[abandoned] "SCOOMM" - Alpha coming: never

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TiberiumSoul
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Re: [WIP] SCOOMM Adventure game codebase

Post by TiberiumSoul »

Waxworks : Gruesome Death Simulator 1992

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Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase

Post by Silentdarkness12 »

well then. That was..............grotesque.
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TiberiumSoul
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Re: [WIP] SCOOMM Adventure game codebase

Post by TiberiumSoul »

that was just a death scenes video the mine would be an easy thing to do using IMX's swamp zombies
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Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase

Post by Silentdarkness12 »

I won't lie, i've kind of wanted to make a Hideous Destructor adventure game with this.
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kodi
 
 
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Re: [WIP] SCOOMM Adventure game codebase

Post by kodi »

Silentdarkness12 wrote:YAYYY!!!!!!!!!!!!

EDIT: Welcome back, kodi.
It's good to be back 8-)
I've honestly really missed working on it.
TiberiumSoul wrote:Waxworks TC anybody?
TiberiumSoul wrote:*youtube link*
Hah, reminds me of Amazon: Guardians of Eden. Used to keep me awake at night as a kid. Weird how ye olde tyme gore of classic video games still looks more gruesome to me than the high poly havok-powered gore of today.
Silentdarkness12 wrote:I won't lie, i've kind of wanted to make a Hideous Destructor adventure game with this.
I'd be the first to play it!

Now, about Twine/Yarn: until gzdoom or one of it's derivatives like gloome supports loading data from XML documents I don't think it's very feasible. Right now I'm using multiple LANGUAGE lumps where dialogue data is stored with this syntax:
SCD_ID1_N1_OPT1 = "Tell me a story!";
A looped StrParam(l: function is used to check and retrieve the various strings and values(with help from the ParseInt function in ACS.NET) of the current node in the conversation tree from the LANGUAGE lump and store them in a temporary array for convenient access in the rest of the conversation script. I'm not sure if it's a good way of doing it, but it works at least :P
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Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase

Post by Silentdarkness12 »

It's best if it's kept via Language lumps. Makes it more accessible to Doom modders. Familiarity and all that, y'know?
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Nash
 
 
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Re: [WIP] SCOOMM Adventure game codebase

Post by Nash »

kodi: I've been using really gross LANGUAGE hackery too for externally defined data. If a proper solution is introduced, I'd gladly ditch this inelegant crap in a heart beat. :D

EDIT: just for context:

Example 1:

Code: Select all

[enu default]

//===========================================================================
//
// NIMM Customization
//
// Customize your inventory menu here!
//
//===========================================================================

//===========================================================================
//
// General
//
//===========================================================================

// User interface resolution
NIMMCFG_iUIWidth = "640";
NIMMCFG_iUIHeight = "400";

// Mouse cursor graphic to use
NIMMCFG_SMouseCursor = "graphics/UI/mouse cursor.png";

// Background dim amount
NIMMCFG_fBackgroundDimAlpha = "0.7";

//===========================================================================
//
// Engine Behaviour
// (Changing these after a saved game might break it)
//
//===========================================================================

// Grid size
NIMMCFG_iGridSize = "32";

// The origin point of the grids.
// Will be centered if grid amount is small
NIMMCFG_iGridPosX = "118";
NIMMCFG_iGridPosY = "91";

// Maximum amount of grids that can be drawn per page
NIMMCFG_iMaxGridsX = "10";
NIMMCFG_iMaxGridsY = "7";

//===========================================================================
//
// Gameplay Behaviour
//
//===========================================================================

// Ammo has weight?
NIMMCFG_bAmmoHasWeight = "1";

// Set to 1 to pause the world while inventory menu is open
NIMMCFG_bPause = "0";

//===========================================================================
//
// Layout
//
//===========================================================================

// Most of these values are obtained by referencing the layout PSD

// Main inventory window position
NIMMCFG_iInvWindowXPos = "140";
NIMMCFG_iInvWindowYPos = "65";

