Creating new monsters and their features

Talk about editing and creation of Vavoom mods

Creating new monsters and their features

Postby Crimson Wizard » 18 Nov 2005 10:41

I have created a new monster in my Hexen mod by copying Baron of Hell from Doom, and modified it so it has an ability to summon Fire Gargoyles to aid him. But what worries me much - how can I make sure that they won't be spawned into occupied space (wall or smthing)? I use random coordinates generation (-127 to +128 from Baron's body radius).
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Postby Firebrand » 18 Nov 2005 14:16

You can check how it works by looking into the Pain Elemental code in Doom2, it might help, here are the lines of code that have what you are asking for:
Code: Select all
   prestep = 4.0 + 3.0 * (Radius + newSkull.Radius) / 2.0;

   // Check for movements.
   if (!newSkull.TryMove(newSkull.Origin + vector(
      prestep * cos(angle), prestep * sin(angle), 8.0)))
   {
      // kill it immediately
      newSkull.Damage(self, self, 10000);
      return;
   }

So, basically you check if the monster can move, if the monster it's unable to move you simply kill it or remove it from the map, I don't think there's any other way to do this.

EDIT: Forgot to put the prestep variable.
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Postby Crimson Wizard » 19 Nov 2005 14:39

Hmm.. I think I better check Maulotaur artifact spawn function.
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Postby Alex-bomber_Man » 25 Jun 2006 10:03

Where from did you got that script? I didnt found it in the wad file. Can you sent me
the script of chainguy, or tell me where can i get it?
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Postby Janis Legzdinsh » 25 Jun 2006 11:12

Go to downloads page and download progs source package.
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Postby Alex-bomber_Man » 26 Jun 2006 16:50

May you tell me more detaily, which of the files - "Vavoom progs 120" or
"Vavoom 120 source" - i have both of them. And tell me please the directory of the
file, that i need.
Oh, will it work if i write the name of the changed file in Vavoom launcher, in the "files"
string ?
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Postby Janis Legzdinsh » 26 Jun 2006 17:19

May you tell me more detaily, which of the files - "Vavoom progs 120" or
"Vavoom 120 source" - i have both of them.

Progs package has Window binary of the compiler so it will be more usefull.

And tell me please the directory of the file, that i need.

progs/doom/game2/ChaingunGuy.vc

Oh, will it work if i write the name of the changed file in Vavoom launcher, in the "files"
string ?

No, you must compile it.
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Postby Firebrand » 26 Jun 2006 20:44

This part of the Vavoom's wiki could come handy for you.
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Re:

Postby b0rsuk » 12 May 2010 08:07

Janis Legzdinsh wrote:
May you tell me more detaily, which of the files - "Vavoom progs 120" or
"Vavoom 120 source" - i have both of them.

Progs package has Window binary of the compiler so it will be more usefull.

And tell me please the directory of the file, that i need.

progs/doom/game2/ChaingunGuy.vc


I'm confused.

I'm interesting in modding monsters for Hexen, but I can't find any code describing monsters. In vavoom-prog-1.31.zip there's no progs/doom/game2/ChainGuy.vc file. I can't find such a file anywhere. The package has directories like this:
progs/doom/cgame
progs/doom/game
progs/doom2 (this dir contains only two files, cgame.vc, and CMakeLists.txt)

I even looked inside most of the files and found nothing.
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Re: Creating new monsters and their features

Postby Crimson Wizard » 12 May 2010 10:07

b0rsuk, you do realize that this is a 4 years old thread? ;)

Regarding your question, since 2006 many things were changed in Vavoom progs. Many actual classes were moved from VavoomC to DECORATE. Check "actors" subfolder in basev/common/basepak.pk3
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Re: Creating new monsters and their features

Postby b0rsuk » 12 May 2010 17:21

Thank you.

You surely realize I don't have many better options than looking in these forums ? Wiki is almost empty, documentation is largely in a language I can't even identify (and there's not much of it). Wikipedia entry on Vavoom is very short, barely one paragraph and no mention of VavoomC or modding.
http://en.wikipedia.org/wiki/Doom_source_port#Vavoom

"Downloads" section implies that "progs" package is enough for modding (technically it is, but it's insulting to tell someone they can start modding/programming without reading examples).
Vavoom in general (the application, the website, wiki, forum activity) seems to be capable, but somewhat lacking in polish and covered in cobwebs.

