Z-Kart Community Project - Sprite slots now open.

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Z-Kart Community Project - Sprite slots now open.

Postby scalliano » Thu Jul 17, 2014 4:43 pm

Image

Z-Kart is a (G)ZDoom modification which aims to bring the quirky world of weaponized racing to Doom. It is still very much at the pre-alpha stage, but enough interest has been generated over on the discussion thread that it's time to make it official. Z-Kart needs YOU!

And we're not simply discussing vapourware here, either. Thanks to the already incredible contribution from GooberMan, we have a tech demo available here (requires absolute latest dev build of ZDoom) which showcases the as-yet unfinished kart physics and AI, along with the currently finished kart sprites. Goober is also currently developing a GUI program which will aid in the creation of characters' stats.

On board so far are:

Spoiler:


If I missed anyone, please let me know!

Map delegation (so far) is as follows:

Spoiler:


Additional credits go to solarsnowfall and Vader for the default kart templates (Doomguy and Zombieman)

MAPPING RULES - PLEASE READ!

* UDMF format only.
* Supporting textures (checkered flags, direction arrows etc) will be created for the entire mod and are the only exception to the "stock textures" rule. Doom 1 textures are provided in the development build.
* All karts are considered monsters by the engine for special activation purposes.
* All player and deathmatch starts are to be contained separately in off-map 0-brightness boxes.
* Karts do not step. positive change in height that isn't a slope is to be considered blocking.
* The circuit flow is determined by a Racing Line Map Marker and supporting Racing Line Waypoints. These are just path nodes. The race finish line MUST HAVE A THING ID OF 30101. Waypoint TID's must follow in sequence and each must have and argument referencing the TID of the next waypoint (eg waypoint 30102 must have an arg value of 30103 and so on).
* The starting grid consists of the Starting Grid Position 1-8 things. Their TID MUST CORRESPOND TO THEIR THING NUMBER. So Starting Grid Position 1 with a thing number of 30001 must have a TID of 30001.
* Low friction and Sector_SetFriction is not to be used. Friction settings are to be exclusively handled through the TERRAIN lump.
* This project is intended primarily for software Zdoom. Use 3D floors responsibly!

Now, we are well on our way to filling the characters roster, but we need your help. Everyone who has signed up for sprite contributions can take a look at the list below and let us know what character they wish to claim. Also, if anyone whose name is down already cannot fulfill their slot for whatever reason, please let me know and I will open it up to someone else. Ideally, we'd like to include as many of the original Doom characters as possible, but if anyone has a decent contribution to add to the bonus roster, please feel free to share it!

Spoiler:



IMPORTANT: Kart sprites MUST have either 9 or 16 rotations. 5 or 8 rotations are fine for a shooter, but not for a racing game.

You can join in the discussion here

Screenios:
Spoiler:

So, sign up now if you're a mapper, sprite artist or coder interested in doing something a little bit different with the ZDoom engine. Even if you think you could help out in any other way, make yourself known. Let's make it happen!
Last edited by scalliano on Sun Aug 10, 2014 9:17 am, edited 65 times in total.
User avatar
scalliano
Socially Distant
 
Joined: 21 Jun 2005
Location: Ireland

Re: Z-Kart Community Project - Now Recruiting!

Postby kevansevans » Thu Jul 17, 2014 4:54 pm

Oh man this looks like fun, I'd so like to make maps. Can't guarantee I'll finish one, but if I do I want it in!

EDIT: Are there any base files I could use to use while I make these? for testing and stuff.
User avatar
kevansevans
Disciple of The Great God Imp
Spotlight Team
 
Joined: 05 Oct 2010
Github ID: kevansevans
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Z-Kart Community Project - Now Recruiting!

Postby Discordance » Thu Jul 17, 2014 4:58 pm

scalliano wrote:So, sign up now if you're a mapper


Came here after seeing the picture on DW, and I see this.
God that's tempting. How much of this is relying on (G)ZDoom? I can't run it, so if I did make something hopefully that wouldn't get in the way.
Expect to hear back from me on this.
User avatar
Discordance
Come the fuck in or fuck the fuck off
 
Joined: 08 Sep 2013

Re: Z-Kart Community Project - Now Recruiting!

Postby scalliano » Thu Jul 17, 2014 5:03 pm

@kevansevans: The only base files for so far are the tech demo linked above. For the most part, we're sticking to stock Doom/Doom II resources as the maps will all be themed around areas from the original games.

@Discordance: For the base mod, we're aiming for ZDoom compatibility. Trying to keep it as universal as possible, although Zandronum is looking like a distant dream right now :P
User avatar
scalliano
Socially Distant
 
Joined: 21 Jun 2005
Location: Ireland

Re: Z-Kart Community Project - Now Recruiting!

Postby Hetdegon » Thu Jul 17, 2014 5:10 pm

Oh god it's happening. Karts in Doom. *puts driving gloves*

Uh...amusing this comes out now, because the OBLIGE developer is precisely working on a random track generator... ( http://oblige.sourceforge.net/forum/ind ... opic=348.0 ) Just letting you know in case it's of any use.
User avatar
Hetdegon
Dimensional Police
 
Joined: 30 Oct 2004
Location: Chireiden
Operating System: Debian-like Linux (Debian, Ubuntu, Mint, etc) 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Z-Kart Community Project - Now Recruiting!

