[GLOOME] The Cataclysm
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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.
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.
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kodi
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Re: [GLOOME] The Cataclysm
The only way I can imagine "true" open world working is separating the world into several separate square maps connected to each other. Each would have to have a thickly fogged border or a simplified portion of the neighbouring map outside the playable area. Monsters chasing the player across the border could be stored in a global array by some custominventory trickery in the Chase state, get removed from the initial map, and spawned in the new map at a fixed distance from the player.
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Nash
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Re: [GLOOME] The Cataclysm
You could also maintain a list of monsters and assign each of them "slot numbers" in user variables and from there, you can do whatever you want with the monsters.
Quick 'n dirty proof-of-concept, untested
Code: Select all
#library "list"
#include "zcommon.acs"
enum EHudMsgIDs
{
HUDMSG_LIST,
}
#libdefine HUDMSG_TIC 1.0 / 35 + 1
struct monster_t
{
str name;
int health; // you can store the health here and spawn it with the same health in the next map
}
global monster_t 1: monsters[];
int totalMonsters;
function void AddMonster(void)
{
for (int i = 0; i < totalMonsters; i++)
{
if (!monsters[i].name)
{
monsters[i].name = GetActorClass(0);
SetUserVariable(0, "user_SlotNumber", i);
break;
}
}
}
function void DeleteMonster(void)
{
for (int i = 0; i < totalMonsters; i++)
{
if (i == GetUserVariable(0, "user_SlotNumber"))
{
monsters[i].name = 0; // this might not return the string you'd expect
totalMonsters--;
break;
}
}
}
script "ListMonsters" ENTER
{
while(1)
{
str string = "Monster list:\n\n";
str name;
// only list the first 20 monsters
for (int i = 0; i < 20; i++)
{
name = monsters[i].name;
string = StrParam(s: string, d: i, s: " ", s: name, s: "\n");
}
HUDMessage(s: string; HUDMSG_PLAIN, HUDMSG_LIST, CR_UNTRANSLATED, 0.5, 0.5, HUDMSG_TIC);
Delay(1);
}
}
script "RegisterMonster" (void)
{
if (!GetUserVariable(0, "user_Registered"))
{
totalMonsters++;
SetUserVariable(0, "user_Registered", TRUE);
AddMonster();
}
}
script "UnregisterMonster" (void)
{
if (GetUserVariable(0, "user_Registered"))
{
DeleteMonster();
}
}
Code: Select all
actor CustomZombieMan : ZombieMan replaces ZombieMan
{
var int user_Registered;
var int user_SlotNumber;
var int user_isChasing;
States
{
Spawn:
TNT1 A 0 NoDelay ACS_NamedExecuteAlways("RegisterMonster", 0)
TNT1 A 0 A_SetUserVar("user_isChasing", 0)
Goto Super::Spawn
See:
TNT1 A 0 A_SetUserVar("user_isChasing", 1)
Goto Super::See
Death:
TNT1 A 0 ACS_NamedExecuteAlways("UnregisterMonster", 0)
Goto Super::Death
XDeath:
TNT1 A 0 ACS_NamedExecuteAlways("UnregisterMonster", 0)
Goto Super::XDeath
}
}
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demo_the_man
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Re: [GLOOME] The Cataclysm
Quick little update, as of now ive started work on some maps and a trailer. Expect Screenshots very soon.
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wildweasel
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Re: [GLOOME] The Cataclysm
It occurs to me that this thread got way longer than the customary 48 hours to get screenshots up...but I'm going to wait just a while longer.demo_the_man wrote:Quick little update, as of now ive started work on some maps and a trailer. Expect Screenshots very soon.
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Cage
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Re: [GLOOME] The Cataclysm
Good luck. You'll need it.
EDIT: Can't wait to see all the graphics for those 112 weapons! Sweet!
EDIT: Can't wait to see all the graphics for those 112 weapons! Sweet!
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YukiHerz
- Global Moderator
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Re: [GLOOME] The Cataclysm
Shhh, don't remind him, i'm secretly playing with his brain so he lowers the weapon/feature count!
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demo_the_man
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TehRealSalt
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Re: [GLOOME] The Cataclysm
Only making sure you know this, but you can't use Doom resources or resources you don't exactly have permission to use in a commercial product. I can excuse the textures your using as you said that its a placeholder already, but the gun looks like it's stitched together from other stuff I've seen before rather than being original. Hopefully this is another placeholder...? Still seems weird you'd put some work (even if it's a tiny amount of work) for a placeholder when just using another asset from Doom would be easier.
Now that I think about it, I don't know why you wouldn't use Freedoom's assets over Doom's for placeholders, since at the moment it just looks like another Doom mod instead of its own thing, and you could use them legally (at least, a bit more legally than Doom; no idea about the Freedoom policy when it comes to it's use for commercial products) even its just temporary.
Now that I think about it, I don't know why you wouldn't use Freedoom's assets over Doom's for placeholders, since at the moment it just looks like another Doom mod instead of its own thing, and you could use them legally (at least, a bit more legally than Doom; no idea about the Freedoom policy when it comes to it's use for commercial products) even its just temporary.
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Ethril
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Re: [GLOOME] The Cataclysm
is this your first project
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SuperSomariDX
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Re: [GLOOME] The Cataclysm
To Quote a few lines from a doom wiki page on FreeDoom.TehRealSalt wrote:no idea about the Freedoom policy when it comes to it's use for commercial products) even its just temporary.
All material in the project is released under a modified BSD license, so other projects may reuse any of the Freedoom resources for their own purposes. In fact, this is a secondary goal of the project. The BSD-type license used by Freedoom allows reuse in commercial projects; and at least two different companies combined Freedoom with the Doom Classic port to create games sold for the iPhone or iPad.
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loismustdie555
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Re: [GLOOME] The Cataclysm
To Quote Demo.TehRealSalt wrote:Only making sure you know this, but you can't use Doom resources or resources you don't exactly have permission to use in a commercial product. I can excuse the textures your using as you said that its a placeholder already, but the gun looks like it's stitched together from other stuff I've seen before rather than being original. Hopefully this is another placeholder...? Still seems weird you'd put some work (even if it's a tiny amount of work) for a placeholder when just using another asset from Doom would be easier.
Now that I think about it, I don't know why you wouldn't use Freedoom's assets over Doom's for placeholders, since at the moment it just looks like another Doom mod instead of its own thing, and you could use them legally (at least, a bit more legally than Doom; no idea about the Freedoom policy when it comes to it's use for commercial products) even its just temporary.
We are not using any IWAD resources in the final release.demo_the_man wrote: yes and these use doom 2 textures as placeholders
First massive project; YesEthril wrote:is this your first project
First project; No
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wildweasel
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Re: [GLOOME] The Cataclysm
Except this completely ignores the sprite of the rifle in that screenshot, which is a Doom-derivative graphic by a user who has not necessarily given his permission for his work to be used in a commercial project.
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loismustdie555
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Re: [GLOOME] The Cataclysm
Also is a placeholder. Will not be used.wildweasel wrote:Except this completely ignores the sprite of the rifle in that screenshot, which is a Doom-derivative graphic by a user who has not necessarily given his permission for his work to be used in a commercial project.
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wildweasel
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Re: [GLOOME] The Cataclysm
Alright. As long as we're sure.
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YukiHerz
- Global Moderator
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Re: [GLOOME] The Cataclysm
I'll try and make sure they don't shove other's stuff in the game, unless they somehow get permission, but that doesn't mean anything may slip pass my drowsy eyes.

