[Project] "Knee-Deep in ZDoom"

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Postby Graf Zahl » Sat Nov 13, 2004 4:29 pm

Most likely not. They are probably far too complex for it.
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Postby Cutmanmike » Sat Nov 13, 2004 4:30 pm

Yeah I thought so :(

Someone should start a deathmatch map project thingy
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Postby Graf Zahl » Sat Nov 13, 2004 4:34 pm

Why? There are enough good Deathmatch maps out there - even for ZDoom. In terms of mapping Deathmatch has quite limited appeal because you can't do much aside from providing some room to allow players blasting themself into oblivion.
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Postby Risen » Sat Nov 13, 2004 4:38 pm

No Deathmatch support is planned.
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Postby Cutmanmike » Sat Nov 13, 2004 4:44 pm

Graf Zahl wrote:Why? There are enough good Deathmatch maps out there - even for ZDoom. In terms of mapping Deathmatch has quite limited appeal because you can't do much aside from providing some room to allow players blasting themself into oblivion.


I mean one with super zdoom features. For an example, look at the dam
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Postby Tormentor667 » Sat Nov 13, 2004 4:53 pm

@Risen - Well, I am very sorry for that, I would have fixed this on my own but as I said, reallife catched me once again :( I have to work for my job now about 80% more hours then I usually had to do few weeks before and this makes it very hard to find enough time for doom, sleep and lunch :(
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Postby Nmn » Sat Nov 13, 2004 5:39 pm

cutmanmike wrote:I am not a dumbass who quotes images

Is that Your momma? :lol:
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Postby Cutmanmike » Sat Nov 13, 2004 5:42 pm

No, this is:
Image
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Postby Nmn » Sat Nov 13, 2004 5:45 pm

Check it out! Big momma! :D
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Postby Risen » Sat Nov 13, 2004 6:42 pm

Please do not spam this thread. I was rightfully annoyed because that particular question has been asked and answered multiple times. In fact, I think you asked it before.

I'm adding the following to the defaultmap with mapinfo. Any reasons why it should not be like this?

evenlighting - with high-res, I don't think this is necessary and it makes sloped areas look better.

strictmonsteractivation - As suggested for all new projects.

forcefallingdamage - I think it fits our definition of the project to include this. You won't notice it often, there aren't a lot of places in E1 to fall very far.

filterstarts - allows multiple start points based on skill settings
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Postby Graf Zahl » Sat Nov 13, 2004 6:43 pm

If strictmonsteractivation is set all maps should at least be checked for proper door triggers so that monsters still can open selected doors (and activate lifts)
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Postby Cutmanmike » Sat Nov 13, 2004 7:16 pm

Yes yes, sorry for teh spamming

In fact, I think you asked it before.


I did, and was answered "Give it a month" which is passed
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Postby randi » Sat Nov 13, 2004 11:16 pm

Risen wrote:For now I will not use a library because each map needs to be done separately, we would have 9 library lumps floating around and that would not be very helpful either.

Hmm? I thought you posted a single file that was to be pasted into each map's scripts code? Does it need to be customized for each map now? If not, you only need the one library, and you can make any changes you want to it without needing to recompile the scripts for any maps. In fact, if you're not providing any functions, the mappers could just use the following as the library code:
Code: Select allExpand view
#library "intermis"

(Yes, one line!) As long as your version of the library is what's in the wad, it will all magically work as long as the maps #imports it.
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Postby SirTimberWolf » Sat Nov 13, 2004 11:17 pm

cutmanmike wrote:I mean one with super zdoom features. For an example, look at the dam

Thanks :)
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Postby Risen » Sun Nov 14, 2004 7:37 am

randy wrote:...you can make any changes you want to it without needing to recompile the scripts for any maps.

Oh? Then what's the deal with people saying you need the library source to compile the map scripts? Is that only necessary when functions are present?

If that's the case, this would make it much more flexible for me.
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