[Project] "Knee-Deep in ZDoom"

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Graf Zahl
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Post by Graf Zahl »

Most likely not. They are probably far too complex for it.
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Cutmanmike
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Post by Cutmanmike »

Yeah I thought so :(

Someone should start a deathmatch map project thingy
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Graf Zahl
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Post by Graf Zahl »

Why? There are enough good Deathmatch maps out there - even for ZDoom. In terms of mapping Deathmatch has quite limited appeal because you can't do much aside from providing some room to allow players blasting themself into oblivion.
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Risen
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Post by Risen »

No Deathmatch support is planned.
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Cutmanmike
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Post by Cutmanmike »

Graf Zahl wrote:Why? There are enough good Deathmatch maps out there - even for ZDoom. In terms of mapping Deathmatch has quite limited appeal because you can't do much aside from providing some room to allow players blasting themself into oblivion.
I mean one with super zdoom features. For an example, look at the dam
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Tormentor667
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Post by Tormentor667 »

@Risen - Well, I am very sorry for that, I would have fixed this on my own but as I said, reallife catched me once again :( I have to work for my job now about 80% more hours then I usually had to do few weeks before and this makes it very hard to find enough time for doom, sleep and lunch :(
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Nmn
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Post by Nmn »

cutmanmike wrote:I am not a dumbass who quotes images
Is that Your momma? :lol:
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Cutmanmike
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Post by Cutmanmike »

No, this is:
Image
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Nmn
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Post by Nmn »

Check it out! Big momma! :D
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Risen
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Post by Risen »

Please do not spam this thread. I was rightfully annoyed because that particular question has been asked and answered multiple times. In fact, I think you asked it before.

I'm adding the following to the defaultmap with mapinfo. Any reasons why it should not be like this?

evenlighting - with high-res, I don't think this is necessary and it makes sloped areas look better.

strictmonsteractivation - As suggested for all new projects.

forcefallingdamage - I think it fits our definition of the project to include this. You won't notice it often, there aren't a lot of places in E1 to fall very far.

filterstarts - allows multiple start points based on skill settings
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Graf Zahl
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Post by Graf Zahl »

If strictmonsteractivation is set all maps should at least be checked for proper door triggers so that monsters still can open selected doors (and activate lifts)
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Cutmanmike
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Post by Cutmanmike »

Yes yes, sorry for teh spamming
In fact, I think you asked it before.
I did, and was answered "Give it a month" which is passed
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randi
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Post by randi »

Risen wrote:For now I will not use a library because each map needs to be done separately, we would have 9 library lumps floating around and that would not be very helpful either.
Hmm? I thought you posted a single file that was to be pasted into each map's scripts code? Does it need to be customized for each map now? If not, you only need the one library, and you can make any changes you want to it without needing to recompile the scripts for any maps. In fact, if you're not providing any functions, the mappers could just use the following as the library code:

Code: Select all

#library "intermis"
(Yes, one line!) As long as your version of the library is what's in the wad, it will all magically work as long as the maps #imports it.
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SirTimberWolf
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Post by SirTimberWolf »

cutmanmike wrote:I mean one with super zdoom features. For an example, look at the dam
Thanks :)
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Risen
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Post by Risen »

randy wrote:...you can make any changes you want to it without needing to recompile the scripts for any maps.
Oh? Then what's the deal with people saying you need the library source to compile the map scripts? Is that only necessary when functions are present?

If that's the case, this would make it much more flexible for me.
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