Is Foreverhood dead?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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NeuralStunner
 
 
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Re: Is Foreverhood dead?

Post by NeuralStunner »

Apothem wrote:I'd love to get a peek into your libraries, however messy they may be ;)
Sounds like a really bad nerd pickup line... :P
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Ethril
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Re: Is Foreverhood dead?

Post by Ethril »

More like
Duke Nukem Foreverhood
am I right?

(please don't kill me)
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solarsnowfall
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Re: Is Foreverhood dead?

Post by solarsnowfall »

I won't kill you, but I will tell you that your comparison is completely wrong. For one, skadoomer hasn't been leading us on with screen shots and press releases suggesting an eventual release. For another, it hasn't been like... 11 years. More aptly would have been KDiZD Forever back sometime before it launched. And I'd be very surprised if that joke hadn't already been done to death.
skadoomer
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Re: Is Foreverhood dead?

Post by skadoomer »

While documenting my code, I was going through the 15 backups of libraries I had and stumbled upon this gem: the gameplay release I gave my beta testing squad. Its foreverhood 2.0's gameplay model using doom's resources as a proof of concept. Its designed to be played with Oblige, which generates random doom maps and makes the beta more fun to play (which is included in the link below). The idea was to re-skin this model with the custom foreverhood graphical content and maps to complete the project. There's some features in here that where later removed (like weapon charging), but it will help make sense of all the scripting code I'm going to release. Consider it the first installment of my resource release and an early Christmas present.

Download Gameplay Beta Test

Be sure to view the readme doc for how to set this up and a list of known issues.

Concerning the remainder of the foreverhood resource release, here's how I plan on doing this. I have 2 packages i'll release around Christmas: one with the art and one with the code. The art stuff will be the larger of the two, probably about a gig or so of large .psd files that I was working on, the textures and wip map files. The code folder will have the project directory I was working out of, the acs files as well as the design docs I wrote to keep track of this projects story and how to use some of the internal features. I forgot just how much work I had done on this project, but its friggin' massive. I have no idea where I put the project down or what it was I was tooling with at the time it was archived, but hopefully I can come to that conclusion in the next week or so. I may have been further along than I originally thought (not by much though).
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Grymmette
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Re: Is Foreverhood dead?

Post by Grymmette »

So...it's not dead...?

Or are you, like, passing it on?
skadoomer
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Re: Is Foreverhood dead?

Post by skadoomer »

I'm more or less archiving my stuff so if in the future I or anyone else whats to keep working on the project, the project path is laid down before them. Also, it would probably be a cool teaching tool for those interested in scripting. If anyone else wants to take it on, I've basically done a lot the heavy lifting. I don't expect anyone to take it on and really don't have space in my life to keep working on a project of this size by myself. However, I'll fully encourage anyone who wants to continue working on the project once the resources are released.
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Xaser
 
 
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Re: Is Foreverhood dead?

Post by Xaser »

Huh, there's no monsters. What am I doing wrong this time? :P
skadoomer
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Re: Is Foreverhood dead?

Post by skadoomer »

Barrels are the monster spawners. If there are none of them in a map the spawn director will shutdown.
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Alice Jameson
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Re: Is Foreverhood dead?

Post by Alice Jameson »

I apologize for bumping but has anyone managed to get the gameplay beta to work?
Scuba Steve
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Re: Is Foreverhood dead?

Post by Scuba Steve »

Any plans to release the in unreleased work?
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