[Proof of Concept] Doombike

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TerminusEst13
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[Proof of Concept] Doombike

Post by TerminusEst13 »

.

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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Apeirogon
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Re: [Proof of Concept] Doombike

Post by Apeirogon »

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

Post by Captain J »

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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Doomenator
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Re: [Proof of Concept] Doombike

Post by Doomenator »

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

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

Post by chronoteeth »

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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D3athStalker
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Re: [Proof of Concept] Doombike

Post by D3athStalker »

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

Post by GeneralDelphox »

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

Post by Naniyue »

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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Captain J
 
 
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Re: [Proof of Concept] Doombike

Post by Captain J »

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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Naniyue
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Re: [Proof of Concept] Doombike

Post by Naniyue »

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

Post by Revae »

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

Post by Naniyue »

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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openroadracer
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Re: [Proof of Concept] Doombike

Post by openroadracer »

I know this thread is ancient, but this looks like fun. Does anyone have a quick rundown on how to control this thing, or am I just going to have to figure it out by repeatedly slamming into walls and crap?

Also, if there's anyone out there that's actually got some coding knowledge, I'd LOVE to see this expanded into a full-on motocross game made within GZDoom. I've always enjoyed racing games, especially off-road racing.
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Captain Ventris
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Re: [Proof of Concept] Doombike

Post by Captain Ventris »

This is really cool! I hope someone picks it up and makes something awesome.

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