Regular Day - I'm sorry

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TheSkyBug
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Re: [WIP ~ 68,88%] Regular Day - Minor Thingies

Post by TheSkyBug »

TheBadHustlex wrote:Thanks! Although your version is like 2 years old.
Spoiler:
This is a lot bigger then you think it is. Not big enough to screw with GZDoom, of course.
Now what could I possibly build there...? Hm.
Hugeass Chton-like boss?
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TheBadHustlex
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Re: [WIP ~ 69%] Regular Day - Alive again

Post by TheBadHustlex »

Would be an idea. But I think I will have to give the lava-people some screentime.

School is over for this year. I'v had some time again recently.

-Added enemies into levels that lacked some. Like here (Scalliano's sprites)
-Also added soundtracks to some levels that were still silent. Bloating up the filesize a bit, you know.
-Finished a level that wasn't really finished.
-Eradicated a lot of DIALOGUE-Bugs (after finding out that ZDoom tells you what's wrong with them via console)
-Re-Wrote a whole bunch of Dialogs because the old ones sounded like fanfictions of a 12 year old.
-Debugged and slightly playtested a bunch of levels.
-Hid a few comic-pages and backpacks.
-And I have 6 handwritten pages of bugs to fix with all the weapons. Concerning altfires and upgrades.
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Captain J
 
 
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Re: [WIP ~ 69%] Regular Day - Alive again

Post by Captain J »

good to be it's back yet alive!
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TheBadHustlex
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Re: [WIP ~ 69,2%] Regular Day - Dahk

Post by TheBadHustlex »

Boy, I wanna know
how to get
all the way
down
there!

Has it somethingto do withthose mysterious holes?
And will they each take me to different places inside those dark and claustrophbic caves?
Nah.
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TheBadHustlex
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Re: [WIP ~ 69,24%] Regular Day - Talk to the wall

Post by TheBadHustlex »

More progress comin' through.

http://imgur.com/a/QkEL9
Some might say I lack character-graphics. Which is the unfortunate case.

Some might also call me stupid for including two totally irrelevant screenshots of new maps I made.
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Captain J
 
 
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Re: [WIP ~ 69,24%] Regular Day - Talk to the wall

Post by Captain J »

hope you can find some good ones, at deviant art or zdoom forum or everywhere else.
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TheBadHustlex
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Re: [WIP ~ 69,24%] Regular Day - Talk to the wall

Post by TheBadHustlex »

As someone asked me per PM when this entire thing is going to be released, and since this might also be in some peoples interest:

The probable(!) release-date of the game will be around Oktober this year. I can not promise anything, though.
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TheBadHustlex
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Re: [WIP ~ 71%] Regular Day - Stuffd up.

Post by TheBadHustlex »

Craptons of progress goin' through.

-Basically, I made almost every main quest and story-relevant level in the Open World a working thing now. Balance is a difference story, though.
From helping out ghosts freeing a poor sould from a cruel curse because you need to deliver a package to that one soul, yet he won't open because of the spell. From Repairing robots with cushions that you get from a sociopathic unicorn-child. From fighting a nazi-organisation, only to realize who their leader actually is. From frying a furry inside a salty stock for satisfying a mysterious "boss".
From freeing sewers from growing monsters to prevent a guy that ccould potentially help you on your quest from being fired from his job, all the way to taking a dog back from the vet's, you got everything in this masterpiece.
Quests are sometimes very dialog-heavy. There are

-
A
lot
of
dialogs (get off the stage, dropbox)
in
this (much reference wow such mockery 10/10)
game. (Hey, you're actually talking to something visible for once!)
Fortunatly, if you don't feel like reading something that feels like a lunatic's fanfiction, you can just quickly click through.

-Many new bosses!
Who could this be? And what is this gun? Or what could possibly happen here?
He looks nice, right? Until is escalates.

-What is this? A first sign of quick-travelling?

-Arrrrrrr.
Step 1: Light match.
Step 2: Do your shot. Miss one to make yo enemies feel like they have a chance.
Repeat.

-4 new marvelous t-shirts entered your armour-collection:
Spoiler:
"Styrian Oak". 25% Ice and Poison Resistance. 25% Vulnerability against fire.
"Advanced Reality". 25% Bullet resistance. 25% Plasma Vulnerability.
"Success Checked". 25% Plasma resistance. 25% Ice- and Poison Vulnerability.
"Guts of Glory". 25% Melee-Resistsance. 25% Bullet Vulnerability.

Available in a botique located high up in the sky.
Don't worry: If you don't like magical horses, you can kill them. As shown by the pile of burnt flesh. There is no police up there.

-Talk about "sparse interface".
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TheBadHustlex
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Re: [WIP ~ 71%] Regular Day - Stuffd up.

Post by TheBadHustlex »

School is going on again. So you're probably gonna see a bit less process in the future.

The last big thing you'll see from me in a while:
Spoiler:
An ACS-crafting-system. Use -forward- and -backward- to scroll up and down. Press -jump- to craft what you selected, and -crouch- to exit the menu.
If you got a blueprint, it will show it instead of "???". It checks if you got all the items and gives you the thing you crafted successfully. It also displays a random funny quote everytime you fail or succeed. There will be a bar on the right side of the paper that tells you how many of which items you have, because there are quite some ingredients around there, and having them all in the inventory bar would just stuff it up unnecessarily. Plus, you don't need these ingredients for anything but crafting. It technically works.

