[WIP] The Good Guys V2 [Updated P1 20080317][Screenshots P4]

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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080112][Screenshots P3]

Post by MartinHowe »

Update (See page 1):

2008.01.12
-Fixed ALIEN looking in the wrong direction when about to turn and face the player
+Given the Black Magic weapons a definite progression of power
-Swapped the BoB and SoS primary attacks for consistency with the WMD

OK, the Back Magic weapons now have a definite progression of not only power, but how much health and, for the secondary attacks, mana they take:

The Bible of Blasphemy poisons things; it usually kills a hell knight outright and takes out a fair crowd of smaller monsters in one hit.

The Sceptre of Sacrilege burns things; it usually kills a baron of hell outright and takes out a bigger crowd of smaller monsters in one hit.

The Heart of Heresy freezes things; it usually kills a cyberdemon outright and takes out a large crowd of smaller monsters in one hit.

The secondary attacks are unchanged, as befitting the weapons power sequence:

The Bible of Blasphemy cats are weakest (remember, they're not true demons) but can kill smaller beasties and are a good laugh.

The Sceptre of Sacrilege spirits are unkillable, but time-limited and not all that fast.

The Heart of Heresy is just plain weird; powerful though, because it can resurrect any monster that has a RAISE state and sometimes spawns the evillest monster of modern times - ALIEN.
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080118][Screenshots P3]

Post by MartinHowe »

Update (See page 1):

2008.01.18
-Some minor improvements under the hood
+A demo level (small at the moment)

A NAZI themed demo level with an armoury and a few NAZIs to waste. Will be bigger, but this is the start. Die, Hitler Die!
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080309]

Post by MartinHowe »

Update (See page 1):

2008.03.09
+All DOOM power-ups and artefacts implemented and some generalised
+A basic compatibility layer for playing standard DOOM levels with it
+Much improved demo level, still small, but with many many more features!
+Implemented in demo level DECORATE script many decorations and things from Wolf3D including the "lost episode" NAZIs (and their dog!)
+Implemented a few of my own NAZI scenery items as well!
+Basic documentation for demo level DECORATE items (not currently all used in the game, but rip 'em for your own projects if you like)
+Demo level WAD (minus the map) intended to eventually become The Bad Guys V2

The main points are the compatibility layer, the artefacts and the demo level.

The compatibility layer replaces standard DOOM weapons, ammo, health, armour and powerups with their nearest equivalents. In a future version, some may use custom inventory items that randomly select when there's more than one alternative. For example, the Plasma Rifle is always replaced by the Molecular Disintegrator, but the Neutron Degenerator would do as well; the BFG9000 is always replaced by the Quantum Disentangler, but perhaps a Bible of Blasphemy would be nice now and then.

The artefacts are more balanced in that each idea in health is now dualled in armour and vice-versa; for example there's now an "armour repair" kit that replaces the armour bonus, but there are "stimpack" and "medikit" versions as well; correspondingly to the blue armour, there's now a "tissue regenerator" that simply takes the player's health directly to 200%

Finally, the demo level has many many more special effects, original music and some nasty NAZIs and their dogs. There are also several new textures. You are strongly advised to start the level without warping and view the title screen and music at least once -- unless you are an expert on NAZI collaborators in WWII, some aspects of the story may not make sense without it. In fact, the locals don't always attack you on sight because as you are in uniform, they often mistake you for British Free Corps - at least until you blow their brains out; for this reason, at some point, the Fuhrer may send you on a rather bizarre errand when you near the end of the level .....
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080309]

Post by MartinHowe »

Update (See page 1):

2008.03.11
+New INTERPIC in the demo level
-Slight improvement in one of the "under construction" areas
+Molecular Disruptor flames hurt just like the DN3D ones that inspired them

I have also taken some new screenies which I will post when I've had a chance to look through them and select some good ones. Here's one to be getting on with:
Image
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DBThanatos
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Re: [WIP] The Good Guys V2 [Updated P1 20080311]

Post by DBThanatos »

Am I the only one getting this?
Zdoom wrote:Execution could not continue.

Script error, "DECORATE" line 10392:
Unknown powerup type 'IronFeetAbsolute' in 'RadiationSuit'
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Kinsie
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Re: [WIP] The Good Guys V2 [Updated P1 20080311]

Post by Kinsie »

DBThanatos wrote:Am I the only one getting this?
Zdoom wrote:Execution could not continue.

