[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.
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
view the zDOOM000x.png files in http://twicerisen.ath.cx/dropzone for the most recent screenshots I have, however, it should be noted that they are old and I intend to change this significantly. I can't give you anything else while I'm here, I'd need to get back home for that.
percentage of items collected
percentage of secrets found
number of monsters killed
number of items gained
number of secrets found
time taken
time over par or under par
maps visited
amount of health collected (per player)
amount of health lost (per player)
amount of armor collected (per player)
amount of armor lost (per player)
amount of bullets collected (per player)
amount of shells collected (per player)
amount of rockets collected (per player)
amount of cells collected (per player)
amount of bullets fired (per player)
amount of shells fired (per player)
amount of rockets fired (per player)
amount of cells fired (per player)
number of deaths (cooperative only, per player)
any number or percentage for any of these stats for any specific map
anything else you can figure out how to script and add a global variable for!
Edit: and don't forget about other ACS functions, such as GameSkill().
We can go as simple as 100% kills so far, or as complex as no health lost in M1, 100% kills in M4, less than 50% items in M6, has fired at least 100 shells and has visited M9, all playing on at least HMP.
I might suggest the second secret map is entered when 90%/90%/90% has been reached, and every map from M1 to M7, including M9, has been completed.
Edit: on second thought, a 'maximum health lost' restriction actually sounds like fun, provided it's not too tight.
percentage of killsTormentor667 wrote:What else is possible throughout the episode?!
percentage of items collected
percentage of secrets found
number of monsters killed
number of items gained
number of secrets found
time taken
time over par or under par
maps visited
amount of health collected (per player)
amount of health lost (per player)
amount of armor collected (per player)
amount of armor lost (per player)
amount of bullets collected (per player)
amount of shells collected (per player)
amount of rockets collected (per player)
amount of cells collected (per player)
amount of bullets fired (per player)
amount of shells fired (per player)
amount of rockets fired (per player)
amount of cells fired (per player)
number of deaths (cooperative only, per player)
any number or percentage for any of these stats for any specific map
anything else you can figure out how to script and add a global variable for!
Edit: and don't forget about other ACS functions, such as GameSkill().
We can go as simple as 100% kills so far, or as complex as no health lost in M1, 100% kills in M4, less than 50% items in M6, has fired at least 100 shells and has visited M9, all playing on at least HMP.
I might suggest the second secret map is entered when 90%/90%/90% has been reached, and every map from M1 to M7, including M9, has been completed.
Edit: on second thought, a 'maximum health lost' restriction actually sounds like fun, provided it's not too tight.
Last edited by Risen on Tue Nov 23, 2004 11:26 am, edited 1 time in total.
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
1. Standard is a dark green fade and/or color, a bit darker than THIS green!cccp_leha wrote:Two questions: what's the standard nukage color/fade and what's the warped flat for nukage?
2. WNUKAGE (it's the same with every liquid, remove the number at the end and add a W to the beginning, WWATER, WBLOOD, WLAVA, and so on, you just need the latest resource!)
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- Tormentor667
- Posts: 13533
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
Exactly I almost missed thatTheDarkArchon wrote:Risen: for the intermission map, change the "Cells fired" and "Cells collected" names to "Rifle bullets fired" and "Rifle bullets colleted" (Since cells are replaced by rifle bullets.)
BTW: The second large room is almost finished, the E2M2 Containment area. It's damn lot of work though Too many crates and not enough ways to add detail...
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place