However, the actor-names are still the original ones, and not the ones that looks aesthatically pleasing. There are no icons for crafting outcomes yet, and some icons are not getting displayed for some reason at all. And sometimes, the it just says "nope".
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TheBadHustlex
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Re: [WIP ~ 71,3%] Regular Day - Code Help Needed. (pg. 10)

Post by TheBadHustlex »

I really need help here. Whoever solves this problem will be rewarded with an entry in my credits-file (like everybody who helps me out with this project here). It stopped being coded by just me a long, long time ago.

I have a user-array with 5 fields. These five fields should get filled with a random number between 0 and 4 (via ACS-Script). Every one of those numbers should only occur once in the array, though. And I truly can not get this to work. I've tried for a long time, and now I officially gave up.
The user-arrays name is "user_HStopItem".

Every help would be really appreciated. There is no hurry with this, so you can take the time you need if you wanna do this.
Thanks in Advance!
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kodi
 
 
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Re: [WIP ~ 71,3%] Regular Day - Code Help Needed. (pg. 10)

Post by kodi »

I'll bite. This is untested in every way but I think it should work? Might be a completely ridiculous way of doing it, I wouldn't know :P

Code: Select all

script "FillArray" (void)
{
int temp1, temp2;
int Array[5] = { 0,1,2,3,4 };
for (int C = 0 ; C <=4; C++)
  {
  temp1=array[C]; //stores the value of the current index
  temp2=random(0,4); //this random value is the index we'll swap places with
  array[C]=array[temp2]; //sets the value of the current index to that of the random index
  array[temp2]=temp1; //sets the value of the random index to the current
  }
for (int I = 0 ; I <=4; I++)
  {
  SetUserArray(0,"user_HStopItem",I,array[I]);
  }
}
Last edited by kodi on Thu Jan 14, 2016 7:40 pm, edited 1 time in total.
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phantombeta
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Re: [WIP ~ 71,3%] Regular Day - Code Help Needed. (pg. 10)

Post by phantombeta »

Code: Select all

script "FillArray" (void) { // 
    int tempArray [5] = { 0, 1, 2, 3, 4 }; // Declare an int array and initialize it

    for (int i = 0; i < 125; i++) { // Loop this shit 125 times:
        int indexX = Random (0, 4); // Save a random value in the range 0-4 to a variable called "indexX"
        int indexY = Random (0, 4); // Save a random value in the range 0-4 to a variable called "indexY"

        while (indexX == indexY) // Loop this shit while indexX and indexY hold the same value:
            indexY = Random (0, 4); // Save a random value in the range 0-4 to indexY

        int tempX = tempArray [indexX]; int tempY = tempArray [indexY];
        tempArray [indexX] = tempY; tempArray [indexY] = tempX;
    }

    for (int i = 0; i < 5; i++) {
        SetUserArray (<tid or 0 for activator>, "user_HStopItem", i, tempArray [i]);
    }
}
Another one:

Code: Select all

script "FillArray" (void) { // 
    int tempArray [5] = { 64, 64, 64, 64, 64 }; // Declare an int array and initialize it (We initialize all values to 64 so it doesn't get false positives as the number range is 0-4)

    for (int i = 0; i < 5; i++) { // Loop this shit 5 times:
        tempArray [i] = Random (0, 4); // Okay, I give up on commenting this shit. I'm bad at it.
        bool augh = false;
        while (!augh) {
            for (int j = i - 1; j >= 0; j--) {
                if (tempArray [i] == tempArray [j])
                    break;
            }
            if (j >= 0)
                tempArray [i] = Random (0, 4);
            else
                augh = true;
        }
    }

    for (int i = 0; i < 5; i++) {
        SetUserArray (<tid or 0 for activator>, "user_HStopItem", i, tempArray [i]);
    }
}
Both are probably really stupid ways to do it >.>
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TheBadHustlex
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Re: [WIP ~ 71,4%] Regular Day - Prob Solved.

Post by TheBadHustlex »

I tried out kodi's solution and one of phantombeta's. They both worked, and I decided to go with kodi's.

Basically, what this is for:
There are 5 hellstops across the country, in rather secret positions, mostly in optional places. Everyone contains a random character-upgrade, like speed, general damage-resistance, a melee-ugrade, or more health on every healthitem. Of couse, getting the same item twice in the game makes no sense, so I needed the user-array to contain only different values.

Many thanks for contributing to the project, you two!
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Captain J
 
 
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Re: [WIP ~ 71,4%] Regular Day - Prob Solved.

Post by Captain J »

glad it worked, now i can see what it's going on without panicking!
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TheBadHustlex
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Re: [WIP ~ 71,5%] Regular Day - Rated E

Post by TheBadHustlex »

You willl get your dose of awesomness, J.

Anyway, I have decided to finally start removing all that stupid shit that was on the walls and computers,and replaced it with things such as Gustav Klimt's art, Images of Insects, Semi-Funny texts and programs on the pcs...
As well as refining and polishing the old levels. They still look like absolute garbage, but if I really want them to be good, I'd have to totally rebuild them.
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