[v0.4] A Boy And His Barrel - A secret is revealed

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Re: [Demo] A Boy And His Barrel

Postby Captain J » Mon Sep 05, 2016 11:23 am

Looks excellent and looking forward to the new levels! And now cage's portal-esq informational sign is official, hmm?
Spoiler:
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Re: [Demo] A Boy And His Barrel

Postby wildweasel » Mon Sep 05, 2016 12:12 pm

I feel like, if there's an intermission screen, it should be an InstaDoom selfie with Violet peeking over a shoulder.
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Re: [Demo] A Boy And His Barrel

Postby isaacpop23 » Mon Sep 05, 2016 6:11 pm

Thanks for the help with the conveyor, here's a map you could use. Fairly basic layout but works well.
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ABahB-ConveyorPuzzle.wad
For MAP03
(42.69 KiB) Downloaded 37 times
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Re: [Demo] A Boy And His Barrel

Postby Gutawer » Mon Sep 05, 2016 8:55 pm

Update on one of the bugs I reported - the flat in the demo map is NUKAGE2 rather than NUKAGE1, which doesn't damage Violet as it probably should. So it's more of an oversight than a bug.
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Re: [Demo] A Boy And His Barrel

Postby Jimmy » Tue Sep 06, 2016 12:26 am

grrrrrrr I SWEAR I had that script working even though it was only checking for NUKAGE1. fuakafkalfa

Anyway...

0.1.3.5.

- Fixed the aforementioned damaging floors problem.
- Can no longer heal from Violet if the mission is over. (Prevents drinking her to death after getting her to the exit.)
- If you heal from Violet when at a value between 91 and 99, you will only take 100 minus that amount from her.
- Randomised nag messages (i.e. hurting Violet, or leaving her alone for 40+ seconds) are now different each time.
- Added GAMEINFO (doom2.wad is autoloaded now).

There is still a small problem with the damaging floors thing. If you push Violet towards the edge of the damaging floor but don't let her fall in, she will start taking damage, though won't be touching the floor. The game is obviously detecting that the floor of the sector underneath her is nukage, but because she's touching the floor of the non-damaging sector, it's allowing the damage to happen. Does anyone have any ideas here? I'm kind of stumped. :(

EDIT: Fixed it somewhat. Changed this:

Code: Select allExpand view
function int F_OnGround ( void )
{
  return GetActorZ(UniqueBarrelTID) - GetActorFloorZ(UniqueBarrelTID);
}

To this:
Code: Select allExpand view
function int F_OnGround ( void )
{
  return GetActorZ(UniqueBarrelTID) - 
    GetSectorFloorZ(0, GetActorX(UniqueBarrelTID) >> 16, GetActorY(UniqueBarrelTID) >> 16);
}


Still not 100% there, though. There seems to a point between the beginning of the edge and the point where she's literally floating above the nukage where she still takes damage. Ideally I want her to not take any until she's on the floor in the nukage sector.
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Re: [Demo] A Boy And His Barrel

Postby 4thcharacter » Tue Sep 06, 2016 10:19 am

I bet this'll get a really special update on Valentine's Day.
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Re: [Demo] A Boy And His Barrel

Postby Slax » Tue Sep 06, 2016 2:26 pm

Bet you'll get some interesting comments the next time you hand in some uni assignment, Jimmy. (Jimmy-Jammy.)
"Most of this makes sense but what's with these seemingly random code inserts all over the place? Something about actors and unique barrels..."
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Re: [Demo] A Boy And His Barrel

Postby Jimmy » Wed Sep 07, 2016 8:32 am

I'm working on this over on my livestream right now. Come on down for some live WAD development. :)
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Re: [Demo] A Boy And His Barrel

Postby Gutawer » Wed Sep 07, 2016 12:20 pm

I have created an all-purpose, portable script made for Bouncepads/Springboards that is being including in the next version of the wad, so look forward to that if you are planning to make a map for it. I will release a demo map + some documentation when the new version releases, to help people use them - they do have a bit of an interesting set up because of ZDoom antics.
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Re: [Demo] A Boy And His Barrel

Postby Jimmy » Wed Sep 07, 2016 1:48 pm

Update to 0.1.4.

