Rest In Russia (Very Early Build)

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Rest In Russia (Very Early Build)

Postby RastaManGames » Sat May 23, 2020 12:19 am



Every story need beginning. My beginning is very simple:
"One night i saw strange and beautiful dream about strange videogame. Graphics was similar to Doom or Duke Nukem 3D and gameplay was similar to Postal 2. I remember correctly old post-soviet commieblocks, that was 3 or 4 floors in height. On the background there was something like flat forest texture and transition to other areas of this small town was maded thru concrete tonnels. I remember, that in some apartments there was NPCs."

So, after few weeks i decided to start making some levels and adding custom textures.
After few days basic skeleton of project appeared. I draw some plans in my notebook and started looking for more resources.
For now there is few early maded maps, that was maded with help of kind and nice community from this good forum.

Here, some screenshots of the maps:
Spoiler:


For now i don't have so much story yet. You are simple Russian dude named Vasya. Your mother died in car accident several years ago. Your father are... Baron of hell? Yeah. In this abomination several basic NPCs from Doom are neutral or friendly to us. But who is your enemy? Various gopniks, ofcourse (for now they have marine skins). They are invading to your district and messing up your calm life. There is also several abandoned and scary locations, that are full of cultists, demons and hellspawns.
In future i want to add some basic quests and keyhunting (ofcourse, because this is Doom). In plans i have about 20 maps, but for now you can see sketches of these maps: 01, 02, 03, 04, 08, 09, 10 and 13. Some of these are kinda unavailable to travel into by foot, so you can use "map" or "changemap" console commands.
Also this abomination has some simple dialogues and EN/RU translations...
I am also sorry for this early and dull state, but i don't know what is gonna happen to me in next few months, so i want to archieve this project as well.

And... Most important note! The great and powerful credits:
Spoiler:


Download from Google Drive (129 MB):
https://drive.google.com/file/d/1Ikk_AAfLR4YcmzWecenWyY7dUwtvKDym/view
User avatar
RastaManGames
Syberian Doom Fan
 
Joined: 13 Mar 2014
Location: Russian Federation, Krasnoyarsk
Discord: ℝ𝕒𝕤𝕥𝕒𝕄𝕒𝕟𝔾𝕒𝕞𝕖𝕤#4168
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Rest In Russia (Very Early Build)

Postby _mental_ » Sat May 23, 2020 2:14 am

Code: Select allExpand view
Script error, "RestInRussia_20y05m23d.pk3:gldefs.bm" line 1:
Lump 'brightmaps/sprites/doom2.bm' not found

FILTER/doom.id.doom2/gldefs.bm includes brightmaps/sprites/doom2.bm, but there is no such file.
_mental_
 
 
 
Joined: 07 Aug 2011

Re: Rest In Russia (Very Early Build)

Postby pouljo » Sat May 23, 2020 2:46 am

Execution could not continue.

Script error, "RestInRussia_20y05m23d.pk3:gldefs.bm" line 1:
Lump 'brightmaps/sprites/doom2.bm' not found
pouljo
 
Joined: 16 Jun 2019
Github ID: Poul
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Rest In Russia (Very Early Build)

Postby BigMemka » Sat May 23, 2020 4:58 am

What version gzdoom need to run the game? on version 4.3. this error occurs: Script error, "RestInRussia_20y05m23d.pk3:gldefs.bm" line 1: Lump 'brightmaps/sprites/doom2.bm' not found
BigMemka
 
Joined: 07 Jan 2019

Re: Rest In Russia (Very Early Build)

Postby Enjay » Sat May 23, 2020 5:08 am

Most, if not all, of the brightmaps are messed up. I think it's just how their definitions don't have full path names to the maps.

