ZDCMP2, like a phoenix from the ashes, starting up again.

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
User avatar
Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

Phobus wrote:The intro scene doesn't look very co-op compatible.
Isn't it currently activated by a swtich? The simple solution to that is to remove the switch for if coop play is specified.
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

Or go a longer route and have the script have a PlayerCount based if section to it. (There's almost nothing I can't think of a way to do using if. :D )

Plus side of this is the rest of the script still happens, even if one can't see it. Althopugh, saying that, it should work, as there is one version of the cyberdemon camera for each map it's featured on. Tell you what, that should work too :)
User avatar
Talonos
Posts: 789
Joined: Mon May 03, 2004 7:08 am
Location: At college!

Post by Talonos »

The into thing can be made co-op compatible with a cheap hack.

When you bail out of the ship, make it so each player teleports to the same spot, only with a large Z_Height. That way, the players land all stacked up on eachother. Using zdoom, you can't look straight up and down, and using GZDoom, looking straight up and down results in an invisible, paper thin sprite, so nobody will see a player sprite out in space. Instead, all they will see are a bunch of railgun shots coming from the players above/below them: Each player is in a seperate turret, if you will. They just all happen to be stacked on top of each other.

Of course, the more players you have in a game, the less feasible this becomes.

Though frankly, I've got a few ideas on changing the intro sequence around. I did the thing late at night a long time ago, and I'd like to go back and make it both better and more fun.

The Cyberdemon thing is easy. All of the capitain's lines come from the box, so one player can communicate with the capitain, and the rest could be off doing other things. No big deal. That's the way it works in real life.

I'm still most concerned about the hubs. I was toying around in my head with an idea where if there is more than one player, getting through the hub doors requires you to all press a switch simultaniously. One player stands at each switch, and they all hit it at once. That way, when the hub transitions, players aren't yanked out of wherever they are and teleported to the new map, because you already know they will be in the room.

Oh. I got the map. Finalizer? Where should I send it?
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

My god, your inbox must be pretty damn impressive ;)

Well, I think we should make co-op compatability an issue after we have a finished project, because spending ages making something that's unfinished co-op comaptible might be a real waste of time if we'll just break it again later. (Yes I still consider myself a team member)
User avatar
Talonos
Posts: 789
Joined: Mon May 03, 2004 7:08 am
Location: At college!

Post by Talonos »

Yes, Phobus, I consider you a team member.

And I agree with you.

Finalizer? Any word?

You want an impressive inbox too, Phobus? I can give you a G-mail invite. I only have, like 97 sitting around...
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

I'm actually sitting on my dad's mailserver, so I think I'm pretty safe. I can send the contents of my entire HD if I wanted, and recieve just as much, I think.

Thanks for the offer though.

Anyway, I'm going to play through zdcmp2 now, and compile a text file full of errors and potential areas that need work as I go (makes for a better grasp on the time), and then stick it in a post here when I'm done.
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

Ok, done that :)

@Talonos: It's a big and detailed list, split up into fields of expertise (so to speak). It also contains a lot of informatino about the map, and many possible spoilers, (not that most of it hasn't already been gone through before). Should I post it up here, or shall I PM you the information?
User avatar
Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

@Phobus - Could you send me the wad? Mine appears to be outdated :|
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

The map wad, or everything?

Hopefully your e-mail can take a really big file if it's everything.
User avatar
Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

Phobus wrote:The map wad, or everything?

Hopefully your e-mail can take a really big file if it's everything.
Everything :)

But you can send it to my other email - blanketboy25@gmail.com
User avatar
Talonos
Posts: 789
Joined: Mon May 03, 2004 7:08 am
Location: At college!

Post by Talonos »

I'd like you to PM the list to me. I might post it up once I've read it.

Sorry I wasn't around today. Somebody told me I should play scythe map 30. It's a lot bigger than I thought it was going to be, and I lost track of time. :?
User avatar
Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London
Contact:

Post by Phobus »

@Kirby: e-mail sent (subject zdcmp2, in case the e-mail name isn't familier to you)

@Talonos: Ok, PM it is.
User avatar
Finalizer
Posts: 180
Joined: Fri Sep 24, 2004 6:07 am

Post by Finalizer »

Talonos wrote:Yes, Phobus, I consider you a team member.

And I agree with you.

Finalizer? Any word?

You want an impressive inbox too, Phobus? I can give you a G-mail invite. I only have, like 97 sitting around...
Heh, the "advantage" of school being out- no access to the interweb ( :D ) outside of the library... Ah well, just send me a copy of this thing to either finalizer0@yahoo.com OR finalizer0@gmail.com, and I'll pick it up sooner or later (Since the only "significant" change would be in a single lump, I'd probably just be able to send it to ya at anytime, unless you'd like me to add some guns or something- I'll see whats what when I get my hands on the thing.)

In any case, I'll (try) to keep in touch. :D
User avatar
Talonos
Posts: 789
Joined: Mon May 03, 2004 7:08 am
Location: At college!

Post by Talonos »

Okay.

Finalizer: At the very least, we need a decorate equivelent of all of the dehacked weapons so we can ditch the dehacked weapons. If you can massage the lump a little too so that the sprite names don't overlap the stock names, the sounds don't overwrite the stock sounds, and stuff like that, it would be good. (Right now, even if we remove the dehacked lump, the rockets will still look and sound like the twin fireballs.)

You can, however, contribute as much as you want. If you want to redo the weapons, go ahead. We've got good sprites, and decorate is so much more flexible than dehacked that we could probably do much better than a straight conversion. Feel free to add cool effects, alt-fires, and whatever. You're our weapons guy, here.

Phobus: I've read your list, Phobus, and I agree with basically all of it. I don't think that we should put it out, though. Basically, if you look back at my origional outline, the list you gave me would be in step five. You suggestions are all well and good, but they are difficult to do by many people. I'm thinking a list like this:

Code: Select all

Make a boss arena.
Make an interior to the UAC building.
Make other stuff.
Then people sign up for those things. The areas that we end up with end up being copy/pasted in, and the map is closer to being done. Your list are things small enough that if I tried to divide the responsibility to fix them to, say, five people, they would each fix bugs and then we'd have five maps with one fifth of the bugs fixed and no good way to merge all of the changes together.

I'll see if I can come up with a list of "big" things we need to do, but we'll keep your list so that when the map is done, we can fix those issues.

I'm going to bed now. As soon as I get up, I'll start typing the list.

Recently, (As part of graduation) I had to set up a table that displayed what I had accomplished in high-school. On a whim, I put up my laptop on the table and had it run a demo of me playing through the ZDCMP2 beta I had. It was a big hit. This one man came over with a sneer on his face and said "Ah, Doom. I remember when it was cool to mod that." Then he saw the guy jump over the pit with the jetpack, boost up to the air duct, and come down into the elaborately detailed computer room.

He wasn't snering for much longer. :wink:
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Post by BouncyTEM »

hm...decorate equivalent of all the dehacked weapons?

if I get a copy of the dehacked weapons, I can see what I can do just in case Finalizer isn't available. :)
Locked

Return to “Editing (Archive)”