Clan: Cube
Clan Tag: Aᵌ
Contact:

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#70

Post by Mobius » Thu Jun 09, 2016 6:22 am

Why is everyone trolling Tiger?
dewsome: i can do this all day
dewsome: do you think you're somehow special? i spent years arguing with nostar, jenova, mobius
<+Thomas13> Mobius u r inferior, go outside and get beaten up
Alfonzo ~ "I wonder who will hear him trash talk when the dirt closes over him?"

FascistCat
 
Posts: 98
Joined: Mon Jul 20, 2015 12:51 pm

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#71

Post by FascistCat » Thu Jun 09, 2016 8:05 pm

Tiger, ACS and DECORATE come with a lot of power (and responsabilities) to do things but there are certain limitations where only clever workarounds are the solution, like in this case.
Catastrophe wrote:Edit: Tiger, don't take bobs comment too seriously, he likes to fool around. The 50 states thing was a joke that I'm sure you'll realize in 3... 2... 1...
I call BS. There's just liquid, solid and gaseous.

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - Internal Core Updates {WIP}

#72

Post by Tiger » Fri Jun 10, 2016 5:01 am

I have added the support in, but this will require testing to make sure it works as intended. Thus, a new build will have to be made. I will publish a new build sometime later today.

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - NOW WITH DOMINATION! {WIP}

#73

Post by Tiger » Fri Jun 10, 2016 6:38 pm

HOLY DOMINATION! ANOTHER SUPRISE BETA BUILD BUT WITH DOMINATION!!


Image


List of Changes
  • Added Domination support for the Zandronum engine
    • A very special version of Zandronum is required to play in this game mode, due to the focus of compatibility between Zandronum and GZDoom.
      • Download: Zandronum 3.0-alpha-r160519-2047M
        Special thanks to Torr Samaho for making this possible!
    • Using SECTINFO
    • Added GAMEMODE lump; teams now use the standard DM player starts (special thanks to Torr Samaho!)
  • Added RingSpawners; full credit to Tormentor667.
  • Added a new ACS Script, DominationAdapt.acs; to make lives a bit easier upon detecting the game modes and activating the Rings.
  • Modified rockets and grenades to provide less damage to the owner; this will allow rocket jumps and grenade jumps.
  • Revised how the credits appear on the screen.
  • Dropped the F1 MAPINFO support.
  • Reincluded the missing HiRes SPRITES. This will be useful if the player has voxels disabled.
  • Added the HiRes Terminator Ball SPRITES; full credit to DoomJedi.
  • Updated the Performance_Notes.txt to include:
    • R_DrawTrans <bool>
    • GL_Render_Precise <bool>
    • GL_Mirrors <bool>
  • Revised the HelpUI to mention the 'GL_Mirrors' instead of the 'R_DrawMirrors'.
    • As noted by Graf Zahl, this feature in (G)ZDoom is for debug purposes only [1].
  • Amplified music on the title screen from .3 to .8.
  • Resolved an issue with some ratios allowing the end-user to see the supporting walls as-well as the main title focus.
  • Shifted categories from the Credits to the LANGUAGE lump.


ACHTUNG! YOU MUST USE A SPECIAL BUILD OF ZANDRONUM TO PLAY IN DOMINATION!!
  • Download: Zandronum 3.0-alpha-r160519-2047M
>> TGRDM3 DOWNLOADS <<
Last edited by Tiger on Sun Aug 14, 2016 11:20 pm, edited 2 times in total.

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - RC1 Released {WIP}

#74

Post by Tiger » Wed Jun 22, 2016 9:47 pm

Image

I have just published a Release Candidate build, we're getting extremely close to the finish line!
Happy testing!

