[WIP] DoomCraft - Minecraft in ZDoom!
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.
-
- Posts: 6
- Joined: Sat Mar 30, 2013 2:21 am
Re: [WIP] MCDoom - Minecraft in ZDoom!
Damn! This is some impressive code! O_O
...Please tell me you're planning to work on a proper Minecraft Mod, of some sort. Even if it's simpler, and more restricted.
Because I have a few simple ideas, of ways you could procedurally generate some game elements, like trees, using spawn templates.
SLAB6? That's the fancy voxel thing made by Ken Silverman, isn't it?
There should be a pull-down menu of some kind with a paste option, for the different sides of a cube, if I recall correctly. I don't remember too well how the positioning in that thing works, though.
...How well does ZDoom handle voxels, out of curiosity?
Even just a 32x32x32 block map, would be a thing.
...Please tell me you're planning to work on a proper Minecraft Mod, of some sort. Even if it's simpler, and more restricted.
Because I have a few simple ideas, of ways you could procedurally generate some game elements, like trees, using spawn templates.
SLAB6? That's the fancy voxel thing made by Ken Silverman, isn't it?
There should be a pull-down menu of some kind with a paste option, for the different sides of a cube, if I recall correctly. I don't remember too well how the positioning in that thing works, though.
...How well does ZDoom handle voxels, out of curiosity?
Even just a 32x32x32 block map, would be a thing.
-
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [WIP] MCDoom - Minecraft in ZDoom!
That pretty much sums up my plans for this modicelink256 wrote:Please tell me you're planning to work on a proper Minecraft Mod, of some sort. Even if it's simpler, and more restricted.
I'm interested.icelink256 wrote:Because I have a few simple ideas, of ways you could procedurally generate some game elements, like trees, using spawn templates.
It's all done through pressing the shift key and dragging the mouse, but I can't paste it on all the sides I need because you have to press Page Up/Page Down, and my laptop doesn't have that on its keyboard (as its own key)icelink256 wrote:There should be a pull-down menu of some kind with a paste option, for the different sides of a cube, if I recall correctly. I don't remember too well how the positioning in that thing works, though.
Relatively decently, it's not great, but not terrible either.icelink256 wrote:How well does ZDoom handle voxels, out of curiosity?
-
- Posts: 137
- Joined: Fri Oct 18, 2013 7:22 am
- Location: In front of hell, looking down into the deep red abyss.
Re: [WIP] MCDoom - Minecraft in ZDoom!
Better than first version, but still i can't place block on a block!
Edit: I found a way, just look down.
Edit: I found a way, just look down.
Last edited by Lisac_the_fox on Sun Mar 16, 2014 4:54 am, edited 1 time in total.
-
- Posts: 137
- Joined: Fri Oct 18, 2013 7:22 am
- Location: In front of hell, looking down into the deep red abyss.
Re: [WIP] MCDoom - Minecraft in ZDoom!

Imps trying to get intro my castle, they pushing the blocks. Conclusion: I think blocks should have more mass!
-
- Posts: 36
- Joined: Sat Feb 22, 2014 11:22 am
Re: [WIP] MCDoom - Minecraft in ZDoom!
Tip about SLAB6: don't do the bulk of your voxel on it. Seriously. I recomend MagicaVoxel, that's what I use
take this voxel https://www.mediafire.com/folder/1iew26z2c8el9/
due to voxel limitations ( all faces must have the same color), it's not possible to be an exact copy
take this voxel https://www.mediafire.com/folder/1iew26z2c8el9/
due to voxel limitations ( all faces must have the same color), it's not possible to be an exact copy
-
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [WIP] MCDoom - Minecraft in ZDoom!
That's because of a bug, only the last block placed will be detected by the code and be enabled to have blocks on top of it.Lisac_the_fox wrote:but still i can't place block on a block!
The first version fixed that bug, but then introduced a new bug which made it so it was very difficult or impossible to place a block next to another block.
I know about this bug, and I know how to fix it, I was just too lazy to fix it at the timeLisac_the_fox wrote:Imps trying to get intro my castle, they pushing the blocks. Conclusion: I think blocks should have more mass!

It'll be fixed in the next version.
Thanks for the suggestion, I'll check it outVoxelbro wrote:Tip about SLAB6: don't do the bulk of your voxel on it. Seriously. I recomend MagicaVoxel, that's what I use
-
- Posts: 50
- Joined: Mon Feb 24, 2014 2:26 pm
- Location: http://www.tammysilverwolf.com
Re: [WIP] MCDoom - Minecraft in ZDoom!
Hey there,
If you have the cube you attempted to model available (assuming it conforms to 16x16 doom units), I'd be happy to model and UV map another one for you. I've been wanting to mess around with doom's scale but I've been really busy lately so I don't have the time to actually sit down and figure it out point for point.
Brilliant work with the code, by the way. Quite something to see!
If you have the cube you attempted to model available (assuming it conforms to 16x16 doom units), I'd be happy to model and UV map another one for you. I've been wanting to mess around with doom's scale but I've been really busy lately so I don't have the time to actually sit down and figure it out point for point.