Should I post new topics instead of using old ones ? I think keeping a smaller number of useful topics is better.
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Re: Creating new monsters and their features

Postby b0rsuk » 13 May 2010 10:01

Ok, I'm stumped again.

I'm trying to figure out what tells Afrit (a.k.a. Firedemon) to shoot three missiles. From vavoom-1.31\basev\common\actors\hexen\firedemon.txt :




From \vavoom-1.31\progs\common\linespec :



Basically I'm trying to modify the number of missiles an afrit shoots. I have the same problem with Dark Bishop - I can't figure out why it shoots out 12 missiles (according to DooM wiki). Figuring out doom chaingun (2) and Korax (6) is much easier.
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Re: Creating new monsters and their features

Postby Crimson Wizard » 13 May 2010 13:34

b0rsuk wrote:Basically I'm trying to modify the number of missiles an afrit shoots.


Since in this particular case this could be done modifying DECORATE, you can also refer to ZDoom Wiki, which, except for certain moments, can be relied upon when working with Vavoom.

Original Afrit fire:
Code: Select all
Missile:
      FDMN K 3 Bright A_FaceTarget
      FDMN KKK 5 Bright A_FiredAttack
      Goto See+9


In the line "FDMN KKK 5 Bright A_FiredAttack" first 4 letters are sprite name, second part is frames, third is frame delay. Three K-s means 3 repeated frames FDMNK; each of these frames trigger action A_FiredAttack, thus 3 shots are produced. If you want it shoot 5 missiles, you can make so:
Code: Select all
Missile:
      FDMN K 3 Bright A_FaceTarget
      FDMN KKKKK 5 Bright A_FiredAttack
      Goto See+9
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Re: Creating new monsters and their features

Postby b0rsuk » 16 May 2010 07:08

Thank you, I've figured out a couple of things, and Zdoom wiki is useful. I suspected that (KKK) may be what causes three fireballs to be shot, but had no way to be sure. That's a quite obfuscated loop syntax for sure.

I was modding my cute afrit here and there, and it actually works ingame. Then it occured to me it's not going to end well if I just mod it directly in basepak.pk3 . I would like a proper gameplay mod, properly separated from base game. And I'm unable to progress:

1) There are very few or no gameplay mods which use the recommended "separate directory" approach. In most cases, like Wicked Doom, download links are long gone.
2) The wiki doesn't seem to be up to date.

http://www.vavoom-engine.com/wiki/index ... ile_system

I think I performed point 5 right: I copied progs from separate archive (prog sources 1.31, game logic). I'm trying to create a Hexen mod. My directory structure is, so far, as follows. In vavoom's root directory:



Is this correct ?

I'm trying to launch my modified game, I specify "myhexgame" as custom game in vavoom launcher. The same way I used for others mods with a separate directory. The game runs, but I get no indication that my mod affects the game. It's just progs, so I commented out afrit's sound and removed 'ripping' effect from mage's wand. No effect. I thought vavoom no longer requires progs to be compiled ?

By the way, where should 'actors' directory be located in my mod ? Currently, "DECORATE files" are used from basepak.pk3, from basev ( I know this because Afrit shoots more fireballs than 3). I would like to mod using DECORATE, while having "myhexgame" as a custom game.

If you can answer my questions it would be best to update the wiki:
http://www.vavoom-engine.com/wiki/index ... ile_system

[b]edit[:/b]

I got "actors" directory to work from "myhexgame" directory, but "progs" are still taken from basev, not from "myhexgame".
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Re: Creating new monsters and their features

Postby Firebrand » 16 May 2010 16:16

For the progs source to work correctly, you need to put it inside a basepak.pk3 file (which is only a ZIP file renamed :)), you will only need to insert the progs directory you have there (with every subdirectories and files) and the base.txt file. Then run the game again as you are doing, your changes will be seen when playing :), hope this helps you out.
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