[Project] "Knee-Deep in ZDoom"
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 4629
- Joined: Fri Apr 16, 2004 1:41 pm
- Preferred Pronouns: He/Him
-
- Posts: 4241
- Joined: Fri Jul 30, 2004 4:00 am
- Location: Germany
Damn right Tormentor!Tormentor667 wrote:@NMN - Same to me, but I just know one person who is able to create amazing new doom-styled monsters from scratch: Vader ... and actually he is already creating a new monster for my latest project, so forget about this!
And it it´s really a pain in the ass to create this thingy
Be sure to see me participate in upcoming projects, as far as this will happen!
-
- Posts: 5263
- Joined: Thu Jan 08, 2004 1:02 pm
- Location: N44°30' W073°05'
Yes, I will be doing the cameras and scripting. I just need the three time periods from you, and if you'd like to do transitions between them that would be nice, too.
According to NASA's website, Phobos' rotation period (Length of Day) is 1.026 Earth days. I think this is the rotation of Mars, however. Another site lists it as 0.3191 days. I'm more inclined to believe this. Does anyone have good data from a reliable source?
Also found:
According to NASA's website, Phobos' rotation period (Length of Day) is 1.026 Earth days. I think this is the rotation of Mars, however. Another site lists it as 0.3191 days. I'm more inclined to believe this. Does anyone have good data from a reliable source?
Also found:
Max surface Temperature -4C(Phobos)
Min surface Temperature -112C(Phobos)
Phobos and Deimos are both believed to be captured asteroids, due to their irregular shape and small size (Phobos having a 22.2km wide diameter, whilst Deimos is just 12.6km wide!). Both moons are, however, heavily cratered and are believed to be made up of rock and ice. Like our moon they have a coating of dust on their surfaces. Phobos' orbit is such that it rises in the west and sets in the east, often more than once in one day.
However, I'm afraid there isnt realy much future left for Phobos as an independant moon of Mars. This is because in little over 50 million years it is destined to crash into Mars (with a thud) due to the planet's tidal forces lowering its orbit (presently at about 1.8cm/year). Nevertheless, it (and Deimos) have been seen by many spacecraft since it was discovered by Asaph Hall in 1877, such as the Mariner 9, Viking 1, Phobos and Phobos 2, the last of which even detected an outgassing coming from Phobos.
-
- Posts: 337
- Joined: Tue Sep 16, 2003 3:45 pm
- Location: Syracuse New York
-
- Posts: 4629
- Joined: Fri Apr 16, 2004 1:41 pm
- Preferred Pronouns: He/Him
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
@Someone - Can anyone of you add the fix for the resource wad and also fix the DECORATE for DoomBuilder and ALSO add the Super BArons into the Decorate? This is really important!!!!
@Risen - Concerning music: Just wait, I don't have enough tracks for all the 9 maps so I still have to search for good Doom-Remixes. Does anyone know a good source for mp3s, s3ms or oggs?
@BioHazard - Once again: Will you be able to work on the credits map? Do you already have something in mind?
@NMN - Sounds interesting, what about the Super Barons? Any Screens? Any pre-download?:)
@Risen - Concerning e1m4: Gotta check this now
@Vader - Great to hear that, just wait for "The Shores of ZDoom"
@Risen . Conerning phobos info: What do you want to tell us?!
@Risen - Concerning music: Just wait, I don't have enough tracks for all the 9 maps so I still have to search for good Doom-Remixes. Does anyone know a good source for mp3s, s3ms or oggs?
@BioHazard - Once again: Will you be able to work on the credits map? Do you already have something in mind?
@NMN - Sounds interesting, what about the Super Barons? Any Screens? Any pre-download?:)
@Risen - Concerning e1m4: Gotta check this now
@Vader - Great to hear that, just wait for "The Shores of ZDoom"
@Risen . Conerning phobos info: What do you want to tell us?!
-
- Posts: 4629
- Joined: Fri Apr 16, 2004 1:41 pm
- Preferred Pronouns: He/Him
1.Yes, Lexus But he's off-his music and is in another project anyway. I reccomend Overclocked Remix. Their music isn't that bad. I also have 1 peculiar idea I must undergo later today......I know one person who remixes music in a truly Godlike manner, but I don't think the man will find enough time for us..Tormentor667 wrote: 1.Does anyone know a good source for mp3s, s3ms or oggs?
2.NMN - Sounds interesting, what about the Super Barons? Any Screens? Any pre-download?:)
3.Risen-what do You want to tell us?
Try this for now: http://www.chicajo.com
2.Tonight.