Includes:
- New help sequence. Hit the flashing Read This! on the menu to see.
- New credit pic by Kurashiki which is fucking amazing.
- New medikit and stimpack sprites. Somebody on this forum made them - you'll be credited eventually, sorry!
- Medikits and stimpacks now only heal Violet.
- All custom sprites now PNGs (now includes palette-corrected blur sphere - still need to make potentially heaps of repaletted graphics to account for the new purples :().
- Violet has the +ACTIVATEMCROSS flag, and now triggers anything monsters can, which includes monster-activated line specials and sector actions.
- Violet now picks up weapons and gives you the exact amount of ammo from the pickup, as well as the gun itself. Auto-switching not implemented yet.
- Gutawer's aforementioned scripts for springboards (pressure-activated and remote-activated) and pressure plate switches are now available to the mapper in the following scripts: S_Springboard and S_Pressure. See his example maps for how to use them (to be posted).
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Re: [Demo v0.1.4] A Boy And His Barrel

Postby Gutawer » Wed Sep 07, 2016 2:17 pm

https://www.dropbox.com/s/lxu4bsccdpd24e7/ABAHB%20GutaStuff%20Demo%20Map.wad?dl=0

Demo map showing how to use the new scripts for springboards and pressure plates. If you have any questions, suggestions, bug reports or code improvements, please ask - ideally these functions should be as all-purpose as possible. I will eventually produce some documentation detailing their usage, but that will come later. For now, just take a look at the demo map. :)

EDIT: I should mention, you need to use UDMF to use these scripts - they rely on GetSectorUDMFInt for vital data about launch speed, pressure plate moving distance, and other important stuff. If you aren't using UDMF, you won't be able to edit the sector's Custom field, meaning that the scripts will not work.

DOUBLEDIT: Please do not use the pressure plates in their current form, I have just found they are very easily breakable, and will require a fix to be added to the main wad which will break backwards compatibility.
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Re: [Demo v0.1.5!] A Boy And His Barrel

Postby Jimmy » Thu Sep 08, 2016 5:00 pm

Update to 0.1.5! Pretty significant one, this. Allow me to elaborate:

- A brand-spanking-new MAP01! This is NOT the one I did on stream yesterday, haha. I somehow made all of this new map during this evening in an incredible sudden bout of inspiration. It's now 6am and what am I even doing.
- The former MAP01 is still included, as "TESTMAP".
- Added a brand new item! The Rescue Sphere (pictured below) goes in your inventory when you or Violet pick it up. Using it will teleport Violet to your location instantly. Telefrag kills are possible with her with this. Telefrag suicides currently are too, so be careful. Sprites by FuzzballFox! Yay!
- Added a new set of flats, an electric floor. Basically acts the same way as all damaging floors currently do regarding Violet. Flats from HacX 2.0, used with permission from Xaser (project manager) and Cage (artist).
- Updated Gutawer's library for Springboards and Pressure Plates.
- Reverted to the old CREDIT pic and updated it with more names, bumped Kurashiki's (awesome) art to the BOSSBACK for now.
- Updated all the HELP graphics a bit.
- Status bar icon for player health is the standard medikit again, to prevent confusion.
- Detonator is taken from the player at map start, and given back only when Violet spawns.
- You now instantly swap to a new weapon received from Violet (as if you had picked it up).
- Recolored FLAT22 (which I use a lot) and the two glowing techlamps to fit within the new palette.

Known Bugs: For some reason the messages you get if you punch/shoot Violet are not showing on the new MAP01, but are on the TESTMAP. Evidently one of those vexing issues that I have no idea where to begin troubleshooting for. :(

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Re: [Demo v0.1.4] A Boy And His Barrel

Postby Gutawer » Thu Sep 08, 2016 5:56 pm

https://www.dropbox.com/s/lxu4bsccdpd24e7/ABAHB%20GutaStuff%20Demo%20Map.wad?dl=0

And a new demo map for my library, along with the new release - a few things have changed, I'll give a quick rundown.

