[Pogostick] 0.9 Online! | Where are your contributions!? :(
Forum rules
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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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
@Tormentor667: I've fixed M_DOOM gfx offset...
Here it is:
Here it is:
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
I finally got the default control scheme to work and all though it is a far improvement over the original I still find it rather clumsy to control. I still don't understand why you haven't remove the message to increase the screen size. I do like the idea to include other playable characters.
I would like to add that I would recommend trying to turn the scripts into a library so it would be easier for people like me to rip out the controls and replace them. It would also make it easier for you to update the code when you have more maps.
AltControls (I know the player class selection picture is broken. I'm too lazy to fix that.)
I would like to add that I would recommend trying to turn the scripts into a library so it would be easier for people like me to rip out the controls and replace them. It would also make it easier for you to update the code when you have more maps.
AltControls (I know the player class selection picture is broken. I'm too lazy to fix that.)
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
The last control scheme I posted might make a good reference point. I did my best to reduce script number pollution and move stuff into functions. It's probably worth a look.Blzut3 wrote:I would like to add that I would recommend trying to turn the scripts into a library so it would be easier for people like me to rip out the controls and replace them.
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
Well, most things you make are worth a look.bagheadspidey wrote:The last control scheme I posted might make a good reference point. I did my best to reduce script number pollution and move stuff into functions. It's probably worth a look.Blzut3 wrote:I would like to add that I would recommend trying to turn the scripts into a library so it would be easier for people like me to rip out the controls and replace them.
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
Hey, thanks!Captain Ventris wrote:Well, most things you make are worth a look.
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
Hey Torm, in 'User-made maps' the first door doesn't open when you walk up to it, nor will it no matter what you do.
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
Works for me, because i reached the exit...MG_Man wrote:Hey Torm, in 'User-made maps' the first door doesn't open when you walk up to it, nor will it no matter what you do.
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
Feel free to do theseCaptainToenail wrote:Duke Nukem
Link (for Zelda nuts)
Master Cheif from Halo 0 (for Halo nuts)
Conc. the HUD: The solution that Blutz posted didn't work, I have no idea how to make that work at all. If someone can give me the correct necessary additions and changes, I will do the SBARINFO solution
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
All you need to do is have a text lump called SBARINFO and put in it:
That's it. That just disables the regular status bar. Then you should remove your script that checks for screen size and puts up the warning message and see how it works out. You may have to force your ACS status bar to draw over the status bar if it isn't already doing that. You could also try numbers other than 30 to see hoiw that works out. You can go right down to 0. Try it in standard Doom mode just by loading the test file and see what effect it has.
Code: Select all
height 30;
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
What Enjay said and here is the change to the acs script: (Note: I didn't bother fixing the indention because you use spaces instead of tabs)
Spoiler:
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
OMGolly.....Sprites that I poured my heart and soul into (ripped) are new in a Tormentor667 project..... WOW.
Anyway, AWESOME Multiple classes. I never thought of that. But the code for JumpnRunDoomGuy_Keen might need the code posted before, YScale 1.4 and XScale 1.2 (around those values). Does anyone else think he's a bit too small? Also here's a standing still keen frame. It can be used for CKENZ.
And can the code for JumpnRunDoomGuy_Keen be used to make him do the screensaver animations from the original? A_Jump could be used....I think I'll look into it.
Anyway, AWESOME Multiple classes. I never thought of that. But the code for JumpnRunDoomGuy_Keen might need the code posted before, YScale 1.4 and XScale 1.2 (around those values). Does anyone else think he's a bit too small? Also here's a standing still keen frame. It can be used for CKENZ.
And can the code for JumpnRunDoomGuy_Keen be used to make him do the screensaver animations from the original? A_Jump could be used....I think I'll look into it.
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
Got the HUD working, thx And the standing still frame is in as well Anyone volunteering to create another class?!
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
I think it'd be interesting if you made it so that certain classes can enter special locations. For example, you could put small holes throughout the maps that the player can crawl into while playing as commander keen.
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
I've finally got round to downloading this - pretty good, although I can't get the player to turn around and I find the control scheme a little difficult at times (I keep having to jump over enemies backwards in order to shoot them and thta sort of thing).
T667's map is quite hard, and I've yet to have finished it, but I finished UA's map quite quickly.
And here's something I managed to do, although it doesn't really work that well, and it's even harder to control, as it flies (yep, it's from Virus):
T667's map is quite hard, and I've yet to have finished it, but I finished UA's map quite quickly.
And here's something I managed to do, although it doesn't really work that well, and it's even harder to control, as it flies (yep, it's from Virus):
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Re: [Pogostick] 0.75 Online! + Mapping Tutorial | New Classes?!
I would love to see this!neoworm wrote:Some time ago I said that Golden Axe mod for Hexen would be cool... with this engine its really possible, even almost with original style gameplay. I will try something...