Demolition
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
Demolition
http://www.prdarkfox.com/doomstuff/demolition.7z - map01
Thought I'd post this before I got too carried away. Messing with a new map for the Harbinger demo, I wanted to revisit the original map that became Shades of War. I came up with a better method for destroying buildings, and streamlined it to be more user(me) friendly.
Grab the rocket launcher and fire a rocket at different locations on the buildings. Damage it enough and it'll collapse. I haven't worked out a buildings HP or damage tolerance yet, just wanted to make it work first. Unlike Shades of War, the buildings actually take damage instead of a certain amount of hits. This makes the buildings much more susceptible to splash damage (rockets) then direct damage (hitscan/plasma), which seems appropriate. It's not perfect, but it's the best method I've come up with yet.
[EDIT] My intent is to have each wallsection "fire" a projectile when it dies that leaves a generic structure damage decal, indicating that part of the wall is already damaged. I just haven't messed with decals since A New Hellspawn.
Thought I'd post this before I got too carried away. Messing with a new map for the Harbinger demo, I wanted to revisit the original map that became Shades of War. I came up with a better method for destroying buildings, and streamlined it to be more user(me) friendly.
Grab the rocket launcher and fire a rocket at different locations on the buildings. Damage it enough and it'll collapse. I haven't worked out a buildings HP or damage tolerance yet, just wanted to make it work first. Unlike Shades of War, the buildings actually take damage instead of a certain amount of hits. This makes the buildings much more susceptible to splash damage (rockets) then direct damage (hitscan/plasma), which seems appropriate. It's not perfect, but it's the best method I've come up with yet.
[EDIT] My intent is to have each wallsection "fire" a projectile when it dies that leaves a generic structure damage decal, indicating that part of the wall is already damaged. I just haven't messed with decals since A New Hellspawn.
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: Demolition
Why 7zip, why? D:
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: Demolition
Because it's smaller and she's on dial-up?Eriance wrote:Why 7zip, why? D:
- Project Shadowcat
- Posts: 9369
- Joined: Thu Jul 14, 2005 8:33 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: Blacksburg, SC USA
- Contact:
Re: Demolition
Not to mention that ZDoom has support for these things. And you're probably one of the very first people I had ever heard complain about the 7z file format. It's very universal and flexible.Eriance wrote:Why 7zip, why? D:
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
Re: Demolition
Beats using .rars, I guess. 
Re: Demolition
We're implementing some 7zip usage into one of our main systems at work. We have XML files of customer data that works with the system called "drawing" files and they tend to be pretty small (well under a meg.) However, a select few clients have absolutely massive drawing files, to the tune of 100 MB or so. Once they started doing that we decided to go for compression because XML can compress fairly well, and 7zip was the natural choice there. Gets those 100 MB files down to under a meg in some cases.wildweasel wrote:Because it's smaller and she's on dial-up?Eriance wrote:Why 7zip, why? D:
Re: Demolition
Nice effect. 
- LilWhiteMouse
- Posts: 2270
- Joined: Tue Jul 15, 2003 7:00 pm
- Location: Maine, US
- Contact:
Re: Demolition
it's more effective in Shades of War, this way is just simpler to set up.
