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.
Just wondering what the state of play is with the mod. I know the physics are yet to sorted but apart from that is it 'just' karts and tracks or is there a lot more to go? Just looking for a wee short summary... 
Re: Z-Kart Community Project - Sprite slots now open.
I honestly couldn't tell you if there's anything different in this version than the last one I failed to upload. Zipped up what I had, uploaded it. At the very least, I don't think I've done any work on it since then.
Re: Z-Kart Community Project - Sprite slots now open.
Weapons are in the works, right now it's mostly racing only.Average wrote:Just wondering what the state of play is with the mod. I know the physics are yet to sorted but apart from that is it 'just' karts and tracks or is there a lot more to go? Just looking for a wee short summary...
That reminds me, need to finish up the item boxes ...
EDIT: OH GOD I AM SUCH A TIT! Forgot the transparency on like half of the Nimp sprites. Please use the one below.
- Attachments
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NightmareImpKart.pk3- (18.92 KiB) Downloaded 120 times
Re: Z-Kart Community Project - Sprite slots now open.
Thanks for the update. 
- Woolie Wool
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Re: Z-Kart Community Project - Sprite slots now open.
How much work is there left to do in the physics engine? RIght now it feels really weird to me, the cars have no real sense of mass and the controls are not very intuitive (the camera doesn't help).scalliano wrote: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.
Re: Z-Kart Community Project - Sprite slots now open.
Sorry for the complete n00b question, but, how can I launch this Z-Kart mod... I already got ZDoom 2.7.1 or 2.8pre... what's next ?
I've already downloaded 20140808a_zkart.pk3 and DeimosAnomWIP1.wad (for example)... but how can I launch it ?
Thanks
Stamba
I've already downloaded 20140808a_zkart.pk3 and DeimosAnomWIP1.wad (for example)... but how can I launch it ?
Thanks
Stamba
Last edited by Stamba on Mon Jan 04, 2016 3:44 pm, edited 1 time in total.
- wildweasel
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Re: Z-Kart Community Project - Sprite slots now open.
You may be interested in reading this wiki article, which should help you load and run mods with ZDoom. If it loads but crashes on startup, this thread should help you with that.Stamba wrote:Sorry for the complete n00b question, but, how can I launch this Z-Kart mod... I already got ZDoom 2.7.1 or 2.8pre... what's next ?
I've already download 20140808a_zkart.pk3 and DeimosAnomWIP1.wad (for example)... but how can I launch it ?
Thanks
Stamba
Re: Z-Kart Community Project - Sprite slots now open.
Ok ! Thanks for your help
Now playing 
- wpninja
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Re: Z-Kart Community Project - Sprite slots now open.
OMG this mod is soo sick, if you could play this mod on zan online and it became popular I would be in Heaven lol.
Re: Z-Kart Community Project - Sprite slots now open.
You know what would be sicker?
Brutal Doom Kart.
Brutal Doom Kart.
- raymoohawk
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Re: Z-Kart Community Project - Sprite slots now open.
i was under the impression that this mod is in a very unfinished state, am i wrong?
Re: Z-Kart Community Project - Sprite slots now open.
Well, there hasn't been a reply for over a year until now - we all lost interest.
Re: Z-Kart Community Project - Sprite slots now open.
Alternately, I haven't had time to finish the kart physics part. And since there was some dissatisfaction when I listed the restrictions that would be needed when mapping/designing weapons/etc, it's best to just plain hold work on the project until those kart physics are close enough to finalised to be usable.
I haven't loaded this up in a while though, but it should work just fine in the latest dev build of G/ZDoom (it's being designed to be software compatible). If there are bugs with what's there, post them and I'll work out if we need to change stuff or if they're ZDoom bugs, uh, whenever I get the time (which won't be until February at the earliest, I'm chained to my work desk until then).
In regards to Zandronum compatibility... we really aren't focusing on that. ZDoom is the target port. Zandronum compatibility will rely on it being up-to-date with ZDoom changes. Online compatibility will be another thing entirely thanks to its entirely different net model.
I haven't loaded this up in a while though, but it should work just fine in the latest dev build of G/ZDoom (it's being designed to be software compatible). If there are bugs with what's there, post them and I'll work out if we need to change stuff or if they're ZDoom bugs, uh, whenever I get the time (which won't be until February at the earliest, I'm chained to my work desk until then).
In regards to Zandronum compatibility... we really aren't focusing on that. ZDoom is the target port. Zandronum compatibility will rely on it being up-to-date with ZDoom changes. Online compatibility will be another thing entirely thanks to its entirely different net model.
Re: Z-Kart Community Project - Sprite slots now open.
Thanks for your work GooberMan ! I'd love see it released one day... and I guess I'm not the only one 
- QuakedoomNukem Cz
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Re: Z-Kart Community Project - Sprite slots now open.
I really like this project ZDoom community is working on, but my idea was there should be some custom soundtracks instead of classic Doom music, some SNES music, like FF6, SMK or DKC. And one more question or two: was the sprite of Nightmare Imp fixed ( that square around him) and will there be another tech demo?
