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[WIP] Project ZD3K [update: 14-09-2018] * WIP life

Posted: Tue Aug 21, 2012 8:23 pm
by X-DOOM
Hello, i decided i am going to tease people out here, every week of my progression work to rebuild the game.

And please feel free to comment on things that could be remodeled or changed.
There is also something else i would like to talk of, when i lost of the map files, i lost my credit document where i wrote down every people's name for using their textures/flats, sprites, etc... so if anyone see something that isnt my work feel free to reply it will be my pleasure to add credit to that owner back again.

Most of these screeshot will be taken from Doom Builder with full brightness zone, cuz launching the game for only a part will makes the game start some unwanted long script and i dont want to trigger them or comment them. There are many unaligned wall textures atm, gonna have to align them all later :)

Image

Wiki page: http://zdoom.org/wiki/ZD3K:_The_Conspiracy

Facebook page: https://www.facebook.com/zd3kgzdoom


Screenshot links (current and newest)
July 13, 2017: viewtopic.php?f=19&t=33822&start=150#p1008933


Old screenshot link updates (archive)
Spoiler:

Project's current size: 650 mb (unpacked/unzipped)

Mod development
  • Maps - underwork
    • Titlemap - done
    • Credmap - pending until project gets done
    • ________________________________________
    • Hub 1 - Space Station Orbit -9
    • Map01 Hub 1 - rebuilded and done
    • Map02 Hub 1 - rebuilded and done
    • Map03 Hub 1 - rebuilded and done
    • Map04 Hub 1 - rebuilded and done
    • Map05 Hub 1 - rebuilded and done
    • Map06 Hub 1 - rebuilded and done
    • Map07 Hub 1 - rebuilded and done
    • Map08 Hub 1 - rebuilded and done
    • Map09 Hub 1 - rebuilded and done
    • Map10 Hub 1 - rebuilded and done
    • Map11 Hub 1 - rebuilded and done
    • ________________________________________
    • Hub 2 - Experiment when wrong!
    • Map12 Hub 2 - rebuilded and done going to rework it's design a little - currently working on this one
    • Map13 Hub 2 - rebuilded and done going to rework it's design a little - currently working on this one
    • Map14 Hub 2 - rebuilded and done going to rework it's design a little - currently working on this one
    • Map15 Hub 2 - rebuilded and done going to rework it's design a little - currently working on this one
    • Map16 Hub 2 - rebuilded and done going to rework it's design a little - currently working on this one
    • Map17 Hub 2 - rebuilded and done going to rework it's design a little - currently working on this one
    • Map18 Hub 2 - original data up, going to rework it's design
    • ________________________________________
    • Hub 3 - Planet Zeth
    • Map19 Hub 3 - original data up, going to rework it's design
    • Map20 Hub 3 - original data up, going to rework it's design
    • Map21 Hub 3 - original data up, going to rework it's design
    • ________________________________________
    • Hub 4 - ???
    • Map22 Hub 4 to Map44 - original maps lost, have to remake them
    • ________________________________________
    • Hub 5 - ???
    • Map45 Hub 5 to Map99 - original maps lost, have to remake them
  • ________________________________________
  • ________________________________________
  • Sprite- under pause
  • 3D Models (MD3)- underwork
    • Character Models
      • Player Male - Done
      • Player Femele- Done
      • Scientist male- underwork
      • Scientist femele - not started yet
      • Civilians male - not started yet
      • Civilians female - not started yet
    • Monsters
      • Baron of Hell - modeling started
      • Hell Knight - modeling started
      • Cacodemon - not started yet
      • Cyberdemon - not started yet
      • Demon - not started yet
      • Spectre - not started yet
      • Imp - Done
      • Nightmare Imp - Done
      • Mancubus - not started yet
    • Props - few made
    • FX - not started yet
    • Weapons
      • HR12 - working on it
      • AR44 - working on it
      • -----
      • -----
      • -----
      • -----
      • -----
      • -----
      • -----
      • -----
    • Inventories - not started yet
  • Voxel- underwork and under testing
  • Decorate - underwork
  • Scripting (ACS) - underwork
  • Sound SFX - underwork
  • Musics - underwork
  • HUD/UI/GFX - underwork
  • Story - done
  • Other lumps - underwork
  • Engine - GZDoom

The project is being built and tested with the following configs and hardware.