Code: Select allExpand view
Brightmap 'BMINCAA1' not found in texture 'INCAA1D1'
Brightmap 'BMINCAA2' not found in texture 'INCAA2D8'
Brightmap 'BMINCAA3' not found in texture 'INCAA3D7'
Brightmap 'BMINCAA4' not found in texture 'INCAA4D6'
Brightmap 'BMINCAA5' not found in texture 'INCAA5D5'
Brightmap 'BMINCAA6' not found in texture 'INCAA6D4'
Brightmap 'BMINCAA7' not found in texture 'INCAA7D3'
Brightmap 'BMINCAA8' not found in texture 'INCAA8D2'
Brightmap 'BMINCAB1' not found in texture 'INCAB1E1'
Brightmap 'BMINCAB2' not found in texture 'INCAB2E8'
Brightmap 'BMINCAB3' not found in texture 'INCAB3E7'
Brightmap 'BMINCAB4' not found in texture 'INCAB4E6'
Brightmap 'BMINCAB5' not found in texture 'INCAB5E5'
Brightmap 'BMINCAB6' not found in texture 'INCAB6E4'
Brightmap 'BMINCAB7' not found in texture 'INCAB7E3'
Brightmap 'BMINCAB8' not found in texture 'INCAB8E2'
Brightmap 'BMINCAC1' not found in texture 'INCAC1F1'
Brightmap 'BMINCAC2' not found in texture 'INCAC2F8'
Brightmap 'BMINCAC3' not found in texture 'INCAC3F7'
Brightmap 'BMINCAC4' not found in texture 'INCAC4F6'
Brightmap 'BMINCAC5' not found in texture 'INCAC5F5'
Brightmap 'BMINCAC6' not found in texture 'INCAC6F4'
Brightmap 'BMINCAC7' not found in texture 'INCAC7F3'
Brightmap 'BMINCAC8' not found in texture 'INCAC8F2'
Brightmap 'BMINCAG1' not found in texture 'INCAG1R1'
Brightmap 'BMINCAG2' not found in texture 'INCAG2R8'
Brightmap 'BMINCAG3' not found in texture 'INCAG3R7'
Brightmap 'BMINCAG4' not found in texture 'INCAG4R6'
Brightmap 'BMINCAG5' not found in texture 'INCAG5R5'
Brightmap 'BMINCAG6' not found in texture 'INCAG6R4'
Brightmap 'BMINCAG7' not found in texture 'INCAG7R3'
Brightmap 'BMINCAG8' not found in texture 'INCAG8R2'
Brightmap 'BMINCAH1' not found in texture 'INCAH1S1'
Brightmap 'BMINCAH2' not found in texture 'INCAH2S8'
Brightmap 'BMINCAH3' not found in texture 'INCAH3S7'
Brightmap 'BMINCAH4' not found in texture 'INCAH4S6'
Brightmap 'BMINCAH5' not found in texture 'INCAH5S5'
Brightmap 'BMINCAH6' not found in texture 'INCAH6S4'
Brightmap 'BMINCAH7' not found in texture 'INCAH7S3'
Brightmap 'BMINCAH8' not found in texture 'INCAH8S2'
Brightmap 'BMINCAI1' not found in texture 'INCAI1T1'
Brightmap 'BMINCAI2' not found in texture 'INCAI2T8'
Brightmap 'BMINCAI3' not found in texture 'INCAI3T7'
Brightmap 'BMINCAI4' not found in texture 'INCAI4T6'
Brightmap 'BMINCAI6' not found in texture 'INCAI6T4'
Brightmap 'BMINCAI7' not found in texture 'INCAI7T3'
Brightmap 'BMINCAI8' not found in texture 'INCAI8T2'
Brightmap 'BMINCAJ1' not found in texture 'INCAJ1'
