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View Full Version : Two quick questions about the new Legacy


Osiris's_Legacy
September 2nd, 2006, 06:37 PM
Sorry for the question sounding a bit dumb, but is Legacy 2 gonna be compatible with WADs from previous versions?

My other question is how new monsters, weapons and items are going to be made for Legacy 2?

Rellik_jmd
September 3rd, 2006, 02:54 AM
1 - Yup.
2 - Uhhhm. Smite? We have a customer. :-)

DooMAD
September 3rd, 2006, 03:37 AM
Not sure about weapons, but with monsters you can already replace Heretic things and use them in a Doom map, although I haven't tried it myself. I'm assuming with 2.0 you'll be able to do the same with Hexen things too. When BEX is supported, you can mix it with fragglescript to modify their behaviour by scripting your own codepointers.

Keep in mind I don't actually know how do do any of this stuff, I just understand it's possible, heh.

//EDIT

You might find this useful, Toxicfluff uploaded it ages ago and I never looked at it, heh:
http://www.teamhellspawn.com/toxicfluff/LEP.zip

Osiris's_Legacy
September 3rd, 2006, 05:16 AM
Looks like it's gonna be a while before I learn this. I suppose I should write some tutorials for this for the wiki, once I've learnt it of course.

But then there's making weapons and items. Does anyone have any info on that?

g6672D
September 3rd, 2006, 05:29 AM
No idea for Legacy II. But for 1.4# the idea for making different weapons/items/monsters is to learn C/C++ and make a new build. :p

Danimetal
September 3rd, 2006, 06:10 AM
Only thing I know about weapons is that you should be able to use and replace all Doom, Heretic and Hexen weapons and, also, with BEX compatibility, you should be able to change their behaviour via a codepointer linked to some ACS or FS.

It will be new, fresh and flexible enough for Legacy but It would be great if the method allowed for more flexibility.

MR_ROCKET
September 4th, 2006, 02:03 AM
Thats right, I'll have to test and see if that railgun BEX works.
If so, legacy will have to have it's own type of railgun and graphic for mods etc.

Osiris's_Legacy
September 4th, 2006, 04:42 AM
Another question, is there any new Doombuilder configs for Legacy 2 yet?

I should have a new monster, weapon and item done soon. Probably posting them tommorow.........maybe.

Danimetal
September 4th, 2006, 05:04 AM
Edited: Wrong thread!!!.

smite-meister
September 4th, 2006, 06:54 AM
Sorry for the question sounding a bit dumb, but is Legacy 2 gonna be compatible with WADs from previous versions?

My other question is how new monsters, weapons and items are going to be made for Legacy 2?
Yeah. Some really warped DEH patches may not work out of the box, though,
and scripts that use console commands may have to be updated.

New monsters and weapons:
We're slowly moving towards DECORATE support, but in the meanwhile you have to use DEH and BEX.
We have new custom codepointers that launch FS and ACS scripts, using these you can do quite a lot.

New items:
You can use DEH or BEX to give mapthings the SPECIAL flag. We also have a system for running specific scripts when a thing is picked up, but no generic inventory system (yet).
You can use these scripted pickups for example to give players information, health/armor/ammo/weapons, abilities, keys etc. What you cannot really do yet is stuff that the player may decide to use whenever he wishes (like grenades or portable medikits), these need an upgraded inventory system.

Danimetal
September 4th, 2006, 07:16 AM
I did some kind of scripted inventory for a Legacy tribute wad... It could guarantee that, at least, mappers who want an inventory system can use that scripted mess I did.

Osiris's_Legacy
September 4th, 2006, 05:34 PM
Heaps good, Decorate. That's something I know I can use. But anyways, I'm no where near creating a weapon. Seems I need to learn a bit more about Dehacked before I can do that.

MR_ROCKET
September 4th, 2006, 10:11 PM
I have a question about BEX or DEH, I don't know which, there both about the same but one uses code pointers afaik lol
Anyways, I'm working on this map for Legacy2 and it has lava in it. I's it possible to make a custom thing type that would look like bubbles rising from the lava without using DECORATE? and would it be possible to have the graphic frames for them in png format?

I was thinking of a work-around for this, just replacing the standard 3-4 sprite frames using NSPRITE with png's for the frames.
Shouldn't this be possible Smite?
Though for smooth animations wouldn't the ANIMATE or AMIDEFS lumps be better and use like 8 frames or more. How would that work with NTEXTURE or NSPRITE?
Sorry for all the questions and if I'v asked this before.. Is png transparency working? I just want to make sure I have my palette transparency set right :\
I remember you saying it was a pita, but was also under the assumption it might be working.
Well at least thats all I wanted to hear when you told me NO Rocket it's NOT working :D


Heh, hi-res bubbles..

Danimetal
September 5th, 2006, 12:29 AM
Hi-res bubbles... Can´t resist:

http://images.tribe.net/tribe/upload/photo/70b/029/70b029d2-eb7e-41bc-b492-d64739b41344

MR_ROCKET
September 5th, 2006, 12:31 AM
Oh god not that ROFL.
And why are you at that site in the first place? geez LOL

And how is that in relation to hi-res bubbles in a lava pool?

jetflock
September 5th, 2006, 12:52 AM
put some coronae in them bubbles before they pop....mmmmm coronae....
edit: Hi-res bubbles... Can´t resist:

http://images.tribe.net/tribe/upload/photo/70b/029/70b029d2-eb7e-41bc-b492-d64739b41344
lol, my second job in NY had a GIANT picture of that framed on the wall. the owner paid like 8,000 or so for that piece of shit!

MR_ROCKET
September 5th, 2006, 12:57 AM
Neither one of you have any idea what thread your in do you? heh
I'd rather not talk about some gay crap, I'd much rather talk about my bubbles :D

AND My bubbles are most definitely not gay. You keep your bubbles away from my bubbles, you hear me !

