header general

[SUBMISSION]Damaging Effects[UP-TO-DATE]

  • Blue Shadow
  • Blue Shadow's Avatar
  • Administrator
  • Administrator
More
8 years 2 weeks ago #21 by Blue Shadow
For whatever effect the sector has, you mean? No, there isn't.

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar
  • Wicked
  • Wicked
More
8 years 2 weeks ago #22 by BadMojo

Blue Shadow wrote: For whatever effect the sector has, you mean? No, there isn't.


Bummer, well thanks for saving me from wasted effort :)

@CaptainManiac
Here's an update, I've removed the documentation from the wad, and instead included it in the zip along side the wad and called it "README.TXT", I feel that it would serve a better purpose there as most people might not open the wad in slade to see the documentation. Ive also rewritten it, its a bit more to the traditional style.

Ive changed the name of the wad to DAMAGEFX.wad, and have used "Damage Effects" for the title of the project in the INFO and README files. It's short and sweet, and rolls off the tongue better than the original name... Id suggest changing the topic title to "[SUBMISSION] Damage Effects" to avoid confusion with this.

The INFO and CREDITS lumps were tweaked a little for final submission... Feel free to just use this link for the original post, everything is organized and ready to go:

https://www.dropbox.com/s/c8kfbi5dthpznaw/DAMAGEFX.zip?dl=0

Please Log in or Create an account to join the conversation.

  • CaptainManiac
  • CaptainManiac's Avatar Topic Author
  • Cacodemon
  • Cacodemon
More
8 years 2 weeks ago #23 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
Can you list me the changelog and the new features?I wll only upload the latest update.Also,thank you for editing the documentation

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar
  • Wicked
  • Wicked
More
8 years 2 weeks ago #24 by BadMojo
Nothing else has changed since version 3.2, refer to that post for a changelog... theres no need to list changes done to the documentation, thats just for submission purposes.

Please Log in or Create an account to join the conversation.

  • CaptainManiac
  • CaptainManiac's Avatar Topic Author
  • Cacodemon
  • Cacodemon
More
8 years 2 weeks ago #25 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
I have an idea to ease the use by making menus for changing the parameters of the effect.What do you think about this?

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar
  • Wicked
  • Wicked
More
8 years 2 weeks ago #26 by BadMojo

CaptainManiac wrote: I have an idea to ease the use by making menus for changing the parameters of the effect.What do you think about this?


That sounds like a plan man :)

Have you got any code down for that yet?

What sort of menu are we talking here, a simple "print message on screen" with a custom or vanilla font OR a graphic driven menu like the way doom does its main menu?

Please Log in or Create an account to join the conversation.

  • CaptainManiac
  • CaptainManiac's Avatar Topic Author
  • Cacodemon
  • Cacodemon
More
8 years 2 weeks ago #27 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
I am trying to make a list menu with options for CVARS.
Options are the selectable stuff and the hints are used as static texts
Here is a code of it:
Code:
OptionMenu "OptionsMenu" { Title "$OPTMNU_TITLE" Submenu "Damage Effects Settings", "DMGFXMenu" Submenu "$OPTMNU_CONTROLS", "CustomizeControls" Submenu "$OPTMNU_MOUSE", "MouseOptions" Submenu "$OPTMNU_JOYSTICK", "JoystickOptions" StaticText " " Submenu "$OPTMNU_PLAYER", "PlayerMenu" Submenu "$OPTMNU_GAMEPLAY", "GameplayOptions" Submenu "$OPTMNU_COMPATIBILITY", "CompatibilityOptions" Submenu "$OPTMNU_AUTOMAP", "AutomapOptions" Submenu "$OPTMNU_HUD", "HUDOptions" Submenu "$OPTMNU_MISCELLANEOUS", "MiscOptions" Submenu "$OPTMNU_NETWORK", "NetworkOptions" Submenu "$OPTMNU_SOUND", "SoundOptions" Submenu "$OPTMNU_DISPLAY", "VideoOptions" Submenu "$OPTMNU_VIDEO", "VideoModeMenu" StaticText " " SafeCommand "$OPTMNU_DEFAULTS", "reset2defaults" SafeCommand "$OPTMNU_RESETTOSAVED", "reset2saved" Command "$OPTMNU_CONSOLE", "menuconsole" } ListMenu "DMGFXMenu" { Title "Damage Effects Settings" Linespacing 10 StaticText " " StaticText "Use these options to adjust the Damage effects" StaticText " " Linespacing 5 Option "Screen Fade:","fd_enable","OnOff" StaticText " " StaticText "The Death Splatters will not work\nif Blood Splatters are turned Off!" StaticText " " Option "On-Screen Blood Splatters:","bs_enable","OnOff" Option "On-Screen Death Splatters:","ds_enable","OnOff" Slider "Death Splatters Amount:","ds_amount" }
Yes,i have modified the options menu to add the Damage Screen Effects Settings menu on top.It is unfinished right now.