3.Good question
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
Feedback on E1M4
- Starting area (with valve, and core) needs a lot of detail (looks very empty right now)
- Suggestion: Make the "upper part" of the ventilators with a F_SKY flat, looks much better, so the ventilators hang in the air
- We really have to try to do something about that silver pipe textures and flats, they often look very silly because of their hard contrast and black border
- The room with the large 3D bridge should be freed from every TEKGREN texture and also given much more detail, it looks terribly empty and innovative
- Unpeg the elevator wall textures in the large original area with those red lamps outside you can see through windows
- Many rooms need much detail and work concerning fitting colors, texture styles and other things like that, I hope Nightmare can start with this as soon as possible
ALL IN ALL
some work has been done which is pleasing me, but unfortunately a lot of work is still left, gameplay (harder monster & stuff), detail and fine-tuning
- Starting area (with valve, and core) needs a lot of detail (looks very empty right now)
- Suggestion: Make the "upper part" of the ventilators with a F_SKY flat, looks much better, so the ventilators hang in the air
- We really have to try to do something about that silver pipe textures and flats, they often look very silly because of their hard contrast and black border
- The room with the large 3D bridge should be freed from every TEKGREN texture and also given much more detail, it looks terribly empty and innovative
- Unpeg the elevator wall textures in the large original area with those red lamps outside you can see through windows
- Many rooms need much detail and work concerning fitting colors, texture styles and other things like that, I hope Nightmare can start with this as soon as possible
ALL IN ALL
some work has been done which is pleasing me, but unfortunately a lot of work is still left, gameplay (harder monster & stuff), detail and fine-tuning
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
-
- Posts: 4629
- Joined: Fri Apr 16, 2004 1:41 pm
- Preferred Pronouns: He/Him
My contribution to what Torm Said:
1.The secret in one of the halls leading to the "old first large room", near the vents has doors that lock You in. They need "Repeatable use".
2.The starting tram needs some fine-tuning.
3.The rooms near the core (the mirrored room) needs way more detail.
4.The windows and slopes in the "curved and sloped" large hallway need fine-tweaking. Look closer.
5.The last pair of slopes in the hall right behind the upper mentioned curvy one has a HOM. Get rid of it.
6.Someone needs to clean up the fan script. It's pretty terrible now (I ain't no great scripter
7.The valley by the tram needs work on the sky
8.The clouds flat in the skybox is fugly. Either fog the sky more or change to a more approapriate.
9.Fine tune Reactor Procedure Scripts
10.West South maze of halls in primary facility (original E1m4) needs to be finished.
11."UAC" Sign room requires more detail. So goes for the next room, leading to the exit chamber.
12.Exit door is nice, tough exit is terrible. Need fine-tunning.
13.Yellow key room needs work.
14.Former Blue Key room and it's antechamber need more work.
15.North-East corner of the map (nukage pool and bridges) need more work.
16.Numerous Misalignments over the entire map.
17.Add something special to the old starting room (like a dead marine and a message "This guy's name was Flynn... weird" or something. Be original )
1.The secret in one of the halls leading to the "old first large room", near the vents has doors that lock You in. They need "Repeatable use".
2.The starting tram needs some fine-tuning.
3.The rooms near the core (the mirrored room) needs way more detail.
4.The windows and slopes in the "curved and sloped" large hallway need fine-tweaking. Look closer.
5.The last pair of slopes in the hall right behind the upper mentioned curvy one has a HOM. Get rid of it.
6.Someone needs to clean up the fan script. It's pretty terrible now (I ain't no great scripter
7.The valley by the tram needs work on the sky
8.The clouds flat in the skybox is fugly. Either fog the sky more or change to a more approapriate.
9.Fine tune Reactor Procedure Scripts
10.West South maze of halls in primary facility (original E1m4) needs to be finished.
11."UAC" Sign room requires more detail. So goes for the next room, leading to the exit chamber.
12.Exit door is nice, tough exit is terrible. Need fine-tunning.
13.Yellow key room needs work.
14.Former Blue Key room and it's antechamber need more work.
15.North-East corner of the map (nukage pool and bridges) need more work.
16.Numerous Misalignments over the entire map.
17.Add something special to the old starting room (like a dead marine and a message "This guy's name was Flynn... weird" or something. Be original )
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
-
- Posts: 667
- Joined: Tue Aug 05, 2003 2:42 am
- Location: Lossiemouth, Scotland
You have to give the DECORATE thing a SPAWN ID.
Here's my DECORATE lump for my latest wad:
In this case, the DECORATE entry has a spawn ID of 200.
The ACS Script should look like this:
Here's my DECORATE lump for my latest wad:
Code: Select all
//===========================================================================
//
// Hell's Fury
//
//===========================================================================
ACTOR HellsFury 3127
{
Health 1000
Radius 24
Height 64
Speed 8
PainChance 50
Mass 1000
MONSTER
+FLOORCLIP
SeeSound "baron/sight"
ActiveSound "baron/active"
PainSound "baron/pain"
DeathSound "Baron/Death"
Obituary "%o felt the wrath of Hell's Fury"
HitObituary "%o got ripped apart by Hell's Fury"
MissileType HellsFuryBall
MeleeDamage 11
SpawnID 200
States
The ACS Script should look like this:
Code: Select all
Thing_Spawnfacing (70, 200, 0, 76);
-
- Posts: 13548
- Joined: Wed Jul 16, 2003 3:52 am
-
- Posts: 5263
- Joined: Thu Jan 08, 2004 1:02 pm
- Location: N44°30' W073°05'
Good observations. I would have done much more but again my time is at a premium right now and I want to focus on the intermap as it has the most work to be done. I know that Nightmare can handle this so I decided to pass it on now.
I was looking up the Phobos info in order to perhaps provide some notes on the maps themselves (Time of day, etc.) so I needed to know the length of a Phobos day. I thought the rest of the info might be interesting so I passed it along.
If nobody else can do the resource additions then I can, but I would really like someone else to hadle this.
I was looking up the Phobos info in order to perhaps provide some notes on the maps themselves (Time of day, etc.) so I needed to know the length of a Phobos day. I thought the rest of the info might be interesting so I passed it along.
If nobody else can do the resource additions then I can, but I would really like someone else to hadle this.