Survival Doom - A Tech Demo Released!

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Re: [WIP] Survival Doom

Postby wildweasel » Thu Mar 18, 2010 9:18 am

trooper077 wrote:Weasel is their anyway to prevent bumping threads?

Not without locking them before anybody has a chance to post in them, which is unfair to the topic's creator in the event that they actually decide to return.
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Re: [WIP] Survival Doom

Postby Dancso » Thu Mar 18, 2010 10:03 am

trooper077 wrote:is their anyway to prevent bumping threads?


Yes.
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Re: [WIP] Survival Doom [abandoned?]

Postby lolwut? » Fri Mar 19, 2010 5:39 pm

Thumbs up for this project!
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Re: [WIP] Survival Doom

Postby ZDG » Mon Mar 22, 2010 10:36 am

As
Dancso wrote:Image
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Re: [WIP] Survival Doom [abandoned?]

Postby wildweasel » Mon Mar 22, 2010 12:13 pm

Sinfis, you may send me or any other moderator a message if you need this thread unlocked.
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Re: Survival Doom - A Tech Demo Released!

Postby Sinfis » Sat Mar 24, 2012 3:11 am

Now there is a good reason to bump this up! ;)
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Re: Survival Doom - A Tech Demo Released!

Postby Nash » Sat Mar 24, 2012 3:59 am

Pretty cool. But it takes forever to kill a single zombie. :( I guess similar to Resident Evil, you're not supposed to waste your bullets killing zombies, but... I think the zombies' health is way too much. Had to almost empty a clip for just 1 zombie!

Took a look at your map in an editor to see how you did it; the entire map is covered with sky, and changing camera views changes the skybox. Clever!

Controls need some getting used to at first but after a while it's not so bad.

Models and their textures look good in the GZDoom renderer, good job! Though some of the looping animations are kind of jerky probably due to interpolation.
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Re: Survival Doom - A Tech Demo Released!

Postby Sinfis » Sat Mar 24, 2012 4:12 am

Thank you for your feedback, I appreciate that got interested my mod and even checked how it's done. :) It also nice to hear that controls are not so bad when you get used to them first.

Yeah, that interpolation problem is irritating, which doesn't work right with 3d models. But I guess we just have to live with it, until next GZDoom update. ;)
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Re: Survival Doom - A Tech Demo Released!

Postby Ravick » Sat Mar 24, 2012 6:58 pm

I've seem this at youtube some days ago.

Can't wait to play new releases! I just love horror themed games! :wub:
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Re: Survival Doom - A Tech Demo Released!

Postby Nash » Mon Jun 04, 2012 1:53 pm

How is this mod affecting the player with the Time Freezer power up? I tried to take it apart but I can't seem to replicate it for my project.

I'm particularly interested in how the text messages will stop the player, but when the messages disappear; the player's previous velocity is restored. The player's animation states also seem to pause and resume properly, so firing a gun, then triggering a message (for example, try using a dead body) - the player's animation will pause, and when you clear the message, the animation will resume where it left off...

As-is, giving a Time Freezer powerup will not pause the player and his animations and velocities...
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Re: Survival Doom - A Tech Demo Released!

Postby Sinfis » Tue Jun 12, 2012 6:22 am

To get freezing the world work properly it was pretty complicated and messy but it works somehow. :D

In the Scripts section of the MAP01.wad there are functions Pause (row 559), Pause02 (row 569), and UnPause (row 579). Those give player and take away inventory items PowerTimeFreezer4ever and FreezeTime1tic, which are described in Decorate file. Those also freezes the player completely with SetPlayerProperty.

You can find actual info message scripts starting from the row 744. Functions Pause and Pause02 are called as well as inventory item PowerTimeFreezer4ever are given to player one more time, don't ask why. Then the freezing is "shut off" with UnPause function.

Notice that info message script system uses parts taken from Jimmy's j-testmenu.wad, which makes possible that player is able to close info messages with another press of the "Use" key.

I hope this helped you out! :)
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Re: Survival Doom - A Tech Demo Released!

Postby Nash » Tue Jun 12, 2012 11:53 am

Oh wow, I wonder why giving the player two copies of Time Freezers - 1 with maximum duration, while the other only 1 tic - will pause the player's velocity. Engine feature or bug?

Also, some observations while doing this in first person...

1) Your view bobbing will not stop eventhough you are "paused", looks funny when the game is "paused" while the player is jumping in mid-air.
2) First person weapon animation still doesn't get paused properly.

Thanks anyway! :D
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Re: Survival Doom - A Tech Demo Released!

Postby Big C » Tue Jun 12, 2012 12:05 pm

Wait, you can do this in 1st person?
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Re: Survival Doom - A Tech Demo Released!

Postby ibm5155 » Tue Jun 12, 2012 2:48 pm

Big C wrote:Wait, you can do this in 1st person?

that graphics? yes, with the same kind of work, but i think it´ll be harder, rendering all the textures for a pré rendered texture, it would take alot of mb...
I like the re style
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Re: Survival Doom - A Tech Demo Released!

Postby Sinfis » Tue Jun 12, 2012 11:23 pm

Nash wrote:Oh wow, I wonder why giving the player two copies of Time Freezers - 1 with maximum duration, while the other only 1 tic - will pause the player's velocity. Engine feature or bug?

I think it is rather bug than an engine feature. If some really bad ass coder looked how to pause game in my mod, he would be horrified - it's done by giving to player a time freezing power up and taking it away. :D

I mentioned before that I'll show you what I was working on but never got them finished for the mod. Here's one image, the computer room:

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