Re: Project ZD3K (rebuilding it)

Posted: Tue Aug 21, 2012 8:23 pm
by X-DOOM
I will use/edit this post #2 to write down people's name, game's name or whoever for crediting their ressource work.

Some textures, flat, music and sprites are being modified also.

**TAG** no-name user means that there are no credit name from the source file or there was no credit name available to identify the owner.
**TAG** me means that i made it myself.

*** RESERVED FOR CREDITS ***

SPRITE
TEXTURE/FLAT
  • Daniel Gimmer aka Tormentor667 realm667's Repository ... Duke Nukem 3D Textures
  • Some hi-tech texture/flat from the game Strife game
  • Some texture from the game Shadow Warrior
  • Some texture from the game Mechwarrior 3
  • Many texture and flat from the game Half-Life 1
  • Space, galaxy and nebula from Nasa & JPL www.nasa.gov
  • Some texture from the game Unreal
  • Some texture from the game Unreal Tournament
  • Some texture from the game Unreal Tournament 2003
  • Some texture from the game Unreal 2
  • Some texture from the game Hexen
  • Some texture from the game Heretic
  • Some texture from the game Perfect Dark (Nintendo 64) - New
  • Some texture from the game Doom64 (Nintendo 64) - New
  • #
MODEL (MD3 FILES / other format source used for MD3 output)
  • GZDoom's modelpack26 - Imp body mesh (Without the head)
  • GZDoom's modelpack26 - Baron of Hell / Hell Knight body mesh (Without the head)
  • Quake 3 Arena - Doom (helmet only)
  • DeusEx 1 - Civilian Doctor male (trench-coat model)
  • DeusEx 1 - Civilian Doctor female (trench-coat model)
  • DeusEx 1 - Civilian male
  • DeusEx 1 - Civilian female
  • tf3dm.com (no-name) for the head used for making the Imp head mesh
  • Me - Baron of Hell / Hell Knight head mesh
  • Me - Blake Stone's Plant in a glass
  • #
  • #
  • #
  • #
  • #
  • #
  • #
  • #
  • #
  • #
  • #
SKIN TEXTURE (for MD3 models)
  • GZDoom's modelpack26 - Imp
  • GZDoom's modelpack26 - Baron of Hell
  • GZDoom's modelpack26 - Hell Knight
  • DeusEx 1 - Several human male and femele face/hands
  • DeusEx 1 - Civilian
  • DeusEx 1 - Army Soldier
  • Quake 3 Arena - Doom (regular color)
  • Quake 3 Arena - Doom (blue color)
  • Quake 3 Arena - Doom (red color)
  • Quake 3 Arena - Doom (green color)
  • Quake 3 Arena - Doom (gray color)
  • Quake 3 Arena - Crash (regular color)
  • Quake 3 Arena - Orion (orange color)
  • Google image search (no-name user) - Leaf
  • Google image search (no-name user)- Tree bark
  • #
  • #
  • #
  • #
  • #

SOUND
  • Few explosion blast sound from the game Super Nintendo - Super Metroid 3
  • Few forest/swamp sound ambient from Hexen
  • #

MUSIC
  • 3 song from Metallica (partial mix)
  • 1 music from the game N64 - Winback
  • 1 music from the game Super Nintendo - Super Metroid 3
  • 3 music from the game Quake 2
  • 3 music from the game Unreal
  • 3 music from the game Unreal Tournament
  • 3 music from the game Perfect Dark (Nintendo 64) - New
  • 3 music from the game Doom64 (Nintendo 64) - New
  • #
ACS
  • Doom 3 keypad by Blue Shadow
  • Randy Heit aka randi http://www.zdoom.org ... Using few script he corrected for me.
  • #
  • #
  • #
  • #



