"(File)Size Matters" 64K Compo (Judging not underway)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
DartPower
Posts: 51
Joined: Fri Apr 19, 2013 8:07 am

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by DartPower »

Need the 1K compo
I just once upon a time made a 1K wad :D
https://cloud.mail.ru/public/6sjT/pP2mQZJqn
User avatar
MaxED
Posts: 2246
Joined: Tue Feb 28, 2012 12:55 pm

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by MaxED »

User avatar
Beed28
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by Beed28 »

Just wondering, when can we expect the results?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by wildweasel »

Beed28 wrote:Just wondering, when can we expect the results?
I can't give you a definite release date just now. I have other work that needs to get done as well, most of it a higher priority than this.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by wildweasel »

Eeek. Shit got crazy this last week or so; I'm really seriously going to get started on the scores now. I am really, massively sorry that it's taken me this long.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by wildweasel »

So I've decided that I really shouldn't hold off releasing the scores until all 31 reviews are done; what I'll do instead is start posting them as I finish them, so you can all be kept up to date with my progress (and so I don't feel like I have to do them all at once, heh). So here are the first few.

AFADoomer - Shuttle
Spoiler:
Beed28 - DoomMegabounce_r04
Spoiler:
Blue Shadow - nc_custom_hud_v1.22
Spoiler:
User avatar
Beed28
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by Beed28 »

Yep, the boots came straight from HacX. :)

I noticed a tiny mistake in your review, for the settings menu, you say that "you can adjust the bounce strength". It's not the actual strength of the bouncing, just how frequently it occurs.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by wildweasel »

Beed28 wrote:Yep, the boots came straight from HacX. :)

I noticed a tiny mistake in your review, for the settings menu, you say that "you can adjust the bounce strength". It's not the actual strength of the bouncing, just how frequently it occurs.
I thought that's what the Dampen slider was for?
User avatar
Trusty McLegit
Posts: 264
Joined: Sun Feb 07, 2016 8:42 pm

Re: "(File)Size Matters" 64K Competition

Post by Trusty McLegit »

kodi wrote:Image

Doomshock updated. It may be all kinds of broken but has some neater stuff. Thanks and good night. :)

Edit: Documentation below
Spoiler:
Known bugs and issues
Spoiler:
Dude this mod looks absolutely awesome, but when I download it and load it up with gzdoom, it just plays normal doom 2. I tried opening the file up, but it said it was corrupt. I tried redownloading 3 times.
User avatar
kodi
 
 
Posts: 1361
Joined: Mon May 06, 2013 8:02 am

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by kodi »

@trusty
Must be some issue with the hosting website. Try a different browser or turning off any file sharing programs you might have running?
User avatar
AFADoomer
Posts: 1341
Joined: Tue Jul 15, 2003 4:18 pm
Contact:

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by AFADoomer »

wildweasel wrote:So I've decided that I really shouldn't hold off releasing the scores until all 31 reviews are done; what I'll do instead is start posting them as I finish them, so you can all be kept up to date with my progress (and so I don't feel like I have to do them all at once, heh). So here are the first few.

AFADoomer - Shuttle
Spoiler:
Thanks for the feedback!

So, I went and replayed this after reading your review because I was confused at some of your feedback. And *holy crap* did something change with the ThrustThing handling in between my inital build and now. Apparently the 3 May fix: "fixed: ThrustThing should add to the velocity, not set it" broke this.

If you play with the 2 May dev build, you go a fraction of the speed that you do in the current build and this is much more playable... I can tweak this to use SetActorVelocity instead, I think, to work with the "fixed" behavior.

Side note: The controls note is logged in the console if you can't read it quickly enough :-).

EDIT: Fixed version here. Still exactly 65,536 bytes on disk - just added a "SetActorVelocity(0, 0, 0, 0, 0, 1);" command before the ThrustThing calls.

You still start out at 10% throttle, but it's a relative crawl 1/4 to 1/2 Doomguy walk speed or so... You can go up to ~40% throttle and not worry about hitting walls. Damage is based on the speed that you are going when you hit the wall, so continued thrust against the wall causes minimal damage, but sliding on the wall will kill you if you don't throttle down.

And yes, this *should* be multiplayer compatible. Untested, except with bots, but it should still work.
User avatar
Trusty McLegit
Posts: 264
Joined: Sun Feb 07, 2016 8:42 pm

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by Trusty McLegit »

Oh cool that worked. Also, fucking awesome mod man! I love system shock, so this is really fucking neat. I hope you expand this more in the future!
User avatar
ibm5155
Posts: 1268
Joined: Wed Jul 20, 2011 4:24 pm
Contact:

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by ibm5155 »

RIP reviews ;--;
User avatar
jpalomo
Posts: 772
Joined: Mon May 17, 2010 9:45 am

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by jpalomo »

I've been working on my rpg mod a little bit. Here is version 3: Dropbox, Mediafire, GitHub. It exceeds the 64k limit, but it still isn't that big (I could easily remove the sounds to put it back into the 64k range). Not much is different from my previous version regarding the monsters, but I did rework the leveling system a little bit. You can now optionally pick a level up bonus for each level. To do this you will need to change cl_autolevelup to false and bind a key to user4. I intentionally set the default value to true so that gameplay isn't interrupted. I've got source code for the scripts on GitHub. Enjoy.
Maybe I should make a new thread for this?
durbdoogle
Posts: 111
Joined: Wed Jul 22, 2015 10:40 pm

Re: "(File)Size Matters" 64K Compo (Judging underway)

Post by durbdoogle »

jpalomo wrote:I've been working on my rpg mod a little bit. Here is version 3: Dropbox, Mediafire, GitHub. It exceeds the 64k limit, but it still isn't that big (I could easily remove the sounds to put it back into the 64k range). Not much is different from my previous version regarding the monsters, but I did rework the leveling system a little bit. You can now optionally pick a level up bonus for each level. To do this you will need to change cl_autolevelup to false and bind a key to user4. I intentionally set the default value to true so that gameplay isn't interrupted. I've got source code for the scripts on GitHub. Enjoy.
Maybe I should make a new thread for this?
Oh neat! Might as well start a new one. Not like there's a limited supply of threads allowed :)
Post Reply

Return to “TCs, Full Games, and Other Projects”