Script error, "DECORATE" line 10392:
Unknown powerup type 'IronFeetAbsolute' in 'RadiationSuit'
Yeah, this seems to look for a number of strange unknown powerup types. I'm going through fixing them now...
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080311]

Post by MartinHowe »

Sorry, my bad :oops:
ZDoom SVN r778 or GZDoom SVN r51 or greater is required.

It needs at least one post 2.2.0 feature as I recall and at least SVN 778 because Graf had to make a fix in the DECORATE parser because it couldn't find the custom powerup types.
Last edited by MartinHowe on Sat Mar 15, 2008 6:32 am, edited 2 times in total.
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Kinsie
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Re: [WIP] The Good Guys V2 [Updated P1 20080311]

Post by Kinsie »

That'd be it.

I was using the official GZDoom build.

How do custom powerup types work?
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080311]

Post by MartinHowe »

Basically, you define PowerXXXX as the powerup type and a powerup giver that gives XXXX. For example, here's how the GG radiation suit works, minus all the obvious stuff like sprites, radius and height:

Code: Select all

ACTOR RadiationSuit : PowerupGiver 15073
{
	Inventory.PickupMessage "Radiation Suit!"
	Inventory.PickupSound "misc/p_pkup"
	Inventory.MaxAmount 0
	Powerup.Type IronFeetAbsolute
	Powerup.Duration 3150
	Powerup.Color "00 FF 00", 0.125 // color of ironfeet as defined in a_artifacts.cpp
	+INVENTORY.ALWAYSPICKUP
	+INVENTORY.AUTOACTIVATE
}

ACTOR PowerIronFeetAbsolute : PowerProtection
{
	DamageFactor "Slime", 0				// nukage, hellslime, etc.
	DamageFactor "Poison", 0			// posion (as in cleric flechettes, etc.)
	DamageFactor "Electric", 0			// electrocution
}
You can also make "cursed" powerups (de-powerups? powerdowns?) like the -2,-2 swords in rogue; use damage factor >1 and "cannot drop this item" flag.
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080311]

Post by MartinHowe »

Quick note - there will be an update to the demo level this afternoon or early evening (UK time, GMT), so you may want to hold off playing it until then. There are a few tidy-ups, some minor bug fixes and, most importantly, there is one flexing HUGE bug that only occurs in one part of the map and only if you are very low on health. The map also needs to be modified so monsters can open polyobject doors as well as "real" ones :)

If ya want some fun in the meantime, try this. I've already played it straight, but I'm only an average player and definitely intend to replay it with some decent weapons when I have the time :)
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080317][Screenshots P4]

Post by MartinHowe »

Update:

2008.03.17
+Demo level - Code review and tag tidy up in ACS and MAP
-Demo level - Minor bugs fixed
-Demo level - Premature Death bug fixed in (you'll know it if it happened to you :wink:)
+Demo level - Monsters can now open polyobject doors (see also "Special Effects" section in documentation of both parts)
+Demo level - New screenies (see page 4)!
+Demo level - all the NAZI "system" messages in (very very bad!) German

Screenshots! (Warning: very long spoiler section)
Spoiler:
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step2ice
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Re: [WIP] The Good Guys V2 [Updated P1 20080317][Screenshots P4]

Post by step2ice »

This link doesn't work for me, got a mirror?
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080317][Screenshots P4]

Post by MartinHowe »

Well, I just downloaded it myself from a web browser and extracted it as anyone else would :?
Please could you state exactly what the error you get is, and which web browser you're using?
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step2ice
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Re: [WIP] The Good Guys V2 [Updated P1 20080317][Screenshots P4]

Post by step2ice »

I tried it with OPERA and IE and both give me an 404.
Right now I tried it a second time/some hours later cause I though it could be some temporary high traffic or something.
But nah, it just doesn't work.
It would be nice if you could upload it to a file hoster.
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MartinHowe
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Re: [WIP] The Good Guys V2 [Updated P1 20080317][Screenshots P4]

Post by MartinHowe »

Can you download the text file, or is that also giving problems?

Tried it with IE - no problem, tried it with FireFox - no problem. God I hate file uploader sites like RapidShare; when one has one's own web site, what's the point :)

OK, I'll see if I can find an uploader site that doesn't want to send me spam or know how many fleas my cat had last thursday. Definitely not RapidShare though, too many people have problems using it.

I guess it could be a weird permissions problem, so if anybody has successfully downloaded it, please could they say so here?
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