Holy smokes, jetflock is Ant Jamamma, or is that Buck Wheats mamma ?

/me shakes head an laughs..god why why?!?

Osiris's_Legacy
September 5th, 2006, 01:29 AM
Ah, another question. Is there a changelog or something to tell me what's been implemented in the latest alpha? I'm just curious to see what's been put in so far.

MR_ROCKET
September 5th, 2006, 01:42 AM
Sometimes I check Legacy's progress in the CVS, the age of things and log entry comments give me an idea. ;)

smite-meister
September 5th, 2006, 03:41 AM
Anyways, I'm working on this map for Legacy2 and it has lava in it. I's it possible to make a custom thing type that would look like bubbles rising from the lava without using DECORATE? and would it be possible to have the graphic frames for them in png format?

I was thinking of a work-around for this, just replacing the standard 3-4 sprite frames using NSPRITE with png's for the frames.

I just now modified the code so that it reads NSPRITES.
Until someone makes a new CVS build, you can just put the sprite texture definitions in the NTEXTURE lump, unofficially speaking they work just as well there:)
The only thing you need to do is to is to replace the word "texture" with "sprite" in the definitions:
sprite XXXXA0
{
data LUMPNAME; // this can be a PNG lump, you can even make it XXXXA0 if you want
worldsize X Y;
offset DX DY;
}


Though for smooth animations wouldn't the ANIMATE or AMIDEFS lumps be better and use like 8 frames or more. How would that work with NTEXTURE or NSPRITE?
Sorry for all the questions and if I'v asked this before.. Is png transparency working? I just want to make sure I have my palette transparency set right :\

ANIMATE and ANIMDEFS take existing floor or wall textures and build new animating textures using them, but you can only use the animated textures on floors and walls.
You can get exactly the same effect on sprites by simply using enough mapthing frames.

And no, PNG transparency does not work yet, but I'm sure Pate will add it soon. Handling the alpha channel is pretty trivial in OpenGL.

smite-meister
September 5th, 2006, 03:44 AM
Ah, another question. Is there a changelog or something to tell me what's been implemented in the latest alpha? I'm just curious to see what's been put in so far.
Not really. Just a rarely updated list of features. After the beta we could start using real changelogs for each new official release.

Osiris's_Legacy
September 5th, 2006, 03:50 AM
I had a look at what's done (In the CVS docs and stuff around there) and stuff and I have to say, it all looks heaps good + amazing. Seriously, you guys deserve a pat on the back with a million dollars to go with it. Can't wait for it to come out (neither would half my school either. They have enough fun playing 1.42 :).)

I have yet another question (Oh no, not another one ;)). If I was to start a deathmatch, with the individual exit mode on, and someone exited the level an went to another one while all the others were still on the other one, would this require double the memory since you're running two levels? (Or more, depending on the situation......32 maps, 32 people, it is possible ;))

MR_ROCKET
September 5th, 2006, 04:03 PM
Ok, thanks for the info Smite ;)
One more question about PNG transparency.
Will software mode support full PNG transparency or only simi-transparency? leaving it up to opengl for full transparency.
Is this something that Pate will take care of for software mode also?

Sorry bout that, I think I'm finally done asking about transparency heh.

smite-meister
September 6th, 2006, 02:28 AM
I have yet another question (Oh no, not another one ;)). If I was to start a deathmatch, with the individual exit mode on, and someone exited the level an went to another one while all the others were still on the other one, would this require double the memory since you're running two levels? (Or more, depending on the situation......32 maps, 32 people, it is possible ;))
More memory certainly, but not double. I think the textures consume more memory than a map, and they can be shared between several maps. Unless they use totally different textures.

Rellik_jmd
September 6th, 2006, 02:44 AM
That would be crazy, being able to move back and forth between levels without interrupting a DM game...

Osiris's_Legacy
September 6th, 2006, 03:34 AM
That's what I'm planning to do at school, with coop as well. Just imagine: You run through Maps 01 to 16, seeing no enemies, only corpses, finaly catching up on Map 17.

Which reminds me of yet another question (Sorry, can't help myself). If everyone leaves a particualar level, would that return to the normal level, as in would all the monsters be alive again? Or would they still be dead from the other players?

smite-meister
September 7th, 2006, 04:13 AM
If everyone leaves a particualar level, would that return to the normal level, as in would all the monsters be alive again? Or would they still be dead from the other players?
Depends on whether the map cluster the level belongs in is a hub or not.
In a standard Doom2 game (no hubs) they would be alive again if someone went back, but
since there is no way to go back (all the exits only go forward), this is not a major concern :)

Osiris's_Legacy
September 7th, 2006, 04:19 AM
Ah good. And bad if you only just join as everyone completes Map 17 :p. That's another 16 levels to destroy again. Anyway, thanks for answering all those question Smite, and keep up the ultimate work with Legacy2.

Rollerskate
September 14th, 2006, 06:16 AM
Just wondering if loading the expansion pack for Hexen will be possible in Legacy 2.0 and how you'd do it. If it'll be loaded as a second iWad or a pWad. Keep up the good work guys.

Nate

smite-meister
September 15th, 2006, 03:59 AM
Just wondering if loading the expansion pack for Hexen will be possible in Legacy 2.0 and how you'd do it. If it'll be loaded as a second iWad or a pWad.
Do you mean the Deathkings of the Dark Citadel? I think it is an independent IWAD, but can't say for sure.

xbolt
September 15th, 2006, 08:15 AM
No, it's just a normal PWAD.

Rollerskate
September 15th, 2006, 12:06 PM
So, if it's a normal Pwad (once I freekin' find it) I'll have to load the Hexen iWad AND the Deathkings pWad?