[VERSION 1.01] Prime Directive (aka Space Station Omega 2)

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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

Yeah. The finished map set will provide a good set of data for redoing GZDoom's lighting. I'm already finding myself "optimising" the maps by adding more vertices/sectors to reduce the number of surfaces my places lights will hit. I shouldn't need to do that.

tl;dr - I'm thinking of how the code will look after I play with it.
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Nash
 
 
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by Nash »

Will await the day that data testing will finally happen, whenever that may be. :)
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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

i did just run a few situational tests with FRAPS running to see where the framerate suffered. It always seemed to me that it was polyobjects that threw it for a loop, but after playing around it seems more likely that there's a core performance issue with 3D floor rendering. I'll whip up some example WADs to work with as a result based on this conclusion.
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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

Development diary #44

I went through the projects forum to see what I missed over the last few months. Downloaded Jimmy's Square mod. Realised I was playing a children's mod that called an enemy a Circle Jerk.

Image

10/10 would lol again.

More script writing today - and by script, I mean dialogue and implementation. It takes a while, especially with any branching dialogue I have. A few more important story beats have made their way in, though. Blue team now talks to you - and you find out one of your red team members was in a relationship with the blue team leader. Oops. The penultimate discussion with Cronenberg is also in place, and packs a bunch of revelations in to a rather short time frame. All related, but its only at that point that you have enough information to really feel them. Kinda like the first ten minutes of episode 13 of The Trial of a Time Lord. Except not as well written because we're not all Robert Holmes.

I also have a throat infection that kept me home today and not focusing on much of anything. So I didn't get too much done at all in the scheme of things.
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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

Development Diary #45

I'm ploughing through my todo list at a decent rate, but there's still quite a lot of work to get done before I can consider this a complete release. It's perfectly doable within a month - at least, if I don't focus on something for too long trying to polish it excessively.

I redid the lighting in the main entrance to the base (ie turned down the sector lights and put in dynamic lights) which brought up the frame rate issues I've been seeing on my dodgy laptop hardware. I figured that since there was 3D floors there - and in particular, transparent 3D floors - that it was the likely culprit. Rediid the water to be a ye olde transfer heights... and still had the performance issues. But only when I was looking at the elevator.

It seems my polyobject/3D floor trick may in fact be the cause of my render issues. I suppose that can be narrowed down further to just plain polyobjects.

Oh well. Cronenberg's office now has a computer and some lighting. Wrote some emails between Cronenberg and Boon that exposit a few things (and also provide a piece of the 100% completion).

I'm not looking forward to poilshing the barracks. There's still a complete gameplay section I need to properly map out there.
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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

Development Diary #46

If you're reading this, I've snuck another pre-alpha build up online. And by snuck, I mean I've shared it on my Google drive rather than doing anything special.

Today's work, thanks to the fact that I'm still battling a throat infection/mutation into cold, was mundane. Because I was at home feeling like a zombie. I finally tracked down hand sprites (half hooked up, need to do the health recharge sprites AND redo a bti of that logic). I put in a few new computers. Discovered polyobject/3D floor combos slapping the framerate some more in the office area now that I actually open those doors. Started polishing up the marine barracks. Got bored as I expected, moved on to other things. Put in a secret area that you need to rocket-demon-jump to get to (as opposed to other secret areas where you just need to plain cheat to get to it). Added callbacks for when a new outdoor lighting phase starts, and tied that in to some new lights I was throwing about the place. Uhm. It was all very mundane, but it's inching ever closer to proper alpha state.

The todo list doesn't look as intimidating when I sit down and do mundane shit.
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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

Development Diary #47

Too many map variables.

Wut?

Are you kidding me, ACC?

The landing pad map apparently has too much going on, so I have to employ some programmer knowledge to get some of my variables back (ie all my bools are about to die). I can't be arsed checking the limit in the source code, but surely it couldn't damage things too badly to up the limit?

Another mundane night otherwise. Going through and implementing the 100% completion code.
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EksFaktr
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by EksFaktr »

Hey, I was really looking forward to trying this out, but it looks like a bug (whether in your mod or GZDoom itself) is preventing this from happening. With the newest devbuild version of GZDoom and your most recent pre-alpha build (two posts above mine), I get a crash whenever I enter the menu to start a new game. If I can skip directly to the first map, it seems to work fine,but going into the menus is a death sentence.

Edit: I lied, warping to the first map crashes it instantly. I'm assuming the first map name is ge5map01?
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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

Can you give more details? I run GZDoom 1.8.02 over here and that pk3 runs fine. Error log? ZDoom's error reporting dialog box? Are you running an ATI card?
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Enjay
 
 
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by Enjay »

Can you check a different devbuild version of GZDoom?

There was a bug that caused crashes with mods using models but that was fixed. However, the numbering versus the dates on the devbuild site is currently a little confusing. I know that the build with file name gzdoom-G1.9pre-314-gac0c07a.7z had the fix but there is a slightly newer build up that has a lower revision number (gzdoom-g1.8.1-306-gac0c07a.7z). I'm not in a position to check to see if they both have the fix ATM but if you are using 306, try 314 (and please report back).
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Mav3rick
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by Mav3rick »

i can confirm that the version "gzdoom-g1.8.1-306-gac0c07a" crash and the "gzdoom-G1.9pre-314-gac0c07a" it works
also got... script warning,"20131016a_ge5-pd.pk3:decorate.txt" line 1344: unknown class name '0'
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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

The script thing is just a warning I've been too lazy to file a bug for. The documentation says null parameters are cool, but it throws a warning anyway.
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Enjay
 
 
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by Enjay »

Mav3rick wrote:i can confirm that the version "gzdoom-g1.8.1-306-gac0c07a" crash and the "gzdoom-G1.9pre-314-gac0c07a" it works
As I suspected. Thanks for the feedback.
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EksFaktr
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by EksFaktr »

Sorry about the long delay, have been at work. After downgrading to the previous devbuild (G1.9pre-314-gac0c07a) I was able to get it to launch and allow me into the menus without any issue. Of course, since that discovery, I haven't had a chance to actually *play* the damned thing, lol. I will get back to you if I run into any big issues in the WAD itself. =)
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GooberMan
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Re: [WIP] Prime Directive - SECOND public Pre-Alpha RELEASED

Post by GooberMan »

Development Diary #48

You know how I said I wasn't going to touch Space Station Omega again?

Image

I lied.

I also went through and put in cutscene cancelling scripts, which took far too long. Doomers ball shit snakes.

I guess the good news there is that I'm running out of critical underlying systems to tie up and integrate across the entire mod. There's stats tracking for weapons, goals tracking for 100% completion, and cutscene handling as new distinct modules. All in and hooked up.

Now I just need to A) Finish mapping the power generator section; and B) Write all the dialogue; and C) Finish the sewers; and D) Whatever else is on my TODO list...
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