OTHER
  • Randy Heit aka randi http://www.zdoom.org ... Using his ZDoom engine
  • Graf Zahl http://www.zdoom.org ... Using his GZDoom engine
  • Paint Shop Pro 5
  • 3D Studio Max 2015 for making model mesh
  • 3D Studio Max - script - quake 3 md3 export
  • 3D Studio Max - script - MD2 import export
  • 3D Studio Max - script - Skin++
  • Cool Edit 97
  • Wintex, deutex
  • SLumpEd
  • Slade3
  • WebExpert (why html builder? well it's good for Decorate files editing)
  • GZDoom Builder (not using anymore Doom Builder 2)
  • Media Coder
  • Photoshop CS6
  • Some decorate and script from Sergeant_Mark_IV's Brutal Doom v0.16b mod to had the gore on units.
  • Some decorate and script from Sergeant_Mark_IV's Brutal Doom v0.16b mod lens effect on lights.
  • Some decorate and script from Blue Shadow's NC HUD v1.10
  • #

_

Re: Project ZD3K (rebuilding it)

Posted: Tue Aug 21, 2012 8:24 pm
by X-DOOM
21 august 2012

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Re: Project ZD3K (rebuilding it)

Posted: Tue Aug 21, 2012 11:43 pm
by Matt
Lookin' pretty sweet.

Any way to make these long scripts skippable? I don't like unskippable cutscenes.

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 12:48 am
by X-DOOM
These cutscene shouldnt be that long... lesser than 15sec or so.

The only long one is the intro, but i should place a "skip" key function.
But why skiping cutscene? Ever played old Half-Life?

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 1:05 am
by SamVision
Half-Life never had cutscenes, they were all scripted events where you still retained control.

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 1:14 am
by wildweasel
If you're going to stop the player from moving or take away his controls for any extended period of time (where "extended" is anything longer than two or three seconds), add a way to skip it - [wiki]GetPlayerInput[/wiki] can detect the Use key.

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 1:24 am
by X-DOOM
wildweasel wrote:If you're going to stop the player from moving or take away his controls for any extended period of time (where "extended" is anything longer than two or three seconds), add a way to skip it - [wiki]GetPlayerInput[/wiki] can detect the Use key.

Thanks wildweasel.

Anything longer than two or three seconds... this is a low timer...

I miss the old time where people actualy had to watch the entire cutscene

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 1:46 am
by wildweasel
Here's the way I see it - watching it the first time is just fine. Watching it again because I died/restarted/the game crashed would get irritating. Your story might be important to you, and it might be important to the player (the first time around), but unless the player (or the game) saves automatically following every cutscene or scripted event, the player will get very tired of sitting through long scenes if they die and reload back to a point before the cutscene.

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 3:00 am
by X-DOOM
You got a point there. There must be a way around to save a variable flag that know the player died so when the cutscene should play, it may had a "skip" option.

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 3:35 am
by Tormentor667
I am so glad that this is in progress again :)

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 3:42 am
by X-DOOM
Tormentor667 wrote:I am so glad that this is in progress again :)
me too :)

Btw, you got credits up there Tormy


The long and pain thing is reworking the maps and few tricky things such the decorate units... each of them are in seperated decorate files (57 decorate files for units, each have 2-7 units variation, some friendly and some unfriendly (still working on the hater ones when being friendly to most)

Still can't get these bots to attack me while being friendly to soldiers grrr, i miss my old AI, there must be a workaround in the new ZDoom.

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 8:31 am
by Matt
X-DOOM wrote:You got a point there. There must be a way around to save a variable flag that know the player died so when the cutscene should play, it may had a "skip" option.
Always allow skipping, and autosave right after the cutscene.

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 11:57 am
by X-DOOM
hmmm, implementing GetPlayerInput script on this, seem to not want to work at all. Im sure i missed something somewhere and i can't see it, stupid dyslexia.

the pause is defined for 35 and works fine, i use it often.