Brightmap 'BMINCAJ2' not found in texture 'INCAJ2'
Brightmap 'BMINCAJ3' not found in texture 'INCAJ3'
Brightmap 'BMINCAJ4' not found in texture 'INCAJ4'
Brightmap 'BMINCAJ5' not found in texture 'INCAJ5'
Brightmap 'BMINCAJ6' not found in texture 'INCAJ6'
Brightmap 'BMINCAJ7' not found in texture 'INCAJ7'
Brightmap 'BMINCAJ8' not found in texture 'INCAJ8'
Brightmap 'BMINCAK1' not found in texture 'INCAK1'
Brightmap 'BMINCAK2' not found in texture 'INCAK2'
Brightmap 'BMINCAK3' not found in texture 'INCAK3'
Brightmap 'BMINCAK4' not found in texture 'INCAK4'
Brightmap 'BMINCAK5' not found in texture 'INCAK5'
Brightmap 'BMINCAK6' not found in texture 'INCAK6'
Brightmap 'BMINCAK7' not found in texture 'INCAK7'
Brightmap 'BMINCAK8' not found in texture 'INCAK8'
Brightmap 'BMINCAL1' not found in texture 'INCAL1'
Brightmap 'BMINCAL2' not found in texture 'INCAL2'
Brightmap 'BMINCAL3' not found in texture 'INCAL3'
Brightmap 'BMINCAL4' not found in texture 'INCAL4'
Brightmap 'BMINCAL5' not found in texture 'INCAL5'
Brightmap 'BMINCAL6' not found in texture 'INCAL6'
Brightmap 'BMINCAL7' not found in texture 'INCAL7'
Brightmap 'BMINCAL8' not found in texture 'INCAL8'
Brightmap 'BMINCAU1' not found in texture 'INCAU1'
Brightmap 'BMINCAU2' not found in texture 'INCAU2'
Brightmap 'BMINCAU3' not found in texture 'INCAU3'
Brightmap 'BMINCAU4' not found in texture 'INCAU4'
Brightmap 'BMINCAU5' not found in texture 'INCAU5'
Brightmap 'BMINCAU6' not found in texture 'INCAU6'
Brightmap 'BMINCAU7' not found in texture 'INCAU7'
Brightmap 'BMINCAU8' not found in texture 'INCAU8'
Brightmap 'BMINCXA0' not found in texture 'INCXA0'
Brightmap 'BMINCXB0' not found in texture 'INCXB0'
Brightmap 'BMINCXC0' not found in texture 'INCXC0'
Brightmap 'BMINCXD0' not found in texture 'INCXD0'
Brightmap 'BMINCXE0' not found in texture 'INCXE0'
Brightmap 'BMINCXF0' not found in texture 'INCXF0'
Brightmap 'BMINCXG0' not found in texture 'INCXG0'
Brightmap 'BMINCXH0' not found in texture 'INCXH0'
Brightmap 'BMINCXI0' not found in texture 'INCXI0'
Brightmap 'BMINCXJ0' not found in texture 'INCXJ0'
Brightmap 'BMROACA1' not found in texture 'ROACA1'
Brightmap 'BMROACA2' not found in texture 'ROACA2A8'
Brightmap 'BMROACA3' not found in texture 'ROACA3A7'
Brightmap 'BMROACB1' not found in texture 'ROACB1'
Brightmap 'BMROACB2' not found in texture 'ROACB2B8'
Brightmap 'BMROACB3' not found in texture 'ROACB3B7'
Brightmap 'BMROACC1' not found in texture 'ROACC1'
Brightmap 'BMROACC2' not found in texture 'ROACC2C8'
Brightmap 'BMROACC3' not found in texture 'ROACC3C7'