Please Log in or Create an account to join the conversation.

  • CaptainManiac
  • CaptainManiac's Avatar Topic Author
  • Cacodemon
  • Cacodemon
More
8 years 2 weeks ago #28 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
Now that is how it is needed to be like
Code:
OptionMenu "OptionsMenu" { Title "$OPTMNU_TITLE" Submenu "Damage Effects Settings", "DMGFXMenu" Submenu "$OPTMNU_CONTROLS", "CustomizeControls" Submenu "$OPTMNU_MOUSE", "MouseOptions" Submenu "$OPTMNU_JOYSTICK", "JoystickOptions" StaticText " " Submenu "$OPTMNU_PLAYER", "PlayerMenu" Submenu "$OPTMNU_GAMEPLAY", "GameplayOptions" Submenu "$OPTMNU_COMPATIBILITY", "CompatibilityOptions" Submenu "$OPTMNU_AUTOMAP", "AutomapOptions" Submenu "$OPTMNU_HUD", "HUDOptions" Submenu "$OPTMNU_MISCELLANEOUS", "MiscOptions" Submenu "$OPTMNU_NETWORK", "NetworkOptions" Submenu "$OPTMNU_SOUND", "SoundOptions" Submenu "$OPTMNU_DISPLAY", "VideoOptions" Submenu "$OPTMNU_VIDEO", "VideoModeMenu" StaticText " " SafeCommand "$OPTMNU_DEFAULTS", "reset2defaults" SafeCommand "$OPTMNU_RESETTOSAVED", "reset2saved" Command "$OPTMNU_CONSOLE", "menuconsole" } ListMenu "DMGFXMenu" { Title "Damage Effects Settings" Linespacing 10 StaticText " " StaticText "Use these options to adjust the Damage effects" StaticText " " Linespacing 5 Option "Screen Fade:","fd_enable","OnOff" StaticText " " StaticText "The Death Splatters will not work\nif Blood Splatters are turned Off!" StaticText " " Option "On-Screen Blood Splatters:","bs_enable","OnOff" Option "On-Screen Death Splatters:","ds_enable","OnOff" Slider "Death Splatters Amount:","ds_amount",0,40,5 StaticText " " StaticText "The Development mode of the Blood splatter effect shows\nyou the last damage\n influcted on you.\nDo you want to activate it?" StaticText " " Option "Blood Splatters development mode:","bs_devmode","OnOff" }

Please Log in or Create an account to join the conversation.

  • BadMojo
  • BadMojo's Avatar
  • Wicked
  • Wicked
More
8 years 2 weeks ago #29 by BadMojo
Hmm, we could have problems here. This is on the line of modifying original scripts, which could break compatibility with other games and mods that use the zdoom port.

There may be another way though... I think... We could create a new separate script that contains a HudMessage style menu, with a custom font maybe.. and to initialize it, we could make use of the KEYCONF lump to bind a key to bring up the menu in game. That way were not modifying existing code, so that its compatible with other mods that may change the menu.

Please Log in or Create an account to join the conversation.

  • CaptainManiac
  • CaptainManiac's Avatar Topic Author
  • Cacodemon
  • Cacodemon
More
8 years 2 weeks ago #30 by CaptainManiac
Replied by CaptainManiac on topic [SUBMISSION]Low Health Fade and Bloodsplatter effect
or just delete the original options menu script,leave only the custom menu script(with corrected error of course) and add the menu definition to the original options using the keyconf

Please Log in or Create an account to join the conversation.