[Project] "Knee-Deep in ZDoom"

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Postby Tormentor667 » Sun Nov 07, 2004 5:26 pm

Oh, by the way, I play around with some kind of "CamStudio" at the moment, creating a trailer for this project :) What do you think? ;)
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Postby Bio Hazard » Sun Nov 07, 2004 5:29 pm

heh, ive got CamStudio, what version do you have? the newest version has a horrible time capturing audio from the speakers. the one ive got is much better

come to #NZDR (you know im going to get you there eventually ;)


also, if you are making a trailer, why not just make it a cool cutscene wad? ;)

EDIT: i ended up attaching CamStudio to a post somewhere else, so ill link it here too: http://forum.zdoom.org/download.php?id=1715
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Postby Risen » Sun Nov 07, 2004 9:39 pm

Tormentor667 wrote:@Risen - You mean the opeing door?

Yes, that's the one.
Simple, I know, but it gets the mood of the map set right from the beginning.

Simple things like that can take the gameplay a long way.
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Postby Tormentor667 » Mon Nov 08, 2004 7:45 am

@Bio . I have 2.0.5 German, and well, I make the trailer because I want to get into this program ;) To your download: Well, your version seems to be very old or just not what I am using. My CamStudio is 25MB big and very ... professional :)

@Risen - You are right, actually it has been removed but I try to get this thing in again ;) just in another kind of way!

EDIT
Very strange, when I play the game and record a movie, the movie afterwards - especially the colors - is fucked up, just as something is wrong with the color palette ... no trailer?! :(
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Postby Risen » Mon Nov 08, 2004 10:55 am

Tormentor667 wrote:@Risen - You are right, actually it has been removed but I try to get this thing in again ;) just in another kind of way!


No problem. If you put in a new entrance then you will have to implement it differently because it pretty much requires that the player start in that area.

Intermission progress:
- Began camera work. I'm discovering how limited ZDoom's camera system is, but so far I'm happy with what I have.
- began stat counting display.

This is taking more time than I expected and real life is also taking more time than I expected, but it's too early for me to say how long I'll need to get it all together.
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Postby Hetdegon » Mon Nov 08, 2004 5:29 pm

Well...here's the idea I mentioned. I wanted to do something different
(involving a looong tunnel and some flashes) but this ended up interesting:
You may wonder what it is...well, the new E1M8 involves some "hellization"
of the areas. So this may be a quick and dirty (it's my first WAD ever
made) way to show the player what's happening out of the level, in
Phobos. Like "this is turning into Hell".
This can replace the "teleporting corpses" scene. Of course, it's just an idea, you can ignore it or use it.
(please keep in mind it's my first WAD ever done...so it's kinda lame and
unoptimized)
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Postby QBasicer » Mon Nov 08, 2004 5:36 pm

Blargh. Pages... So... Many... Cannot... Get.... Caught... Up...

Yes folks, I've moved to the triple dots.

Anyways, when's this sucker due out?
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Postby Kirby » Mon Nov 08, 2004 6:26 pm

charris wrote:Blargh. Pages... So... Many... Cannot... Get.... Caught... Up...

Yes folks, I've moved to the triple dots.

Anyways, when's this sucker due out?


As mentioned before, we don't have a release date, as these things canot be exactly predicted, but were almost at the finished product ;)

EDIT: @Hetdegon-IMHO, not bad at all. I can't even come close to anything like that! :)
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Postby Hetdegon » Mon Nov 08, 2004 6:48 pm

I'm glad to hear that, thank you very much :)
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Postby Risen » Tue Nov 09, 2004 7:25 am

Update:
- Camera sequences added for maps up to M8
- Added an action select system (for choosing what stats to view)
- Cleaned up some code, made some optimizations
- Asked Biohazard to come up with a screen layout which I will either use as-is or modify somewhat (my current screen border is rather, um... sucky)

Time is still a big factor. I have meetings to attend tonight and tomorrow. I may have to set this aside to work on M6, and then pick it back up afterward. It shouldn't be a problem to finish this up while the credits sequence is being done, right?

At any rate I'll try to finalize the map script soon so that each level can collect data.
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Postby NiGHTMARE » Tue Nov 09, 2004 10:11 am

I'm also runnning low on time... it looks like I may have to take on the map for two weeks, unless someone else wants to volunteer for week 3.
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Postby Vader » Wed Nov 10, 2004 4:28 am

Any news here?
I´m really going insane, if i can´t get my fingers on this soon :D
Keep up the amazing work!!!
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Postby Nmn » Wed Nov 10, 2004 6:46 am

Great introduction map. :) Do You think I've created a new map genre? (being converted to hell as we play..) ;)
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Postby Risen » Wed Nov 10, 2004 7:24 am

Update:
- All map transitions have camera sequences
- Player stats now has a formatted page layout
- More optimizations
- Got some more ideas for how to make it all work smoothly, will be implementing those soon
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Postby wildweasel » Wed Nov 10, 2004 8:26 pm

Did anybody happen to see the sound effects I posted on page 105 for the sliding doors? They're the ones from "Extreme Measures" which in turn are from RealMyst. I'd hate for those sounds to go to waste.
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