Brightmap 'BMROACC4' not found in texture 'ROACC4C6'
Brightmap 'BMROACD1' not found in texture 'ROACD1'
Brightmap 'BMROACD2' not found in texture 'ROACD2D8'
Brightmap 'BMROACD3' not found in texture 'ROACD3D7'
Brightmap 'BMROACE1' not found in texture 'ROACE1'
Brightmap 'BMROACE2' not found in texture 'ROACE2E8'
Brightmap 'BMROACE3' not found in texture 'ROACE3E7'
Brightmap 'BMROACF1' not found in texture 'ROACF1'
Brightmap 'BMROACF2' not found in texture 'ROACF2F8'
Brightmap 'BMROACF3' not found in texture 'ROACF3F7'
Brightmap 'BMROACG1' not found in texture 'ROACG1'
Brightmap 'BMROACG2' not found in texture 'ROACG2G8'
Brightmap 'BMROACG3' not found in texture 'ROACG3G7'
Brightmap 'BMROACI0' not found in texture 'ROACI0'
Brightmap 'BMROACJ0' not found in texture 'ROACJ0'
Brightmap 'BMROACN0' not found in texture 'ROACN0'
Brightmap 'BMROACO0' not found in texture 'ROACO0'
Brightmap 'BMSHDWA1' not found in texture 'SHDWA1'
Brightmap 'BMSHDWA2' not found in texture 'SHDWA2A8'
Brightmap 'BMSHDWA3' not found in texture 'SHDWA3A7'
Brightmap 'BMSHDWB1' not found in texture 'SHDWB1'
Brightmap 'BMSHDWB2' not found in texture 'SHDWB2B8'
Brightmap 'BMSHDWB3' not found in texture 'SHDWB3B7'
Brightmap 'BMSHDWB4' not found in texture 'SHDWB4B6'
Brightmap 'BMSHDWC1' not found in texture 'SHDWC1'
Brightmap 'BMSHDWC2' not found in texture 'SHDWC2C8'
Brightmap 'BMSHDWC3' not found in texture 'SHDWC3C7'
Brightmap 'BMSHDWD1' not found in texture 'SHDWD1'
Brightmap 'BMSHDWD2' not found in texture 'SHDWD2D8'
Brightmap 'BMSHDWD3' not found in texture 'SHDWD3D7'
Brightmap 'BMSHDWE1' not found in texture 'SHDWE1'
Brightmap 'BMSHDWE2' not found in texture 'SHDWE2E8'
Brightmap 'BMSHDWE3' not found in texture 'SHDWE3E7'
Brightmap 'BMSHDWF1' not found in texture 'SHDWF1'
Brightmap 'BMSHDWF2' not found in texture 'SHDWF2F8'
Brightmap 'BMSHDWF3' not found in texture 'SHDWF3F7'
Brightmap 'BMSHDWG1' not found in texture 'SHDWG1'
Brightmap 'BMSHDWG2' not found in texture 'SHDWG2G8'
Brightmap 'BMSHDWG3' not found in texture 'SHDWG3G7'
Brightmap 'BMSHDWG4' not found in texture 'SHDWG4G6'
Brightmap 'BMSHDWG5' not found in texture 'SHDWG5'
Brightmap 'BMSHDWI0' not found in texture 'SHDWI0'
Brightmap 'BMSHDWJ0' not found in texture 'SHDWJ0'
Brightmap 'BMSHDXA0' not found in texture 'SHDXA0'
Brightmap 'BMSHDXB0' not found in texture 'SHDXB0'
Brightmap 'BRGHA1' not found in texture 'TLGHA1'
Brightmap 'BRGHA2A8' not found in texture 'TLGHA2A8'
Brightmap 'BLGHA1' not found in texture 'WLGHA1'
Brightmap 'BLGHA2A8' not found in texture 'WLGHA2A8'


