[WIP] Doom: Evil Unleashed

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

Re: Doom: Evil Unleashed -- Continued

Postby hfc2x » Mon Jul 18, 2011 5:25 pm

SamVision wrote:Speaking of auto maps, are you going to add the minimap thing from the alpha?

*facepalm*
User avatar
hfc2x
Skulltag/Zandronum enemy
 
Joined: 17 Aug 2009
Location: Osorno, Chile

Re: Doom: Evil Unleashed -- Continued

Postby BlueFireZ88 » Mon Jul 18, 2011 5:29 pm

hfc2x wrote:
SamVision wrote:Speaking of auto maps, are you going to add the minimap thing from the alpha?

*facepalm*


Care to elaborate on any other BS features you'd like for us NOT to mention or even ask about? Otherwise, I think this string of pointless questions might continue.
User avatar
BlueFireZ88
Fight fire with BlueFire.
 
Joined: 18 Jan 2011
Location: Erebus Station

Re: Doom: Evil Unleashed -- Continued

Postby Gez » Mon Jul 18, 2011 5:32 pm

wildweasel wrote:the original code was never completed and is likely no longer part of ZDoom's codebase


It's not even part of the Linuxdoom codebase (the "cleaned out" source code that Id relased).

According to people who had seen the complete Doom source code, however, it was just a header with some #defines in it. No real code was ever done.
Gez
 
Joined: 06 Jul 2007

Re: Doom: Evil Unleashed -- Continued

Postby SamVision » Mon Jul 18, 2011 5:35 pm

hfc2x wrote:
SamVision wrote:Speaking of auto maps, are you going to add the minimap thing from the alpha?

*facepalm*

I am talking about A MINIMAP IN THE UPPER CORNER OF THE SCREEN. Nothing else.
User avatar
SamVision
"You am no real super sand"
 
Joined: 13 Apr 2010
Location: Behind You

Re: Doom: Evil Unleashed -- Continued

Postby hfc2x » Mon Jul 18, 2011 6:02 pm

BlueFireZ88 wrote:Care to elaborate on any other BS features you'd like for us NOT to mention or even ask about?

Okay, okay, don't be mad.
It's simple, don't ask me to add features that are not currently being supported by ZDoom. I don't wanna make modifications to the engine because everyone will be complaining about the engine will be outdated in short time. That was discussion on Sodaholic's thread.
User avatar
hfc2x
Skulltag/Zandronum enemy
 
Joined: 17 Aug 2009
Location: Osorno, Chile

Re: Doom: Evil Unleashed -- Continued

Postby wildweasel » Mon Jul 18, 2011 6:13 pm

SamVision wrote:
hfc2x wrote:
SamVision wrote:Speaking of auto maps, are you going to add the minimap thing from the alpha?

*facepalm*

I am talking about A MINIMAP IN THE UPPER CORNER OF THE SCREEN. Nothing else.

Which is absolutely NOT possible in ZDoom without major, major hacking at the code, and has in fact been asked about many times on this forum every time someone starts a project that uses the Alpha 0.2 hud. Matter of fact, it actually just got brought up a couple of weeks ago in the Editing forum.
User avatar
wildweasel
...huh.
 
Joined: 15 Jul 2003
Location: Non-euclidean space

Re: Doom: Evil Unleashed -- Continued

Postby BlueFireZ88 » Mon Jul 18, 2011 6:17 pm

hfc2x wrote:
BlueFireZ88 wrote:Care to elaborate on any other BS features you'd like for us NOT to mention or even ask about?

Okay, okay, don't be mad.
It's simple, don't ask me to add features that are not currently being supported by ZDoom. I don't wanna make modifications to the engine because everyone will be complaining about the engine will be outdated in short time. That was discussion on Sodaholic's thread.


I'm not mad, I just noticed how annoyed you get when people keep asking about these features that are not simply possible to code. I merely suggested to list the features from Alpha that would not be possible now with ZDoom. So I'm sorry if I gave the wrong impression, but hey, that's text response for ya.
User avatar
BlueFireZ88
Fight fire with BlueFire.
 
Joined: 18 Jan 2011
Location: Erebus Station

Re: Doom: Evil Unleashed -- Continued

Postby Project Dark Fox » Mon Jul 18, 2011 9:20 pm

hfc2x wrote:@PDF Cmon, dont be so rude! But please, someone block this kid LOL

I'm not being rude, I'm being truthful! :(
User avatar
Project Dark Fox
Nightmare Fuel Station Attendant
 
Joined: 14 Jul 2005
Location: The Gutter

Re: Doom: Evil Unleashed -- Continued

Postby hfc2x » Mon Jul 18, 2011 11:58 pm

@BlueFire That's currently the only feature not possible to recreate. The shields were the other one, but I did a workaround for them.

