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11
Bug Reports / Script error:no matching prefabs for: joiner
« Last post by Gadavre on August 16, 2017, 06:22:44 AM »
please help!!! :'(
 i  have in 7.666 Script error:no matching prefabs for: joiner




My System: windows 7 64-bit

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General Discussion / Re: Reaper monsters mod
« Last post by andrewj on August 16, 2017, 04:48:26 AM »
Also if I want to modify stats of just one original monster (e.g hell knight), how can I do it without modifying the original monsters.lua
Create a module.

Visit the "Modding" link on the OBLIGE website for some general info.  But instead of adding a new monster, copy the definition of the old monster and change whatever properties you need.

A more sophisticated way is to use code to directly modify entries in the MONSTERS table.  If that is what you are interested in, then look at the code for the monster control modules like the one in modules/ctl_doom.lua.
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General Discussion / Re: Reaper monsters mod
« Last post by Herculine on August 16, 2017, 04:24:26 AM »
Hmm no feedback. OK :(

Well, see, here's the thing: a lot of us who frequent these forums are also Doom modders in at least some capacity, whether it be editing Oblige .lua or making compilation .wads, and some of us have even made similar monster additions of our own. I'm currently working on my own monster randomizer mod specifically designed to work with Oblige maps, so personally I hesitate to look at the mods made by other people for fear of being too tempted to "borrow" their work in my own mod. I use some Realm667 stuff, but I'm also trying to be as original as possible this time around. And I've also thought of sharing my work-in-progress here, just as you have, but I keep thinking everybody else probably already knows how to do this and probably has already made their own mod so maybe they won't be very interested in mine.
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General Discussion / Re: Reaper monsters mod
« Last post by ReaperAA on August 16, 2017, 03:51:37 AM »
Hmm no feedback. OK :(

Also if I want to modify stats of just one original monster (e.g hell knight), how can I do it without modifying the original monsters.lua
15
General Discussion / Re: 7.59 Edit by Glaice (Updated August 4th)
« Last post by thesleeve on August 15, 2017, 11:36:26 PM »
I had to start using Git when I started my new job (I'm on a development team of about 50 engineers, developing an Android app that has close to 10 million active users, so source control is very important on projects of this scale).

At first, I was pretty lost, and kind of frustrated. It just seemed overly complicated, and kind of obtuse. But once I learned Git, I quickly realized that I could never go back.

You have your complete version history, with all edits ever made by anybody, all in one place. A full, complete change-log is essentially built-in for free and you have the ability to step back in time and look at each commit to see a snapshot of the code at any point in history, along with an explanation of what was changed and why, on a whim. I'm working on a project now that is over 5 years old and was created by many people who are no longer working at our company, and I can easily go in and see every edit made to every source file for that entire 5 year period. Anybody working on the project can create a new branch and go off and develop their own new features, then do a pull request and let other people review and test their code before merging it back into the main branch. If you screw anything up (seriously, anything), Git gives you a giant, flexible Undo button to wipe it from existence. It lets you dive in and hack away with the confidence that you can never "break" what you're working on, and you never have to manually back anything up. Git is amazing.

Sorry for the rant, but... Glaice, you really owe it to yourself to give yourself a Git crash course!  ;D
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General Discussion / Re: Quake support?
« Last post by andrewj on August 15, 2017, 11:14:44 PM »
I'm not planning to support any more games.
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General Discussion / Quake support?
« Last post by ScooT9 on August 15, 2017, 01:43:18 PM »
Is there going to be a Quake 1 or 2 support addon for 7.666?
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General Discussion / Re: Disabling the super-difficult "Boss" levels
« Last post by Herculine on August 15, 2017, 10:50:44 AM »
I did mention *two* files, did you edit x_doom1.lua as well?

Yeah, I edited both the same way and still got the prebuilts. But I commented out this in both as well:
Code: [Select]
      -- prebuilt levels
      --[[LEV.prebuilt = GAME.PREBUILT_LEVELS[LEV.name]

      if LEV.prebuilt then
        LEV.name_class = LEV.prebuilt.name_class or "BOSS"
      end]]
And it worked as intended, generating a new level in place of the prefabs.

I'll try changing gui/m_addons.cc as you suggested, thanks!

Strange, I did not edit that part and it still worked.
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General Discussion / Re: Disabling the super-difficult "Boss" levels
« Last post by caligari87 on August 15, 2017, 08:43:26 AM »
I did mention *two* files, did you edit x_doom1.lua as well?

Yeah, I edited both the same way and still got the prebuilts. But I commented out this in both as well:
Code: [Select]
      -- prebuilt levels
      --[[LEV.prebuilt = GAME.PREBUILT_LEVELS[LEV.name]

      if LEV.prebuilt then
        LEV.name_class = LEV.prebuilt.name_class or "BOSS"
      end]]
And it worked as intended, generating a new level in place of the prefabs.

I'll try changing gui/m_addons.cc as you suggested, thanks!
20
General Discussion / Re: Disabling the super-difficult "Boss" levels
« Last post by Herculine on August 15, 2017, 06:41:41 AM »
Thanks for working this out guys. I was just generating extra replacement maps and pasting them into the .wads for MAP30, but this saves the time and trouble.
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