And the other message also seems to be correct. "brightmaps/sprites/doom2.bm" does not exist but is it mentioned in the FILTER/doom.id.doom2/gldefs.bm file. Deleting or renaming the FILTER folder allows the mod to start. The only thing in there is the dodgy file.

On top of that, some of the level transitions from the road network don't work - complaining of no player 1 start. This probably means that the exit line/script specifies a player start spot argument and no start spot with that argument exists on the destination map. You can get to the map by typing it at the console which means a P1 start spot is there.

I'm also not a fan of hiding the automap with a graphic.
Code: Select allExpand view
//"Winner Don't Use AutoMap" By Eric Ball
statusbar automap,forcescaled
{
   DrawImage "AUTOBLOC", -100, 0;
   DrawImage "AUTOMAP", 0, 0;
}

/sigh

The skybox looks weird too - the sides are lit differently (with my settings at least) so it's very obviously just a giant box with cloud textures on it.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Rest In Russia (Very Early Build)

Postby pouljo » Sat May 23, 2020 7:50 am

Works fine with Gzdoom 4.0.0
pouljo
 
Joined: 16 Jun 2019
Github ID: Poul
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Rest In Russia (Very Early Build)

Postby Enjay » Sat May 23, 2020 11:35 am

pouljo wrote:Works fine with Gzdoom 4.0.0

Well, certainly it starts but all of the other issues I mentioned are still present (including all of the invalid brightmap references and game-stoppers like not being able to progress from map03 to map09). So "works fine" is probably a bit strong. ;)
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: Rest In Russia (Very Early Build)

Postby RastaManGames » Sat May 23, 2020 7:38 pm

I am currently using GZDoom 4.4 and on my instance of source-port this abomination starting without problems... Hmmm...

By the way, scary brightmaps:
Yes, I have problems with brightmaps. For this project I grabbed few resources (mainly monsters and light sources) from Tormentor667 site and then I ripped all from various wads into one single *pk3 archive, but i don't sure how brightmaps must work in that kind of package. I tried to take a sneak peak into various brightmaps mods, but my head just exploded.

Mystical case about strange skybox:
I have similar problem in various TC's while enabling some Ambient Occlusion. I mean, for me it looks normal. But i suppose, that i (somehow) messed up my skybox and it must works fine with AO...
Spoiler:


Broken transition from MAP03 to MAP09:
For now it intended to be like that. I started mapping urban village not from exterier, but from interier. Ofcourse i will connect MAP09 with MAP03 via tunnel after finishing some outdoor area...

Few words about hidden automap:
I predicted that kind of reaction, but you can still use IDDT for full overlay automap. And it's OK, if you just delete this stupid blocky thing from *pk3. I can't forbid player to do that.
User avatar
RastaManGames
Syberian Doom Fan
 
Joined: 13 Mar 2014
Location: Russian Federation, Krasnoyarsk
Discord: ℝ𝕒𝕤𝕥𝕒𝕄𝕒𝕟𝔾𝕒𝕞𝕖𝕤#4168
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: Rest In Russia (Very Early Build)

Postby Enjay » Sun May 24, 2020 3:19 am

RastaManGames wrote:I am currently using GZDoom 4.4 and on my instance of source-port this abomination starting without problems... Hmmm...

By the way, scary brightmaps:
...


I *think* the problem is just that you haven't included the full path to the brightmap image.

e.g. you have
Code: Select allExpand view
BrightMap Sprite INCAA1D1
{
Map BMINCAA1
DisableFullBright
}

and it should be
Code: Select allExpand view
BrightMap Sprite INCAA1D1
{
Map "BRIGHTMAPS/BMINCAA1.png"
DisableFullBright
}


RastaManGames wrote:Mystical case about strange skybox:
...

Unless you need a "physical" skybox in the map for some reason, if you define your skyboxes in GLDEFs and use them in the normal way (i.e. define which sky to use in MAPINFO) rather than building a cube and putting the textures on the faces, then the problem should go away. The skybox textures that you are using look as if they will work just fine if used that way.

https://zdoom.org/wiki/GLDEFS#Skybox_definitions

RastaManGames wrote:Few words about hidden automap:
...

I'm going to suggest that adding a "feature" that you knew would get an unfavourable reaction is an interesting choice, especially as it doesn't really add anything to the gameplay. This is not a mystery or a survival mod where the player needs to feel lost. You've just hidden the map for the hell of it and a bit of a joke. The "Winner Don't Use AutoMap" comment in the code testifies to that. I mean, it's your choice but I think hiding the map like that is a bit of a dick move.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland


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