[Various] Ral22's Proof-of-Concept Corner (Updated: 5/19/14)

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Ral22
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[Various] Ral22's Proof-of-Concept Corner (Updated: 5/19/14)

Post by Ral22 »

In my workings of ZDoom, I often get ideas for obscure experiments in the ZDoom engine, some of which, while successful, I never intend to continue as a major project. This thread is a collection of any proof-of-concept that I do that I essentially finish. A kink or two may be found within them, and some I might fix if they are pointed out to me, but these should be considered as resources for you all. Open them, tear them apart, and use resources from them in any way you see fit.

This thread may be updated with new content every so often.

Anyone is free to use anything from these in their own projects, with some proper credit.

Concept 1: Ground Zeroes Doom (Requires the latest GZDoom SVN)
Spoiler:
Concpet 2: Slick City Streets (Requires GZDoom and Sprite Clipping set to "NEVER")
Spoiler:
Concept 3: Smooth Elevators
Spoiler:
Last edited by Ral22 on Sun Feb 15, 2015 10:53 pm, edited 5 times in total.
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rollingcrow
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Re: [Various] Ral22's Proof-of-Concept Corner (Created: 5/6/

Post by rollingcrow »

Really like this, only bad thing I've noticed so far is that nothing is widescreen friendly.
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Slax
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Re: [Various] Ral22's Proof-of-Concept Corner (Created: 5/6/

Post by Slax »

Neat. Always up for a well developed alternate control scheme. Been hoping for a running dive system for some time now. The Specialists had a neat way of controlling dives. Looking high and hitting dive would give you a high, long dive. Looking low gave a sliding dive. You'd do rolls if strafing while prone. Jump would make you stand back up.

Hopefully some useful tips. :)
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Re: [Various] Ral22's Proof-of-Concept Corner (Created: 5/6/

Post by Nash »

Pretty nice! "Toggle crouch" doesn't work though and breaks the entire thing... something you would have had to deal with if you were still actively making it. And yeah, it's not widescreen friendly. D: Still impressive considering how "light" the coding is! Good stuff.
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Re: [Various] Ral22's Proof-of-Concept Corner (Created: 5/6/

Post by Sgt. Shivers »

Cool stuff here, really dig the mod! I have been playing a bit of strife with it, and I reckon with some slight changes (change rifle to assault gun, machete to punch dagger and show health) it would be a real excellent strife mod.
The test levels are cool too, maybe you could make a 1 level demo with generic guard dudes?
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Ral22
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/11

Post by Ral22 »

UPDATE (5/11/14): Repurposed Ground Zeroes for better play and added in two new weapons. Also, a new concept, Slick City Street, has been added, which shows off lens flares, a new rain system, and various other features. Get your copy in the master post.
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/11

Post by TiberiumSoul »

I played lasting light on the rain map with the blackened souls fork I'm working on to test the newly added "endurance mode" I lasted just over 15 minutes till the stalker cornered and raped me

My point bieng is that it's a fun challenge to try playing LL:BS on maps that never end really see how long you can last against the monsters that haunt the darkness that threatens to swallow you
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/11

Post by Master_Moose »

wow, the MGS V: Ground Zeroes mod is awesome, i'd love to see what you are planning do with this. I can cough up some sprites for the Hush Puppy tranqulizer, although they are centered, not angled. The Rain map is very nostalgic due to the streets of rage 2 stage 1 theme. Great Work!
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Ral22
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/11

Post by Ral22 »

At the current moment, the MGSV mod is just a proof-of-concept that I want to share, so others can use it and it doesn't just gather dust on my computer hard-drive. I have no plans of doing anything serious with it, but anyone else can do take up the idea should they be so inclined. And, yes, the design of Rain map was inspired by Streets of Rage (SoR: Remake, to be exact). And thank you for the compliment.
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/11

Post by Enjay »

I love how looking up in the rain map put rain spots on your vision. Nice touch.
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/11

Post by Slax »

If the rain works in slowmo we've got a good setup for a Max Payne styled story/mod.
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Ral22
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/19

Post by Ral22 »

UPDATE (5/19/14): I went back after looking at how rain is done in more modern games and altered the way the rain looks to compensate. Doing so, in my opinion, makes the rain look considerably better (Or at least thicker and stormier). However, I didn't want to have everyone re-download the mod when all I did was change a few lines of code. So, just replace the entirety of the DECORATE actor "RainDrop2" with the following one to see the new rain effect. To help show the feature, the screenshot for the mod has been updated with the better rain effect.

Code: Select all

Actor RainDrop2
{
  +Missile
  +NoBlockMap
  -NoGravity
  +RIPPER
  +BLOODLESSIMPACT
  Renderstyle Add
  Alpha 0.7
  Height 2
  Radius 2
  XScale 0.2
  YScale 1.0
  States
  {
  Spawn:
	RND2 A 0
	RND2 A 1 A_SetAngle(0)
	RND2 A 1 A_ChangeVelocity(3,0,0, CVF_RELATIVE)
  Fall:
	RND2 A 1
    Loop
  Death:
	TNT1 A 0 A_SetScale(0.2)
    RNDR BCDEH 3
    Stop
  }
}
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/19

Post by Enjay »

Yes, definitely better and more realistic.

As a side note, in the rainmap, there is a railing that the player can vault over. It is very easy to vault over this by accident (eg wandering around admiring the rain, you suddenly find yourself climbing over the railing). I know that this is merely a demo map but in a map intended for playing, avoiding "accidental vaulting" somehow would be a good idea.
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Ral22
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/19

Post by Ral22 »

Enjay wrote: As a side note, in the rainmap, there is a railing that the player can vault over. It is very easy to vault over this by accident (eg wandering around admiring the rain, you suddenly find yourself climbing over the railing). I know that this is merely a demo map but in a map intended for playing, avoiding "accidental vaulting" somehow would be a good idea.
Yes, I'm quite aware. The vaulting system in my Ground Zeroes mod (Seen in the test maps) is a refinement of the one in Rain map, and the former is the one I would actually use in serious projects (Where pressing SPACE is required, not just running into it). So, should you be interested in the vaulting system, consult the one in GZ, not Rain map.
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Re: [Various] Ral22's Proof-of-Concept Corner (Updated: 5/19

Post by Ctrl+Alt+Destroy »

NEED A HAND? Image

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