List of changes:
  • Imported a new map, START. This is adjacent to Quake and AlexMax's START map.
  • All maps now route to START. This is ideal for small netgames and single-player DM games, but not so much for large games. Please use Map List if running this project in Zandronum.
  • Music Player will not play in the START map.
  • TITLEMAP will now force the player to map 'START', when attempting to access the TITLEMAP when the GameType() is not GAME_TITLE_MAP.
  • Redid the map screenshots, they look much better now.
  • Purged unused assets.
  • Doom2.wad is now the default IWAD; when accessing this PWAD, it will tell (G)ZDoom to automatically include the Doom2.wad IWAD without having to prompt the user.
  • When selecting maps from the START map, all inventory and health is restored. Hopefully this resolves any issue with players spawning to a map with absolutely nothing in their inventory....
  • Added a script to warn the user if they're not using the OpenGL renderer.
  • Added a script to warn the user if they're playing in the Cooperative game mode.
  • Provided more randomness to the THING angles.
  • Revised the rain spawn size in MAP01
  • Fixed a type in the SNDINFO; AMBIENT12 was never referencing to 'World/ElectricBuzzing1' correctly, instead it previously was referencing 'World/ElectricBuzzing'
  • Revised secret door delay in MAP08; the delay was 12 octics, now 16 octics.
  • Fixed items that were leaking through the floors or various other places; thanks to Kappes Buur for finding the nasty ones
  • Weapons no longer show-up above the titlebar, thus also causing the Mug shot to never appear.
  • Updated the ReadMe
  • Minor fixes and corrections

>> DOWNLOADS <<

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - RC2 Released {WIP}

#75

Post by Tiger » Tue Jul 19, 2016 5:52 am

Since I am on a holding-pattern - waiting for a new release on both Zandronum 3.0 beta and GZDoom, here is another build but with little changes:

Changelog:
  • Documentation updates
  • Revised credits
  • The script 'CheckCoopGameMode' is now has the 'CLIENTSIDE' flag
  • Fixed maps Abandoned Misery and Abandoned Misery [Pretty] were a jumping pad was previously not using the JumpPad script. Thus, causing problems if ThingStop() was to be activated after ThrustThing() call via Sector Thing Triggers.
  • Thrashed duplicated credits
  • Revised WADINFO to include 'Primary purpose : Deathmatch and Domination'
  • Remove outside boundaries and control sectors from the Automap [All maps]
  • Railgun no longer reloads; feels too weird
  • Reduced the number of Rain Spawners used in the map Dark Stone, but enlarged their area size. This might help with the framerate?
  • Thrashed superfluous MAPINFO properties
  • Very minor corrections

>> DOWNLOADS <<

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - RC2 Released {WIP}

#76

Post by Tiger » Sun Aug 14, 2016 11:16 pm

I have removed the special Zandronum 3.0 build that used to be provided in this topic for the Domination game mode, please use the latest Zandronum 3.0 build [160814-2010] or better.

Thanks,

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - Released!

#77

Post by Tiger » Wed Sep 21, 2016 9:23 pm

TGRDM3 has been officially released and is now available in the /idgames DB archive! A special thanks for the feedback that everyone has provided and for those that helped during the development through all these years.

User avatar
Doomkid
Frequent Poster Miles card holder
Posts: 903
Joined: Sun Nov 25, 2012 2:04 am
Location: Aussie Land
Clan: UniDoom
Clan Tag: [UD]
Contact:

[FINAL] Re: [DM] Morgenstern - Released!

#78

Post by Doomkid » Thu Sep 22, 2016 4:20 am

Seeing a strange number of downvotes on idgames.. A bunch of 0 star ratings has to mean trolls, right? There's nothing here that warrants a 0, I upvoted because they're damn impressive maps that definitely don't deserve such a shitty score.

Fonze
New User
Posts: 12
Joined: Thu Sep 24, 2015 4:03 am

[FINAL] Re: [DM] Morgenstern - Released!

#79

Post by Fonze » Fri Sep 23, 2016 3:37 am

I'm really looking forward to playing this soon! Been keeping an eye on it for a while now; great job on its release!

User avatar
Tiger
Forum Regular
Posts: 380
Joined: Thu May 31, 2012 6:21 am

[FINAL] Re: [DM] Morgenstern - Released!

#80

Post by Tiger » Sat Sep 01, 2018 10:29 am

TGRDM3 has been updated to version 1.01! This update resolves this issue [Texture Alignment Issue (MAP01 | Acerbus)]


Check the main topic for download resources!

Post Reply