ZDaemon Forum Index ZDaemon
Client/Server DOOM
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Post Your Current Project Here Thread
Goto page Previous  1, 2, 3 ... 19, 20, 21, 22  Next
 
Post new topic   Reply to topic    ZDaemon Forum Index -> Wad Editing
View previous topic :: View next topic  
Author Message
ledill-vd-plas
Posting Spree!


Joined: 19 Jan 2011

PostPosted: Sat Jul 07, 2012 10:47 pm    Post subject: Reply with quote

Evolution wrote:
ledone wrote:
Cybershark wrote:
ledone wrote:
it is cumming Laughing

Wow, I'm loving the looks of those pics - particularly the second one!
Looks very vibrant, without looking stupid. I guess that's down to the realistic lighting you've used in there.


hahaha, thanks guys, im doing my best Razz


Aha yeah I forgot to reply to those screens of yours, and echo what these guys said: looks totally tits!


Well i think that means they looks soft, nice and exciting Razz
Back to top
View user's profile Send private message Visit poster's website
Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Mon Jul 09, 2012 1:45 pm    Post subject: Reply with quote

Big and milky!
Back to top
View user's profile Send private message Visit poster's website
Jaundice
Posting Spree!


Joined: 17 Jun 2005
Location: New Jersey, USA

PostPosted: Mon Jul 16, 2012 3:46 pm    Post subject: Reply with quote

Cybershark wrote:
Evolution wrote:
Mother of God! I am eager to taste these! Let us know if you want to get a mass playtest of a beta version whenever it's ready and we can set up a WNF (or ZDS) session for sure, just like we did for Velocity CTF

Isn't Decay still waiting for the second Velocity to get a WNF outing? I kinda lost track (and interest).

I find it hard to get excited about fresh CTF maps, because "new" does not equal "fresh" anymore. And players never really care about them anyway, so what's the point? Laughing
Still, good luck with them.

Jaundice wrote:
...that will tide me over until I can start making some King of the Hill/DDOM maps Very Happy

That part? Now that is exciting!


Haha, I really can't wait - love that game mode, and I think it'll definitely bring something new to ZD, and I definitely agree that new =/= fresh, but I'm really trying to think of some nice original terrains to use as well as some clever landscapes for the maps to create some really nifty routes to offer something good to the CTF game mode. It's sad that tons of great CTF wads go unnoticed purely because everyone is still hung up on the originals. We get it, they're good, but play something else! Laughing
Back to top
View user's profile Send private message
Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Wed Jun 26, 2013 12:46 am    Post subject: Reply with quote

Luca wanted me to post something about some not-so-new project which is coming out rather soon. I cba to make a thread for it, so you just get some pics in this thread (which is pretty nice after a year of quietude in here).





One map is his. This is just the tip of the iceberg.
Back to top
View user's profile Send private message Visit poster's website
Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Thu Jun 27, 2013 9:59 am    Post subject: Reply with quote

Is that a cooperative project or a deathmatch project? The screenshots look very nice!
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Ch0wW
Dominating!


Joined: 05 Feb 2013
Location: France

PostPosted: Thu Jun 27, 2013 11:40 am    Post subject: Reply with quote

It looks like Deathmatch Very Happy

EDIT : ATM, working on the Teaminator, a gamemode for the next FCT. It's based on Team-Deathmatch Smile .
Back to top
View user's profile Send private message Visit poster's website
Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Thu Jun 27, 2013 9:25 pm    Post subject: Reply with quote

So, what is the Teaminator?
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Ch0wW
Dominating!


Joined: 05 Feb 2013
Location: France

PostPosted: Thu Jun 27, 2013 10:05 pm    Post subject: Reply with quote

It's a TDM gamemode, where 1 player is designed to be the Terminator, a powerful machine with 400 HP, 200 Armor, and all the weapons (except the BFG).

Others have normal spawns.

Each time the Terminator is alive 15 seconds, the team gets 20 points.
If he got killed, the opposite team get 10 points, and one of their team is chosen to be the VIP.

