Adjustable Doomguy specs

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Caligari87
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Adjustable Doomguy specs

Post by Caligari87 »

I was reading on Doomworld about Doom -> Real World measurements, and I had an idea. What if a mapper could include a text file in his WAD (or in the MAPINFO, whatever) that gave Doomguy specs for that WAD? Here's a sample of how it would look:

Code: Select all

Player Specs {
 Viewpoint_Height = 52 //Eyes arn't in chest
 Step_Height = 20 //Not quite up to his waist
 Radius = 32
 Height = 56
 Crouch_Height = 34 //If ever implemented
 Top_Speed = 64 //Map units per second, with autorun off (running doubles)
 Jump_Height = 34 //How much his feet come off the ground
}
This would make Doomguy behave a bit more like a real human, and would allow level designers to make WADs that are closer to real-world measurements by adjusting how Doomguy fits in the environment. It would also allow the creation of "from the monster's view" WADs, like playing as the cyberdemon from 20ft up. Some of this is possible in DEHACKED, but this would allow an easier way.

Come to think of it, this should be integrated with DECORATE, so that WAD makers can specifiy different step sizes for their monsters, and even height-sensitive vision checking, so that imps can't see out of their feet.

How about it? Maybe not this version, but a possibility?

8-)
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BetaSword
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Post by BetaSword »

I definitely agree with this. It'd be nice to be able to completely alter the size and characteristics of Doomguy for whatever reasons.
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Cutmanmike
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Post by Cutmanmike »

Start inventory should be considered too.
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Enjay
 
 
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Post by Enjay »

And whilst start inventory is being considered, the last few things that still require dehacked should also be looked into and a decorate alternative made. (However, I suspect this will all be covered by not-doomscript.)
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Post by NiGHTMARE »

As you noted, some of these can already be changed via DeHackEd. As well as this, jump height and player speed can be changed using ACS, with the SetActorProperty command.
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David Ferstat
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Post by David Ferstat »

It would also be good to be able to separately define:

The height above ground that player fire (hitscan/projectiles) issues from, both when standing and crouching;
Running speed when standing;
Walking speed when standing;
Running speed when crouching;
Walking speed when crouching (if different);
Mass.

And I'm sure several others. :)
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Cutmanmike
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Post by Cutmanmike »

NiGHTMARE wrote:As you noted, some of these can already be changed via DeHackEd. As well as this, jump height and player speed can be changed using ACS, with the SetActorProperty command.
But that requires a new map and scripts. If it's for a mod of some sort it's impossible.
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Post by NiGHTMARE »

It won't be if/when global scripts are introduced.
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Post by Cutmanmike »

Mmmm global scripts <3
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SMG M7
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Post by SMG M7 »

Actually, I like the "add the specs as a lump" idea. It would greatly increase the ease of making a few gimmicks I'm adding to Point Blank. :P
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Enjay
 
 
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Re: Adjustable Doomguy specs

Post by Enjay »

Caligari_87 wrote:Viewpoint_Height = 52 //Eyes arn't in chest
That might be better as a figure for how much lower the viewpoint is than the top of the actor. That way if the actor grows or crouches the view would be correct.
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Caligari87
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Post by Caligari87 »

Good idea.

8-)
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Grubber
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Post by Grubber »

Take a look at this.
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BetaSword
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Post by BetaSword »

Custom player classes, eh? Hrmm... Does it allow you to alter the height, radius, and viewpoint, though? Those are the main things I'd be interested in, personally.
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Post by Grubber »

Sure it does ;).
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