Super Demon! FINISHED!!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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arkore
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RE: Super Demon! R2-1! Balance Balance Balance!

#141

Post by arkore » Thu Sep 12, 2013 4:08 pm

doomwolf555 wrote: I have an idea to make perks and classes and levels for humans like in Killing Floor
Please share your idea with MiFu for his invasion project, because I was going to do the same.

---

With regard to Super Demon, when playing as boss, the picture on the status bar looks like I'm almost dead.
Last edited by arkore on Thu Sep 12, 2013 4:09 pm, edited 1 time in total.

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RE: Super Demon! R2-1! Balance Balance Balance!

#142

Post by Impact » Thu Sep 12, 2013 4:15 pm

ily Catastrophe, thanks for this, now boss12 isn't an embarrassment anymore ;)
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RE: Super Demon! R2-1! Balance Balance Balance!

#143

Post by Zupoman » Thu Sep 12, 2013 4:56 pm

I suggested a few things about making content to SuperDemon to Cata at PM a while ago, but since Cata replied to my long list of issues with a single sentence, hinting me that he either didn't read it, or doesn't care; I will put that list in here. Idk if stuff is still actual, too lazy to browse the source again.
Spoiler: WARNING, WALL OF TEXT, MAY CONTAIN BAD GRAMMAR (Open)
So I thought "hey, it would be nice if that SuperDemon broke out of alpha, and beta, and became something on this whole Zandronum thing, because really, I got sick of everything that is currently on it".

And so I decided to make some stuff for your mod. Made a small map, nothing special:
Spoiler: screenshot (Open)
Image
So cool. Map done, I thought, "Lets make the boss now", and so I dwelled into SuperDemon sources to find out how stuff exactly works. And what I saw completely demotivated me.


So here are issues I have to SuperDemon source:
  1. Every boss has got its own inventory items for attack mode selection. For example, Maulotaur has got Maulattackmode1, Maulattackmode2, Maulattackmode3 and MaulDashCheck.
    Attack mode switching is handled in script 812, which contains code corresponding to every boss. That is stupid, because it is in the global ACS scripts file. Somebody who wants to make his own boss has got to modify it in order to create it.

    Looking at it from my point of view, you should've made an two universal attack mode items, one whose amount of in inventory would be the attack mode (for example, having 2 of BossAttackMode items would mean it is attack mode number 2 selected). The second one should be something like BossAttackModeCount, which would indicate how many attack modes boss does have, given to the boss when it is selected, in either map-declared script 1, or in DECORATE.
    -----
  2. Just like in pt. 1; the boss attack mode names are also declared in the global ACS scripts file. While strings are handled strangely in ACS, I think it is possible to simply pass strings as parameters in scripts. I am sure that you can declare that in the map-declared script 1, which is a lot more in grasp. And maybe even doing so is possible in DECORATE?
    -----
  3. Speaking of map-declared script 1, which holds some ACS executions that hold some parameters of the boss, like its mana regeneration, or health per player; ACS_ExecuteAlways can be used in DECORATE, GiveIntentory too, AmbientSound also, I think. Why is it in a script, then?
    -----
  4. Scripts often use ACS_Execute, while it might be sometimes problematic, as there are some conditions where such script does not execute (one of them is when there is one script with same number already going). While it is fine to use it, I have noticed you had some strange bugs somewhere, and you fixed them using Delay. Maybe they can be fixed with using ACS_ExecuteAlways instead?
    -----
  5. I have no idea why, but every boss has got a weapon called %BOSSNAME%Weapon0, which is given to the boss at its selection, and its sole purpose is to change to the real weapon item, called %BOSSNAME%Weapon.
    -----
  6. The DECORATE code of the bosses is not documented, so it is a bit difficult to make your own boss, as you don't really understand what is going on, just like in pt. 5.
These all are reasons why I am not going to make anything for SuperDemon, until at least the major ones are fixed. (Iron Lich boss is waiting).
Last edited by Zupoman on Thu Sep 12, 2013 4:58 pm, edited 1 time in total.
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RE: Super Demon! R2-1! Balance Balance Balance!

#144

Post by Lollipop » Thu Sep 12, 2013 5:06 pm

That post you made there Zupoman describe a total clusterfuck, so there is no wonder it is in alpha stage.
1. The way it work is understandable when it starts, but your idea is the perfect replacement as it makes the filesize way lower.
5. I think there might be something technical with that, maybe the weapon glitches when it is directly given.
6. This is a severe problem.