Code: Select all

script 2 (void)
{
    int skipbuttons;
    while(true)
    {
        skipbuttons = GetPlayerInput(-1, INPUT_BUTTONS);
        if(skipbuttons & BT_USE)
        {
            break;
        }
        else
        {
            setfont("SMALLFONT");
            HudMessage(s:"\cj Press the \cg use key \cj to skip this scene"; HUDMSG_PLAIN, 10, 0, 350.0, 400.0, 0);
            
            delay(pause*2);
            print(s:"Welcome visitor, please be patient for a moment.");
            delay(pause*2);
            print(s:"Initiating deep scan, now!");
            delay(pause*2);
            Ceiling_LowerByValue (30, 8, 8);
            delay(pause);
            //Light_ChangeToValue(81, 100);   //salle
            //Light_ChangeToValue(31, 100);   //rond
            //Light_ChangeToValue(37, 200);   //scan
            Light_Fade(43, 160, pause);   //slopearc
            Light_Fade (30, 160, pause);   //slope
            int scan1fl=128;
            int scan1cl=136;
            int scan1flcur=0;
            int scan1clcur=0;
            int scan1=0;
            int scan0=0;
            Sector_SetColor (37, 255, 210, 1, 0);
            Light_Fade (37, 255, pause/4);   //scan
            for(scan0=0; scan0<2; scan0++)
            {
                for(scan1=128; scan1>=0; scan1--)
                {
                    Light_Fade (37, 200, pause/4);   //scan
                    FloorAndCeiling_LowerByValue(37, pause/8, 1);
                    delay(pause/8);
                    Light_Fade (37, 255, pause/4);   //scan
                }
                delay(pause/4);
                for(scan1=0; scan1<=128; scan1++)
                {
                    Light_Fade (37, 200, pause/4);   //scan
                    FloorAndCeiling_RaiseByValue(37, pause/8, 1);
                    delay(pause/8);
                    Light_Fade (37, 255, pause/4);   //scan
                }
            }
            delay(pause/2);
            Light_ChangeToValue(81, 120);   //salle
            Light_ChangeToValue(31, 120);   //rond
            Light_ChangeToValue(37, 120);   //scan
            Light_ChangeToValue(30, 120);   //slope
            print(s:"Scan complete.");
            delay(pause);
            Light_Fade (81, 140, pause*2);
            Light_Fade (31, 140, pause*2);
            Light_Fade (37, 140, pause*2);
            Light_Fade (30, 140, pause*2);
            print(s:"Im sorry Major Falco.");
            delay(pause);
            print(s:"I did not know it was you, you can enter the station now.");
            delay(pause);
            break;
        }
    }
    SetPlayerProperty (1, 0, 0); // Le joueur est défigée
    PorteDebut = true;
    print(s:"cutscene off");
}

Re: Project ZD3K (rebuilding it)

Posted: Wed Aug 22, 2012 3:18 pm
by X-DOOM
Ok i made a workaround for skiping cutscene, its tricky too but it works fine.
I hope this may help someone else too, gonna share this up in the editing forum as well. I passed about few hours thinking and making it.

the multiple switch/case/break added on script 999 are for more option and all other skiping script in the whole game, feel free to modify it as your needs.

Here is what i did.


Keyconf.txt in the pk3 file or root folder of the mod

Code: Select all

//=================================================================================
//Keyconf.txt
//---------------------------------------------------------------------------------
addkeysection "ZD3K" ZD3K
addmenukey "Skip Cut-scene" skipcutscenekey
alias skipcutscenekey "puke 999"
defaultbind Q skipcutscenekey
zwvars.acs

