[QUOTE=Bloodshot12;51408288]Hmm, interesting. How would i give my custom actor a TID?[/QUOTE]
As far as i know, TID is given when the enemy is spawned in the map (with spawnspot), so for example you can have 5 cyberdemons with 5 different TIDs that can perform separate [URL="https://zdoom.org/wiki/Action_specials"]action specials[/URL] regardless that they are the same type of monster.
Did a little tinkering in ACS so it took me a while but it works. When a player activates the line, it starts the script by spawning an enemy in a mapspot that is placed in the map. When the enemy is dead it delays the script for a few seconds so that it doesn't end abruptly.
[CODE]#include "zcommon.acs"
script 1 (void) {
SpawnSpotFacing("Zombieman", 1, 100); //Name of the monsterclass, mapspot tag, Thing ID
While(ThingCountName("Zombieman", 100) > 0)
Delay(105); //1 second = approximately 35 tics
Exit_Normal(0);
}[/CODE]
I'm sure someone actually knows a better way of doing this.
[editline]22nd November 2016[/editline]
The alternative is more of a classic way and it doesn't use TID, but it requires atleast one monster placed in the map, or it will skip the thingcount and end the level immediately because the script is activated as soon as the level starts.
[CODE]#include "zcommon.acs"
script 1 OPEN {
While(ThingCountName("Zombieman", 0) > 0) //name of monsterclass, Thing id (Because the TID is zero, it counts every monster of the same class that is in the level, regardless if it was placed at the start, or spawned later on)
Delay(105); //1 second = approximately 35 tics
Exit_Normal(0);
}[/CODE]
[thumb]http://i.imgur.com/Sc9dN4g.jpg[/thumb]
Func_msgboard's [url=http://www.celephais.net/board/view_thread.php?id=61377]Retro Jam 5[/url] is out now.
[sp]My map is on the top left.[/sp]
I remember a long time ago there was talk of a FP map thing no?
[QUOTE=Ganerumo;51406857]It's a shame the next logical step in the evolution of the modding scene got cockblocked by Denuvo.
Bethesda even decided to not use the fucking DRM on fallout 4 just so it could support mods, but they decided to opt in for Doom even though it's just as known for mods as Fallout is by now ???[/QUOTE]
Not really sure how true that is. While MGS5 has no offical mod support tons of user modifications exist and the game had a huge cheating problem only solved by an anti-cheat they added fairly late into life.
I have to find the posts and I believe it was in a Doom subreddit AMA but a developer talked about how they wanted to do developer tools but decided it wouldn't work out because of how their engine works. Shit like huge 30-100GB map files and long ass compile times.
[QUOTE=doommarine23;51410776]Not really sure how true that is. While MGS5 has no offical mod support tons of user modifications exist and the game had a huge cheating problem only solved by an anti-cheat they added fairly late into life.
I have to find the posts and I believe it was in a Doom subreddit AMA but a developer talked about how they wanted to do developer tools but decided it wouldn't work out because of how their engine works. Shit like huge 30-100GB map files and long ass compile times.[/QUOTE]
Same thing as DICE's Frostbite engine they said they had several networked computers used for maps and stuff. Full modding tools were also almost impossible because of how the engine works, and they used a lot of third party tech/tools they would not be be able to release because of legalities.
Though even if they were modifiable EA probably wouldn't allow it anyways.
It'd be okay if they release data and components necessary to work on it when the game stops being profitable for them, much like how Carmack did with the original. At one point most computers will probably be able to tank the load that contemporary game development requires, much like how it was back in the 90's.
[QUOTE=Tuskin;51410933]Though even if they were modifiable EA probably wouldn't allow it anyways.[/QUOTE]Somehow, with the huge success of The Sims, I don't think EA are particularly blind to the concept of mod support.
[QUOTE=croguy;51411227]It'd be okay if they release data and components necessary to work on it when the game stops being profitable for them, much like how Carmack did with the original. At one point most computers will probably be able to tank the load that contemporary game development requires, much like how it was back in the 90's.[/QUOTE]Yeah, the advances in technology will suddenly make games with ridiculously complex development tools that much more moddable. Just look at all the amazing mods made for Rage!
Rage not sucking balls would probably be a good first step to the creation of a modding scene.
Rage was pretty decent honestly, its biggest killer was the fact that its tools were not very easy to use, almost no documentation and lacked an AI compiler.
Beyond that, I'm really not that fussed. Gaming is art meeting business and certain things just can't be done for certain reasons. That is life.
[QUOTE=The Kins;51411341]Somehow, with the huge success of The Sims, I don't think EA are particularly blind to the concept of mod support.
Yeah, the advances in technology will suddenly make games with ridiculously complex development tools that much more moddable. Just look at all the amazing mods made for Rage![/QUOTE]
Sims updates regularly break entire mod collections, so apparently they aren't as 'on it' as you think.
[QUOTE=27X;51412676]Sims updates regularly break entire mod collections, so apparently they aren't as 'on it' as you think.[/QUOTE]
They can't test every single mod to see if they work after a patch.
[editline]22nd November 2016[/editline]
[QUOTE=The Kins;51411341]Somehow, with the huge success of The Sims, I don't think EA are particularly blind to the concept of mod support.
[/QUOTE]
The Sims isn't a Multiplayer game though.
...
They aren't testing any mods [I]at all[/I].
I didn't say they were.
