[GZDoom] Dooming The Bar: City 17 V1.1

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Enjay
 
 
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Location: Scotland

Re: [GZDoom] Dooming The Bar: City 17

Post by Enjay »

I really sorry that I have lost the link but a news notification popped up on my phone a few days back about this mod. someone had written an article about it... but I can't even remember which outlet it was published on. :oops:
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WARCHILD_89
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Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: [GZDoom] Dooming The Bar: City 17

Post by WARCHILD_89 »

HOLY DAMN HOT SH#T!!!!!!!!!!!!!!!


I just saw the images, my jaw dropped open. I played it, I totally forgot the work I actually had to do...your 1st map just sucked me into this world instantly!

edit:
I just did a literal walktrough, the story text in the end was hilarious and gave me a good laugh. well done my friend :D

10 out of 10


NOTE: I encountered a small issue with some models that flicker(enjay knows what we are talking about, eh ? :wink: ) there is also a portal that that the horizon jump around (watch here (private video): )
Last edited by WARCHILD_89 on Tue Nov 30, 2021 9:31 am, edited 2 times in total.
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Chief Smokey
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Re: [GZDoom] Dooming The Bar: City 17

Post by Chief Smokey »

WARCHILD_89 wrote:with your permission, I would love to bring life to that map pack via 3d models and adding monsters. My mind is actually going crazy over thinking about the possibilities....
Well that's kind of what I'm going to do. I'm already using models and I'm currently in the process of adding NPCs. I'd rather not have these maps used as a battleground because that goes against my authorial intent. It's designed to be played standalone and for the player to adhere to it's rules.
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WARCHILD_89
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Re: [GZDoom] Dooming The Bar: City 17

Post by WARCHILD_89 »

I just read the copyright/ permissions.

I encountered a small, cosmetical issue (see my previous post)
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Chief Smokey
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Extra environmental details

Post by Chief Smokey »

To give some more life and grit to the city, some new sprite props (mainly trash) have been strewn around. I've also added surveillance cameras and tweaked the level layout in a couple of places to get more use out of previously superfluous areas.




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Chief Smokey
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NPCs Part I

Post by Chief Smokey »

Finally I've taken the first steps to NPCs. Currently they are immobile and lack any pathfinding abilities (this will be done with ACS scripting eventually) but they do certainly make the environments feel a lot more alive and less lonely.




Valken
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Re: [GZDoom] Dooming The Bar: City 17

Post by Valken »

Looks great keep it up!
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Chief Smokey
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Acquire your unmonetized televisions!

Post by Chief Smokey »

In classic Half-Life fashion this project was meant to be finished a long time ago (apologies for that, a lot of the final touches are in the hands of a collaborator of mine and naturally they have their own schedules and so on), but at least now the mythical FREE TVS of ancient siggraphian legend have been implemented.

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Chief Smokey
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Version 1.1 Release

Post by Chief Smokey »

Here's V1.1!



Because of constant setbacks I've decided to release the build as-is (which is an entirely playable state, no worries) and shelve it for the moment. Over V1.0 it features many quality of life improvements, aesthetic tweaks and most importantly NPCs - albeit still in an unfinished state. It generally feels more "full" and polished.





DOWNLOAD:

Mediafire: https://www.mediafire.com/file/egj9a6a3 ... 1.zip/file

Google Drive: https://drive.google.com/file/d/1DQipiu ... ljKPR/view
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Enjay
 
 
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Re: [GZDoom] Dooming The Bar: City 17 V1.1

Post by Enjay »

I just wanted to load this up again because I enjoy the atmosphere, but it won't start.

It gives several warnings:

Code: Select all

Texman.Init: Init texture manager.
Texture LADDER is left without any patches
Texture 'CONC66' references itself as patch

Code: Select all

Script warning, "DTB_V1.1.pk3:zscript/weatherhandler.zs" line 108:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/weather.zs" line 80:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/weather.zs" line 557:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 168:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 345:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 36:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 45:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 49:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 89:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 124:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 196:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 209:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 209:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 209:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 209:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 231:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 353:
Truncation of floating point value
Script warning, "DTB_V1.1.pk3:zscript/environment.zs" line 538:
Truncation of floating point value
But they are just warnings. However, there is also this error:

Code: Select all

Script error, "DTB_V1.1.pk3:zscript/precipitation.zs" line 11:
Cannot convert Pointer<NativeStruct<F3DFloor>> to Pointer<NativeStruct<Sector>>
Which is the thing actually stopping it playing.

Tested in UZDoom 4.14.3, UZDoom 5.0 GitHub trunk build, GZDoom 4.14.2 and GZDoom GitBuild. None of them would start.
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Enjay
 
 
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Re: [GZDoom] Dooming The Bar: City 17 V1.1

Post by Enjay »

I *think* the following is a suitable fix for the game-stopping error:
original code:

Code: Select all

	void Reset()
	{
		bHitPortal = bHitWater = false;
		results.hitType = TRACE_HitNone;
		results.ffloor = null;
		results.crossedWater = results.crossed3DWater = null;
	}
The problematic code is the final line.
Replacing it with this allows the game to start.

Code: Select all

	void Reset()
	{
	    bHitPortal = bHitWater = false;
	    results.hitType = TRACE_HitNone;
	    results.ffloor = null;
	    results.crossedWater = null;
	    results.crossed3DWater = null;
	}
Oh, and a lot (but not all) of the "truncation of floating point errors" are due to calls to A_StartSound missing the flags parameter, so everything past that shifts by one slot and that means inappropriate data types are ending up in the wrong slot (so, a nice easy fix).

I have what I *think* is a fixed up version with no errors or warnings but I'll only post it if it's OK to do so with Chief Smokey. (Also, my powers of ZScript are weak, so I may not have made the best fixes in some cases.)

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