Spooky's House of Jump Scares TC DEMO 2 UP(03-10-2018)

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The spooker
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by The spooker »

and ive never seen the edit button
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ibm5155 »

Spoiler: room 410
I'm near to complete 500 rooms (finally doing the 7th specimen)...
Also, I'm making a special port from gzdoom for playing spooky house, it can be played with normal gzdoom, but the new port will be more newbie friendly (and designed with spooky house gameplay in mind), also with some tools that the devs never want to change :mrgreen:
...

The game doesn't work right in multiplayer, the player speed is decided by acs and if you play it online, your speed will Always be zero, but all that stuff will get fixed when I reach the 1000 room (and if akuma decides to stop updating spooky house :evil: )
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ibm5155 »

New gameplay vídeo :)
The spooker
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by The spooker »

i know what you mean by your speed will Always be zero, thats because you are stuck inside the other player(s)
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ibm5155 »

The Project isn't dead :p
There are quite alot of new stuff in it D:
Spoiler:
We now have a bedroom :D

And also a log about what thing have been done
Spoiler:
heck, almost 2 years in this Project and there's still alot of stuff to be done >.<
the future releases re going to have a custom gzdoom build, mostly because the main shader is modified (this way you have a shader similar to the fog effect from the original spooky house), but it can still be played with gzdoom.
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ibm5155 »

After a full day of developing a tool, here now, ibm presents the first "true color" loading screen for gzdoom/zandronum/qzdoom/zdom
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ZioMcCall
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ZioMcCall »

Cool updates man.Keep it up.
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ibm5155 »

Well, I'll have a break with this mod cus I reached again the engine limits ¬¬
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ibm5155 »

Some quick update vídeo showing how the specimen 7 looks like:


EDIT: Custom gzdoom build source code released: https://github.com/ibm5155/Gzspooky
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ibm5155 »

Ok, this Project is taking more time than I was waiting to finish it D:
I think I'll end this Project with 600 Working rooms and not 1000 for now ;--;

Meanwhile...
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO UP(05-12-2016)

Post by ibm5155 »

Hell, i'm near to complete the Last Demo File :D (750 PLAYABLE ROOMS!!!)

Here're some pics from the Room 710
Spoiler:
As a note, the next Demo will come with a modified Gzdoom build since this mod requires stuff that aren't in the original source port (like changes that would break others mods) but, I'll not force you do run it with the Spooky Engine.
The modified port for now will be Windows only, but I may do some Linux/mac ones (And ofc, there're gonna be a source code of it)

My next step for this last demo is to see if I can change the menu code so I can Interact with it directly from acs (blocking the main menu to being rendered and sending a skip like info to the acs and unlocking the menu when I allow it to render, plus a special menu when you're playing the game)
Idk if I can do those changes but I hope I can :D
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO 2 UP(03-10-2018)

Post by ibm5155 »

After ALOT of time, I'm here to present this mod with 730 working rooms !!!!

There are a TON of updates\fixes in the demo 2, including a custom engine for improving the gameplay (windows only for now).

But enought of talk, here, take the DOWNLOADlink :D

NOTES:
-The game was projected to work with a 4:3 aspect ratio.
-The game should also work with gzdoom\qzdoom BUT you'll lose some custom fog shader and some extra interaction with the menu.

also IF something is broken, let me know, there are tons of stuff in this iwad so may have missed to test something here and there.

for those that loves logs, here are some of the news from this version:

Code: Select all

-Jump command disabled for the player
-Fixed paralelism problem with the torch code where sometimes the torch would get the coord from the player when he was in the previous room
-Fixed room 557 teleport was getting deleted by the game logic.
-Fixed papers from specimen rooms were spawing during the chase and not only inside the specimen special rooms
-Fixed FlashLight code so now we can use the flash light with the Axe
-Fixed wrong front texture at room 49
-Fixed room 57 had a missing block player line
-Fixed wrong script call at room -2
-Fixed Teleport in room -47
-Fixed room 62 textures
-Fixed Axe Decorate
-Fixed the message position "cannot open this door yet"
-Fixed texture in room 54
-Fixed Elevator script being numbers and not strings
-Fixed missing maze script teleport line
-Fixed the bug where only the head from the spider were deleted but not the rest of his body
-Fixed sector 72 had an object outside the map
-Fixed Sector 54 missing texture id.
-Fixed Sector 50 missing texture id.
-Fixed specimen 6 room music
-Fixed Missing door on sector 38
-Fixed titlemap was using unscaled textures
-Added custom intro
-Added Texture code for Stairs
-Added Specimen 11
-Added Specimen 10
-Added Locked doors on the forest
-Added Axe
-Added Specimen 11 Rooms (9 rooms)
-Added Specimen 10 Rooms (10 rooms)
-Added Specimen 8 Rooms (11 rooms)
-Added Deer
-Added original skybox
-Added Slime (room 410)
-Added Mad Eye (room 410)
-Added Specimen 7 and his rooms
-Added 17 new rooms
-Added 3 3D models for bars
-Added load images (plus created a tool for making those)
-Added door textures in elevator room
-Added special textures for rooms 150 - 550
-Added randomizer function for objects
-Added new fonts
-Added a new shader for lights (this way is now very similar to the spooky house game)
-Added Room 410 (500 playable rooms now :D)
-Struct for setting the texture style was reworked to avoid the acs global vars limit. (YUCK 127 vars limit)
-Sectors with nuke can now have the floor/ceil/wall texture changed, maintaining a green look and not affecting objects.
-Increased the performance by limiting the number of torches to work by the distance from the player
-Removed nuke from room 46
-Removed specimens spawn in rooms where the player could easily die
-Removed the doom guy sound that he makes when he tries to open a wall
-Removed options menu that were only used for other iwads compatibility or older ports compatibility.
-Bob removed by decorate and not anymore by the custom exe build
-All numbered scripts are now named
-New shader introduced inside the main pk3 file (so the new shader system will also work with gzdoom)
-Fog effect aligned under room 410
-Options Menu cleaned and resized.
-all sounds converted to ogg (or using the original format that was mp3)
-19 new sound effects ( but I think its 30 new sound effects right now)
-Code Clean up (no more error messages on start)
-Custom Port created for spooky house (the mod still works fine with gzdoom)
-prank.wad is now called specimen1.wad
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ibm5155
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Re: Spooky's House of Jump Scares TC DEMO 2 UP(10-10-2018)

Post by ibm5155 »

Link updated: noticed that there were some code mistakes that made the game logic to fail :(
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