[WIP] DoomCraft - Minecraft in ZDoom!
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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: [WIP] DoomCraft - Minecraft in ZDoom!
Yeah there were no changes to the actual model, just that the MODELDEF needs to be updated to apply compensation for the scaling.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
TNT is now fully implemented. It'll be in the next version that comes out.
I have no recording software on my PC at the moment, and I was in a rush, so I just recorded it with an iPod camera.
I have no recording software on my PC at the moment, and I was in a rush, so I just recorded it with an iPod camera.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
now more explosions on that tnt would be nice, also i hope there's another way to ignite it, flint 'n rocks or fire based weapons, etc. it could be exploded when touched it for a mistake.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
I read your advice and crafted some new voxels. Look for them in given folder!
PS:I used some minecraft texture packs by GPL v2 just to know.
PS:I used some minecraft texture packs by GPL v2 just to know.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
Yeah, I still gotta add in particle effects. TNT also explodes straight away if ignited by other TNT, rather than having the pause while the fuse burns.Captain J wrote:now more explosions on that tnt would be nice
It can also be ignited by an object that's sorta like a redstone torch. I'm gonna remove the "touch to explode" thing soon, I just had it that way to test it.Captain J wrote:also i hope there's another way to ignite it, flint 'n rocks or fire based weapons, etc. it could be exploded when touched it for a mistake.
I'm not sure where they've been uploaded, did you forget to paste the link or something?Lisac_the_fox wrote:I read your advice and crafted some new voxels. Look for them in given folder!
PS:I used some minecraft texture packs by GPL v2 just to know.
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- Posts: 1528
- Joined: Thu Jul 14, 2011 12:06 am
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
@Lisac_the_fox
Thanks, I'll add 'em in once I have some more blocks implemented, since it takes a bit more work to get a voxel working for its own block than it does for a regular model.
Updates
I've changed how some of the code works, now for a block to be correctly placed in a map, you can just place the block actor directly. No need for stupid "spawner" actors any more.
I've added the "smoke" effect from Minecraft to the TNT.
If a TNT is "ignited" by an explosion, then it will explode straight away, rather than waiting for the fuse
Now let's see if I can get some sort of map generation working. Dear Jesus this'll be a load of fun... not...
Thanks, I'll add 'em in once I have some more blocks implemented, since it takes a bit more work to get a voxel working for its own block than it does for a regular model.
Updates
I've changed how some of the code works, now for a block to be correctly placed in a map, you can just place the block actor directly. No need for stupid "spawner" actors any more.
I've added the "smoke" effect from Minecraft to the TNT.
If a TNT is "ignited" by an explosion, then it will explode straight away, rather than waiting for the fuse
Now let's see if I can get some sort of map generation working. Dear Jesus this'll be a load of fun... not...
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- Joined: Thu Jul 14, 2011 12:06 am
- Location: Gold Coast, Queensland, Australia
Re: [WIP] DoomCraft - Minecraft in ZDoom!
Showing off the changes made to the TNT
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
DAYUM, third post in a row. It seems that terrain generation isn't really gonna be a thing. I'm not even sure if I'll continue this mod any more.
Why? HUGE performance issues.
Attached is the latest release (minus a few small things that I'm redoing), choose "Generate Map" from the menu, and make a rather large flat map.
The performance and your computer will die.
EDIT: By the way, to use TNT (and get 64 of it in your inventory), type in the following console commands:
To change back to cobblestone (and get 64 of it in your inventory), type this in the console:
Why? HUGE performance issues.
Attached is the latest release (minus a few small things that I'm redoing), choose "Generate Map" from the menu, and make a rather large flat map.
The performance and your computer will die.
EDIT: By the way, to use TNT (and get 64 of it in your inventory), type in the following console commands:
Code: Select all
give tnt_item 64
sv_blocktype tnt
Code: Select all
give cobblestone_item 64
sv_blocktype cobblestone
You do not have the required permissions to view the files attached to this post.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
getting great so far, but still tnt's explosion is not enough to compared with original minecraft, it had more explosions also smokes. add more A_custommissile or A_Debris, maybe?
also are you going to add some block's sound in next update?
also are you going to add some block's sound in next update?
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- Posts: 17454
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
As has been discovered, this is unfortunately unplayable. :(
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
No welcome, i will make more of them!The Zombie Killer wrote:@Lisac_the_fox
Thanks, I'll add 'em in once I have some more blocks implemented, since it takes a bit more work to get a voxel working for its own block than it does for a regular model.
Edit: Can you please make the Zandronum version? And just ask if you need some specific block.
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
Is this project dead?
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Re: [WIP] DoomCraft - Minecraft in ZDoom!
It could be...Lisac_the_fox wrote:Is this project dead?
The Zombie Killer wrote:It seems that terrain generation isn't really gonna be a thing. I'm not even sure if I'll continue this mod any more.
Why? HUGE performance issues.
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- Posts: 137
- Joined: Fri Oct 18, 2013 7:22 am
- Location: In front of hell, looking down into the deep red abyss.
Re: [WIP] DoomCraft - Minecraft in ZDoom!
You can make pre-generated terrain, like a static map.The Zombie Killer wrote:It seems that terrain generation isn't really gonna be a thing. I'm not even sure if I'll continue this mod any more.
Why? HUGE performance issues.