Though all of that is not a problem for you, as far as I remember he make the boss the way you instruct (unless it is something silly), though I suppose you can easily exermine his code and modify it, this way you can assemble a mappack.
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RE: Super Demon! R2-1! Balance Balance Balance!

#145

Post by Zupoman » Thu Sep 12, 2013 5:18 pm

Lollipop wrote: That post you made there Zupoman describe a total clusterfuck, so there is no wonder it is in alpha stage.
1. The way it work is understandable when it starts, but your idea is the perfect replacement as it makes the filesize way lower.
5. I think there might be something technical with that, maybe the weapon glitches when it is directly given.
6. This is a severe problem.

Though all of that is not a problem for you, as far as I remember he make the boss the way you instruct (unless it is something silly), though I suppose you can easily exermine his code and modify it, this way you can assemble a mappack.
About your 1. response:

That's not an issue of filesize. Nobody cares about filesize now, since we have UDMF, which follows now popular idea of textbased formats, (and I personally dislike the idea of a textbased format).

The problem happens when you want to make a map, and a boss for it. You make a map. Then you go to make a boss, look into the source to understand how stuff works. Then you realzse that in order to add your own boss, you need to make a bunch of stupid stuff. You have to add your own weapon selection items, and your own edition of the ACS weapon selection script. And a whole bunch of other stuff, which is hard to understand and can be done an a lot easier way, without editing the main pk3.

Also, one more issue (I didn't look at the newest SuperDemon source, so maybe this is outdated, but knowing Cata, it is not); the Maulotaur has got its own script for charge in global ACS. (it is in another file) Why the fuck? Why it isn't in the map ACS file, as it is for boss parameters like health? Why? Why the fuck?

Why the fuck it needs a script, anyways. You can call ThrustThing and ThrustThingZ in DECORATE, and IIRC it can be done for all, or most of the action specials. (I may be wrong, tho)

Also, Cata's response for my long list was
Catastrophe wrote:Sorry, making bosses is something only I do; if I let someone else code I may not understand their style.
Last edited by Zupoman on Thu Sep 12, 2013 5:21 pm, edited 1 time in total.
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RE: Super Demon! R2-1! Balance Balance Balance!

#146

Post by Lollipop » Thu Sep 12, 2013 5:26 pm

I see, though if you really want to make your own boss I might fetch something up for you when I get both time and motivation on same time (>5% chance every hour, without the factor of me being easy to distract).

The maulotaur example you posted is a real bummer from cata's side, it is an obvious mapscript, and when in global it eat up script numbers ;_;
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GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there

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RE: Super Demon! R2-1! Balance Balance Balance!

#147

Post by Catastrophe » Thu Sep 12, 2013 7:25 pm

First of all, I did read your rant in PM and it sounded very condescending, so I responded simply and nicely. You see I attempt to be nice, so I don't respond with more than two sentences. If I did the message would be a rant questioning your ability to interact nicely with other humans (Which of course, you fail at).

Anyways, lets go over this so you can finally stop being a cry baby.
1. Instead of me making a universal system, maybe you can finally put your brain to use and override the script? Crazy idea right?
2. No, I don't want to do it like that; it'll be a cluster fuck.
3. Look at the boss selector script and you'll realize why that won't work.
4. I used acs_execute so duplicates of scripts can't run. So far I've seen no bugs relating to it (yet).
5. This is because there was a bug with morphed actors and weapons, it works right now so I'm following the logic of: "Don't break what isn't broken".
6. Documentation will be posted when R3 is out.
Also, one more issue (I didn't look at the newest SuperDemon source, so maybe this is outdated, but knowing Cata, it is not); the Maulotaur has got its own script for charge in global ACS. (it is in another file) Why the fuck? Why it isn't in the map ACS file, as it is for boss parameters like health? Why? Why the fuck?
First of all, fuck you.

Second of all, that maulotaur script takes an argument called "force". Hmmm... now why would it have an argument in it? Think real hard now. It's because I plan on adding other bosses than can dash as well you dope. Besides, it wouldn't matter if I started spamming scripts since this wad is stand-alone.


FYI, Ivan made a boss and a map for me. Yes, he fully understood the decorate AND the acs. Shocking right? People smarter than you? Oh my.

