[Proof of Concept] Doombike

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[Proof of Concept] Doombike

Postby TerminusEst13 » Wed Dec 20, 2017 1:30 am

.

Dropbox: https://www.dropbox.com/s/8cp8bi6yddy9y ... e.pk3?dl=1
Google Drive: https://drive.google.com/file/d/1S6Lybc ... sp=sharing

Okay so a while ago I was working on a bike and it handled pretty well, I just needed to get collision and smoother handling in.
Almost a year later and I still haven't been able to get collision or smoother handling in.

I hate to admit it, but this is pretty much the extent of my (limited) abilities, so I'm just gonna release it as it is.
Who knows, maybe someone who isn't a coding moron can use this as a reference and make their own version that's better.

The internal code is a bit messy, I'm not really much of a programmer! It's also rather uncommented. But hopefully anyone interested can pick it apart and do whatever with it.

Credits:
- View tilt and weapon sprite offset code by Nash
- BIKEA0 by DoomNukem
- Map01 by me
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Re: [Proof of Concept] Doombike

Postby Apeirogon » Wed Dec 20, 2017 4:17 am

I think it cannot be done, since gzdoom preciesly check collision only on fastprojectile actors/class.
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Re: [Proof of Concept] Doombike

Postby Captain J » Wed Dec 20, 2017 6:00 am

Ahh, good ol' days with bike and stuff. You done a great job with bike coding. It still looks fast and safe enough to drive through.

It pushed to the limit, came out nicely. So nothing's bad about it!
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Re: [Proof of Concept] Doombike

Postby Doomenator » Wed Dec 20, 2017 6:05 am

Well, it would be nice to see minimap in the right top angle.

By the way, it was reminded. :D
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Re: [Proof of Concept] Doombike

Postby chronoteeth » Wed Dec 20, 2017 11:48 am

feels a bit slid-y without much traction and the roads feel a bit unwide, a bit too small, but as far as vehicle stuff goes this is the best coded ive seen
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Re: [Proof of Concept] Doombike

Postby D3athStalker » Wed Dec 20, 2017 12:31 pm

We need this in Trailblazer... :wub:
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Re: [Proof of Concept] Doombike

Postby GeneralDelphox » Wed Dec 20, 2017 9:11 pm

Add an UZI, a sawn-off M1887, a sawn-off double barrel, and it'll be perfect.
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Re: [Proof of Concept] Doombike

Postby Naniyue » Wed Dec 20, 2017 10:49 pm

Yes, this should TOTALLY be in Trailblazer!!!!

A set of narrow but long highway maps with DooM zombies driving death cars! Mad Max meets DooM!
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Re: [Proof of Concept] Doombike

Postby Captain J » Wed Dec 20, 2017 11:04 pm

GeneralDelphox wrote:Add an UZI, a sawn-off M1887, a sawn-off double barrel, and it'll be perfect.
I bet only M1887 would be enough to ride the bike and shoot up the baddies! :D
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Re: [Proof of Concept] Doombike

Postby Naniyue » Wed Dec 20, 2017 11:35 pm

Built-in twin machine guns, plus the sawed off.
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Re: [Proof of Concept] Doombike

Postby Revae » Thu Dec 21, 2017 12:56 am

Looks fun. Doom Kart Wii when?
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Re: [Proof of Concept] Doombike

Postby Naniyue » Thu Dec 21, 2017 1:25 am

OK, I have it! An endless highway level, via teleport or whatever, with timed random location respawns for monsters, items, obstacles, and scenery. You can play as long as you like, but when done, hit "b" and you'll proceed to the next level. Also, there would be a radio that you can use to tune in to any song from the original DooM.
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