Brilliant work with the code, by the way. Quite something to see!
-
- Posts: 137
- Joined: Fri Oct 18, 2013 7:22 am
- Location: In front of hell, looking down into the deep red abyss.
Re: [WIP] MCDoom - Minecraft in ZDoom!
Is there anyway to fix the block-on-block problem?
-
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [WIP] MCDoom - Minecraft in ZDoom!
Sadly, I don't have the model anymore. It didn't fit exactly into 16x16 units anyway, it was closer to 15.5x15.5T_Silverwolf wrote:If you have the cube you attempted to model available (assuming it conforms to 16x16 doom units), I'd be happy to model and UV map another one for you. I've been wanting to mess around with doom's scale but I've been really busy lately so I don't have the time to actually sit down and figure it out point for point.
I've been trying to, but I can't seem to find a way at the moment. I'll figure it out eventually (I hope)Lisac_the_fox wrote:Is there anyway to fix the block-on-block problem?
Then I can finally start adding things like monsters and more block types.
-
-
- Posts: 17368
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: [WIP] MCDoom - Minecraft in ZDoom!
The problem with using voxels for the blocks is that if you decide to go serious with this project, modding support would become a little difficult because voxel creation isn't intuitive (and not everyone has experience using voxel editors; they're quite intimidating) and would require a lot of effort just to update the assets. With MD3 models, the user can just drop in their texture replacement images and everything will be propagated on the fly.
However, use MD3s and you'll make the mod unplayable for software renderer users...
Pick your poison. XD
(On a side note, sometimes I'd misread this thread title as McDoom, and can't help but imagine McDonald's...)
However, use MD3s and you'll make the mod unplayable for software renderer users...
Pick your poison. XD
(On a side note, sometimes I'd misread this thread title as McDoom, and can't help but imagine McDonald's...)
-
- Posts: 137
- Joined: Fri Oct 18, 2013 7:22 am
- Location: In front of hell, looking down into the deep red abyss.
Re: [WIP] MCDoom - Minecraft in ZDoom!
Please stay on voxels, my comp cant run openGL, and i will make you blocks and items.Nash wrote:The problem with using voxels for the blocks is that if you decide to go serious with this project, modding support would become a little difficult because voxel creation isn't intuitive (and not everyone has experience using voxel editors; they're quite intimidating) and would require a lot of effort just to update the assets. With MD3 models, the user can just drop in their texture replacement images and everything will be propagated on the fly.
However, use MD3s and you'll make the mod unplayable for software renderer users...
Pick your poison. XD
(On a side note, sometimes I'd misread this thread title as McDoom, and can't help but imagine McDonald's...)
-
- Posts: 3060
- Joined: Thu May 03, 2012 1:18 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Maryland, US
Re: [WIP] MCDoom - Minecraft in ZDoom!
I thought I was the only one!Nash wrote:(On a side note, sometimes I'd misread this thread title as McDoom, and can't help but imagine McDonald's...)

-
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: [WIP] MCDoom - Minecraft in ZDoom!
need to change the name? why not DoomCraft(or DoomineCraft If it exists)?
-
- Posts: 330
- Joined: Sun Nov 02, 2008 11:52 am
Re: [WIP] MCDoom - Minecraft in ZDoom!
I see this being very useful for Invasion modes. Build a basic fort, obtain points by killing mobs, use points for specialty parts and stronger blocks.
Or even DoomForts! Would love to see SourceForts remade in the Doom engine, especially from back before it was class-based and more limited.
Or even DoomForts! Would love to see SourceForts remade in the Doom engine, especially from back before it was class-based and more limited.
-
- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [WIP] MCDoom - Minecraft in ZDoom!
GZDoom allows a modder to use both models and voxels at the same time. So I'll probably go down that route.
If anyone can give be a 16x16 UV-mapped cube, I'll love them forever.

Don't worry though, I'll still have voxels there for software users. If I can get a model they'll be converted from it with poly2vox.
If anyone can give be a 16x16 UV-mapped cube, I'll love them forever.
You might wanna get a new PC then if you can't run GL modeLisac_the_fox wrote:Please stay on voxels, my comp cant run openGL, and i will make you blocks and items.

Don't worry though, I'll still have voxels there for software users. If I can get a model they'll be converted from it with poly2vox.
Poll!Captain J wrote:need to change the name? why not DoomCraft
I'll probably end up going in that direction for the mod, dunno yet though.Triple S wrote:I see this being very useful for Invasion modes. Build a basic fort, obtain points by killing mobs, use points for specialty parts and stronger blocks.
Or even DoomForts! Would love to see SourceForts remade in the Doom engine, especially from back before it was class-based and more limited.