P.S. Thanks for being a douche and posting a private message here.
Last edited by Catastrophe on Thu Sep 12, 2013 7:30 pm, edited 1 time in total.

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RE: Super Demon! R2-1! Balance Balance Balance!

#148

Post by Ivan » Sun Sep 15, 2013 8:23 pm

Zupoman wrote: These all are reasons why I am not going to make anything for SuperDemon, until at least the major ones are fixed. (Iron Lich boss is waiting).
I like the Iron Lich idea. I'm going to steal it since you clearly said you won't be doing it.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Super Demon! R2-1! Balance Balance Balance!

#149

Post by Impact » Sun Sep 15, 2013 10:28 pm

Ivan wrote:
Zupoman wrote: These all are reasons why I am not going to make anything for SuperDemon, until at least the major ones are fixed. (Iron Lich boss is waiting).
I like the Iron Lich idea. I'm going to steal it since you clearly said you won't be doing it.
^ahahhaha

bitch got owned
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RE: Super Demon! R2-1! Balance Balance Balance!

#150

Post by CloudFlash » Mon Sep 16, 2013 5:48 am

Ivan wrote:
Zupoman wrote: These all are reasons why I am not going to make anything for SuperDemon, until at least the major ones are fixed. (Iron Lich boss is waiting).
I like the Iron Lich idea. I'm going to steal it since you clearly said you won't be doing it.
I'm proud of you sonny :D!
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RE: Super Demon! R2-1! Balance Balance Balance!

#151

Post by Catastrophe » Sun Sep 29, 2013 3:50 am

Spoiler: (Open)
Image
R3, or should I say R3-5 will be coming soon. Now featuring a reward system.

(The flame sword in that screenshot is one of the possible rewards)
Last edited by Catastrophe on Sun Sep 29, 2013 3:51 am, edited 1 time in total.

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RE: Super Demon! R2-1! Balance Balance Balance!

#152

Post by Impact » Sun Sep 29, 2013 1:01 pm

Sweet. I take it the caco horde will be fixed too? That was fun, it got borked in v2.1 :<
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RE: Super Demon! R2-1! Balance Balance Balance!

#153

Post by Untitled » Sun Sep 29, 2013 1:33 pm

Although I really shouldn't take the side of the raging guy (Zupoman), he does have ONE valid point:
The first one. If you made the attack mode items universal and whatnot, as well as having the script be universal and not having to override it, it would do two things:

A: It would help people who are intimidated by ACS (such as myself, seeing how I've been wandering the codebase of Samsara/Stronghold.), as you'd just need to execute a simple script without even needing to override it (only having to define the strings), and some of us would rather just avoid ACS if possible. Decorate coders are more common than ACS coders.
To be honest, if I created a boss, I'd probably just go "eh, do whatever works" option and figure out my own way, until you look at it and go "format it and use acs and whatnot". It's just how I roll, which when given a codebase where things both crash for no damn reason whatsoever and the code isn't yours, (Samsara/Stronghold), you sort of have to roll with.

B (more importantly): It would clear up about 5 or so lines of code per boss, which adds up to what, 60-70 lines of code that we don't need? It's a silent coding rule: Your code must be as efficient as possible. Clean these things up, like Ijon did to Samsara, who cleaned up part of the 0.3 codebase, who added one of the Samsara 0.3 features in about a thousand less lines it took Terminus.
[joke]HOW CAN YOU LET THIS INEFFICIENT CODE STAND?![/joke]
Last edited by Untitled on Sun Sep 29, 2013 1:34 pm, edited 1 time in total.
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RE: Super Demon! R2-1! Balance Balance Balance!

#154

Post by Catastrophe » Sun Sep 29, 2013 1:40 pm

Impact wrote: Sweet. I take it the caco horde will be fixed too? That was fun, it got borked in v2.1 :<
Yes it's fixed.
Untitled wrote: Although I really shouldn't take the side of the raging guy (Zupoman), he does have ONE valid point:
The first one. If you made the attack mode items universal and whatnot, as well as having the script be universal and not having to override it, it would do two things:

A: It would help people who are intimidated by ACS (such as myself, seeing how I've been wandering the codebase of Samsara/Stronghold.), as you'd just need to execute a simple script without even needing to override it (only having to define the strings), and some of us would rather just avoid ACS if possible. Decorate coders are more common than ACS coders.
To be honest, if I created a boss, I'd probably just go "eh, do whatever works" option and figure out my own way, until you look at it and go "format it and use acs and whatnot". It's just how I roll, which when given a codebase where things both crash for no damn reason whatsoever and the code isn't yours, (Samsara/Stronghold), you sort of have to roll with.

