Unloved II [BETA1 released]

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Re: Unloved II [BETA1 released]

Postby Blue Shadow » Mon Jul 11, 2011 8:24 pm

chronoteeth wrote:Thats the thing: the whole mod is actually like that. the dark moody setting sometimes is just too dark. Maybe at least around the candles make it brighter?

For the time being there's somthing you can try:
Options ---> Display Options ---> OpenGL Options ---> Preferences
Change Sector Light Mode to Standard

----------------------------------------

I enjoyed all the music especially Pryer Halls', it's atmospheric and fits will with the level.
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Re: Unloved II [BETA1 released]

Postby ZDUser » Mon Jul 11, 2011 9:04 pm

One thing that's kind of bothersome, from the video I mean, is a sort of anachronism. The setting looks like from a much earlier time, but the doors open upward like regular Doom. How about the doors opening like real life, everyday ones?
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Re: Unloved II [BETA1 released]

Postby Salad Viking » Mon Jul 11, 2011 9:54 pm

ZDUser wrote:One thing that's kind of bothersome, from the video I mean, is a sort of anachronism. The setting looks like from a much earlier time, but the doors open upward like regular Doom. How about the doors opening like real life, everyday ones?

Because this is Doom. You can't have doors open like that.

The first only had doors that opened upward. It didn't bother anyone.

Doors are a gameplay provision. Doors that open sideways are limited by space. Doors that open outwards are a hindrance to one's movement and limited by space. Plus, making them in Doom is so inconvenient and limited that they are only practical as a gimmick or a large setpiece.

Besides, Unloved doesn't fall into a particular time period.
Last edited by Salad Viking on Tue Jul 12, 2011 1:46 am, edited 1 time in total.
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Re: Unloved II [BETA1 released]

Postby InsanityBringer » Mon Jul 11, 2011 10:01 pm

In GZDoom you could come close to emulating real doors via models, but the only issue is that they won't block properly when open, unless you use a bunch of small invisible blocking actors and generic scripts to move them around.

Now that I think about it, it might be interesting to script up a demo of that.
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Re: Unloved II [BETA1 released]

Postby Blue Shadow » Mon Jul 11, 2011 10:40 pm

InsanityBringer wrote:In GZDoom you could come close to emulating real doors via models, but the only issue is that they won't block properly when open, unless you use a bunch of small invisible blocking actors and generic scripts to move them around.

Now that I think about it, it might be interesting to script up a demo of that.

Isn't that too much of a hassle for a door?
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Re: Unloved II [BETA1 released]

Postby InsanityBringer » Mon Jul 11, 2011 11:23 pm

Possibly, but once you have a generic object and script working, it wouldn't be too difficult to add to the maps.
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Re: Unloved II [BETA1 released]

Postby ZDUser » Tue Jul 12, 2011 9:58 am

Salad Viking wrote:
ZDUser wrote:One thing that's kind of bothersome, from the video I mean, is a sort of anachronism. The setting looks like from a much earlier time, but the doors open upward like regular Doom. How about the doors opening like real life, everyday ones?

Because this is Doom. You can't have doors open like that.

The first only had doors that opened upward. It didn't bother anyone.

Doors are a gameplay provision. Doors that open sideways are limited by space. Doors that open outwards are a hindrance to one's movement and limited by space. Plus, making them in Doom is so inconvenient and limited that they are only practical as a gimmick or a large setpiece.

Besides, Unloved doesn't fall into a particular time period.


oh ok
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Re: Unloved II [BETA1 released]

Postby NeuralStunner » Tue Jul 12, 2011 5:29 pm

Salad Viking wrote:Because this is Doom. You can't have doors open like that.
This is ZDoom. You can.

It's actually possible to make polyobjects out of 2-sided lines, even to the point of being height-accurate.
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Re: Unloved II [BETA1 released]

Postby Salad Viking » Wed Jul 13, 2011 3:57 pm

NeuralStunner wrote:It's actually possible to make polyobjects out of 2-sided lines, even to the point of being height-accurate.

:-? Really? That's pretty cool, actually. I wouldn't mind seeing that used in the place of regular Doom doors. If they always opened away from the player, then you wouldn't be smacked in the face all the time.
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Re: Unloved II [BETA1 released]

Postby XutaWoo » Wed Jul 13, 2011 4:01 pm

In real life, not all doors are double hinged. :P
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Re: Unloved II [BETA1 released]

Postby Salad Viking » Wed Jul 13, 2011 4:06 pm

XutaWoo wrote:In real life, not all doors are double hinged. :P

So?

Salad Viking wrote:Doors are a gameplay provision.

:)
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Re: Unloved II [BETA1 released]

Postby Jimmy » Wed Jul 13, 2011 4:11 pm

NeuralStunner wrote:
Salad Viking wrote:Because this is Doom. You can't have doors open like that.
This is ZDoom. You can.

It's actually possible to make polyobjects out of 2-sided lines, even to the point of being height-accurate.

how how how how how
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Re: Unloved II [BETA1 released]

Postby Xaser » Wed Jul 13, 2011 6:38 pm

Just set up the poly as normal, except make the lines two-sided, impassible, and with a middle texture. You have to use Polyobject_ExplicitLine to define each linedef (IIRC, the normal ones don't work), but otherwise, that's it. And there you go. ;)
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Re: Unloved II [BETA1 released]

Postby Jimmy » Wed Jul 13, 2011 6:49 pm

You've blown my mind. And how long has this been possible? :lol:

(Since the dawn of time, I presume - I've just not been able to properly use them. The ones in Museum Raider? They're my most sophisticated polyobjects to date. :P)
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Re: Unloved II [BETA1 released]

Postby ZDUser » Thu Jul 14, 2011 12:08 pm

I don't know why, but when I download the game, it says 67.8 MB; but when the download is actually in progress, it suddenly finishes and the file ends up being between 150-250 kb. What's the problem here?
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