[WIP] Ultima Underworld level conversion

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Re: Ultima Underworld

Postby Sir Robin » Wed Jan 05, 2022 6:03 am

Update: I've added all the monsters, 75 in total. They're not scripted, just have a spawn and death state, so you can watch them dance and you can watch them die, but that's about it.


To see the monster zoo, use the wall etching on the west wall in the start room.

And I played with sloped 3d floors to build the infinity door. Those weren't as hard as I thought they would be:

Still haven't been able to get polyobjs with slopes to work right though

I guess at some point I'll have to move this over to the TC thread, this is becoming more than just a set of levels

And how do I put a preview image on the thread?
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Re: Ultima Underworld

Postby Gez » Wed Jan 05, 2022 7:10 am

Slopes on polyobjects is a moot point because slopes are only applied to floors or ceilings, and polyobjects do not have those. They're just a hollow set of moving walls.
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Re: Ultima Underworld

Postby Sir Robin » Wed Jan 05, 2022 8:27 am

Gez wrote:Slopes on polyobjects is a moot point because slopes are only applied to floors or ceilings, and polyobjects do not have those. They're just a hollow set of moving walls.


Yes and no. If you define a poly object as a void in a control sector, it becomes basically a big moving void in your map, infinitely tall from floor to ceiling of any sector it crosses. However if you define it with an actual sector, it will have a finite height, and you can jump over it or stand on top of it. So I've been using this trick to define all the swinging polyobj doors in my level. Building them with an non-sloped top is no problem, see this door:
Spoiler:

It has no flat on top, so if you do get up there it just looks like an old vanilla doom bridge, but it's still a trick that has it's uses.

What I've not been able to do yet is figure out how to create a door with sloped top, for example to fit into the sloped door frame:
Spoiler:
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Re: [WIP] Ultima Underworld level conversion

Postby Gez » Wed Jan 05, 2022 9:56 am

Don't worry, I know all that! :p

I suppose you could use textures where the sloped out part is transparent, but it'd give you an opening to see how empty the pobj really is. Which is not a problem for a rectangular door where the top is above camera level.
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Re: [WIP] Ultima Underworld level conversion

Postby Sir Robin » Wed Jan 05, 2022 2:31 pm

Gez wrote:Don't worry, I know all that! :p

I suppose you could use textures where the sloped out part is transparent, but it'd give you an opening to see how empty the pobj really is. Which is not a problem for a rectangular door where the top is above camera level.

OK, after some experimenting I figured it out. Kind of. Poly objects do allow slopes, however the code that moves and rotates them doesn't move or rotate the slope normals with the rest of the object. So a poly object can move parallel to it's slope normal, but any other direction or rotation distorts the object along the plane(s).

Anyway, yeah, using a transparent mid-texture on a 2-sided line was my next thing to try. I like using the slopes because it's an easy way to smooth out the jagged pixels. But yeah, I'll just have to control what angles the player can see the object from, and I think I can pull this off.
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Re: [WIP] Ultima Underworld level conversion

Postby Sir Robin » Thu Jan 06, 2022 3:53 pm

OK, Got that working. Problem with using mid-textures is that they don't seem to get bullet puffs or damage decals. I can set them to block projectiles and hit scans, that stops them from getting through, but still doesn't allow decals.
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Re: [WIP] Ultima Underworld level conversion

Postby Enjay » Thu Jan 06, 2022 3:55 pm

Unfortunately, decals on 2S mid-tex is not a thing.
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Re: [WIP] Ultima Underworld level conversion

Postby Nash » Fri Jan 07, 2022 10:11 am

Looking better and better. I am tempted to have a got at implementing the UI and RPG mechanics on to these levels, provided I have permission to do so - and more so for personal use. :mrgreen:
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Re: [WIP] Ultima Underworld level conversion

Postby Sir Robin » Sat Jan 08, 2022 8:16 am

Nash wrote:Looking better and better. I am tempted to have a got at implementing the UI and RPG mechanics on to these levels, provided I have permission to do so - and more so for personal use. :mrgreen:

Thanks, and wait until you see my next release. I've found the object tables in the UW source and am working on converting those to UDMF so I can put them in my levels. I'm starting with decorations, and pretty soon my levels won't just be big and empty anymore.

Once I get everything ripped and converted, I think this project will release in 2 forks - one that's just levels and monsters, and maybe weapons, but retain doom playability. It's basically Doomguy running around in the Abyss. He'll slaughter the UW monsters, since most of them are short-sighted slow moving melee creatures, so I'll have to bolster them a bit to make it challenging. So this game won't authentic, more like a cross-over.

Second release will be a TC with RPG and conversations and questing and all that. I think this can become it's own iwad, no reliance on Doom resources or anything else. But that's pretty far past my level of expertise, that's when I start posting like crazy over in the scripting forum. If you want to do your own thing, that's on you. But maybe we brainstorm and see if we have similar vision and can work together, because I'd really appreciate the help. :-)

Meanwhile if you're interested in the RPG mechanics, take a look at my critter definitions (UW calls the mobs critters). I found the stats tables in UW source and put them in the UDMF definitions, just commented out until I know what to do with them. Maybe you've got some ideas.
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Re: [WIP] Ultima Underworld level conversion

Postby Sir Robin » Sun Jan 09, 2022 12:11 am

Update - got all the items out of UW and put into my levels. Still need to do the animations and interactions, because right now they don't do much - mostly just static decorations.
Spoiler:
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