[WIP] Custom player movement, realtime weather, new demo!

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

[WIP] Custom player movement, realtime weather, new demo!

Postby Nash » Thu May 12, 2011 11:50 am

Link removed, see page 2

This is a work-in-progress custom player movement which will be used in an RPG mod I'm working on. The name "underworld" came from the fact that this was supposed to be an Ultima Underworld-inspired project, I guess. :)

Currently you can move and look around with the mouse and keyboard, and also jump.. Swimming behaviour is also different than stock Doom, in that you can swim on the surface. To submerge, hold the "move down" key.

You can fly around by giving "PlayerFlag_Flying" in the console. To disable flying, take away that item with the ]take command.

There's plenty more to do, including...

- Keyboard look up/down for those who don't play with the mouse
- Jumping out of water is a little difficult right now because the player has no velocity if he slides along the linedef and jumps. You can successfully jump out by taking a step back from the floor before jumping.
- Keyboard run modifier support needs to be added

... and probably a bunch of other things.

Also, there is a system in place that lets you pick up items Oblivion style (hover crosshair over items, then hit +use) but due to this issue, the item targetting isn't working. If you take a peak around the sources, the code is actually already in place, and it was working a while ago before I finished coding the custom movement...
Last edited by Nash on Mon Oct 17, 2011 10:02 am, edited 5 times in total.
User avatar
Nash
AKA Nash Muhandes! Twitter/Facebook/Youtube: nashmuhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Twitch ID: nashmuhandes
Github ID: nashmuhandes

Re: [WIP] Custom player movement

Postby ShadowTiger » Thu May 12, 2011 1:06 pm

Whoah. As an avid fan of the Underworld series, this is extremely exciting. I definitely wish you much luck with the project. :)
User avatar
ShadowTiger
Shatter Storm
 
Joined: 07 Nov 2009
Location: New York

Re: [WIP] Custom player movement

Postby Ral22 » Fri May 13, 2011 1:10 am

Okay, really cool. It felt weird to not bob when you move, but I noticed something.

Being how lame I am (And too amazed by the wading/submerged effect) I drowned. But, I was still able to move using WASD and swim up and down. Not sure if you're aware, but it's a huge issue.
User avatar
Ral22
stoneshipMapper
 
Joined: 05 Sep 2010
Location: Land of Dawn and Thunder

Re: [WIP] Custom player movement

Postby Nash » Fri May 13, 2011 1:15 am

Aware of that, I haven't added death checks yet. Also, respawning still isn't handled properly.
User avatar
Nash
AKA Nash Muhandes! Twitter/Facebook/Youtube: nashmuhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Twitch ID: nashmuhandes
Github ID: nashmuhandes

Re: [WIP] Custom player movement

Postby Drake Raider » Fri May 13, 2011 11:46 am

So the swimming is in the style of Shadowcaster or Marathon II?
User avatar
Drake Raider
I seem to keep alot of my work to myself....
 
Joined: 18 Jul 2008
Location: Plane of thought.

Re: [WIP] Custom player movement

Postby Nash » Fri May 13, 2011 3:22 pm

Well I took inspiration from game slike Ultima Underworld and Daggerfall, where you can actually wade around on the surface before deciding to dive in... well actually you can't dive underwater in those games, that's a ZDoom exclusive haha. I haven't played Shadowcaster or Marathon (shame on me I know) but I guess it's a common thing to do back in the early 90's so... yeah...
User avatar
Nash
AKA Nash Muhandes! Twitter/Facebook/Youtube: nashmuhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Twitch ID: nashmuhandes
Github ID: nashmuhandes

Re: [WIP] Custom player movement

Postby Drake Raider » Fri May 13, 2011 5:05 pm

Daggerfall, I've played.
User avatar
Drake Raider
I seem to keep alot of my work to myself....
 
Joined: 18 Jul 2008
Location: Plane of thought.

Re: [WIP] Custom player movement

Postby Nash » Fri May 13, 2011 5:10 pm

Before this, the wading movement was coded such that when you hold down a movement direction, the player will thrust himself forward with a velocity equal to that of his swimming skill, then there's a small cool down, then the thrusting happens again... kinda like real-life swimming motion... it felt annoying and nauseating though. So now the swimming skill is applied as a continuous velocity...

EDIT: Fixed the item pickup issues, link in first post has the new version... basically that's the only thing that's changed, no other changes yet (so death issues are still around), I just put it up anyway if you're curious on the item pickup system, otherwise, you're not really missing out on much, no need to download. :)
User avatar
Nash
AKA Nash Muhandes! Twitter/Facebook/Youtube: nashmuhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Twitch ID: nashmuhandes
Github ID: nashmuhandes

Re: [WIP] Custom player movement - now with sun glare!

Postby Nash » Mon May 16, 2011 2:50 pm

User avatar
Nash
AKA Nash Muhandes! Twitter/Facebook/Youtube: nashmuhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Twitch ID: nashmuhandes
Github ID: nashmuhandes

Re: [WIP] Custom player movement - now with sun glare!

Postby ChronoSeth » Mon May 16, 2011 2:58 pm

:surprise:
User avatar
ChronoSeth
You are totally unique, just like everyone else.
 
Joined: 05 Jul 2010
Location: British Columbia

Re: [WIP] Custom player movement - now with sun glare!

Postby Z86 » Tue May 17, 2011 8:55 am

How do you make it stay in front of everything else?
User avatar
Z86
 
Joined: 24 Jan 2011

Re: [WIP] Custom player movement - now with sun glare!

Postby Ethril » Wed May 18, 2011 5:57 am

Z86 wrote:How do you make it stay in front of everything else?


Fucking miracles, man.
User avatar
Ethril
F1
 
Joined: 16 Nov 2008
Location: with you in the dark

Re: [WIP] Custom player movement - now with sun glare!

Postby Caligari87 » Wed May 18, 2011 10:31 am

Magnets.

8-)
User avatar
Caligari87
I'm just here for the community
User Accounts Assistant
 
Joined: 26 Feb 2004
Location: Salt Lake City, Utah, USA
Discord: Caligari87#3089

Re: [WIP] Custom player movement - now with sun glare!

Postby Ethril » Wed May 18, 2011 4:41 pm

Caligari_87 wrote:Magnets.

8-)


That's what I just said.
User avatar
Ethril
F1
 
Joined: 16 Nov 2008
Location: with you in the dark

Re: [WIP] Custom player movement - now with sun glare!

Postby Nash » Wed May 18, 2011 5:09 pm

The sun now actually rotates around the sky in real-time, I'd post it right now but I need to finish up the sky gradient cycler first! This is giving me a headache.

Seeing the sun move around, especially in a GZDoom mod, however... is win.
User avatar
Nash
AKA Nash Muhandes! Twitter/Facebook/Youtube: nashmuhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia
Twitch ID: nashmuhandes
Github ID: nashmuhandes

Next

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: No registered users and 1 guest