Z-Kart discussion

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Re: Z-Kart discussion

Postby CaptainToenail » Sat Jul 05, 2014 5:30 am

I haven't really got anything to add at the moment, but this is looking like a solid start. I could certainly map and sprite for this. So are we aiming for local split screen or online play, because split screen would be cool. :)

A battle arena mode would be fun too.

I would also recommend checking out some other racing games for inspiration, rather than just Mario Kart. There's a whole selection of clones, such as Crash Team Racing, Sonic Sega All Stars Racing, Lego Racer etc. as well as similar games such as WipeOut. Also a big fan of the Ridge Racer series, implementing drifts could be cool.

(also implement Segway-Doomguy as super-secret unlockable character! You can get the sprites in here: http://www.mediafire.com/download/r0iw2 ... segjet.zip ) :D
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Re: Z-Kart discussion

Postby GooberMan » Sat Jul 05, 2014 5:46 am

edward850 wrote:What will make things easier is if the player is made to be the kart, rather then a separate object. :P

Yep, I plan on doing exactly that. A kart game doesn't need the enter/exit functionality and thus I can simplify the script substantially. Although, thinking about it, this will also alter the visual appearance the script currently has of the kart sliding around a corner. Hmmmmmmmmmmm. Will definitely need to think about it a bit.

The camera though should purely be a client-side effect. That's the one thing that will never need synchronisation across the network because its explicitly tied to the client's monitor. The current kart controls work off the player's rotation and the velocity attempts to match that. The camera then positions itself based on the player's actual rotation. Each player generates their own camera things at the moment, so while they will update on each user's machine it's only the one that actually follows the user which will have any tangible effect.

That camera logic with the karts is also very first pass. I'm nowhere near happy with it. Needs work.
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Re: Z-Kart discussion

Postby edward850 » Sat Jul 05, 2014 6:03 am

CaptainToenail wrote:I haven't really got anything to add at the moment, but this is looking like a solid start. I could certainly map and sprite for this. So are we aiming for local split screen or online play, because split screen would be cool. :)

edward850 wrote:I have already explained you only have 4 generic user binary controls, and that's not enough for full directional movement for 3 other players. :P

Mind you, that was on page 3. Basically, there's bearly enough room for even one other player. Wait for proper splitscreen support to give you proper splitscreen. ;)

GooberMan wrote:The camera though should purely be a client-side effect. That's the one thing that will never need synchronisation across the network because its explicitly tied to the client's monitor. The current kart controls work off the player's rotation and the velocity attempts to match that. The camera then positions itself based on the player's actual rotation. Each player generates their own camera things at the moment, so while they will update on each user's machine it's only the one that actually follows the user which will have any tangible effect.

Were it that easy. You cannot "client side" anything in ZDoom, as everything already is "client side". And if it's not part of the player, it'll have the effect of "lagging behind" as the player's kart moves. Plus doing it in engine means you can do proper geometry collision detection, such as making sure it doesn't actually leave the map. :D
Last edited by edward850 on Sat Jul 05, 2014 6:47 am, edited 1 time in total.
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Re: Z-Kart discussion

Postby GooberMan » Sat Jul 05, 2014 6:13 am

Before we get in to a deeper discussion about all that, one question must be answered:

Will ZKart support Zandronum?

Any further discussion will just go in circles until a clear answer is obtained.
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Re: Z-Kart discussion

Postby Slax » Sat Jul 05, 2014 6:20 am

Well, Zandronum and ZKart both start with a Z... :|

:mrgreen:
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Re: Z-Kart discussion

Postby Captain J » Sat Jul 05, 2014 7:26 am

for the better multiplay or easy, simple codings, i'd recommand it should supported by zandronum.
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Re: Z-Kart discussion

Postby edward850 » Sat Jul 05, 2014 7:29 am

Captain J wrote:for the better multiplay or easy, simple codings, i'd recommand it should supported by zandronum.

You know we have had this discussion before, right? It ended in some kind of stalemate. Well it ended in some guy seemingly disappearing when we pointed out the bandwidth and security issues, anyway.
Captain J wrote:simple codings

HAHAHAHAHA no.
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Re: Z-Kart discussion

Postby Captain J » Sat Jul 05, 2014 7:49 am

oh blame my simple but complicated ignorance, anyway do you guys have any ideas what kind of launcher is least better to multiplay-lize it then? can't think of any, looks like myself just call the lurk.
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Re: Z-Kart discussion

Postby TehRealSalt » Sat Jul 05, 2014 9:00 am

ZDoom, of course!
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Re: Z-Kart discussion

Postby idGamer » Sat Jul 05, 2014 9:13 am

I'd rather it was zandronum compatible, but I have no idea how much more complicated that would be, or the ratio of players who play online with ZDoom to players who play online with Zandronum.
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Re: Z-Kart discussion

Postby Batandy » Sat Jul 05, 2014 11:46 am

Are you kidding me? Zandronum is the way to go
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Re: Z-Kart discussion

Postby Arch » Sat Jul 05, 2014 2:41 pm

I think ZDoom would allow both ZDoom and Zandronum players to enjoy it. I'd would go with that. (BTW, I loved this. We were joking about Super Doom Kart these days at Twitch, and then I saw this at the forums. Good to see somebody took it a bit more seriously, its a great idea!)
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Re: Z-Kart discussion

Postby zrrion the insect » Sat Jul 05, 2014 4:23 pm

I think it'd be best as just zdoom. It sounds like it'll be hard enough to pull off some of this anyway, and attempting to get it to run on two different ports would be something that would only make it harder to do.
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Re: Z-Kart discussion

Postby GooberMan » Sun Jul 06, 2014 3:40 am

My own personal preference would be ZDoom, but with code support to back it up. Zandronum just lags behind so much for what we'd want to do. And it will keep lagging at some point because it won't be able to keep parity between the GL and the software renderer as it integrates more code from ZDoom main.

Code support then would want a heavy focus on making ZDoom feel like a legitimate multiplayer option.

At the very least, code support would ideally include:

  • Slope logic modification
  • Viewpoint script (more in a minute)
  • Support for multiplayer drop-in and drop-out

The viewpoint script is something I'd like to suggest to handle the third person camera. It's a special script that gets executed once per rendered frame and is responsible for setting the viewpoint parameters. SetViewX/Y/Z and SetViewPitch/Yaw/Roll at the very least would be functions it is responsible for. SetViewScript would be required from a mod before the script is executed. With just that kind of set up, I can do a ton more with cameras than the current solution (and even a hard coded third person camera) can. Although I'd really want a ray casting function to go with that so I can query the world accurately.
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Re: Z-Kart discussion

Postby Batandy » Sun Jul 06, 2014 3:45 am

Problem is that, does Zdoom even have a multiplayer userbase?

Also, you should probably forget about software render imho, it's a waste on full scale TCs like this
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