[WIP] [GZDooM] Roll v0.2

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
HeXaGoN
Posts: 161
Joined: Sat Dec 04, 2010 3:07 pm
Location: Texas, United States

Re: [WIP] [GZDooM] Roll v0.2

Post by HeXaGoN »

Nero wrote:Extremely cool demo! That last turret kept kicking my butt until I just barely managed to scrape by it. I was wondering if you'd leave the uncompiled ACS in the map next release? I'd like to study it a bit. I have cinematic uses in mind for a camera that I can turn on it's side, nothing physics defying like this. Again, awesome work, this a gem of a mod.
Ah that part with the turret! You gotta jump to avoid the targeting laser!

Anyways, I guarantee the ACS source will come with v0.5
I might include it with the next release or the next release after that, which would be v0.3 and v0.4

Allow me to break down how the roll effect works:
Everybody deserves to know this.
A camera is looking straight down/up at a 90° angle at a camera texture, so the cameras pitch is either 90° or -90°.
In my mod, the camera looks straight down.
To change the "roll" angle, I change the cameras yaw, therefore rotating the camera texture seen on-screen.
The camera texture is linked to a camera which is teleported/set to the players position constantly, and that camera also copies the players view angles.

Currently I am working on v0.3, more features to come!

This would include:
Ability to choose where to start
Bug fixes
Different types of turrets
Bigger map

Anyways, hope you had fun guys!
User avatar
TheMightyHeracross
Posts: 2100
Joined: Sun Aug 18, 2013 9:41 am
Location: Philadelphia, PA

Re: [WIP] [GZDooM] Roll v0.2

Post by TheMightyHeracross »

There Torm was, saying we were running out of ideas. Awesome! :)
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] [GZDooM] Roll v0.2

Post by cortlong50 »

are you planning on making a megawad out of this badboy?
HeXaGoN
Posts: 161
Joined: Sat Dec 04, 2010 3:07 pm
Location: Texas, United States

Re: [WIP] [GZDooM] Roll v0.2

Post by HeXaGoN »

cortlong50 wrote:are you planning on making a megawad out of this badboy?
I might.
For now it will be one big map with 3 main parts.
Of course, later on I will make more maps in later versions.
User avatar
Sarah
Posts: 551
Joined: Wed Sep 06, 2006 12:36 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): Debian 11 (bullseye), Windows 10
Location: Middle of Nowheresville Il.
Contact:

Re: [WIP] [GZDooM] Roll v0.2

Post by Sarah »

wtg62 wrote:Allow me to break down how the roll effect works:
Everybody deserves to know this.
A camera is looking straight down/up at a 90° angle at a camera texture, so the cameras pitch is either 90° or -90°.
In my mod, the camera looks straight down.
To change the "roll" angle, I change the cameras yaw, therefore rotating the camera texture seen on-screen.
The camera texture is linked to a camera which is teleported/set to the players position constantly, and that camera also copies the players view angles.
:-? Hmmm, that took me a few minutes to wrap my brain around, but that's a genius way to accomplish this.
wtg62 wrote: Anyways, hope you had fun guys!
Believe me, I want to play more Roll! :rock:
HeXaGoN
Posts: 161
Joined: Sat Dec 04, 2010 3:07 pm
Location: Texas, United States

Re: [WIP] [GZDooM] Roll v0.2

Post by HeXaGoN »

Hey guys, just wanted to add that the settings you pick in the roll menu are now saved as CVars!
This will be coming in v0.3.

I've decided I will try to get v0.3 done by the end of December.
I've also decided, I am going to double the length of v0.2's map and add a bunch of new rooms!

Make sure to update GZDooM to the latest version!
User avatar
Morcillete
Posts: 73
Joined: Wed Sep 05, 2012 8:47 am

Re: [WIP] [GZDooM] Roll v0.2

Post by Morcillete »

This is just too amazing...
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: [WIP] [GZDooM] Roll v0.2

Post by cortlong50 »

youve really got soemthing going on, i would at least throw this into a wad as a part of the pack.
i dont know...the world needs to see this hahaha.
HeXaGoN
Posts: 161
Joined: Sat Dec 04, 2010 3:07 pm
Location: Texas, United States

Re: [WIP] [GZDooM] Roll v0.2

Post by HeXaGoN »

I've finally got to adding the ability to start at any checkpoint in the game.
So far there are 4 places you can start, but once I get more of the map done for v0.3, there should be 8.
cortlong50 wrote:i would at least throw this into a wad as a part of the pack.
I didn't really understand what you said here. What pack are you talking about?
HeXaGoN
Posts: 161
Joined: Sat Dec 04, 2010 3:07 pm
Location: Texas, United States

Re: [WIP] [GZDooM] Roll v0.2

Post by HeXaGoN »

Hoping I won't cause too much trouble, but here's a little bump to say something.
Although I'm late to it, I'm putting up v0.3 in the near future.
This mod isn't dead, so don't worry about that.
Tux
Posts: 65
Joined: Sun Dec 29, 2013 3:55 pm

Re: [WIP] [GZDooM] Roll v0.2

Post by Tux »

Wow, this is great so far! I'm looking forward later releases :)
User avatar
Tapwave
Posts: 2096
Joined: Sat Aug 20, 2011 8:54 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia with Vulkan support

Re: [WIP] [GZDooM] Roll v0.2

Post by Tapwave »

I really, really like the music. Calm, ambient soundtracks like those are my favorite.
HeXaGoN
Posts: 161
Joined: Sat Dec 04, 2010 3:07 pm
Location: Texas, United States

Re: [WIP] [GZDooM] Roll v0.2

Post by HeXaGoN »

terranova wrote:I really, really like the music. Calm, ambient soundtracks like those are my favorite.
It's mostly for the atmosphere I am (or am trying to) set up for this mod.
Expect to see some more similar tracks popping up in later versions.
There will be some tracks that will add to more of a 'depressing' or a 'intense' atmosphere rather than a calm one, for example.

Anyhow, I'm glad to see people enjoyed v0.2
v0.3 is currently in the works.
Locked

Return to “Abandoned/Dead Projects”