Z-Kart discussion

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Re: Z-Kart discussion

Postby edward850 » Fri Jul 04, 2014 2:11 am

Ah, that's not so bad then. I'll still need to add script predicition to clean it up but that's a weekend task. :P

No idea what to do about slopes. I know what's wrong (the highest point in the objects sector list is being picked, which happens to be a point in a slope), but I'm really not sure how to go about making that selective behavior, or what to even replace it with, because you can't (and really shouldn't) go below a slope.
Last edited by edward850 on Fri Jul 04, 2014 2:24 am, edited 1 time in total.
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Re: Z-Kart discussion

Postby GooberMan » Fri Jul 04, 2014 2:23 am

What would be fantastic though is a bit of an overhaul to the friction code. I'd want to dynamically alter player friction based on the direction the kart is facing and the actual direction of movement (for both normal drag as well as, say, powersliding), and also being able to specify friction for sectors/surfaces (so mud would be feasible without adding a specific mud special to a sector like ice is currently implemented).

I guess I should start making some feature request threads for this.
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Re: Z-Kart discussion

Postby GooberMan » Fri Jul 04, 2014 2:26 am

edward850 wrote:No idea what to do about slopes. I know what's wrong (the highest point in the objects sector list is being picked, which happens to be a point in a slope), but I'm really not sure how to go about making that selective behavior, or what to even replace it with, because you can't (and really shouldn't) go below a slope.

(New post because quoting an edit)

The behaviour I'd want would be equivalent to having a zero-radius thing.

But that's a loaded statement since that affects the entire way a thing collides.
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Re: Z-Kart discussion

Postby edward850 » Fri Jul 04, 2014 2:30 am

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Re: Z-Kart discussion

Postby GooberMan » Fri Jul 04, 2014 2:33 am

Derp. Nevermind. TERRAIN will want extensive use for a fab kart game then.
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Re: Z-Kart discussion

Postby Revae » Fri Jul 04, 2014 2:38 am

Had the same issue with slopes in the /vr/ doomkart mod. I don't know diddly about scripting for doom (so I'm sure you're eager to hear my idea), but what if you made an invisible "ramp" object that when you collided with it did an arch vile style bump that was multiplied by your speed. So if you're going 1-10mph (or whatever) you get no bump, and everything afterwords you get a progressively higher bump. Put these on the edges of ramps (so you can't collide with them going the other direction).

Wouldn't work for maps that aren't specifically designed around the mod, and it might not look natural, but it's a thought anyway.

Could also just be a substitute for ramps - trampolines - which would be fine for a kart style game, but would look silly in a normal racing mod.
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Re: Z-Kart discussion

Postby GooberMan » Fri Jul 04, 2014 2:41 am

Too much maintenance for my liking. A tech-driven solution will ensure things don't get overlooked accidentally - and that, yes, it will make modding your mod easier.

Also, the slope thing means normal slopes on a normal track (like a banked corner for example) won't work.
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Re: Z-Kart discussion

Postby edward850 » Fri Jul 04, 2014 2:45 am

GooberMan wrote:The behaviour I'd want would be equivalent to having a zero-radius thing.

I don't know why but that seems achievable to me. I'll look into it over the weekend.
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Re: Z-Kart discussion

Postby GooberMan » Fri Jul 04, 2014 3:09 am

Alright, attaching the latest version of my kart script. Still has the attempted velocity extraction in there, I'll have to remove that. The use key lets you enter and exit the car.

EDIT: Yeah, that's under a creative commons licence too by the way.
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Re: Z-Kart discussion

Postby mallo » Fri Jul 04, 2014 4:21 am

So what the racers are gonna be? Doom monsters? IWAD heroes?

or are we going with ZDoom forum users few made in spriting carnival? =P As an addon perhaps?
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Re: Z-Kart discussion

Postby kodi » Fri Jul 04, 2014 5:18 am

The Zombie Killer wrote:How people are going to manage to have 4 separate controlsets on one computer, I have no idea.

That'd be easily accomplished by plugging in a couple of USB gamepads and using Joy-To-Key. Once every input from every controller (to be used in z-kart) has been mapped to a separate keyboard key, you just need to bind them normally using the gamepad in-game.
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Re: Z-Kart discussion

Postby The Zombie Killer » Fri Jul 04, 2014 5:31 am

kodi wrote:
The Zombie Killer wrote:How people are going to manage to have 4 separate controlsets on one computer, I have no idea.

That'd be easily accomplished by plugging in a couple of USB gamepads and using Joy-To-Key. Once every input from every controller (to be used in z-kart) has been mapped to a separate keyboard key, you just need to bind them normally using the gamepad in-game.

I was originally thinking that, but I don't think people would go to all that trouble when they can just play online :p
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Re: Z-Kart discussion

Postby kodi » Fri Jul 04, 2014 5:37 am

Unless you're having friends over which is kind of the point of splitscreen in this day and age, and how mario kart was best enjoyed anyway. I concede that the demand for this particular feature might not stand in proportion to the workload required to implement it :P
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Re: Z-Kart discussion

Postby edward850 » Fri Jul 04, 2014 5:42 am

GooberMan wrote:The behaviour I'd want would be equivalent to having a zero-radius thing.

I have looked at it and did a few tests and this already seems to be the case. The exact x/y point for an object is what is used for slope collision test, and a couple of experiments with subtle player movement and a Spider Mastermind confirms this:
Image
And because his side is sinking into the ground, you can even use this to jump on-top of the Spider Mastermind while walking right into him:
Image
The only point this is not the case is at the top of a slope, which has the typical "you are on a higher ledge already" problem. I don't want to even try and change that behaviour, as it could very easily get a player or some other mobj stuck in the ledge. Basically it would end up reintroducing something like this.
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Re: Z-Kart discussion

Postby The Zombie Killer » Fri Jul 04, 2014 5:43 am

kodi wrote:Unless you're having friends over which is kind of the point of splitscreen in this day and age, and how mario kart was best enjoyed anyway. I concede that the demand for this particular feature might not stand in proportion to the workload required to implement it :P

The workload to implement it is almost nil, it's just the fact that it does seem rather useless at this point.
Custom controls for players other than player 1 currently aren't programmed, but I know how to go about it. In the case of Z-Kart, controls will most likely be custom-made with ACS anyway so it'd be even easier to implement.

In its current state, it's pretty much plug-and-play with most mods. Of course, you won't be able to see your hud.
Simply load it up and add a few bots to see it in action (or real players, your choice)

EDIT: Also don't forget to set "zk_splitscreen" to 1 in the console
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