I said they can't.
unless it's a very script heavy mod I haven't had any trouble with just immediately re-enabling mods in the options after a sims 4 update
So it looks like [URL="http://t.umblr.com/redirect?z=https%3A%2F%2Fwww.gofundme.com%2Fbobby-prince-medical-fund-2vs94pg&t=MzUzMGZlMTJhODFhZjdhZTAzNjVjNGRhNmY0OTI2YjI4MjJiNjE5OCxHZGZSZGlVcA%3D%3D&b=t%3ADSqO4JD3ATHGI-UNEk61hA&m=1"]Bobby Prince has colon cancer, and his brother is raising funds for more surgery[/URL]
2016 just has to give us one more collective kick in the balls before it ends
So i looked up reviews of World Tour just to see what people thought of the new levels, and i noticed it got a 50 on one critic review, so i checked that one out to see if it was 'that' bad
Turns out it's a gamespot review, and pretty much all he does is talk about how much we've moved "past" duke's outdated gameplay and how archaic keycard hunting is and how much we've progressed in level design.
He barely talked about the new maps, instead just using it to bash duke 3d.
[QUOTE=Kegan;51413452]So it looks like [URL="http://t.umblr.com/redirect?z=https%3A%2F%2Fwww.gofundme.com%2Fbobby-prince-medical-fund-2vs94pg&t=MzUzMGZlMTJhODFhZjdhZTAzNjVjNGRhNmY0OTI2YjI4MjJiNjE5OCxHZGZSZGlVcA%3D%3D&b=t%3ADSqO4JD3ATHGI-UNEk61hA&m=1"]Bobby Prince has colon cancer, and his brother is raising funds for more surgery[/URL]
2016 just has to give us one more collective kick in the balls before it ends[/QUOTE]
Yeah this year sucked for the most part. And something tells me that this is just the beginning.
[QUOTE=Bloodshot12;51414574]So i looked up reviews of World Tour just to see what people thought of the new levels, and i noticed it got a 50 on one critic review, so i checked that one out to see if it was 'that' bad
Turns out it's a gamespot review, and pretty much all he does is talk about how much we've moved "past" duke's outdated gameplay and how archaic keycard hunting is and how much we've progressed in level design.
He barely talked about the new maps, instead just using it to bash duke 3d.[/QUOTE]
Anyone who says keycard hunting is shit compared to today's level design in most shooters must've undergone a lobotomy because they're batshit insane, much less docking the entire game for it.
Keyhard hunting done wrong can be far worse than modern level design though.
Luckily, Duke does it right most of the time, so his opinion stemming from that is bullshit, but there's even a few spots in DOOM or DOOM II where I find myself wishing that the level was maybe a [I]little[/I] more linear.
[QUOTE=The Civ;51416854]Keyhard hunting done wrong can be far worse than modern level design though.
Luckily, Duke does it right most of the time, so his opinion stemming from that is bullshit, but there's even a few spots in DOOM or DOOM II where I find myself wishing that the level was maybe a [I]little[/I] more linear.[/QUOTE]
He must have been traumatized by Smithsonian terror.
[QUOTE=xianlee;51413404][video=youtube;_7zdNr7AnWI]https://www.youtube.com/watch?v=_7zdNr7AnWI&t=0s[/video][/QUOTE]
I really want to hear more about early Doom 4.
It sounds like a textbook guide on what not to do for a Doom game.
[QUOTE=The Civ;51416854]Keyhard hunting done wrong can be far worse than modern level design though.
Luckily, Duke does it right most of the time, so his opinion stemming from that is bullshit, but there's even a few spots in DOOM or DOOM II where I find myself wishing that the level was maybe a [I]little[/I] more linear.[/QUOTE]
It doesn't necessarily have to be linear. As long as the progression is logical and flows nicely. Iirc there are quite a few extremely interconnected levels that flow nicely and immediately show you where you're supposed to go next.
[QUOTE=Recurracy;51418329]It doesn't necessarily have to be linear. As long as the progression is logical and flows nicely. Iirc there are quite a few extremely interconnected levels that flow nicely and immediately show you where you're supposed to go next.[/QUOTE]
That's sort of what I meant. I was just busy having flashbacks to Downtown.
[IMG]http://65.media.tumblr.com/tumblr_mdwdmgk1dw1r2to8go1_1280.jpg[/IMG]
Hope all my fellow American posters have a happy Thanksgiving.
How the fuck Doom 4 ended up as Doom 2016 is a fucking miracle.
I'm so glad we go what we ended up with after hearing all of the shit from earlier versions. (ever earlier versions of this Doom 4)
Someone was basically like 'This isn't doom'.
[QUOTE=Tuskin;51419320]Someone was basically like 'This isn't doom'.[/QUOTE]
Someone at the publishing side of Bethesda, who aren't usually the greatest in decision-making even.
The only way you could fuck up Doom harder is if Zenimax themselves came in and went "what the fuck is this shit"
I wanna see footage of that "Call of Doom" game that they said they were making before they scrapped it all.
[QUOTE=The Civ;51416854]Keyhard hunting done wrong can be far worse than modern level design though.
Luckily, Duke does it right most of the time, so his opinion stemming from that is bullshit, but there's even a few spots in DOOM or DOOM II where I find myself wishing that the level was maybe a [I]little[/I] more linear.[/QUOTE]
Yeah, it can be kind of hard to really judge the difficulty of the keyhunts in the original maps, since most of us have played them all so many times we know it all like the back of our hands. I definitely remember struggling to navigate some of the Doom 2 levels when I first played through it.
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