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Topics - JTE

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Resources / JTE's utilities
« on: May 04, 2015, 03:28:45 PM »
On the off-chance this is useful to anyone... Here are some resources you can use. By which I mean scripts and programs, since I'm not an artist.

JTE's ACC
JTE Utils, version 2



JTE's ACC
This is a replacement ACC which allows you to compile ACS scripts which use Zandronum's new "EVENT" script type, and can override ZDoom's internal functions with user script functions. This allows you to write functions named VectorLength and sqrt without having to worry about ZDoom, while still maintaining their normal definitions if you're not overriding them.

The source code can be found on my bitbucket, where you can see all of the commits and look at exactly what I changed/added.



JTE Utils
Adds a whole bunch of functions for math, finding 3D floor heights at ANY specific location, and most importantly, streamlines handling death pits and water/splash physics down to a single function. This is licensed under WTFPL, so if you want to use it feel free to either link to it along with your map pack, embed it directly in your pack, or petition for it to be added to MM8BDM core. Just do whatever you want, it's okay!

Note that this library does NOT use "LOADACS", so it will ONLY run on maps where it's explicitly #imported. So if you want to use your own wacky gravity system or a custom Beat call function, you don't have to load it for that map specifically -- It's map pack friendly!

Like, you can seriously just put "AddWater(3, 5);" to an OPEN function in your map and then the sectors tagged 3 in your map will be subject to water from the 3D floor control sector tagged 5. If the control sector's ceiling moves, so does the water physics. Simple, clean, easy. Want some sectors to be full from floor to ceiling with no control sector? No problem, just use 0 for the second argument instead. Underwater death pit? Sure! "AddPit(3);" will mark sectors tagged 3 as a death pit, and also handle Beat calls for you, with no need for an actor to call the script yourself. Want to just flood the whole map? Why not! "FloodMap(MAXFIXED);" does exactly what you need, but if you want it to only go up to a certain height might I suggest "FloodMap(128.0);"?

The actual visual effects are still up to the map editor, however -- I can't craft new sectors using ACS scripts alone just yet. :P

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Projects & Creative / Roll's Spring Cleaning! (r1d, for v4c)
« on: April 20, 2015, 12:13:50 PM »
The testing server is currently OFFLINE. Add the custom server kitty.goddess.moe:8503 to DoomSeeker to connect and play the current version. See you again soon!

This is a new game mode mod which enables Prop Hunt on maps which import its script and tell it what junk should be available.
Testing continues!

Current maps:
    SCLIGHT - Light's Lab
    SCCLOWN - Clown Man's stage
    SCMAGIC - Magic Man's stage

How to play:
    Connect to a server with mmspringcleaning-v1d.pk3 loaded.
    Join a team, Junk or Cleaners. You need at least one of each to play.
    If you're junk, you'll become a random object every round. Find a place to hide and try to blend in.
      Use the chasecam button to check what object you have become so you know where to hide.
      Hold the run button to move slowly (if you have always-autorun enabled) to try and blend in with moving objects.
      The normal junk cluttering up the level will move between rounds. You can use this to your advantage by taking a usual spot for yourself.

    If you're a Cleaner, you'll be Roll with the broom melee attack. Find the players hiding as random objects, and destroy them.
      If you hit random clutter with your weapon, you'll take damage and it will play a different sound.
      Players will sound like players when damaged. They will take multiple hits to break and can escape.
      Use Altfire for a ranged attack, but it doesn't deal as much damage.
      Cleaners move a little faster than junk, so if junk starts running just follow it patiently and you'll eventually be able to score a hit without risk.
      Junk will always be solid. If you bump into something that isn't solid anywhere else in the map, it's a player.

    Junk will have 30 seconds to hide anywhere in the map. Then the Cleaners will be released from their spawn cage.
    If any junk is still around after 3 minutes, all remaining Cleaners will die and the Junk will score a win.

Hosting a server:
    Wait for mmspringcleaning-r2.pk3

Coming soon!
I'm currently working on a big r2 release, this will rewrite a lot of the prop spawning code and switch to using Team Game if possible. This is the last release before I go a little apeshit. I'm sure it will only take a few more days, but I didn't want to leave you with nothing but an old horrible buggy badly designed release for any longer, alright?

Making your own maps:
Wait for mmspringcleaning-r2.pk3 to standardize the junk spawning mechanics and whatnot, but in the meantime you should really check out my resources! I've got some really handy things cooking there, particularly relevant for ACS scripting.

Please post your experiences here, including any bugs you find or suggestions you have.

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