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Re: [WORMS DOOM]

PostPosted: Mon Jan 24, 2011 1:42 pm
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.

Re: [WORMS DOOM]

PostPosted: Mon Jan 24, 2011 2:59 pm
by CaptainToenail
This looks great :)

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

Re: [WORMS DOOM]

PostPosted: Mon Jan 24, 2011 7:08 pm
by Imp Hunter
My body wasn't ready for so much awesomeness.

Re: [WORMS DOOM]

PostPosted: Mon Jan 24, 2011 9:35 pm
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:

Re: [WORMS DOOM]

PostPosted: Mon Jan 24, 2011 9:56 pm
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.

Re: [WORMS DOOM]

PostPosted: Mon Jan 24, 2011 10:03 pm
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.

Re: [WORMS DOOM]

PostPosted: Mon Jan 24, 2011 10:41 pm
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

Re: [WORMS DOOM]

PostPosted: Tue Jan 25, 2011 2:54 am
by Imp Hunter
Eriance wrote:@Imp Hunter: Ika is superior. :twisted:


Don't make me put my Sanae avatar :3:

Re: [WORMS DOOM]

PostPosted: Tue Jan 25, 2011 6:49 am
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.

Re: [WORMS DOOM]

PostPosted: Tue Jan 25, 2011 7:17 am
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.

Re: [WORMS DOOM]

PostPosted: Tue Jan 25, 2011 7:34 am
by The Ultimate DooMer
I believe neoworm made a set of sheep sprites :P

Re: [WORMS DOOM]

PostPosted: Tue Feb 01, 2011 3:33 pm
by Project Dark Fox
The Ultimate DooMer wrote:I believe neoworm made a set of sheep sprites :P

NO. YOU HORRIBLE, HORRIBLE PERSON. :P

Re: [WORMS DOOM]

PostPosted: Tue Feb 01, 2011 8:10 pm
by TheMisterCat
I don't need sheep sprites. I have this:

Image

Re: [WORMS DOOM]

PostPosted: Tue Feb 01, 2011 8:17 pm
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.

Re: [WORMS DOOM]

PostPosted: Tue Feb 01, 2011 11:30 pm
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)