// Container contents position
NIMMCFG_iContainerContentsXPos = "164";
NIMMCFG_iContainerContentsYPos = "91";

 
Example 2:

Code: Select all

[enu default]

//===========================================================================
//
// NIMM Inventory Items Template
//
// Makeshift template, will eventually be generated automatically
// Do not edit by hand
//
//===========================================================================

NIMM_TotalItemCount = "1";

//===========================================================================
// Item Start
//===========================================================================

// 1
NIMM_SItemClass_1 = "Wpn_Pistol";
NIMM_SItemName_1 = "Pistol"; // editor can export localized version
NIMM_SItemDesc_1 = "Standard issue pistol"; // editor can export localized version
NIMM_SItemPic_1 = "item_pistol.png"
NIMM_SItemIcon_1 = "icon_pistol.png"
NIMM_SItemType_1 = "TYPE_Weapon";
NIMM_SItemPickUpSound_1 = "items/pistol/pickup";
NIMM_SItemDropSound_1 = "items/pistol/drop";
NIMM_SItemUseSound_1 = "items/generic/use";
NIMM_bItemAutoUse_1 = "0";
NIMM_bItemStackable_1 = "0";
NIMM_iItemValue_1 = "500";
NIMM_iItemCondition_1 = "250"; // negative value to randomize condition upon creation
NIMM_iItemConditionMax_1 = "250";
NIMM_fItemWeight_1 = "1.24";
NIMM_iItemSizeX_1 = "1";
NIMM_iItemSizeY_1 = "1";
NIMM_SItemWeaponAmmoClass_1 = "Clip";

//===========================================================================
// Item End
//===========================================================================

NIMM_TotalAmmoTypes = "1";

//===========================================================================
// Ammo Start
//===========================================================================

// 1
NIMM_SAmmoClass_1 = "Clip";
NIMM_SAmmoClass_Desc_1 = "Standard 9mm bullets.";
NIMM_fAmmoClass_Weight_1 = "0.2";

//===========================================================================
// Ammo End
//===========================================================================
 
Example 3 (this one is actually autogenerated by a .bat file heh):

Code: Select all

//===========================================================================
//
// SEASON-SWAPPABLE EXTERIOR TEXTURE DEFINITION
//
// Generated automatically at 18:33:37.42 on Sun 10/25/2015
// Do not edit by hand
//
//===========================================================================

[enu default]

Z_TXSWAP_COUNT = "1";

// 1 
Z_TXSWAP_TEX1 = "grass01";

 
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kodi
 
 
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Re: [WIP] SCOOMM Adventure game codebase

Post by kodi »

Nash wrote:I've been using really gross LANGUAGE hackery too for externally defined data. If a proper solution is introduced, I'd gladly ditch this inelegant crap in a heart beat. :D
Neat. Same basic principle as I'm using for object/item data. Funny how it actually works pretty well when it's so far from the intended purpose of LANGUAGE - the only super annoying issue I've encountered is being unable to have line breaks in long strings. Some kind of utility program that converts text documents to long strings with \n in place of line breaks and fixes unsupported hyphen and quote characters will be needed eventually, but right now I'm using Find+Replace in indesign :P
*example 1*
Hm, why not use CVARs for these?
*example 2*
Will these be generated from DECORATE lumps? Sounds like a great idea.
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Nash
 
 
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Re: [WIP] SCOOMM Adventure game codebase

Post by Nash »

Example 1: because they're meant to be modder settings, not user settings (it's only for the modder to design the UI's theme, user is not meant to alter it :D)
Example 2: I'm writing a separate program (in Clickteam Fusion, heh) that will autogenerate all the necessary lumps required (the LANGUAGE and the DECORATE)

About your long string/line break issue, I think for large scale production, writing a custom editor is definitely the best way to go (and will save you/your user's sanities)...

