Enjay wrote:This is looking really nice. Despite the fact I was (and am) a huge Eye of the Beholder fan, I never really got into the Ultima games (I think because my computer couldn't handle them at a the critical time when I would have been sucked in by the games). So I can't really comment on how authentic it is, but it certainly seems to have the right kind of vibe going on.
Yeah, I played those back in the day - Eye of the Beholder, Lands of Lore, Might and Magic, Xeen, etc - they all kinda blur together in my mind now. UW blew me away because I was so used to those 8-foot strides and 90-degee turns, the freedom of UW was just mind boggling. And yeah, lots of Origin games required a hardware upgrade, but they pushed the envelope. I remember when it came out I had a low-end 486, my brother had a mid-grade 386. Mine would play it fine, his would play it on lower graphic settings, but still played it.
A while back I saw someone did a rip of EotB graphics for Doom - I don't remember if it was in this forum or somewhere else.
Enjay wrote:I think it would be easier to set the doors so that they always swing away from the player regardless of which side they are opened from. Would that be suitable? Generally, polyobjects cannot be made nonblocking because they are usually made of 1 sided solid lines. But there are ways of making polyobjects using 2 sided lines and you might be able to change their blocking status with a script when you open them. Polyobjects made in this way do come with their own limitations though - though I suspect with the map layout that you have, this might not be a problem.
[edit]Actually, I just checked and your polyobjects seem to be made of 2s lines already. So you could just try giving the lines that make them a tag and changing their blocking with [wiki]Line_SetBlocking[/wiki] in a script.
I'm a big fan of game where the doors always open away from whoever is opening them - doesn't make sense from a reality perspective but it's better playability. I did my doors in this map to open the ways they did in the original game. It's one of those points I have to decide if I want to stay authentic or take liberties.
What I meant was that the original game just makes the entire door and door frame non-blocking when the door opens. Think of a game like the old Wolf3d - when the door opened the entire square was open, no door frame or anything to get hung up on. That's about how UW did it, I need to look in to how difficult that would be to script.
That's an idea to change the size of the player. I'd also have to change the monsters to be small enough to fit through. I don't know if that makes the game feel weird if the hit boxes are small and monster are hard to hit. I'll have to do some experimenting when I get that far.
Enjay wrote:I don't usually load stuff from a folder in UDB so I can't say if it has problems with that or not. If it does, it seems like it might not be intended. You should perhaps ask in the
UDB thread.
However, I have loaded resources from PK3s with nested folders and I have not had a problem with those. I realise it might not be your choice of workflow setup, but you could try loading a PK3 instead of a folder.
Yeah, I haven't look into it to deep yet. I write scripts that generate the levels for me, I just use UDB to verify that it looks about right, then launch GZdoom to try it out. So it doesn't bother me too much that it doesn't work right, but I'd like to fix it at some point.
Loading a folder is just like a PK3 - you build a folder with the same structure as you would have built in the PK3. But it's better for editing because you don't have to keep unpacking and repacking it every time you want to change something, you just edit the files directly. You only need to pack it up to upload it somewhere or give it to someone.
Anyway, I've taken a break from mapping and have been working on getting some monsters in. UW1 had 75 monsters defined with over 4000 animation frames. I've got most of those pulled in now. UW only used 63 of them so I'll have 12 new unused monsters. So I've got my work cut out for me
