[GLOOME] The Cataclysm

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kodi
 
 
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Re: [GLOOME] The Cataclysm

Post by kodi »

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

Post by Nash »

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.

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
            
    }
}
 
Quick 'n dirty proof-of-concept, untested
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demo_the_man
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Re: [GLOOME] The Cataclysm

Post by demo_the_man »

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

Post by wildweasel »

demo_the_man wrote:Quick little update, as of now ive started work on some maps and a trailer. Expect Screenshots very soon.
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.
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Cage
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Re: [GLOOME] The Cataclysm

Post by Cage »

Good luck. You'll need it.

EDIT: Can't wait to see all the graphics for those 112 weapons! Sweet!
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Re: [GLOOME] The Cataclysm

Post by YukiHerz »

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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Re: [GLOOME] The Cataclysm

Post by demo_the_man »

Have some screenies
Image
Image
These are of the techy faction, which was the crew of a former imperial navy battle cruiser
yes and these use doom 2 textures as placeholders
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TehRealSalt
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Re: [GLOOME] The Cataclysm

Post by TehRealSalt »

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.
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Ethril
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Re: [GLOOME] The Cataclysm

Post by Ethril »

is this your first project
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SuperSomariDX
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Re: [GLOOME] The Cataclysm

Post by SuperSomariDX »

TehRealSalt wrote:no idea about the Freedoom policy when it comes to it's use for commercial products) even its just temporary.
To Quote a few lines from a doom wiki page on FreeDoom.

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.
loismustdie555
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Re: [GLOOME] The Cataclysm

Post by loismustdie555 »

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.
To Quote Demo.
demo_the_man wrote: yes and these use doom 2 textures as placeholders
We are not using any IWAD resources in the final release.
Ethril wrote:is this your first project
First massive project; Yes
First project; No
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wildweasel
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Re: [GLOOME] The Cataclysm

Post by wildweasel »

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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Re: [GLOOME] The Cataclysm

Post by loismustdie555 »

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.
Also is a placeholder. Will not be used.
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wildweasel
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Re: [GLOOME] The Cataclysm

Post by wildweasel »

Alright. As long as we're sure.
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Re: [GLOOME] The Cataclysm

Post by YukiHerz »

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.

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