I think I should tone down the dizziness a bit. Maybe double the starting amount of flips it takes to get dizzy.Mav3rick wrote:LoL why in the end it start to walk like it was drunk? lol i guess too much flips
[WIP] [GZDooM] Roll v0.2
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Re: [WIP] [GZDooM] Roll
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Re: [WIP] [GZDooM] Roll
Still looking for a mapper. Would anyone like to help?
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Re: [WIP] [GZDooM] Roll
I'd be up for mapping.
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Re: [WIP] [GZDooM] Roll
Small bump, I've been working on the mod and I've added the following:
A title menu, though you may think this is redundant, this is for adjusting options specifically for Roll's scripts.
The option to have visible legs from first person view. (When you look down)
Footstep sounds.
Improved turret sounds.
Menu sounds.
Falling damage improvements.
The resolution warning hopefully works properly now.
When I get enough done I might upload a new version.
A title menu, though you may think this is redundant, this is for adjusting options specifically for Roll's scripts.
The option to have visible legs from first person view. (When you look down)
Footstep sounds.
Improved turret sounds.
Menu sounds.
Falling damage improvements.
The resolution warning hopefully works properly now.
When I get enough done I might upload a new version.
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Re: [WIP] [GZDooM] Roll
Most impressive!
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Re: [WIP] [GZDooM] Roll
I've been experimenting with this too, I'm interested in the method you've used.The option to have visible legs from first person view. (When you look down)
My method: Use 3D model actor that animates based on what the player is doing, and position him at the player's position every tic
My guess of your method: Have a 3D model for the player that teleports to your camera actor every tic
Nice work on this, I'm very impressed
-TZK
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Re: [WIP] [GZDooM] Roll
Actually, the camera gets teleported to the players position. Not the other way around.The Zombie Killer wrote:I've been experimenting with this too, I'm interested in the method you've used.The option to have visible legs from first person view. (When you look down)
My method: Use 3D model actor that animates based on what the player is doing, and position him at the player's position every tic
My guess of your method: Have a 3D model for the player that teleports to your camera actor every tic
Nice work on this, I'm very impressed
-TZK
My method was to basically make the camera extend out a bit past your head, so you actually are looking at the player actor.
I think I should add a 3D model for it, but for now it's a sprite still.
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Re: [WIP] [GZDooM] Roll
Wow, full body awareness with 2D sprites? How does that look like? Care to post a screenie?
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Re: [WIP] [GZDooM] Roll
Here's some examples I actually took earlier before reading your post.
Standing still:
However, if you look straight down the sprite will disappear. (Doesn't do this in my mod)
It basically has the same states as the old player, but with a few new ones, and a flipped one for every state so that you see your legs and not your head when you walk on the ceiling
Due to some seemingly unsolvable problem (I can't look straight up or down), the legs don't center the same as the floor when you're on the ceiling.
When I look up at the ceiling, I can't look straight up, and when I look down at the floor I actually look past the limit.
It's really all an optical-illusion, but I would really like to get rid of it, so if you guys have any suggestions let me know.
By now I should really be working on the map anyways
Standing still:
Spoiler:Jumping / Falling / Or just in mid-air:
Spoiler:You can also get this effect by changing the chase_dist cvar to -8.0 and turning on chasecam
However, if you look straight down the sprite will disappear. (Doesn't do this in my mod)
It basically has the same states as the old player, but with a few new ones, and a flipped one for every state so that you see your legs and not your head when you walk on the ceiling

Due to some seemingly unsolvable problem (I can't look straight up or down), the legs don't center the same as the floor when you're on the ceiling.
When I look up at the ceiling, I can't look straight up, and when I look down at the floor I actually look past the limit.
It's really all an optical-illusion, but I would really like to get rid of it, so if you guys have any suggestions let me know.
By now I should really be working on the map anyways

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Re: [WIP] [GZDooM] Roll
Heh, it looks better with a sprite than I thought it would.
-TZK
-TZK
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Re: [WIP] [GZDooM] Roll v0.2
Bump, v0.2 is out! Smaller file size too!
Download it here:
https://dl.dropboxusercontent.com/u/55657765/Roll.pk3
Remember to have fun, and tell me what you think!
Download it here:
https://dl.dropboxusercontent.com/u/55657765/Roll.pk3
Remember to have fun, and tell me what you think!
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Re: [WIP] [GZDooM] Roll v0.2
Fixed up the demo a bit more.
If you found any bugs or issues they may have been resolved.
If you found any bugs or issues they may have been resolved.
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Re: [WIP] [GZDooM] Roll v0.2
The cinematics in the beginning were a nice touch.
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Re: [WIP] [GZDooM] Roll v0.2
Extremely cool demo! That last turret kept kicking my butt until I just barely managed to scrape by it. I was wondering if you'd leave the uncompiled ACS in the map next release? I'd like to study it a bit. I have cinematic uses in mind for a camera that I can turn on it's side, nothing physics defying like this. Again, awesome work, this a gem of a mod.
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Re: [WIP] [GZDooM] Roll v0.2
this looks fun as hell.
ill give it a go.
ill give it a go.