[WIP] ZDoom Wars (Version 0.85)

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Captain Ventris
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Re: [WIP] ZDoom Wars (Version 0.8 Chex Quest almost ready!)

Post by Captain Ventris »

Mik57 wrote:I have 1 question though. Im having a bit of trouble of making projectiles spread. They don't really serve much purpose just going straight forward.

Also, heres what I have so far. 1 small outpost, 1 tiny outpost thing, and some small changes.
http://www.sendspace.com/file/bawbjo
I have not the slightest idea about mapping, sorry. Wouldn't know how to make them spread out.


I love the new stuff, and the switch that raises barriers in the throne room is a nice touch. I noticed there was an odd patch of snow or something near the new fort. Is that for any particular reason?

As usual, lookin' good!
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Mik57
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Re: [WIP] ZDoom Wars (Version 0.8 Chex Quest almost ready!)

Post by Mik57 »

Yes, its part of the transition from green to snow. As the elevation increases, there will be more patches of snow, until its completely snow.
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Captain Ventris
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Re: [WIP] ZDoom Wars (Version 0.8 Chex Quest almost ready!)

Post by Captain Ventris »

Mik57 wrote:Yes, its part of the transition from green to snow. As the elevation increases, there will be more patches of snow, until its completely snow.
Ah, sounds coolio.

I have all the gameplay mechanisms working for Virus, now I have to do extensive balance work.

EDIT: Virus is basically ready for public consumption! Of course, Bouncy doesn't appear to have come on and put up the links to version 0.81 yet. :(
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Mik57
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Mik57 »

Progress is going ok, for now. Another BSOD hit me, but luckily, I kept a backup on my flashdrive.
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Captain Ventris
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Captain Ventris »

Mik57 wrote:Progress is going ok, for now. Another BSOD hit me, but luckily, I kept a backup on my flashdrive.
Woot!


I finished the upgrades for Virus today. The Virus faction special ability can be found explained on the wiki page. I noticed that some creatures refuse to make their walking sound, so I am fixing that right now, by replacing the "sound spawning objects" used in Doom Enhanced with a simple A_PlaySound.


It looks like I may have a version 0.82 before Bouncy updates the links to 0.81! XD

EDIT: I just had a load of fun working out a DECORATE version of A_SorcererRise, so I could properly give D'Sparil stepping sounds. It's done now. The code for the virus upgrade is epic, since you can upgrade your ground units twice. When I release it, take a peek at the spawners for a lol or two.

EDIT2: I have fixed all the issues I could find with the footstep sounds and bodythumps, and am now Enhanced'ing Virus. I may not add gibbage, but a polygonal chunk spawner might be fun. Opinion, Phobus? Could I add sprays of thing-chunks? Obviously I wouldn't need that for some enemies, since they do that anyway, just for others like the Spore. MAYBE. Some enemies aren't fit for chunks flying about. In fact, I don't think any of them are that don't already throw bits.
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Mik57
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Mik57 »

Alright, some random screenies of unfinished places! woo!

This is the snow base, still need some work on it
ImageImage

The partially underground cavern, almost done (kinda)
ImageImage

The entrance to the cavern
ImageImage

Can't wait for the updates to be posted!
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Captain Ventris
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Captain Ventris »

That's lookin' awesome, Mik! Will we get to wander around in the caverns as some secondary, more narrow path?


In other news,I have finished Enhanced'ing Virus. 'Tis sweet. I decided not to add any more bits to the enemies without them, though I did put in sounds for when they hit the ground and such.
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Mik57
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Mik57 »

Actually, there is 1 main looping path, and the Cavern is part of it. You can wander off of the path, though, and set up a little blockade or hideout there. Actually, Im designing this so you can do that just about anywhere.
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Phobus
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Phobus »

I'll try and check out the updates when I get a chance and I've got the internet at my flat. As for chunk throwing... in theory they wouldn't need them, but I'll have a look at what you've done so far when I can and see if I can think of anything to suggest to make it so that they're as interesting when they die as the other factions.
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Captain Ventris
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Captain Ventris »

Phobus wrote:I'll try and check out the updates when I get a chance and I've got the internet at my flat. As for chunk throwing... in theory they wouldn't need them, but I'll have a look at what you've done so far when I can and see if I can think of anything to suggest to make it so that they're as interesting when they die as the other factions.
You can check out the updates when they actually get uploaded. XD

Bouncy must be off somewhere this week, heh.


I have improved the death sequences where I could, so that, for example, a Spore remains in the air and blinks before plummeting to the ground, and makes a metal sound upon hitting. Stuff like that. The mill does the same thing, so it drops, and explodes, like a bomb!
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Phobus
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Phobus »

Oh good. I may even borrow some of that code to upgrade Virus itself... but then again I'm pretty sure Zdoom Wars can get away with the altered behaviour without Virus having it due to the differences in gameplay.
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Captain Ventris
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Captain Ventris »

Phobus wrote:Oh good. I may even borrow some of that code to upgrade Virus itself... but then again I'm pretty sure Zdoom Wars can get away with the altered behaviour without Virus having it due to the differences in gameplay.
Heh, yeah. I do think the Spore would benefit from the death sequence alterations I have for it, though. It looks neat-o.
Doom Connector
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Doom Connector »

This is pretty good but i keep getting an error when loading the wad, or wads. You should come out with a new version called ZDoom BRAWL! XD

Code: Select all

Execution could not continue.

Script error, "DECORATE" line 2069:
You cannot pass parameters to '('
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Captain Ventris
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Captain Ventris »

Doom Connector wrote:This is pretty good but i keep getting an error when loading the wad, or wads. You should come out with a new version called ZDoom BRAWL! XD

Code: Select all

Execution could not continue.

Script error, "DECORATE" line 2069:
You cannot pass parameters to '('

Heh, I DO believe I just got the next idea for a wad to make!


Anyway, you'll need svn version rv1115 or later to run this, and then make sure to run "ZDoom Wars Files" before all else.
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Re: [WIP] ZDoom Wars (Version 0.81 very soon!)

Post by Doom Connector »

Why was the his not announced in the god damn F.u.c.k.i.n.g topic title or first post!?!?
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