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I spent the last week working on a new map, that will connect the beginning map with the first town hub. It's a wasteland, built up mostly from rocks and sand, dead trees and lots of radiocative ponds, that litter the landscape. It was a no-mans-land before the war, a place where were lots of illegal waste dumps, but also a place of some interesting illegal research and industrial production. Lots of places to explore, but also lots of dangers, like mutated fauna and flora, ghouls and cannibals.
Here're some pics:
Spoiler:
A deserted road between sandy rocks with some destroyed cars.
An old bus. Final destination: nowhere.
I like the eeries atmosphere of this area. The fog gives it a good look.
Something fell here, long ago. Going closer to take a look is not recommended...
Valley with a swamp and a destroyed estacade.
And another waste dump. Lots of these in this area, you have to watch where you step
Aaaand, the main feature of this update - a working camping system, in zdoom!
I was bored during the weekend, so I made a rag-tag "camping" items for the Shadows. I'll make them public-free, but right now, they needs to be polished.
Soo, Camping system right now includes a campfire and a bedroll. The bedroll could be used to sleep - actually working effect woth screen going black and healing function. This needs to be tweaked, as it is little bit of a cheats item - it heals everytime it is used. It needs some work. But the base is good. The campfire is right now only a decoration, but I'm planning to add some interesting features, like cooking - I have some animals, so why I wouldn't allow player to cook some steaks, by the way?
So, here are inventory items:
campfire
bedroll
and the set up (flatsprites are a thing )
and the bedroll menu - just a primitive ACS thingie. The cooking will need more coding, so I'm not sure how to make it. But I'll think something out, I'm sure.
Also, for the end, I added a light. Something like in half-life - light that player has all the time, could be used all the time and recharges itself. The small yellow bar next to health&armor bars is the indicator. It's something like the pipboy light in fallout 3 - small area based light around player. I'm planning to add a more advaced version, that will spawn where player points, but it needs some tweaking, as I was focused on other things.
Last edited by Blue Shadow on Sun Dec 17, 2017 9:20 pm, edited 1 time in total.
Reason:Spoilered the screenshots.
Heh, i knew it! It's so dangerous outside, after all. And something popped up from my brain; Are you going to make some kind of special events while the player is asleep in certain places?
Also, is sleeping will give the player well-rested buff? Like speed up, melee damage increase, and other temporary advantaging goodies.
Captain, thank you Very cool ideas! I'll think about it. I like the idea with the special events - yes that is something I will include. But I just have to work something out...Hehe, make a game where players want to sleep
Also, the idea with the buff is not a bad at all. I'll think about it!
Awesome. Remember to add something that stops sleep in radiation or damaging floor areas.
I can imagine someone getting through a lava pit or rad-hotspot by just taking a nap in the middle of it (even if glowing toxic waste is so warm and snug :s )
Yep, Captn and Vostyok both have a point. Will think about it.
I think that should be simple floor texture check, nothing more, I guess
And for the advanatages and disadvanatges - I have thinkred about it a lot, and I decided that there will be no advantages. Well, I'm looking at the games that have sleeping as a part of gameplay included. I can imagine Skyrim or Fallout (that are my main inspirations). Both games are RPGs, where the main sleeping advatage is taht you get more XPs when youare 'well rested'. But I don't have any kind of RPG system, so I dont see a point in any kind of advantage. Life buff? I dont think so - when I had good slept, I dont really have more health... Also, the main purpose of the sleep feature is to heal the player. So I think this itself is advantage.
For the disadvantages for sleeping of dangerous floors - well, basically, sleeping of such floors will be disallowed. You cant sleep on lava in reality (heck, you cant even walk it), so you cant sleep on it either (I wont hassle about hardened lava crust and such a things ). The same is for waste liquids, or some sludges.
Small update. I have finished and implmented a system of anomalies. No ACS, only Zscript/Decorate stuff. Works nice, at least as expected. No fancy stuff tho - shame that no visual effects like some lense effects (yeah, think stalker and the beautiful fisheye effects some anomalies have) cannot be used. So, only sprite animations, and stuffthat could be done with sprite animations. Yet it works good. I have a 'sucker' anomaly (sample code is in scripting section), a 'electro' anomaly with effect based on Tportal from realm667 and a kind of witches jelly/fruit punch, made with some particles. The fruit punch is not finished, I have only the particle system, and I need the burning like effect - does anyone have some nice burning-like sprites?
Allrighty, I have some new pics to show you. And some new info to come with the pics.
So, first some info.
I'm closing to finish the first wateland map that player will encounter. Well, my first intent was to make small, yet detailed map. The second goal was met, while the first one not . I don't know, but I'm not able to make small maps . So, this map is more for immersion that thing else, and could be called beast of a map. It's mostly empty, I've yet to develop some sort of enemy spawning system, so the player won't be completely empty. For the details part, I'mtrying to keep slightly under the "insane" level, and yet I'm wondered how this map works good, without any major fps drops.
AAlso, I have to show you the weapons. I have ripped weapons from deus ex 1999 that I haven't seen before, so I think I have some original pieces. I know the weapons don't look too much post apocalyptic...but to behonest, I like these weapons and always wanted to make something with them, so here they come.
Spoiler:
The pistol.
Heavy pistol/That Gun
SMG by Captain J
Pumping shotgun. With pumping animation!
Assault rifle. Secondary fire shoots flares.
OICW from HL2 ripped by Captain J
Automatic Shotgun
Blaster Staff leve.1
Blaster Staff level.2
And now for the map:
Some dead energy lines under destroyed highway...
Gas station. Long deserted and looted.
Yep, that IS a holodisk on the table. Holodisk system based on ZSDF conversations already included! Now I have to make up some interesting texts to sticks through the game world.
Swamps and some pipes.
More swamps.
And more swamps.
An old concrete pier.
Place where travellers rest. Or cannibals.
An old, long de-functional power distribution station. And an anomaly.
And another anomaly in an old road tunnel.
And some (toxic) caves. Tenpoints for the one who'll find the reference.
Asnoted in some of the pictures, I included a basic system of decorate/zscript driven anomalies. Nothing fancy, just some basic stuff. Now I want to make some sort of detector, that would graphically (or else) display the anomaly presence. Would anyone have some ideas?
Best person to speak to is JDRedalert. He worked on a motion tracker for Aliens Vs Predator mods, so might be able to point you in direction of similar system for scanner type thing. If you just wanted a detector for distance (like stalker for increasing beeps as you approach), have a look at A_CheckProximity:
It's the be-all and end-all (apart from ACS variant) for getting distance as well as quantity for specific actors - especially regarding the CPXF_ANCESTOR flag. You could assign all anomalies a parent to inherit from, for instance....
Noice new weapons! And thanks for using my resource. I definitely needed that!! And maybe you should adjust some weapons to connect the POV angle. Pumping shotgun one will be a good example.
And good luck with the monster spawning system. Those map pics looks promising enough. I hope some parts of the map affects the player as well.
Hell, encountered hard error during testing. While coming from map02 (beginning map due to strife iwad) to map01...well, it crashes with acess violation error. It happen mostly always...so I dont know what to do now...
edit: Okay, the error happens after patching to gzdoom 3.2.5. I'm starting be little bit fed up with this. Like, its a problem with my laptop, or with the wad, or with what? Hell, I'm really starting to feel like dumping this, really...