[WORMS DOOM]

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Salad Viking
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Location: In high orbit

Re: [WORMS DOOM]

Post by Salad Viking »

Xim wrote:Who says plushies should be made out of those Doomguy models?

^ This.

I pray that this mod is released. It's definitely one of the coolest things I've seen in Doom. Since I'm hardly doing anything right now, I could try mapping if provided with the resources.
CaptainToenail
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Joined: Fri Jul 06, 2007 9:16 am

Re: [WORMS DOOM]

Post by CaptainToenail »

This looks great :)

Reminds me I still have those Worms HUD weapon sprites that I never actually used. :x
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Imp Hunter
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Location: Brazil

Re: [WORMS DOOM]

Post by Imp Hunter »

My body wasn't ready for so much awesomeness.
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Amuscaria
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Location: Growing from mycelium near you.

Re: [WORMS DOOM]

Post by Amuscaria »

I didn't even know GZdoom could support all these model animations. It's rather amazing that you got the jump, and jump-flipping into doom. I was always told that there can't be a Jump-state for sprites because something having to do with the Z-velocity or something.

@Imp Hunter: Ika is superior. :twisted:
TheMisterCat
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Joined: Sun Jul 25, 2010 7:25 pm

Re: [WORMS DOOM]

Post by TheMisterCat »

the reason players cant have a general 'jump' or 'crouch' state is because in doom, they need to be able to perform all other actions while doing either of those. Wormsdoom bypasses this by freezing the player for certain states, giving him no actual 'weapon' and lots (and lots) of state jumping.
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Amuscaria
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Re: [WORMS DOOM]

Post by Amuscaria »

I I didn't understand was why the sprites couldn't be changed to a jump-version of the marine graphics, like Zdoom's crouch, when the player presses the Jump-button. But of course, it's never "just that easy". Still I wonder. But that's off topic.
TheMisterCat
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Re: [WORMS DOOM]

Post by TheMisterCat »

meh, mine just uses a_jumpif with z velocity checks. the marine does an initial jump, then loops his last jump frame until his velz drops below zero, then arcs into his falling animation, loops that til he hits the ground or his z velocity changes again
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Imp Hunter
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Re: [WORMS DOOM]

Post by Imp Hunter »

Eriance wrote:@Imp Hunter: Ika is superior. :twisted:


Don't make me put my Sanae avatar :3:
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Amuscaria
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Re: [WORMS DOOM]

Post by Amuscaria »

@TheMisterCat: But what about going up when the player is going up stairs or a really fast elevator? Doesn't that hve Z-Velocity too? Or does it not when he's touching the floor? Unless you could also check the distance between him and the floor too.
TheMisterCat
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Re: [WORMS DOOM]

Post by TheMisterCat »

While admittedly there might be some little bugs here and there, you'll notice in the gif under 'stuff' where I'm using the jetpack and I happily run up a slope (after jumping/landing on it, even)

I can probably modify it to check for floor height as well.
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The Ultimate DooMer
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Location: Industrial Zone

Re: [WORMS DOOM]

Post by The Ultimate DooMer »

I believe neoworm made a set of sheep sprites :P
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Project Dark Fox
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Twitch ID: ProjectDarkFox
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: [WORMS DOOM]

Post by Project Dark Fox »

The Ultimate DooMer wrote:I believe neoworm made a set of sheep sprites :P

NO. YOU HORRIBLE, HORRIBLE PERSON. :P
TheMisterCat
Posts: 53
Joined: Sun Jul 25, 2010 7:25 pm

Re: [WORMS DOOM]

Post by TheMisterCat »

I don't need sheep sprites. I have this:

Image
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Amuscaria
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Re: [WORMS DOOM]

Post by Amuscaria »

This is certainly one of the most creative and interesting wads I've seen in a very long time. Kudos to you :D. I eagerly wait to be able to play this.
TheMisterCat
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Joined: Sun Jul 25, 2010 7:25 pm

Re: [WORMS DOOM]

Post by TheMisterCat »

I have actually noticed that if you run down a sloped girder you do jump into your falling state. Not really much I can do about it since you can't really do a floor check against another actor (not dynamically anyway)

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