DoomZ alpha 14

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superpomme
Posts: 11
Joined: Sun Jul 06, 2014 11:21 am

DoomZ alpha 14

Post by superpomme »

This has been ages since the last update, so apologies for that - took a year out, but started up development again from January.

https://www.youtube.com/watch?v=fJLTgqbC3Lk

Image

Lots of changes from the last version, with improved skyboxes, better building textures, better floor textures, volumetric trees that grow over time, ability to eat rats, use severed arms as weapons, eat zombie arms, repairing car components and petrol cans and pumps, improved petrol station explosion, better explanation of current weapon and bullet types on the ui, better light changing, and sun/moon etc, added blood splashes, added ammo casing, added weapon flashes, added sickness, added flashlight and car headlights, better weather system, footstep noises are in now, sounds for lots of actions that were missing it before, like eating and drinking or car noises etc, improved indoor rooms, dogs, ability to turn dogs friendly by giving them food, and plenty more. Also so so so many bug fixes, and a complete overhaul of the code to make it easier to develop in future. I also fixed the UI so this now scales to the screen size - previously playing it in anything lower than 1080p left all the icons off the edge of the screen.
The next areas that I will be working on are adding base building (I like the way that rust does this, with sections that clip together to build houses). I have had a play with a few different ways of doing this, but none are finished, so that can wait till a future version. Growing crops - should be simple enough, as I have this for the trees, but I didn't get that in in time. More work on the weather, with different states - stormy etc, and linked into temperature, so it snows if it rains when the temp is less than 0 etc (we have the back end code done for this, but I didn't add that in this time). We are also going to do a complete overhaul of the inventory system to allow for stacking items (and to fix some other minor bugs with it), and then the big one - replacing the weapons and ammo - I started this, but its a big job, so left that for a future version. I also did some work on having a map that changes dynamically for each play. Looking to scale this up so that this can be used too. Now that I have reorganized everything, we have this (mainly) running in Zandronum too, with a dedicated server, but there are a few changes, so I will get that sorted for a later release too.

Here is a file with the resources used - http://doomz.co.uk/doomz/references.txt This is mainly the graphics, but also has several wads from realm667 for bullet casings, weapons etc, it has trees that adapted from Trisk's work, and footstep noises that came from The Zombie Killer . Thanks to everyone that let me use their resources, I really appreciate it! If I have missed anything, please do tell me.

The download is at doomz.co.uk. Chose the recommended if you have a doom2.wad, or the standalone if not. The current to do list / changelog for this version is here: http://doomz.co.uk/doomz/doomtodo_alpha14.txt. This started off being well noted, but devolved (towards the bottom) to just a big list of bugs

Any questions, feedback, or bug reports - please let me know :)


Download is at http://doomz.co.uk/doomz/alpha14.rar - this is with a copy of gzdoom, as it uses some custom controls, but its just a pk3 - you can set the controls manually too. Thx
Last edited by superpomme on Tue Apr 26, 2016 10:57 am, edited 1 time in total.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: DoomZ alpha 14

Post by Captain J »

:o this is just beyond great! looks great and i'm downloading now!

also hope you can link the download link correctly like other links, if you can!
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arookas
Posts: 265
Joined: Mon Jan 24, 2011 6:04 pm

Re: DoomZ alpha 14

Post by arookas »

Looks very interesting! Gonna keep my eye on this one.
superpomme
Posts: 11
Joined: Sun Jul 06, 2014 11:21 am

Re: DoomZ alpha 14

Post by superpomme »

oh, good call, Captain J, added the download link now

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