Postby Claudio » Thu Jul 17, 2014 6:14 pm

Oh that sounds amazing, and the more funnier thing for me , i was developing a racing wad for zandronum but i cancelled it because i didnt have anyone to support me and help me, so its cancelled and lol. I cant wait for play Z-Kart!

Here is the cancelled project: http://www.**LINK_DISABLED**.org/download?file= ... -alpha.wad
(You can grab anything from here, Scalliano, uhhmm... The Laps Script? idkr)
Greetingz. :D
Claudio
 
Joined: 10 Sep 2013

Re: Z-Kart Community Project - Now Recruiting!

Postby Cardboard Marty » Thu Jul 17, 2014 7:19 pm

There's no way I can not contribute to this! I think I could do some voice acting and sprite work (of soooommme kind). I just did some Zandy announcer files with a style that I think could work.

I'm excited to see where this goes and hopefully to be part of the process in some way!
User avatar
Cardboard Marty
"WHAT??? YOU are telling me the guy just updates when ever he wants?"
 
Joined: 23 Oct 2004
Location: Blue Vertigo HQ
Discord: Cardboard Marty#1337
Twitch ID: CarlosAtBV

Re: Z-Kart Community Project - Now Recruiting!

Postby IMX » Thu Jul 17, 2014 8:07 pm

Spriter
User avatar
IMX
Just a spoke on the wheel.
 
Joined: 11 May 2013
Location: Frogland, Mexico

Re: Z-Kart Community Project - Now Recruiting!

Postby kevansevans » Thu Jul 17, 2014 8:34 pm

Threw together a concept track that's a modified MAP01 https://www.dropbox.com/s/z7ye0yh5a1qyv ... .33.11.png

I'd provide some more shots, but it's so bare boned it's not worth looking at right now

EDIT: Actually I can show the overhead view https://www.dropbox.com/s/s3wtdcn9dgkqn ... .43.11.png
User avatar
kevansevans
Disciple of The Great God Imp
Spotlight Team
 
Joined: 05 Oct 2010
Github ID: kevansevans
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Z-Kart Community Project - Now Recruiting!

Postby .+:icytux:+. » Thu Jul 17, 2014 8:47 pm

Icytux wrote:Here's a little demonstration of low-friction racing for those whose interested, and also a super-early WIP of my deimos anomaly, no area is done and the layout is just a draft at this point. Testing out some mechanics merely. The blood slows you down a bit for example (this is thanks to the rest of the track being low-friction though).

The kart goes a bit too fast here, but then again, it's quite a lot more interesting when you can't just hold full throttle constantly, but have to ease on the gas not to fly straight into the walls. (it's a bit annoying atm when the camera gets stuck in all the obstacles, should have the setactorposition on the camera be forced so it just clips through everything instead.)

https://dl.dropboxusercontent.com/u/939 ... omWIP1.wad

Just load up this wad along with goobs latest kart wad and it replaces his testmap so just start it up like you normally would.

Image


Posting this in here aswell from the discussion thread. Shows some more high-speed racing with different physics and a much more difficult track.
User avatar
.+:icytux:+.
Mr. Happy of the Day!
 
Joined: 17 May 2007
Location: Finland

Re: Z-Kart Community Project - Now Recruiting!

Postby Ravick » Thu Jul 17, 2014 10:30 pm

Hey, I can map too. D:
User avatar
Ravick
Do what thou wilt, since you don't bug the hell out of me!
 
Joined: 22 Aug 2010
Location: Tubarão, Brasil

Re: Z-Kart Community Project - Now Recruiting!

Postby icelink256 » Thu Jul 17, 2014 11:37 pm

Woah! This is a pretty nifty idea!

Yo! Spriter here! ...What would be needed, exactly?
...and, Doom2 has a palette bitmap, right? I can't remember.
icelink256
 
Joined: 30 Mar 2013

Re: Z-Kart Community Project - Now Recruiting!

Postby Guardsoul » Fri Jul 18, 2014 12:35 am

AWESOME! NOW THIS IS BECOMING REAL! Just a couple of questions before starting the maps:
- Are all map formats allowed?
- Can I use custom textures?
User avatar
Guardsoul
I warned you
 
Joined: 11 Dec 2011
Location: Creating a new dimension

Re: Z-Kart Community Project - Now Recruiting!

Postby Jimmy » Fri Jul 18, 2014 12:42 am

I would like take Phobos Base Race 2. It'll be a Toxin Refinery type thing. :P
User avatar
Jimmy
 
 
 
Joined: 10 Apr 2006
Discord: Jimmy#4100
Twitch ID: JimmySquared
Operating System: Windows 10/8.1/8/201x 64-bit

Re: Z-Kart Community Project - Now Recruiting!

Postby XutaWoo » Fri Jul 18, 2014 12:49 am

Soul wrote:AWESOME! NOW THIS IS BECOMING REAL! Just a couple of questions before starting the maps:
- Are all map formats allowed?
- Can I use custom textures?

I would imagine the first is a case of "why wouldn't you use UDMF", and the second I won't say for certain but I think sticking to textures from both vanilla DOOMs would be preferable.
User avatar
XutaWoo
one day when going to see the rabbit, there was a previous visitor ...
 
Joined: 30 Dec 2006
Location: beautiful hills of those who are friends

Next

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: Enjay, gennoveus, Scuba Steve and 3 guests