Code: Select all

//=================================================================================
//zwvars.acs
//---------------------------------------------------------------------------------
world int 1: currentgamemap;
world int 2: currentcutscene;

sharedfunction.acs is an external acs script loaded from zcommon.acs

Code: Select all

//=================================================================================
//sharedfunction.acs
//---------------------------------------------------------------------------------
script 999 (void)
{
	switch(currentgamemap)
	{
		case 1:		break;
		case 2:
			switch(currentcutscene)
			{
				case 2:		acs_execute(222,0,0,0,0);	break;
				default:	break;
			}

		break;
		default:	break;
	}
}

map02.acs script inside the map file map02.wad

Code: Select all

//=================================================================================
//map02.acs
//---------------------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////
//	a entering the map script (init all in the map for the 1st time)
/////////////////////////////////////////////////////////////////////////////
script 1 open
{
	//set the current map var, at either entering the map or whenever at the start of the cutscene
	currentgamemap=2;
}
/////////////////////////////////////////////////////////////////////////////
//	a cutscene script (script 2, linked with script 222 for skiping it)
/////////////////////////////////////////////////////////////////////////////
script 2 (void)
{
	SetPlayerProperty (1, 1, 0); // the player cannot move
	currentgamemap=2;
	currentcutscene=2;
	setfont("SMALLFONT");
	HudMessage(s:"\cj Press the \cg Skip key \cj to skip this scene"; HUDMSG_PLAIN, 999, 0, 350.0, 400.0, 0);
	
	delay(pause*2);
	print(s:"Welcome visitor, please be patient for a moment.");
	delay(pause*2);
	print(s:"Initiating deep scan, now!");
	delay(pause*2);
	Ceiling_LowerByValue (30, 8, 8);
	delay(pause);
	Light_Fade(43, 160, pause);   //slope arc
	Light_Fade (30, 160, pause);   //slope
	int scan1fl=128;
	int scan1cl=136;
	int scan1flcur=0;
	int scan1clcur=0;
	int scan1=0;
	int scan0=0;
	//Sector_SetColor (37, 255, 210, 1, 0);
	Light_Fade (37, 255, pause/4);   //scan
	for(scan0=0; scan0<2; scan0++)
	{
		for(scan1=128; scan1>=0; scan1--)
		{
			Light_Fade (37, 200, pause/4);   //scan
			FloorAndCeiling_LowerByValue(37, pause/8, 1);
			delay(pause/8);
			Light_Fade (37, 255, pause/4);   //scan
		}
		delay(pause/4);
		for(scan1=0; scan1<=128; scan1++)
		{
			Light_Fade (37, 200, pause/4);   //scan
			FloorAndCeiling_RaiseByValue(37, pause/8, 1);
			delay(pause/8);
			Light_Fade (37, 255, pause/4);   //scan
		}
	}
	delay(pause/2);
	Light_ChangeToValue(81, 120);   //room
	Light_ChangeToValue(31, 120);   //scan's spot
	Light_ChangeToValue(37, 120);   //scan 3d sector
	Light_ChangeToValue(30, 120);   //slope
	print(s:"Scan complete.");
	delay(pause);
	Light_Fade (81, 140, pause*2);
	Light_Fade (31, 140, pause*2);
	Light_Fade (37, 140, pause*2);
	Light_Fade (30, 140, pause*2);
	print(s:"I'm sorry Major Falco.");
	delay(pause);
	print(s:"I did not know it was you, you can enter the station now.");
	delay(pause);
	SetPlayerProperty (1, 0, 0); // the player can move
	PorteDebut = true;
	hudmessage(s:" "; HUDMSG_FADEINOUT, 999, 0, 350.0, 400.0, 1.0, 1.0, 1.0);
	Autosave();
}
/////////////////////////////////////////////////////////////////////////////
//	a cutscene script skiper for script 2 (script 222, linked with script 2)
/////////////////////////////////////////////////////////////////////////////
script 222 (void)
{
	//place everything that the cutscene at script 2 should be at the end of it
	//set any vars at the value they should all have
	//set any player property back to what they should be
	ACS_Terminate(2, 0);	//stop the script 2
	Floor_MoveToValue(37, 0, 128, 0);
	Ceiling_MoveToValue(37, 0, 136, 0);
	Light_Fade (81, 140, pause*2);
	Light_Fade (31, 140, pause*2);
	Light_Fade (37, 140, pause*2);
	Light_Fade (30, 140, pause*2);
	SetPlayerProperty (1, 0, 0); // the player can move
	PorteDebut = true;
	print(s:"cutscene skiped");	//confirm the player that he skiped the cutscene
	Autosave();
}