However, I got lots of problem about the teams, and the players having points for the opposing team instead of our team, etc...
Back to top
View user's profile Send private message Visit poster's website
Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Fri Jun 28, 2013 12:45 am    Post subject: Reply with quote

Sounds very cool ChowW. The way you're doing it sounds like it'll be better balanced than my Haxsphere (FFA) modifier was. Hope you figure out the bugs!

Ronald wrote:
Is that a cooperative project or a deathmatch project?

Because we only have two gamemodes, right? Laughing

The 2nd pic is kinda a big hint Wink
Back to top
View user's profile Send private message Visit poster's website
Ch0wW
Dominating!


Joined: 05 Feb 2013
Location: France

PostPosted: Fri Jun 28, 2013 12:51 am    Post subject: Reply with quote

Cybershark wrote:
Sounds very cool ChowW. The way you're doing it sounds like it'll be better balanced than my Haxsphere (FFA) modifier was. Hope you figure out the bugs!


You will be disappointed!

I can't test it with bots, as I will never be able to get their team (it will either return 1 or -1, but never the correct team info using GetPlayerInfo.

Code:
/*
===============
GetPlayerTeam
Returns either the RED or BLUE team
===============
*/
function int GetPlayerTeam (int iActor)
{
   if ( GetPlayerInfo(iActor, PLAYERINFO_TEAM) == TEAM_RED )
      return TEAM_RED;
   else if ( GetPlayerInfo(iActor, PLAYERINFO_TEAM) == TEAM_BLUE )
      return TEAM_BLUE;
   return NO_TEAM;
}

/*
===============
GetOppositeTeam
Returns the opposite team the Actor is facing
===============
*/
function int GetOppositeTeam (int iActor)
{
   if (GetPlayerInfo(iActor, PLAYERINFO_TEAM) == TEAM_RED)
      return TEAM_BLUE;
   return TEAM_RED;
}


So, the only "true" way of testing is with players, and I'm all out of players Razz ! (and that's disappointing, because the basis seemed polished, and is actually full of unknown bugs with bots, both on SinglePlayer or using zServ32.exe ...)

To Kilgore/phenex2, I noticed a weird thing with bots that could be easily fixed (I hope): the Force ColorSkin on TDM (Single Player only) will render them as enemies, no matter their team!
Back to top
View user's profile Send private message Visit poster's website
Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Fri Jun 28, 2013 4:22 am    Post subject: Reply with quote

Ch0wW wrote:
I can't test it with bots, as I will never be able to get their team (it will either return 1 or -1, but never the correct team info using GetPlayerInfo.

Revert your (testing) server setup & code to the old style of reading a player's team - assigning/reading keycards Wink
Back to top
View user's profile Send private message Visit poster's website
Ronald
Rontard


Joined: 17 Aug 2005
Location: Netherlands Clan: [QnB]

PostPosted: Fri Jun 28, 2013 5:41 am    Post subject: Reply with quote

@Ch0wW

Sounds cool indeed Ch0wW! I hope you will find a solution for the problems you're facing. Also if you need some real life testers, I'm sure you will be able to find some who are eager to help you with that on IRC.

@Cybershark

I somehow did not see the dead bodies lying on the floor when I looked at the screenshots for the first time. So I assume this is a coop/survival wad in the making. In that case, the screenshots look rather empty...
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Ch0wW
Dominating!


Joined: 05 Feb 2013
Location: France

PostPosted: Fri Jun 28, 2013 11:19 pm    Post subject: Reply with quote

Cybershark wrote:
Ch0wW wrote:
I can't test it with bots, as I will never be able to get their team (it will either return 1 or -1, but never the correct team info using GetPlayerInfo.

Revert your (testing) server setup & code to the old style of reading a player's team - assigning/reading keycards Wink


How so? I can't find a way to assign a keycard if I can't even know the team of the player :/
Back to top
View user's profile Send private message Visit poster's website
Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Sat Jun 29, 2013 12:34 am    Post subject: Reply with quote

Are... you shitting me? Surprised

You set the "Assign teamkeys" DMFLAG and Zdaemon gives players a key based on their team. You can use this to have ACS determine (via CheckInventory) which team they are on. Wow, I thought everyone knew this. But I guess if you only made co-op mods so far, there's no reason you would.

