[WIP] DoomCraft - Minecraft in ZDoom!

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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Nash » Thu Mar 20, 2014 11:56 pm

Yeah there were no changes to the actual model, just that the MODELDEF needs to be updated to apply compensation for the scaling.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby The Zombie Killer » Fri Mar 21, 2014 12:58 am

TNT is now fully implemented. It'll be in the next version that comes out.

I have no recording software on my PC at the moment, and I was in a rush, so I just recorded it with an iPod camera.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Captain J » Fri Mar 21, 2014 2:35 am

now more explosions on that tnt would be nice, also i hope there's another way to ignite it, flint 'n rocks or fire based weapons, etc. it could be exploded when touched it for a mistake.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Lisac_the_fox » Fri Mar 21, 2014 6:01 am

I read your advice and crafted some new voxels. Look for them in given folder!
PS:I used some minecraft texture packs by GPL v2 just to know.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby The Zombie Killer » Fri Mar 21, 2014 6:29 am

Captain J wrote:now more explosions on that tnt would be nice

Yeah, I still gotta add in particle effects. TNT also explodes straight away if ignited by other TNT, rather than having the pause while the fuse burns.

Captain J wrote:also i hope there's another way to ignite it, flint 'n rocks or fire based weapons, etc. it could be exploded when touched it for a mistake.

It can also be ignited by an object that's sorta like a redstone torch. I'm gonna remove the "touch to explode" thing soon, I just had it that way to test it.

Lisac_the_fox wrote:I read your advice and crafted some new voxels. Look for them in given folder!
PS:I used some minecraft texture packs by GPL v2 just to know.

I'm not sure where they've been uploaded, did you forget to paste the link or something?
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Lisac_the_fox » Fri Mar 21, 2014 8:46 am

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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby The Zombie Killer » Fri Mar 21, 2014 9:23 pm

@Lisac_the_fox
Thanks, I'll add 'em in once I have some more blocks implemented, since it takes a bit more work to get a voxel working for its own block than it does for a regular model.

Updates
I've changed how some of the code works, now for a block to be correctly placed in a map, you can just place the block actor directly. No need for stupid "spawner" actors any more.
I've added the "smoke" effect from Minecraft to the TNT.
If a TNT is "ignited" by an explosion, then it will explode straight away, rather than waiting for the fuse

Now let's see if I can get some sort of map generation working. Dear Jesus this'll be a load of fun... not...
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby The Zombie Killer » Sat Mar 22, 2014 1:04 am


Showing off the changes made to the TNT
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby The Zombie Killer » Sat Mar 22, 2014 5:16 am

DAYUM, third post in a row. It seems that terrain generation isn't really gonna be a thing. I'm not even sure if I'll continue this mod any more.
Why? HUGE performance issues.

Attached is the latest release (minus a few small things that I'm redoing), choose "Generate Map" from the menu, and make a rather large flat map.
The performance and your computer will die.

EDIT: By the way, to use TNT (and get 64 of it in your inventory), type in the following console commands:
Code: Select allExpand view
give tnt_item 64
sv_blocktype tnt


To change back to cobblestone (and get 64 of it in your inventory), type this in the console:
Code: Select allExpand view
give cobblestone_item 64
sv_blocktype cobblestone
You do not have the required permissions to view the files attached to this post.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Captain J » Sat Mar 22, 2014 5:21 am

getting great so far, but still tnt's explosion is not enough to compared with original minecraft, it had more explosions also smokes. add more A_custommissile or A_Debris, maybe?

also are you going to add some block's sound in next update?
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Nash » Sat Mar 22, 2014 8:30 am

As has been discovered, this is unfortunately unplayable. :(
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Lisac_the_fox » Sat Mar 22, 2014 11:42 am

The Zombie Killer wrote:@Lisac_the_fox
Thanks, I'll add 'em in once I have some more blocks implemented, since it takes a bit more work to get a voxel working for its own block than it does for a regular model.

No welcome, i will make more of them!
Edit: Can you please make the Zandronum version? And just ask if you need some specific block.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Lisac_the_fox » Mon Mar 24, 2014 4:08 am

Is this project dead?
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Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Blue Shadow » Mon Mar 24, 2014 4:22 am

Lisac_the_fox wrote:Is this project dead?

It could be...

The Zombie Killer wrote:It seems that terrain generation isn't really gonna be a thing. I'm not even sure if I'll continue this mod any more.
Why? HUGE performance issues.
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Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [WIP] DoomCraft - Minecraft in ZDoom!

Postby Lisac_the_fox » Mon Mar 24, 2014 4:38 am

The Zombie Killer wrote:It seems that terrain generation isn't really gonna be a thing. I'm not even sure if I'll continue this mod any more.
Why? HUGE performance issues.

You can make pre-generated terrain, like a static map.
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