[WIP] [GZDooM] Roll v0.2

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HeXaGoN
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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!
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TheMightyHeracross
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Re: [WIP] [GZDooM] Roll v0.2

Post by TheMightyHeracross »

There Torm was, saying we were running out of ideas. Awesome! :)
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cortlong50
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Re: [WIP] [GZDooM] Roll v0.2

Post by cortlong50 »

are you planning on making a megawad out of this badboy?
HeXaGoN
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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.
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Sarah
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Joined: Wed Sep 06, 2006 12:36 pm
Location: Middle of Nowheresville Il.

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

Post by Morcillete »

This is just too amazing...
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cortlong50
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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
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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 :)
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Tapwave
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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
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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.

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