Red team = RedCard
Blue team = BlueCard
Green team = RedSkull
White team = BlueSkull

Ronald wrote:
I somehow did not see the dead bodies lying on the floor when I looked at the screenshots for the first time. So I assume this is a coop/survival wad in the making. In that case, the screenshots look rather empty...

The nazi corpses were not the clue I was refering to.
They are not DM, co-op or survival maps.
Back to top
View user's profile Send private message Visit poster's website
Ch0wW
Dominating!


Joined: 05 Feb 2013
Location: France

PostPosted: Sat Jun 29, 2013 12:37 am    Post subject: Reply with quote

Well, as stated in previous topics, I just began ACS scripting, so I don't know EVERYTHING about scripting methods...

But thanks for the tip CyberShark Very Happy

EDIT: Seems to work better!
However, I got some really weird behaviour that I can't manage to fix it...

First of all, I don't want that we get crashs because of a "while (TRUE)" loop (happened during the FCT18/19 a lot, remember?) ; so I'm trying different ways to make it possible.

However, sometimes, even if I check if it is the terminator, he got the Bluearmor and 400 HP, but cannot "pass" the verification script ; so the bonus he could give to his team isn't working flawlessly.

If I could get some help...

http://baseq.fr/coding/TERMI.txt for the unstable src...
Back to top
View user's profile Send private message Visit poster's website
Alteus
Altues


Joined: 02 Dec 2011
Location: Spain

PostPosted: Sat Jun 29, 2013 4:13 pm    Post subject: Reply with quote

Cybershark wrote:


Ronald wrote:
I somehow did not see the dead bodies lying on the floor when I looked at the screenshots for the first time. So I assume this is a coop/survival wad in the making. In that case, the screenshots look rather empty...

The nazi corpses were not the clue I was refering to.
They are not DM, co-op or survival maps.



Those corpses confunded me at first too, but looks like double domination to me! Laughing
Back to top
View user's profile Send private message
Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Sun Jun 30, 2013 1:54 pm    Post subject: Reply with quote

Bingo!

Dunno why the corpses were so confusing really. Doom has corpses as decorations - but obviously I wasn't going to use dead cacos and demons in that map Laughing
Back to top
View user's profile Send private message Visit poster's website
Ch0wW
Dominating!


Joined: 05 Feb 2013
Location: France

PostPosted: Fri Jul 12, 2013 1:18 am    Post subject: Reply with quote

Update Smile

I have not done the Terminator recreation (impossible with some conditions).
However, I have made a mode which is made from CoD (buh), but it's one of my gamemode I love most : "Demolition"

Red team attacks, Blue team defends.

One from the red team must get the flag (which will be replaced by another item) in order to plant the bomb.

There are 2 bomb spots : A & B .

To plant, or to defuse, you have to wait 3 seconds.

Once it's planted, you have to defuse (or to protect) in less than 30 seconds.

If it's successfully defended, you win! And the next level is set.

The only "hic!" is that we'll have to modify existing CTF maps, or to make new ones, for the FCT24.

In this picture, I planted a bomb in "B" point, so that the blue team must disarm it in 28 secs Smile !

Back to top
View user's profile Send private message Visit poster's website
Cybershark
Spamming!


Joined: 05 Jan 2005
Location: off the grid, but still fighting for the users!

PostPosted: Fri Jul 12, 2013 2:27 am    Post subject: Reply with quote

Sounds quite similar to what Jad did with his Detonation map?
Back to top
View user's profile Send private message Visit poster's website
Ch0wW
Dominating!


Joined: 05 Feb 2013
Location: France

PostPosted: Fri Jul 12, 2013 2:36 am    Post subject: Reply with quote

I don't know :/

However, with JCD, we proceed to make a big change with the gamemode (although we plan to release what I did still) :

Every team has 2 spawn points to defend.
Also, they have to attack those points on the opposite team.

In this case, that will prevent a team to ONLY attack, or ONLY defend.

Cybershark: I... I don't know?

EDIT : better screenshot:
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    ZDaemon Forum Index -> Wad Editing All times are GMT + 1 Hour
Goto page Previous  1, 2, 3 ... 19, 20, 21, 22  Next
Page 20 of 22

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group