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v0.2 of Roll is out! Check out the download below! Oh, and here's a screenshot of part of v0.2's map!
Spoiler:
Roll is a mod where you control gravity. You can use this to your advantage to solve the obstacles that come in your way.
To summarize it all up, it'll be a puzzle mod.
News:
This mod is dead, for now, sorry
Features:
• The ability to flip gravity
• Double-jumping!
• Turrets!
• Static that almost actually looks like static!
• Psuedo-roll angle
• Small title menu for some customization for Roll.
Recent fixes:
• Halved the current versions file size, now only 13 MB
• Made the end of the demo more obvious that it's the end of the demo
Cool stuff you might've not known:
• The player has the PROP_FROZEN flag when playing this mod.
This mod is GZDooM only!
• Not compatible with ZDooM / Software mode because of: How I implemented the roll angle.
• Not compatible with Zandronum / Skulltag because of: How I implemented the roll angle, predictable performance issues in multiplayer, BulletPuff's use A_SetScale.
If your resolution is below 1024x768:
Currently, the mod only supports resolutions 1024x768 and above (due to the way I implemented the roll angle), but there will be a low resolution version for 640x480 and above setting to change the minimum required resolution (the camera texture resolution)
The mod will still run, but you'll get a warning. Then if you choose to continue playing it, it may look extremely broken. Please do not post about this unless you have a way I can fix this.
Here's a badly made demo video for you all:
DOWNLOAD If you would like to try out the gravity for yourself:
What are you waiting for? Here's the download! https://dl.dropboxusercontent.com/u/55657765/Roll.pk3
Be warned, you need to use GZDoom 1.8.0 or above.
Criticism:
Please don't be harsh, this is one of my first mods I am sharing on this forum.
Keep it valid, don't say "omg this sucks". Tell me why you think what you think.
Q&A:
If it's been asked before, don't ask it again please.
Spoiler:
What do you plan on having in the final version of the wad?
Currently, my plans are:
[*] Everything will be in one map.
[*] At least 32 sections or 'checkpoints' in the map.
[*] There will be a few more mechanics than just changing gravity.
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Will you give us the ACS source?
Not until I get at least v0.5 done.
Even then, I'm not giving the whole thing, because my code is a mess and is hard to read.
I might make another wad to show how exactly I achieved my effect, although in my opinion, it shouldn't be too hard to replicate.
I can't start the game due to unknown functions, parameters, variables, or other errors. Why?
You are using an outdated version of GZDooM. Use GZDooM 1.8.0 or above.
Why exactly does this not work on software mode/ZDooM?
Because the mod requires the ability to have a camera look straight down/up.
Why must my resolution be equal to or above 1024x768?
The camera texture will have several black areas on it, thus making your view look messed up.
This is because the camera texture uses a resolution of 1024x1024.
This won't stop you from playing the game, however.
How did you achieve the roll effect?
I used a camera texture that has a resolution of 1024x768, and I had a camera look straight down/up at it.
The viewpoint would be set to the camera, and the camera texture set to the players view.
I would then change the camera's yaw to create the roll effect.
My FPS rate is very low, why?
It's most likely due to the static effect.
Turn off the static by setting 'roll_static' to 0 (CVars are coming in v0.3), or turn it off in the Roll menu.
My view is being blocked by the doom guy sprites, why?
The ACS scripts sometimes fail to make the doom guy invisible (for some reason), so you can try to fix this by turning legs on then off via the Roll menu or setting 'roll_legs' to 0 (Again, CVars are coming in v0.3).
I can't look straight down/up, why?
I don't know why, and I don't know how to fix this unfortunately.
I'll add onto this list as more people ask questions.
Next version:
I can't guarantee I'll make any deadline, so the real answer is: When I get it done.
I'm a busy person, and sometimes I just don't feel like working on the project. I hope you understand.
You can help me speed up dev time by giving me some map layouts and suggestions for parts! Just PM me!
Last edited by HeXaGoN on Sun Feb 22, 2015 10:24 pm, edited 43 times in total.
This is super-surreal, I really love it. The static, the soft music, the minimalistic design, it's all very trippy. Plus, the gameplay itself seems like a non-combat version of Blast Chamber, and I loved that game on the PSX.
TerminusEst13 wrote:This is super-surreal, I really love it. The static, the soft music, the minimalistic design, it's all very trippy. Plus, the gameplay itself seems like a non-combat version of Blast Chamber, and I loved that game on the PSX.
Yeah, the static could be toned down a bit. It's a bit too opaque.
I was thinking of putting in a little more detail into the maps, but now that you mention it, it definitely presents itself better with a minimalistic map.
Pretty neat concept! If I had to guess, this was achieved with a camera texture and a custom camera pointing 90 degrees down/up, and the camera roll is actually achieved by rotating the camera's angle?
BTW, all actors have a roll variable in ZDoom but it doesn't do anything yet. In my custom port, I've managed to hook it up to the OpenGL camera and introduced some ACS commands (SetActorRoll, GetActorRoll) and DECORATE functions (A_SetRoll) so true camera rolling can be achieved (although it does hijack the unused roll variable). :) It won't work with ZDoom because ZDoom renders the 3D world in a different way. The only way it will ever get roll support is if the renderer actually supports it (Polymost?).
BTW you might want to put a disclaimer somewhere in your OP that this is for GZDoom; I ran it in ZDoom the first time I tried it...
EDIT: the static graphics are saved as 32 bit (only the first one is 8 bit). You could probably shave off some of the file size if you convert all of them to 8 bit.
Last edited by Nash on Thu Jun 20, 2013 11:42 pm, edited 1 time in total.
Nash wrote:Pretty neat concept! If I had to guess, this was achieved with a camera texture and a custom camera pointing 90 degrees down/up, and the camera roll is actually achieved by rotating the camera's angle?
You guessed right! Also, thanks!
Nash wrote:BTW, all actors have a roll variable in ZDoom but it doesn't do anything yet. In my custom port, I've managed to hook it up to the OpenGL camera and introduced some ACS commands (SetActorRoll, GetActorRoll) and ACS functions (A_SetRoll) so true camera rolling can be achieved (although it does hijack the unsused roll variable). It won't work with ZDoom because ZDoom renders the 3D world in a different way. The only way it will ever get roll support is if the renderer actually supports it (Polymost?).
Hmm... I'm interested in your custom port now.
Nash wrote:
BTW you might want to put a disclaimer somewhere in your OP that this is for GZDoom; I ran it in ZDoom the first time I tried it...
0bsidian wrote:I don't suppose this would pique your interest? I remember playing this and thinking the only thing missing was walking on the ceiling.
Interesting, yes.
The ceilings are really low, though (and so are the skies).
That reminds me, if anyone is wondering if there will be outside areas...
I am planning on adding outside areas in the wad eventually, but there will be a lot of room due to how I would have to implement that.
Imagine... free falling into the sky. I'd have to make it kill you of course.
TerminusEst13 wrote:This is super-surreal, I really love it. The static, the soft music, the minimalistic design, it's all very trippy. Plus, the gameplay itself seems like a non-combat version of Blast Chamber, and I loved that game on the PSX.
It's like Kairo and Portal had some freaky love child that happened to be on the Doom engine.