Z-Kart Community Project - Sprite slots now open.
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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.
Re: Z-Kart Community Project - Sprite slots now open.
The sprites are awesome but however the mod demo is a completely different story as in it wasn't that fun in my opinion since you have to use the mouse to look and in most racing games you just use the arrow keys or A,W,S,D to control the karts or cars with. I also think also having BJ or hitler as an Unlockable characters would be pretty awesome to match with the SS Nazi Racer (If anyone ever makes the sprite for him).
Re: Z-Kart Community Project - Sprite slots now open.
I everyone.
Can i finish my maps? I know, i'm too damn late. I'm sorry.
Can i finish my maps? I know, i'm too damn late. I'm sorry.
Re: Z-Kart Community Project - Sprite slots now open.
I have no idea how it's coded thus what I'd need to include, I've just seen this and It's 1:30am, but I would be totally up for doing some maps.
How do I sign up? I've had a breif look through but I haven't seen any sign up sheets, and If I need to present a demo map to show skills I'll gladly send you one your way.
How do I sign up? I've had a breif look through but I haven't seen any sign up sheets, and If I need to present a demo map to show skills I'll gladly send you one your way.
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Re: Z-Kart Community Project - Sprite slots now open.
zombie thread wants brains... 

Re: Z-Kart Community Project - Sprite slots now open.
Which is too bad because this thing had so much potential...osjclatchford wrote:zombie thread wants brains...
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Re: Z-Kart Community Project - Sprite slots now open.
indeed its a real shame... was looking forward to a more complete version of this...Batandy wrote:Which is too bad because this thing had so much potential...osjclatchford wrote:zombie thread wants brains...

- CasualScrub
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Re: Z-Kart Community Project - Sprite slots now open.
Seriously, this is one of the saddest cases of unfinished mods I've ever seen. I think this could have become hugely popular too.osjclatchford wrote:indeed its a real shame... was looking forward to a more complete version of this...Batandy wrote:Which is too bad because this thing had so much potential...osjclatchford wrote:zombie thread wants brains...

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Re: Z-Kart Community Project - Sprite slots now open.
I know this is a bit of a bump, but possibly this thread http://origami64.net/forumdisplay.php?fid=28could help us with the sprites for the Karts and gameplay, along with some ACS /Reelism-type rounds ACS scripting by Kinsie for the Laps, along with scripting for placement in the race,timer going up, and other things (like Sgt Marks Motorbike type mod) for driving.
We'd need some Mappers for the project as well.
We'd need some Mappers for the project as well.
Re: Z-Kart Community Project - Sprite slots now open.
Yeah I'm upset about this project dying off. Do you propose doing mk64 rom hacking instead of doing it via the doom engine?
- Arctangent
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Re: Z-Kart Community Project - Sprite slots now open.
Doesn't that defeat the purpose?
Re: Z-Kart Community Project - Sprite slots now open.
I wouldn't think it would defeat the purpose entirely, as you could probably duplicate everything from doomkart into mariokart 64, assuming you can edit the palette, but it wouldn't be a zdoom project anymore.
- wildweasel
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Re: Z-Kart Community Project - Sprite slots now open.
It'd also lose the thing that makes it unique, i.e. it's a kart racer in the Doom engine. Hacking Mario Kart basically just turns it into Mario Kart with Doom sprites, which not only removes the appeal, but also makes it significantly harder for the average person to play, since Nintendo 64 emulation is still somewhat spotty and unreliable.Ringman wrote:I wouldn't think it would defeat the purpose entirely, as you could probably duplicate everything from doomkart into mariokart 64, assuming you can edit the palette, but it wouldn't be a zdoom project anymore.
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Re: Z-Kart Community Project - Sprite slots now open.
I believe he was linking that not in favor of creating a Mario Kart ROM hack, but in favor of ripping sprites and textures from Mario Kart 64 and viewing the track geometry with an aim to rebuilding it.
(Coincidentally, I was looking at those tools last night!)
(Coincidentally, I was looking at those tools last night!)
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Re: Z-Kart Community Project - Sprite slots now open.
Correct! that's exactly what I meant in regards to linking it!Kinsie wrote:I believe he was linking that not in favor of creating a Mario Kart ROM hack, but in favor of ripping sprites and textures from Mario Kart 64 and viewing the track geometry with an aim to rebuilding it.

- wildweasel
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Re: Z-Kart Community Project - Sprite slots now open.
Ah, my apologies for the misunderstanding. But from the best of my recollection, I don't think sprites, textures, or track geometry were what was getting in the way of the project. I seem to recall it was the driving physics and gameplay implementation that were being problematic...but I haven't re-read the thread in a while, so I might be remembering incorrectly.