Anyway, that's enough about my stuff. Sorry to derail the thread! Looking forward to see this adventure game toolkit's progress. I love seeing ZDoom being used to make whacky, crazy things!
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Re: [WIP] SCOOMM Adventure game codebase

Post by cambertian »

Looks good so far! Can't wait to work with it; maybe make myself another game like Normality. :)

Are you planning on doing any alpha/beta testing of the engine or ZACK?

EDIT: Oops, silly me. Didn't realize there were multiple people doing the same thing :lol:
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Re: [WIP] SCOOMM Adventure game codebase

Post by cambertian »

Does anyone know how feasible it would be to modify either the ZDoom source code or ACC to make this sort of thing a reality? As a separate branch/source port, of course. If you guys are having trouble making clean ACS/Decorate, it might be better to do so.
I can contribute if it heads in that direction, of course.
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Re: [WIP] SCOOMM Adventure game codebase

Post by kodi »

cambertian wrote:Looks good so far! Can't wait to work with it; maybe make myself another game like Normality. :)

Are you planning on doing any alpha/beta testing of the engine or ZACK?

EDIT: Oops, silly me. Didn't realize there were multiple people doing the same thing :lol:
Thanks!
Yes, there'll be an open alpha test. I don't know what a "ZACK" is though.
I'm the only one working on this project (aside from the community helping me with stupid questions and maintaining the great documentation on the wiki that is) and if anyone else is working on a project like this I haven't heard about it.
cambertian wrote:Does anyone know how feasible it would be to modify either the ZDoom source code or ACC to make this sort of thing a reality? As a separate branch/source port, of course. If you guys are having trouble making clean ACS/Decorate, it might be better to do so.
I can contribute if it heads in that direction, of course.
(G)Zdoom can already do everything I need of it. I can think of a few ACS functions (like a GetActorScreenCoordinates or something) that would make things much easier if they existed, but that's about it.

Aside from untangling some spaghetti code and some bug fixing the major thing left before the first alpha release are integrating scripts into dialogues, like conditions for what choices are available. It's already possible to create a full conversation in LANGUAGE without writing a line of ACS.
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Re: [WIP] SCOOMM Adventure game codebase

Post by cambertian »

kodi wrote:Thanks!
Yes, there'll be an open alpha test. I don't know what a "ZACK" is though.
I'm the only one working on this project (aside from the community helping me with stupid questions and maintaining the great documentation on the wiki that is) and if anyone else is working on a project like this I haven't heard about it.

(G)Zdoom can already do everything I need of it. I can think of a few ACS functions (like a GetActorScreenCoordinates or something) that would make things much easier if they existed, but that's about it.

Aside from untangling some spaghetti code and some bug fixing the major thing left before the first alpha release are integrating scripts into dialogues, like conditions for what choices are available. It's already possible to create a full conversation in LANGUAGE without writing a line of ACS.
No prob, man. Good to hear.
Nash was posting about his format generator in another topic which he called "ZACK", so that's what I was wondering about before I realized you two were separate people. ( Bad forum habits die hard :P )
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Re: [WIP] SCOOMM Adventure game codebase

Post by sonic_HD87 »

Whenever i think about Point-and-Click games, the least thing i think is Myst or Clock Tower. Since i always remember an old cell game with that thematic: Silent Hill Mobile. Such good memories with it, and for my surprise surfing the web, i just found the original pointer! :o You know what that means?
Spoiler:
PaCD.wad
The most obvious glitch is the medikit "hitbox", which changes according to your resolution. I've used the SetHudSize thing but the fractional part of the coordinates kinda ruins the hand display, or i'm just a newbie using HudMessage.

And BTW, i'm looking foward to your project :arrow:
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Silentdarkness12
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Re: [WIP] SCOOMM Adventure game codebase

Post by Silentdarkness12 »

That pointer graphic is PERFECT.

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