The Last Strongholds a.t. Abyss to Hell (Update p.3)

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BouncyTEM
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Post by BouncyTEM »

i'll test the singleplayer stuff.
Also, MAP IDEA:
maybe you should have a map where you have to protect HELL from other aliens so you can have your own vengence on the demons, not the aliens doing it for you...
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HotWax
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Post by HotWax »

You could also have a reversal map where you play a monster protecting a portion of Hell from marines....
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Tormentor667
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Post by Tormentor667 »

@Hotwax - Nice idea, I will implement it! (thx to "scripted marine"s)
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wildweasel
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Post by wildweasel »

A bank. Monsters will pour through the front, the back, and jump at you from the roof anf ledges inside. You pick up supplies and stuff from the vault, and can use the teller booths for cover.
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Tormentor667
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Post by Tormentor667 »

Just some work in progress: Finishesd version of map07

Image
(final)
Image
(alpha comparison)
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Xaser
 
 
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Post by Xaser »

My gosh! You map fast!!!

Uh... Well... After this, are you going to be busy with any other projects?
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Tormentor667
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Post by Tormentor667 »

@Xaser - Indeed ;) And yes, I am busy with other projects, "EDIV", "Netherworld", "TNT4", "XMAS-DM 2" and hmm.. yes that's all, but why d'you ask?

Oh by the way: Here some preview stuff of the suggested "Canyon Map":
Image
You can see a part of the path leading downwards through the canyon. In front of you, there is a nice hellish castle ;) The skybox itself isn't finished and the way downwards will also still get some more detail to spice things up :)
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Risen
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Post by Risen »

Looks very nice, looking forward to playing this.
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Lexus Alyus
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Post by Lexus Alyus »

Yeah, i'll do some trax for you. Lemme see what I can cook up. Because you ask of a bit more than just one song this might take more time. What is the time scale? Do you have a deadline?

I'll see what I can do.

:twisted:
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cccp_leha
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Post by cccp_leha »

HotWax wrote:You could also have a reversal map where you play a monster protecting a portion of Hell from marines....
Kinda like this one?
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Xaser
 
 
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Post by Xaser »

Tormentor667 wrote:but why d'you ask?
Ah, never mind. :P

That Canyon Map looks awesome, BTW.
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Tormentor667
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Post by Tormentor667 »

Lexus Alyus wrote:Yeah, i'll do some trax for you. Lemme see what I can cook up. Because you ask of a bit more than just one song this might take more time. What is the time scale? Do you have a deadline?
I'll see what I can do.
:twisted:
No deadline and no time limit, but the sooner the better :) I'm looking forward to them and thx for volunteering :)
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Tormentor667
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Post by Tormentor667 »

Request: Some persons over at Doomworld hat the idea to create stationairy weapons for this mod. For example a high speed volcan cannon which is placed somewhere in front of the bases. If you hit USE at the weapon-pod, all your normal weapons will be remoeved, the player freezed and given a new weapon to him with unlimited ammo with which he can fire from his pod. If he uses the next the the USE button, the weapon is beeing removed and all his old weapons are given once more and he can move once again (alternativeley it would also be enough, if the player can't use his other weapons anymore while in "STATIOARY WEAPON MODE").
Would something like this (with the help of .64's new weapon code to create new weapons) be possible and if YEs, how???
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Graf Zahl
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Post by Graf Zahl »

PROP_FROZEN should be all you need. All it disables are the movement buttons so shooting is still possible. For removing/giving the weapons all you need is Give/Take/CheckInventory and PROP_INSTANTWEAPONSWITCH might also be useful.


I suggest a function

Code: Select all

function void SaveWeaponStatus()
{
...
}
which saves all the necessary inventory info to global ACS variables and

Code: Select all

function void RestoreWeaponStatus()
{
...
}
to restore it afterward. The activation script might look like this:

Code: Select all

script 1(void)
{
    SetPlayerProperty(0, 1, PROP_FROZEN);
    SetPlayerProperty(0, 1, PROP_INSTANTWEAPONSWITCH);
    SaveWeaponStatus();
    GiveInventory("StationaryWeapon",1);
    // optionally save the player's position and put him in the same spot as the cannon or whatever.
}
and to return to normal:

Code: Select all

script 1(void)
{
    SetPlayerProperty(0, 0, PROP_FROZEN);
    SetPlayerProperty(0, 0, PROP_INSTANTWEAPONSWITCH);
    TakeInventory("StationaryWeapon",1);
    RestoreWeaponStatus();
    // optionally restore the player's position 
}
Note that without adjusting the player's position he will not be placed correctly when using this weapon.
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Tormentor667
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Post by Tormentor667 »

Would this script also work in Coop games? It also important, that only one player can use one turret at the same time (same goes to multiple turrets in one map)
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