Pressure Plates now require an anchor sector - this fixes a game breaking bug with the Pressure Plates, which previously used RaiseBy and LowerBy for animating - this could be abused by rapidly entering and exiting the sector, causing the pressure plate to go under the ground. This has been fixed by converting to an anchor based system based on the current floor height of an "anchor sector", where plate movement is calculated as a fixed point, using MoveTo. This also opens up possibilities for elevators controlled by pressure plates.

Speaking of elevators, the pressure plate will no longer activate while the plate is moving, fixing a few bugs that would have otherwise occured during testing. This also means that the pressure plate cannot be activated during it's animation.

Also, if either script argument supplied by the user is 0, that particular script won't be called, allowing for activate/deactivate-only pressure plates.

Now, onto your new map, Jimmy.

I really, really liked it. It looks great, plays great, and has plenty of interesting setups to show what the mod is about and how it works. I really, really liked the placement of the RescueSphere - you can either use it for a quick bit of convenience after Violet goes down the Yellow Key elevator, or you can be a bit more patient and use it to get Violet out of the Mancubus' way, making the fight a lot easier. I also do think that autosaves should be present in most maps in this mod - while obviously there is no way to stop user-saving, I feel for a puzzle mod, the mapper-controlled saves lend themselves to the genre far better.

On the technical side (relating to my scripts, heh), I noticed two little oddities that could stand to be fixed.

First of all, the pressure plates in the Rescuesphere area are meant to be usable by both the player and Violet, yet are using the script "S_Pressure". If the pressure plate should be usable by both actors, you should use the script "S_Pressure_PB", which has extra checks to make sure there is no actor on the plate, not just the activating actor. Also, the jump pad is set up a bit weirdly - there is noticeably a Block Players linedef preventing the player from picking up the Red Key themselves - I have to ask, why is this? One of the flags for the "Actor Hits Floor" thing is FRIENDLY, which sets the thing to be not activatable by players. Setting that flag instead of using Block Players lines would avoid a lot of potential confusion on why the player can't travel over a gap that the barrel clearly can. I'm pretty sure there are textures inside the wad that would signal to the player which bouncepads/pressure plates are usable by which actors.

I really should produce some documentation on this, huh. Either way, two little minor oddities don't detract from how good the map is at all, really. I know I'll be trying to make my map feel as interesting, and look as good as this one does, and I'd hope the mappers besides me doing stuff for this also do.
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Re: A Boy And His Barrel

Postby Rexen » Fri Sep 09, 2016 8:41 am

I found a bug with the new map, the area where you have to use Violet to get the yellow card, its possible the map can be unwinnable with the map's auto save if the player gets lockout when the auto save happens.
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Re: [Demo v0.1.4] A Boy And His Barrel

Postby Jimmy » Fri Sep 09, 2016 1:05 pm

Gutawer: Thanks for the feedback, and for pointing out those little mistakes - corrected!

Rexen: Apologies, I didn't see your post before I uploaded this, but with any luck that area's fixed now.

Here's 0.1.6! Changes:

- Updated MAP01 quite a bit.
- Main menu now displays current version number.
- Added a sound effect to the springboard script per Gutawer's suggestion.
- Rescue Spheres no longer carry over to the next map. They can pretty easily break things.
- By default, Violet's status is shown as unknown ("???") until she's approached. When the player gets close enough, she now showers them with s, and an onscreen message appears. The behavior of the status message can be disabled for user maps by adding the single line "BarrelSeen = FALSE;" to an OPEN script.
- I relented and provided player-only stimpacks and medikits as well as something for mappers to add into their maps if they want. These packs are denoted by green crosses instead of purple hearts.
- Added a few more textures, specifically, versions of GRAY1 each with one of Cage's portal-esque icons.
- Fist has gloved sprites now. Conveys a bit of visual difference along with the behavior.
- Palette-corrected the cacodemon fireball and the blue key icons. That took me long enough to get round to doing.
- Changed Violet's blood color to make it more closely match the actual color in GL.
- Moved some in-game strings over to LANGUAGE.
- Tweaked the Violet HUD obituaries a tad.
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