[WIP] Doom: Evil Unleashed -- announcement

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hfc2x
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Re: Doom: Evil Unleashed -- Continued

Post by hfc2x »

SamVision wrote:Speaking of auto maps, are you going to add the minimap thing from the alpha?
*facepalm*
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BlueFireZ88
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Re: Doom: Evil Unleashed -- Continued

Post by BlueFireZ88 »

hfc2x wrote:
SamVision wrote:Speaking of auto maps, are you going to add the minimap thing from the alpha?
*facepalm*
Care to elaborate on any other BS features you'd like for us NOT to mention or even ask about? Otherwise, I think this string of pointless questions might continue.
Gez
 
 
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Re: Doom: Evil Unleashed -- Continued

Post by Gez »

wildweasel wrote:the original code was never completed and is likely no longer part of ZDoom's codebase
It's not even part of the Linuxdoom codebase (the "cleaned out" source code that Id relased).

According to people who had seen the complete Doom source code, however, it was just a header with some #defines in it. No real code was ever done.
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SamVision
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Re: Doom: Evil Unleashed -- Continued

Post by SamVision »

hfc2x wrote:
SamVision wrote:Speaking of auto maps, are you going to add the minimap thing from the alpha?
*facepalm*
I am talking about A MINIMAP IN THE UPPER CORNER OF THE SCREEN. Nothing else.
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hfc2x
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Re: Doom: Evil Unleashed -- Continued

Post by hfc2x »

BlueFireZ88 wrote:Care to elaborate on any other BS features you'd like for us NOT to mention or even ask about?
Okay, okay, don't be mad.
It's simple, don't ask me to add features that are not currently being supported by ZDoom. I don't wanna make modifications to the engine because everyone will be complaining about the engine will be outdated in short time. That was discussion on Sodaholic's thread.
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wildweasel
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Re: Doom: Evil Unleashed -- Continued

Post by wildweasel »

SamVision wrote:
hfc2x wrote:
SamVision wrote:Speaking of auto maps, are you going to add the minimap thing from the alpha?
*facepalm*
I am talking about A MINIMAP IN THE UPPER CORNER OF THE SCREEN. Nothing else.
Which is absolutely NOT possible in ZDoom without major, major hacking at the code, and has in fact been asked about many times on this forum every time someone starts a project that uses the Alpha 0.2 hud. Matter of fact, it actually just got brought up a couple of weeks ago in the Editing forum.
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BlueFireZ88
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Re: Doom: Evil Unleashed -- Continued

Post by BlueFireZ88 »

hfc2x wrote:
BlueFireZ88 wrote:Care to elaborate on any other BS features you'd like for us NOT to mention or even ask about?
Okay, okay, don't be mad.
It's simple, don't ask me to add features that are not currently being supported by ZDoom. I don't wanna make modifications to the engine because everyone will be complaining about the engine will be outdated in short time. That was discussion on Sodaholic's thread.
I'm not mad, I just noticed how annoyed you get when people keep asking about these features that are not simply possible to code. I merely suggested to list the features from Alpha that would not be possible now with ZDoom. So I'm sorry if I gave the wrong impression, but hey, that's text response for ya.
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Project Shadowcat
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Re: Doom: Evil Unleashed -- Continued

Post by Project Shadowcat »

hfc2x wrote:@PDF Cmon, dont be so rude! But please, someone block this kid LOL
I'm not being rude, I'm being truthful! :(
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hfc2x
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Re: Doom: Evil Unleashed -- Continued

Post by hfc2x »

@BlueFire That's currently the only feature not possible to recreate. The shields were the other one, but I did a workaround for them.

@PDF The blocking thing was not for you :)
Onslaught Six
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Re: Doom: Evil Unleashed -- Continued

Post by Onslaught Six »

wildweasel wrote:
SamVision wrote:
hfc2x wrote:I am talking about A MINIMAP IN THE UPPER CORNER OF THE SCREEN. Nothing else.
Which is absolutely NOT possible in ZDoom without major, major hacking at the code, and has in fact been asked about many times on this forum every time someone starts a project that uses the Alpha 0.2 hud. Matter of fact, it actually just got brought up a couple of weeks ago in the Editing forum.
You know, I saw this happen once, though. I swear. I played it! It was part of some ScoreDoom branch or something. Really wish I could find it again.
Actually I did some digging just now and I did:
http://forum.zdoom.org/viewtopic.php?t=13608&start=60

Not that I expect it to be implemented ever; but it's out there sorta. I'm not saying it should be put in this mod or anything; just that it IS possible.

Anyway! I'm kind of vaguely interested in starting mapping for this...It's been a long-ass time since I did ANY mapping but yeah.
hfc2x wrote:@BlueFire That's currently the only feature not possible to recreate. The shields were the other one, but I did a workaround for them.

@PDF The blocking thing was not for you :)
How are you handling the shields? For some reason I'm thinking the PowerShield, i.e. Q2 use-shield.
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hfc2x
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Re: Doom: Evil Unleashed -- Continued

Post by hfc2x »

Onslaught Six wrote:How are you handling the shields? For some reason I'm thinking the PowerShield, i.e. Q2 use-shield.
That was the original idea. In fact, Carmack implemented it from the things that they scrapped for Doom. Most things Tom thought of were implemented in later games.

Anyways, I had problems doing exactly that, because it's not possible to make an item that protects you and at the same time consumes ammo when you receive damage. Anyways, what I did was to use a custom PowerProtection for each one, and can be toggled on or off by pressing a key. It uses Shield Energy to work, and when you run out of it, it simply turns off until you get more of it. Energy cells give Cell ammo AND Shield energy.
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Re: Doom: Evil Unleashed -- Continued

Post by Project Shadowcat »

hfc2x wrote:@PDF The blocking thing was not for you :)
Oh I know, but my statement still stands.
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hfc2x
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Re: Doom: Evil Unleashed -- Continued

Post by hfc2x »

It's been some days I don't post anything...

I want to ask here because it gets more attention than in bugs or editing forums.
Anyone knows why does this graphical bug occur? I know it's the tutti frutti effect, but I didn't know it appeared in ZDoom too. This is the monorail car of Supply Depot 1.
Spoiler:
This is specially weird, as the textures don't even fit in the requirements listed in the Doom Wiki.

The switch texture is CGSWC01A, 16 units width and 24 tall. The gray textures are TH_EXIT1 (64 x 72).
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ShadesMaster
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Re: Doom: Evil Unleashed -- Continued

Post by ShadesMaster »

Well I don't know if it's tutti fruitty per se, but it IS a weird bug nonetheless, and a good catch since I only use GZdoom pretty much LOL!!!!
Sodaholic
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Re: Doom: Evil Unleashed -- Continued

Post by Sodaholic »

Don't know what to do about the texture bug, but I'd like to compliment you on the architecture, it looks very good! :) (the original version of the monorail car was really incomplete, for those of you who didn't know)

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