[Pogostick] 0.9 Online! | Where are your contributions!? :(

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Remmirath
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Remmirath »

I'm making a contribute for this awesome project...however i'm a bit slow in mapping... :wink:
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by CaptainToenail »

Cool, same! I'm working on a map too now! :D
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Tormentor667
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Tormentor667 »

Can't wait to see your maps when they are finished :)
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Tormentor667 »

I just uploaded a new version, same link, new map, enhanced script (hud displays keys and rad-suit as well now) and some more stuff :)
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Remmirath »

I've got an idea:

How about making commander keen monsters for this project?
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by bagheadspidey »

look what I found =)
Spoiler: guess who
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Medricel
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Medricel »

bagheadspidey wrote:look what I found =)
Just the thought of having Vectorman in the mod makes me tight in the pants :D
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.+:icytux:+.
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by .+:icytux:+. »

i got 2 bugs:

Pogo deep in death: the nukage dosnt hurt you

and the 180 turn dosnt work for me :(:(:( wich makes worsts map impossible.

"unknown command 180 turn"
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Worst »

.+:icytux:+. wrote: and the 180 turn dosnt work for me :(:(:( wich makes worsts map impossible.

"unknown command 180 turn"
the 180 turning command was removed a few versions ago with doublebinds.

Go to Settings -> Customize Controls -> Platform Controls

the key "ActivateDoubleBinds" should be defaultbinded to <KP*>
when you press <KP*> you'll get double binds to <KP4> and <KP6>

after that your keys should be like this:
Double Press KP4 -> turn left
Double Press KP6 -> turn right
KP4 -> move left
KP6 -> move right
KP8 -> inwards
KP5 -> outwards
it might feel a bit tricky at first, but you'll soon find it much parempi than a 180turn key :P
§-Morpheus-§ on Mon Feb 25, 2008 1:41 pm wrote: I've got an idea:

How about making commander keen monsters for this project?
hmm they might look a little out of place in a doom enviroinment, but they could fit nicely in a bonus map with commander keen textures and monsters. :)
I could rip some textures if someone would do the decorate & sprites for the monsters :P
Though I dunno what Torm thinks about this idea. :?:
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Unknown_Assassin »

bagheadspidey wrote:look what I found =)
Awesome. :D
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Tormentor667 »

I'm still waiting for some contributions in form of maps or classes :P
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Onslaught Six »

One thing I'll say: Upon trying to play it the first time, it was 'really' difficult because I was still stuck trying to play it in "Doom mode"--that is, I can approach situations the same way I did in regular first-person view. This obviously did not work out--particularly was the fact that I couldn't back up while shooting forwards, which is one of my main techniques in regular Doom. I also had tons of difficulty dealing with Imps until I came to the realization that I could 'jump over' their fireballs.

Is crouching disabled somehow, or is it just that there's no sprites for DoomGuy/Keen to show it?

I may or may not make a map for this, depending on how easy/hard/etc. it becomes.

How do the classes work? I'd consider making one of the Hexen guys or something, maybe. (It'd be interesting to have to use the Fighter or Cleric's melee attacks in this kind of format.)

EDIT: Looks like my plan to make a map for this has crashed and burned. Whenever I try to compile the script in Doom Builder, it spits out this error:
Spoiler:
Now, I understand ACS enough to make some basic map scripts to do what I want, but this is far beyond my knowledge, so...what's up?
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Tormentor667
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Tormentor667 »

That should not happen at all but I think a solution would be to get the latest ACC / ACS stuff for ZDoom and try compiling the script again. Get the latest version here: http://www.zdoom.org/Download

If it still doesn't work, make sure that you completely copy the script from ACS_POGO into your own maps script lump in DoomBuiler without altering it. It must stay as it is! :)

Cheers, and good luck, if there is still a problem left, feel free to ask :)
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Remmirath
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Remmirath »

Can this one be useful for Pogostick?

http://rapidshare.com/files/95635075/Co ... e.zip.html

The file size is a bit big: 12 megabytes

When you finish the download, extract the archive and browse every folder...

It contains every sprite from commander keen 1-2-3-4-5-6-dreams...
Hope i've been useful :wink:
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Tormentor667
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Re: [Pogostick] 0.8 Online! | Time to Contribute!

Post by Tormentor667 »

Thx but this isn't necessary, as you can get most of that from this source:
http://www.panelmonkey.org/sprite.php?id=152&theme=3
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