Z-Kart Community Project - Sprite slots now open.

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NeuralStunner
 
 
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Re: Z-Kart Community Project - Sprite slots now open.

Post by NeuralStunner »

GooberMan wrote: I've been playing around trying to make the dropped barrels (ie the ones you're meant to ram and get damaged by) to no success. I have them in there as a projectile with 0 speed, but then that means the collision checks don't happen. It does occasionally work - on yourself. Need a reliable way to do the DECORATE for them (and preferably without some convoluted hack).
I think I managed to do this once by giving it a very low horizontal velocity. More recently, I switched to a search-for-targets tripmine system that lets me use any range. (0-speed missile, copy TARGET pointer to MASTER, A_LookEx to find a victim in range, then swap MASTER back into TARGET before exploding.)

Might still be preferable to use some system where you can use "attacks" to detonate a barrel. Might make it a viable course hazard.
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Logan MTM
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Logan MTM »

There is my little suggestion:
Spoiler:
I know, the art sucks...
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

NeuralStunner wrote:I think I managed to do this once by giving it a very low horizontal velocity. More recently, I switched to a search-for-targets tripmine system that lets me use any range. (0-speed missile, copy TARGET pointer to MASTER, A_LookEx to find a victim in range, then swap MASTER back into TARGET before exploding.)
Feel like making a DECORATE entry for it? I'd rather focus on getting the physics down than spend too much time on the barrel.

It will need to handle being dropped in to the level by a racer, so it won't want to explode immediately. If you need an immunity TID, it can be pushed in to the object as a user variable.
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NeuralStunner
 
 
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Re: Z-Kart Community Project - Sprite slots now open.

Post by NeuralStunner »

GooberMan wrote:Feel like making a DECORATE entry for it?
Yes.
Spoiler:
I'll give some thought to other weapons/powerups. :P
diegomula
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Re: Z-Kart Community Project - Sprite slots now open.

Post by diegomula »

Wow this project looks so amazing. I was thinking in a racing game mod for Doom but not at all like this. Actually I'm a zandronum user because it's easier to host servers on it than the other ports, so, I don't know how many players can play in Zdoom simultaneously. Just imagine a 32-players full armored karting last man standing, in a map like Dead Simple. Absolutely awesome.

The idea of making maps is not too good for me. I would have preferred to use the original maps or megawads like Alien Vendetta or similars, and make our own circuits with a checkpoint system, displayed in spectator mode. Just an idea.

Anyways, I aprecciate all the dedication of this project, and can wait to play it with my friends. Excellent work guys.
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

NeuralStunner wrote:DECORATE entry for barrel.
I cannae make it work. Kart drops it. Other karts impact with it. No splode.
Attachments
Wat do?
Wat do?
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amv2k9
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Re: Z-Kart Community Project - Sprite slots now open.

Post by amv2k9 »

Is there some reason +TOUCHY wouldn't work for it?
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

Bam. That worked a treat. I can probably severely simplify the entry based on that.

EDIT: LINK BROKEN SO REMOVED
Last edited by GooberMan on Tue Aug 19, 2014 2:11 am, edited 1 time in total.
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NeuralStunner
 
 
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Re: Z-Kart Community Project - Sprite slots now open.

Post by NeuralStunner »

GooberMan wrote:I cannae make it work. Kart drops it. Other karts impact with it. No splode.
I can't tell you why. Only thing that comes to mind is something in MapInfo that's preventing monsters from properly triggering by bump. It works great in Doom 2 maps.

I didn't use TOUCHY because it can be problematic when dropping actors onto the floor.

(Possibly irrelevant: I keep getting confused about which conversations are running in which topic. :? )
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

A bit of quick testing later, and the only problem I found with +TOUCHY on the barrel was dropping a barrel while going down slopes.

Which I solved with +NOEXPLODEFLOOR.
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

GooberMan wrote:Bam. That worked a treat. I can probably severely simplify the entry based on that.

EDIT: More maintenance releasing. Barrel is there. Lay traps! The testing grounds have shotguns, pick them up, then drop a bunch of barrels with your fire button.
Link's wrong, just so you know.
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

Whoops. Wasn't paying attention. Can't fix till I get home.
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

Just wondering, will you be fixing that last link or are you holding out for the next update?
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Woolie Wool »

Is there any chart or guide going over the various characters and their attributes? I noticed some handled differently from others (Arachnotron moved faster in a straight line than Hell Knight, but accelerated more slowly and handled like a pig).
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

Nothing is finalized as yet, and probably won't be until Goober finishes the physics engine. Once that's in place, we should be able to give an answer.
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