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Prop Hunt in ZDoom? (OBSOLETE)

PostPosted: Sat Oct 05, 2013 12:20 pm
by NerdKoopa
I've been wondering if it would be possible to give ZDoom its own version of Prop Hunt. For those who don't know, Prop Hunt is a custom game mode for Garry's mod.

Players are divided to two teams. Props and Hunters. The Props need to hide from the Hunters by changing into various physics props scattered around the level. The Hunters need to find and kill them all before the time runs out.
The Hunters have access to various weapons, but all damage that they deal to non-player props is reflected right back at them. This way they can't just empty an SMG clip into a group of props and hope for the best. However, every successful kill heals them. The Props are unarmed, but are slightly faster than the Hunters. Props win the round if even one of them stays alive, or if all the Hunters die. The teams are switched after every round.

Now, here come the big questions. Would it even be possible to have a player class that inherits the sprites, collision and camera height of whatever actor it presses the use key on? Would it be possible to have the map actors to spawn in random quantities and positions in certain sectors every time the map is reloaded? And the biggest one of them all, would anyone even want to see this gamemode in ZDoom, or am I the only one? I would be interested in learning ACS and more DECORATE if this is possible.

Re: Prop Hunt in ZDoom?

PostPosted: Sat Oct 05, 2013 12:28 pm
by TheMightyHeracross
Oh yeah, you can do all of that with DECORATE/ACS.
And that Tomicapo guy wanted to do it as well.
If you want to do this, I'd gladly be a coder.
Decorate and ACS can be learned easily with enough practice.

Re: Prop Hunt in ZDoom?

PostPosted: Sat Oct 05, 2013 12:48 pm
by NerdKoopa
Great to know! I already have some DECORATE experience from my Voxel Vehicles Pack, and a little programming knowledge from using Wiremod's Expression 2 in Garry's Mod.

Re: Prop Hunt in ZDoom?

PostPosted: Sat Oct 05, 2013 8:05 pm
by twinkieman93
My main concern would be getting it to work with Zandronum's outdated modding support, really, I'm quite sure it's totally possible to do.

Re: Prop Hunt in ZDoom?

PostPosted: Sat Oct 05, 2013 11:51 pm
by Nash
In Skulltag/Zandronum, doesn't the targetting reticle display the player's name on the screen when you point at them? This would give away the hiding player.

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 12:01 am
by twinkieman93
Nash wrote:In Skulltag/Zandronum, doesn't the targetting reticle display the player's name on the screen when you point at them? This would give away the hiding player.

There's a server setting which disables this feature, if memory serves.

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 1:06 am
by NerdKoopa
Wait, so ZDoom's online features are not good enough for something like this? Is Zandronum / ZDaemon / Odamex absolutely needed?

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 6:36 am
by TheMightyHeracross
Zdoom can get the job done easily, as can Zandronum.
However, Zandronum is multiplayer-oriented, unlike Zdoom, where multiplayer is uncommon.
While Zandronum uses an outdated version of Zdoom, it is still capable and I recommend it in this situation.

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 10:03 am
by Tomicapo
Now i know the idea was original by me so if you want to make credit give me to the inspiration. Please :)

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 10:09 am
by wildweasel
Tomicapo wrote:Now i know the idea was original by me so if you want to make credit give me to the inspiration. Please :)

If he's going to give credit for inspiration, it should ideally go to the original creator of Prop Hunt for Garry's Mod.

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 11:02 am
by NerdKoopa
Ok. To what point does Zandronum support ZDoom features? I know it doesn't support the latest ACS, but does it support DECORATE and 3D floors at all?

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 11:15 am
by wildweasel
Zandronum's current ZDoom base is, I believe, ZDoom 2.3.1; I don't know if the wiki currently has markings for what features appeared when (aside from ZDoom's dev builds) though.

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 11:21 am
by Tomicapo
But why the idea for make a Doom 2 prop hunt is mine.
And you Wildweasel you have closed my submission.
Ummm.

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 11:31 am
by TheMightyHeracross
Yeah, but this guy wasn't inspired by you.
He was inspired by the guy that made Prop Hunt for GMOD.
So, he will be credited for inspiration, not you.

Re: Prop Hunt in ZDoom?

PostPosted: Sun Oct 06, 2013 11:37 am
by wildweasel
Tomicapo wrote:But why the idea for make a Doom 2 prop hunt is mine.
And you Wildweasel you have closed my submission.
Ummm.

If by "closed my submission" you mean this project thread by you that I locked, then yes, because you should not start a thread in Projects for a project that has not even started yet.