header general

[SUBMISSION] Revenant Skull

  • KILLA DIO
  • KILLA DIO's Avatar Topic Author
  • Lost Soul
  • Lost Soul
More
2 years 3 months ago - 2 years 3 months ago #1 by KILLA DIO
[SUBMISSION] Revenant Skull was created by KILLA DIO
Info:
Name: Revenant Skull
Class: 5
Type: Projectile
Palette: Custom\Doom
Summon: Revskull
Ammo Type: RSKAMMMO (DUMMY ACTOR, DO NOT SPAWN)
Altfire: No
Powered Mode: No

Credit:
Submitted: KILLA DIO
Decorate: KILLA DIO
GLDefs: KILLA DIO
Sounds: ID software, Banjo software
Sprites: Monolith software, Lobotomy Software, ID software, Unknown(Hands)
Sprite Edit: KILLA DIO, Dzierzan

Download
https://drive.google.com/file/d/1YS0OjOB1zPrdjZ9-nfGsbDJuFzMBq2ob/view?usp=sharing

Sprites:

Last edit: 2 years 3 months ago by KILLA DIO.

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

  • inkoalawetrust
  • inkoalawetrust's Avatar
  • Moderator
  • Moderator
More
2 years 3 months ago #2 by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] Revenant Skull
This weapon does not have any specified slot number , so once you pick it up, then select another weapon, you can't go back to the skull. Also you should consider  using A_FireCustomMissile() instead of A_FireProjectile(), for Zandronum compatibility. You should also give the weapon an editor number, and some Editor keys . So that it automatically appears in the editor.

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

  • KILLA DIO
  • KILLA DIO's Avatar Topic Author
  • Lost Soul
  • Lost Soul
More
2 years 3 months ago - 2 years 3 months ago #3 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Revenant Skull
aren't slot numbers discouraged though? same with editor numbers, 99% of submissions don't have them

Edit: direct quote from the rules
  • No KeyConf or Player.WeaponSlot. Leave that up to modders using the weapons. Weapon.SlotNumber is more acceptable, but it should still be left to the modder. For testing the weapons without binding them to a slot, use the "Use *WeaponName*" command, in the console, where *WeaponName* is the summon name for the weapon.
Last edit: 2 years 3 months ago by KILLA DIO.

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

  • inkoalawetrust
  • inkoalawetrust's Avatar
  • Moderator
  • Moderator
More
2 years 3 months ago - 2 years 3 months ago #4 by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] Revenant Skull
Oh right, I forgot about that, well you can still add editor numbers and a //$Category key though, editor numbers are allowed now, and two weapons already come with editor numbers. You should still definitely replace A_FireProjectile with A_FireCustomMissile though, since it's the only thing preventing this from running on Zandronum. And replacing A_FireProjectile wouldn't really sacrifice anything from the weapons' functionality.
Last edit: 2 years 3 months ago by inkoalawetrust.

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

  • KILLA DIO
  • KILLA DIO's Avatar Topic Author
  • Lost Soul
  • Lost Soul
More
2 years 3 months ago #5 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Revenant Skull
Changed to A_FireCustomMissile

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

  • inkoalawetrust
  • inkoalawetrust's Avatar
  • Moderator
  • Moderator
More
2 years 3 months ago #6 by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] Revenant Skull
The weapon works in Zandronum now, but your GLDEFS is using RGB color values ranging from 0 to 255 for each color, but GLDEFS only supports floats ranging from 0.0 to 1.0. Which produces warnings, and makes the GLDEFS lights not have the appearance they should. You can convert those RGB values to floats, by opening up UDB in sector mode, pressing K to bring up the sector color window. The inputting the RGB values, and changing the type to Float. Here's a video showing how to do it, and how it fixes one of the broken GLDEFS lights:

https://streamable.com/ym1q9s

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

  • KILLA DIO
  • KILLA DIO's Avatar Topic Author
  • Lost Soul
  • Lost Soul
More
2 years 3 months ago #7 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Revenant Skull
Updated

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

  • inkoalawetrust
  • inkoalawetrust's Avatar
  • Moderator
  • Moderator
More
2 years 2 months ago #8 by inkoalawetrust
Replied by inkoalawetrust on topic [SUBMISSION] Revenant Skull
I just downloaded it, and it still uses the broken color values in GLDEFS. Are you sure you uploaded a new version of your file on your Google Drive, to replace the previous one ?

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

  • KILLA DIO
  • KILLA DIO's Avatar Topic Author
  • Lost Soul
  • Lost Soul
More
2 years 2 months ago #9 by KILLA DIO
Replied by KILLA DIO on topic [SUBMISSION] Revenant Skull
Pretty sure I did but i'll re-upload just in case

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

  • doomedarchviledemon
  • doomedarchviledemon's Avatar
  • Wicked
  • Wicked
More
2 years 2 months ago - 2 years 2 months ago #10 by doomedarchviledemon
Replied by doomedarchviledemon on topic [SUBMISSION] Revenant Skull
A couple of things I noticed.
1. When the skull explodes the three pillars of flames sometimes are shot out towards the player which seems like very odd behavior. Even if the initial explosion doesn't hurt the player the flames can glide along the floor and hit the player from a distance.
2. I am not sure why, but sometimes flames hurt the player and sometimes they don't.
3. Mainly due to point 2, the flames do not disappear which could potentially make it impossible for a player to complete a level. For example, if a player uses the skull in a tight hallway or other small area with little room to maneuver around to kill some enemies and they are low on health, with no health pickups or other items to help them through, they would be unable to progress because they would be killed by the flames.
Last edit: 2 years 2 months ago by doomedarchviledemon.

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