Aug 8, 2020

Comments for August 2-August 8; a doomy tangent

Spriteclad left a comment on New journal title; also, apropos of nothing, fuck spotify:
You could also use a P2P service such as Soulseek, or something like Deezerloader that scrapes songs from streaming services without having to buy them. (You'll need a free Deezer account before being able to use the latter, though.) Also on an unrelated note: I get why you moved to Blogger, but it feels like a step down compared to a self-hosted blog in my opinion, because it opens the doorway to the hosting service just disappearing at any second with barely any warning. And yes, yes, I know Blogger has existed for ages and it's a Google product, but that hasn't stopped Google before...
Yeah, I'm aware of how unwise it is to buy into any google-owned platform at this stage of the internet, and I'm not expecting it to be around forever. However, the fact that it's been around as long as it has and has such low overhead compared to other web stuff means I expect google won't have as much incentive to close it down. It probably doesn't make them much money these days but I'm sure its cost is a drop in the bucket.

The backup format is just basic XML, so I'm hoping that in the eventuality that blogger does get the axe, I'll have an abundance of platforms I can move to. I imagine the next step would be installing wordpress or something.

Blogger is definitely a step up in terms of motivating me to write, since the WYSIWYG box makes it as simple as possible, it's constantly auto-saving when I write so I'm not at risk of losing anything, and it's trivial to just jot down some ideas in a draft for later. I like the hassle of FTP and HTML not being a barrier to doing a thing. Edit: Also, it just takes care of the RSS feed for me instead of me having to do it manually and getting rid of it because it's too much of a hassle, and that's something everyone can enjoy.

~~~

This next response isn't to a comment on this journal, but I got an e-mail regarding my doom mod asking how to change it so you have a pistol instead of a shotgun, and I thought it might be helpful to publicly post the little explanation.

This will be a quick primer in how to change the attributes of weapons in decorate.txt. (this only applies to GZdoom, which is my Doom engine of choice)

Chris writes:
Hello there,

I believe that you are the creator of a doom wad called hoof or hoofin? I really love the idea of the mod, very simple, but have to be on your toes everytime. The reasons for my email is, that I would love to be able to change the gun that you start with (shotgun) to say the pistol, can you at tall tell us how to change the code?

I'm interested for my own entertainment really, I'm not willing to share or distribute this info because I would like keep your mod's  identity the way it is.

thank you for your time to read my email 😀

all the best
Chris

Hi, thanks for the kind words, I'm glad you enjoyed it! You're welcome to make any changes you'd like and even redistribute it under a different name if you want, it's totally open source

Open up hoof_v2_1.zip and you'll see two text files. The one you'll be changing is called decorate.txt

You'll want to look for a block of code starting with this line: ACTOR antigun : Shotgun

If all you want is to start with a pistol that looks and feels like the original but shoots antimatter slugs, replace the whole block that starts with "ACTOR antigun : Shotgun" to this:

ACTOR antigun : Pistol
{
Weapon.SlotNumber 1
Weapon.Ammotype "newshell"
+WEAPON.AMMO_OPTIONAL
States {
        Fire:
        PISG A 4
        PISG B 0 A_FireBullets (0, 0, 1, 9999, "BulletPuff")
        PISG B 0 A_PlaySound ("weapons/pistol", CHAN_WEAPON)
        PISG B 6 A_GunFlash
        PISG C 4
        PISG B 5 A_ReFire
        Goto Ready
}}


This could be you!

Save the changes, add decorate.txt and mapinfo.txt to a new zip file, and you're good to go!

If you're interested in how this all works and want to know how to make your own changes, here's an explanation:

 ~~~
ACTOR antigun : Pistol
[Creates a new actor (a term for anything in the game that performs an action: weapons, enemies, powerups, etc) called "antigun" that looks and feels exactly like the pistol]

Weapon.SlotNumber 1
[Makes the antigun the weapon for slot #1 instead of the fist or chainsaw]

Weapon.Ammotype "newshell"

[Makes the antigun use a new type of ammo called "newshell" - just a placeholder name, since you have infinite ammo anyway. This line probably isn't necessary but my original idea didn't involve unlimited ammo. Leaving it in doesn't hurt anything]

+WEAPON.AMMO_OPTIONAL
[Lets you fire the gun even if it doesn't have ammo]

States {
[Everything between the curly brackets after "States" controls the animation and shot cycle of the gun. PISG is the name of the sprite (the actual picture of the gun you see in the game.) The three frames of animation are A, B, and C. The number after the letter is the amount of time that sprite is displayed for that step of the animation.]

PISG A 4
[display frame A of the pistol sprite for 4 tics]

PISG B 0 A_FireBullets
[display frame B for 0 tics, but call the "FireBullets" routine with the following parameters]

(0,0,1,9999, "BulletPuff")
[The first number is the horizontal bullet spread, the second number is the vertical bullet spread. I wanted the gun to fire perfectly accurately, so those are both 0. The 1 is the number of bullets fired every time you pull the trigger. 9999 is the amount of damage each bullet does. "BulletPuff" is just the little animation of the bullet hitting the wall]

PISG B 0 A_PlaySound

[Display frame B for 0 tics, but call the "PlaySound" routine to play the pistol sound effect]

PISG B 6 A_GunFlash
[Display frame B for 6 tics and call the "GunFlash" routine for the pistol]

PISG C 4
[Display frame C for 4 tics]

PISG B 5 A_ReFire
[Display frame B for 2 tics and call the "ReFire" routine to continue firing if the button's still held down]

Goto Ready
[If the fire button isn't held down, go back to the "ready" state of the pistol. For more information about the different states and what all the routines do, you can see the default pistol class on the Zdoom wiki: https://zdoom.org/wiki/Classes:Pistol]

~~~

For extra fun, you can try tweaking these numbers to see how it affects the fire cycle, i.e. replace the 4 and 5 with a 2 to make the gun shoot approximately twice as fast, or replace the (0,0,1,9999) with your own numbers to change how the bullet acts. You can drag "decorate.txt" and "mapinfo.txt" onto the GZdoom shortcut to test and make sure it's working the way you want it to, and when you're satisfied you can just add them to a new zip file, and you're done!

Let me know if you have any other questions!


Labels: , , ,