@PDF The blocking thing was not for you :)
User avatar
hfc2x
Skulltag/Zandronum enemy
 
Joined: 17 Aug 2009
Location: Osorno, Chile

Re: Doom: Evil Unleashed -- Continued

Postby Onslaught Six » Tue Jul 19, 2011 8:59 am

wildweasel wrote:
SamVision wrote:
hfc2x wrote:I am talking about A MINIMAP IN THE UPPER CORNER OF THE SCREEN. Nothing else.

Which is absolutely NOT possible in ZDoom without major, major hacking at the code, and has in fact been asked about many times on this forum every time someone starts a project that uses the Alpha 0.2 hud. Matter of fact, it actually just got brought up a couple of weeks ago in the Editing forum.


You know, I saw this happen once, though. I swear. I played it! It was part of some ScoreDoom branch or something. Really wish I could find it again.
Actually I did some digging just now and I did:
viewtopic.php?t=13608&start=60

Not that I expect it to be implemented ever; but it's out there sorta. I'm not saying it should be put in this mod or anything; just that it IS possible.

Anyway! I'm kind of vaguely interested in starting mapping for this...It's been a long-ass time since I did ANY mapping but yeah.

hfc2x wrote:@BlueFire That's currently the only feature not possible to recreate. The shields were the other one, but I did a workaround for them.

@PDF The blocking thing was not for you :)


How are you handling the shields? For some reason I'm thinking the PowerShield, i.e. Q2 use-shield.
Onslaught Six
Oozing of Onslaughttitude
 
Joined: 11 Dec 2005
Location: Hell.

Re: Doom: Evil Unleashed -- Continued

Postby hfc2x » Tue Jul 19, 2011 1:54 pm

Onslaught Six wrote:How are you handling the shields? For some reason I'm thinking the PowerShield, i.e. Q2 use-shield.

That was the original idea. In fact, Carmack implemented it from the things that they scrapped for Doom. Most things Tom thought of were implemented in later games.

Anyways, I had problems doing exactly that, because it's not possible to make an item that protects you and at the same time consumes ammo when you receive damage. Anyways, what I did was to use a custom PowerProtection for each one, and can be toggled on or off by pressing a key. It uses Shield Energy to work, and when you run out of it, it simply turns off until you get more of it. Energy cells give Cell ammo AND Shield energy.
User avatar
hfc2x
Skulltag/Zandronum enemy
 
Joined: 17 Aug 2009
Location: Osorno, Chile

Re: Doom: Evil Unleashed -- Continued

Postby Project Dark Fox » Tue Jul 19, 2011 2:29 pm

hfc2x wrote:@PDF The blocking thing was not for you :)

Oh I know, but my statement still stands.
User avatar
Project Dark Fox
Nightmare Fuel Station Attendant
 
Joined: 14 Jul 2005
Location: The Gutter

Re: Doom: Evil Unleashed -- Continued

Postby hfc2x » Mon Jul 25, 2011 11:11 pm

It's been some days I don't post anything...

I want to ask here because it gets more attention than in bugs or editing forums.
Anyone knows why does this graphical bug occur? I know it's the tutti frutti effect, but I didn't know it appeared in ZDoom too. This is the monorail car of Supply Depot 1.
Spoiler:


This is specially weird, as the textures don't even fit in the requirements listed in the Doom Wiki.

The switch texture is CGSWC01A, 16 units width and 24 tall. The gray textures are TH_EXIT1 (64 x 72).
User avatar
hfc2x
Skulltag/Zandronum enemy
 
Joined: 17 Aug 2009
Location: Osorno, Chile

Re: Doom: Evil Unleashed -- Continued

Postby ShadesMaster » Tue Jul 26, 2011 10:36 am

Well I don't know if it's tutti fruitty per se, but it IS a weird bug nonetheless, and a good catch since I only use GZdoom pretty much LOL!!!!
User avatar
ShadesMaster
 
Joined: 12 Jun 2008

Re: Doom: Evil Unleashed -- Continued

Postby Sodaholic » Tue Jul 26, 2011 1:43 pm

Don't know what to do about the texture bug, but I'd like to compliment you on the architecture, it looks very good! :) (the original version of the monorail car was really incomplete, for those of you who didn't know)
Sodaholic
Banned User
 
Joined: 03 Nov 2007

PreviousNext

Return to Projects

Who is online

Users browsing this forum: Bing [Bot], doomfiend, mallo, QuickShotGunman, zygo and 12 guests