Z-Kart Community Project - Sprite slots now open.

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

Post by scalliano »

SOLAR! Welcome back!
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solarsnowfall
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Re: Z-Kart Community Project - Sprite slots now open.

Post by solarsnowfall »

I just dusted off an old PC of mine a few weeks ago to turn into a server. I'm fairly certain that I saw on it my old Doom Kart resources. If anyone thinks they might be of use or interest I could look at packaging them up and uploading them somewhere.
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Logan MTM
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Logan MTM »

Can i take Phobos Cup Bonus?
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Average
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Joined: Fri May 20, 2011 4:28 am

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

Post by Average »

Hey. I just downloaded the latest demo along with the latest dev build of ZDoom from DRD (8 Aug). Sadly, the demo won't load. I get a decorate error about:

doomguy txt line 48: "friction" is an unknown actor property

Is this a user error?
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

Yeah. The user error is that you've managed to use an old version of ZDoom instead.

It needs asking - you're not just loading it in GZDoom instead, are you?

(I think I might throw in some GZDoom detector code and warn people to stop being silly - at least while it's still in the grossly-incomplete stage.)
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Average
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Average »

Yep, I just realised I'd unzipped the dev build into the wrong folder. Sorry about that. :)
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

The mod actually works with the latest GZDoom dev build, anyway.

@LoganMTM: Added. You can pick any E1 map that hasn't been claimed yet, so it doesn't necessarily have to be the secret level.

@solarsnowfall: That would be excellent :)
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

Yeah, it should work on latest dev GZDoom, but it also acts as a discouragement for mappers testing exclusively in hardware mode ;)
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IMX
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Re: Z-Kart Community Project - Sprite slots now open.

Post by IMX »

*Soft
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

...no, that post didn't need correcting. It's an incentive to test in software, and discouragement from testing in hardware.
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

scalliano wrote:* This project is intended primarily for software Zdoom.
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GooberMan
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Re: Z-Kart Community Project - Sprite slots now open.

Post by GooberMan »

Another maintenance version. Arch Vile is in. 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).

Updates have been slow as y'all have noticed. Big day tomorrow for QB, and I was also at Flow Festival all weekend (Die Antwoord live were pretty amazeballs, I've never seen a Finnish crowd that in to a band). But, looking at the date stamps in my Google Drive, the first version of Z-Kart (Doom: Kartmageddon?) was uploaded on the 15th of July. So that's about 28 days there.

We have 15 of 17 stock racers. We have some maps. We have a halfway-viable kart racing engine that isn't complete and already has variation in kart types. 28 days, and we've got something that people have been trying to do in Doom for a decade.

I'll get back in to the swing of things later on this week and try to "finish up" the physics (ie get it in a state where only tweaks will need to be done with it).
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scalliano
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Re: Z-Kart Community Project - Sprite slots now open.

Post by scalliano »

No sweat, Goober, we really are making serious progress right now. Good luck with the Quantum Break stuff and hopefully we'll catch you later in the week.
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Discordance
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Discordance »

I think with me on the map roster, the decade can easily be arranged :P
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Dancso
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Re: Z-Kart Community Project - Sprite slots now open.

Post by Dancso »

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 suppose the TOUCHY flag would make it too fragile, but how about making it pushable and reducing the barrel's health in a loop based on the actor velocity variable?
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