B (more importantly): It would clear up about 5 or so lines of code per boss, which adds up to what, 60-70 lines of code that we don't need? It's a silent coding rule: Your code must be as efficient as possible. Clean these things up, like Ijon did to Samsara, who cleaned up part of the 0.3 codebase, who added one of the Samsara 0.3 features in about a thousand less lines it took Terminus.
[joke]HOW CAN YOU LET THIS INEFFICIENT CODE STAND?![/joke]
Would you like an example wad and a detailed guide on how to add bosses?

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RE: Super Demon! R2-1! Balance Balance Balance!

#155

Post by Untitled » Sun Sep 29, 2013 2:27 pm

Not particularly, but I imagine some people would probably want a guide about it. I don't really care for creating stuff for SuperDemon (I've already got a massive project in my hands), but some people might for future reference.

EDIT: That was a fast response time, Cata.
Last edited by Untitled on Sun Sep 29, 2013 2:27 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
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RE: Super Demon! R2-1! Balance Balance Balance!

#156

Post by Catastrophe » Sun Sep 29, 2013 2:31 pm

In that case, here's a guide: http://bluests.enjin.com/forum/page/6/m ... uper-demon

Here's a map/boss that ivan made using the guide: https://www.dropbox.com/s/rb313up6lis6t ... mivan2.pk3
Last edited by Catastrophe on Sun Sep 29, 2013 2:31 pm, edited 1 time in total.

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#157

Post by Catastrophe » Sun Sep 29, 2013 9:54 pm

Sorry for bump, anyways R3-1 is out!

As usual here's the changelog and download link.

Code: Select all

2.1 -> 3.1 (God REALLY hates this wad)
+ Added a reward system, currently seven possible rewards. You won't lose your reward when it changes to a new map as long as you don't die. You can get a reward by killing the boss.

[*]Cloaking Device - You will camouflage based on how dark an area is
[*]Katana Upgrade - Your Katana will be upgraded to the Flame Sword
[*]Megasphere - Guess what it does
[*]High Jump - Self explanatory
[*]Speed Boost - You move 25% faster
[*]Extra Life - You will get an extra life, does not work as boss.
[*]Gods Pistol - The lulziest reward. I guarantee it.

+ 4 New maps by Ivan! Props to him!
+ New Weapon: the Comet Launcher
+ New Weapon: the M60
+ New Weapon: Frost Fang
+ New Weapon: the FlameThrower
+ Bruiser Demon level revamped by Ivan
+ Added a new weapon, the flame sword
+ Added Fuzzballs more color text mod
+ Cacohorde is now playable again
+ Added some ads
- CacoHorde's challenge will activate every 30 rounds instead of 20
- Modified a bunch of maps
- Made the intermission picture the console background
- Got rid of a couple console warnings
- Nerfed Deathvile's health
- Nerfed Plasma Commando's health
- Fixed tchernobog's exploit
- Fixed an issue where moloch didnt have 100 mana at start
- Arachnophyte movement speed increased
http://static.[bad site]/wads/superdemonr3-1.pk3

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#158

Post by Ivan » Mon Sep 30, 2013 1:37 am

This is the ultimate massacre mod! Everyone should play this, just for the God pistol!!
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#159

Post by StrikerMan780 » Mon Sep 30, 2013 1:55 am

Played a bit of this earlier... pretty cool mod, I will say!

Though, based on my experience playing one of the bosses, might I suggest there be a clicking sound to confirm that your weapon has switched? (I noticed there's a display on the bottom of the HUD, but an audio cue would be nice.)

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RE: Super Demon! R3-1! Maps, Weapons, Rewards oh my!

#160

Post by Catastrophe » Mon Sep 30, 2013 2:15 am

StrikerMan780 wrote: Played a bit of this earlier... pretty cool mod, I will say!

Though, based on my experience playing one of the bosses, might I suggest there be a clicking sound to confirm that your weapon has switched? (I noticed there's a display on the bottom of the HUD, but an audio cue would be nice.)
Thanks!

There is a weapon switch noise but it's the noise that monsters make in DooM when they roam around. I guess it's too quiet :p

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