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TCs - What's left? You decide.
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Havoc
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PostPosted: Wed Dec 31, 2008 5:02 am
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No, it isn't that complicated, DoomJedi. I already did it for the upcoming TGOEL 1.5 Wink

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PostPosted: Wed Dec 31, 2008 5:26 am
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mm how bout Traps? yeah. traps! Devil you know, just like those in ROTT and in doom. let's say wall tiles that are beings activated by triggers ;P yep, again those triggers.
Actually triggers are really great for almost anything you can think of. like change of a music before you enter a room with a boss, or ceiling or a wall the crush you..

another thing I can think of are triggers that activate doors but you need to be on top of that trigger or else the door will close. therefor we create pushable items to push above the trigger. this one can be nasty in coding-wise hehe ;P but hell it sounds good Cool

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PostPosted: Wed Dec 31, 2008 6:04 am
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Here's another idea.

Now we've played mods with glass sprites, right? What if someone made a code where the glass wall explodes when you shoot it, then you get hurt and hear like a crunching sound when you walk over the shattered glass? Yeah, freakin' Die Hard style! Very Happy


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PostPosted: Wed Dec 31, 2008 6:29 am
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Soldat 555 wrote:
Here's another idea.

Now we've played mods with glass sprites, right? What if someone made a code where the glass wall explodes when you shoot it, then you get hurt and hear like a crunching sound when you walk over the shattered glass? Yeah, freakin' Die Hard style! Very Happy


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sounds like a great idea and I'm sure it can be accomplished without any problems, like doing it with the exploding barrel when it explodes and you're too near you get damaged..
about the crunchy sound of broken glass.. I think that will be a bit harder to accomplish Razz

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PostPosted: Wed Dec 31, 2008 10:31 am
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I wouldn't think it'd be too hard. After the glass shatters, you could place a bo_case that plays a sound while damaging the player.

Oooh! I thought of another kind of game theme people could attempt; Virtual. Kinda like what the computer world looks like in the movie, Tron. Wouldn't be that bad of a storyline to do either.


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PostPosted: Wed Dec 31, 2008 7:12 pm
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Soldat 555 wrote:
Now we've played mods with glass sprites, right? What if someone made a code where the glass wall explodes when you shoot it, then you get hurt and hear like a crunching sound when you walk over the shattered glass? Yeah, freakin' Die Hard style! Very Happy
I've actually thought about doing a feature similar to this one. The glass shatters when you shoot it, but whether or not it leaves harmful glass behind - that's randomized.

The trick is getting the Directional Sprites code working with the Actor Code.

Raziel wrote:
I can think of a feature that will be nice... a trigger that will cause rain or snow or fog.. let's say you enter a room and in the entrance of that room (after the door) there's an invisible trigger that when you step on it will start to snow or rain outside..
can be cool no? and of course you can't trigger it again so you can make another trigger that will stop it.. you know just for the game to have a cool atmospheric mood ;P
For Wolf4SDL, it's not hard at all; IIRC, the "ffUpperRight" variable calls all the shots for weather effects.

And yes, lots of other "triggers" are quite possible. I think my ultimate goal for this is Actor Spawning, but not Actors that are enemies; these would be Actors that add to the atmosphere, such as lightning, flies, rats ... the list goes on. Imagine walking to the entrance of of a threatening castle, and just when the player can see two dead, mutilated bodies, lightning strikes. Now *that's* a good effect. Smile
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PostPosted: Wed Dec 31, 2008 9:04 pm
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Theoretically, you could add an info section to each level (seperate file?) and 8 or so triggers for the level that correspond to a trigger section, Unreal Engine style. That would take a fair bit of work, but otherwise you could just have pre-defined lightning triggers and the like.
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PostPosted: Sun Jan 04, 2009 7:43 pm
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Here's a coding idea I just recently had.

Okay, bear with me on this one guys. What if we had the player easier to be killed to try to make the mod seem more realistic? I'm not talking about dropping the max health to 25% or even make it like the Halo/Call Of Duty health system (if you're shot, you're not gonna magically heal by hiding behind something, you need medical attention!) but make the enemy fire more powerful so you can die in say 2-3 shots on "Can I Play, Daddy?"


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PostPosted: Sun Jan 04, 2009 7:51 pm
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Soldat 555 wrote:
Here's a coding idea I just recently had.

Okay, bear with me on this one guys. What if we had the player easier to be killed to try to make the mod seem more realistic? I'm not talking about dropping the max health to 25% or even make it like the Halo/Call Of Duty health system (if you're shot, you're not gonna magically heal by hiding behind something, you need medical attention!) but make the enemy fire more powerful so you can die in say 2-3 shots on "Can I Play, Daddy?"


Thunderstorm Joshua M@d Wolf Waight Thunderstorm


that'd only be good with the proper balance. The idea of dying so easily would frustrate me to no end.

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PostPosted: Sun Jan 04, 2009 9:57 pm
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If you were going to scale enemy damage up, you'd need to scale your own damage up as well. There is a reason most games with that sort of system these days have fast health regeneration. Smile
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PostPosted: Mon Jan 05, 2009 5:43 pm
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Soldat - It's more than possible, but with all due respect, I don't think you realize how tedious that would make the gameplay. Sad For easier enemies like the brown guard, sure - that's practical. But imagine having to use three whole medkits about every three rooms on harder levels. Believe me, it'd get really old really fast. There's good reason that so many Wolf mods have upped the 99 maximum for ammunition; it decreases the player having to go back and forth so much. Smile
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PostPosted: Tue Jan 06, 2009 12:50 am
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Another thing along these lines could be to make enemies' fire more deadly but less accurate (in Wolf and Wolf mods to date, they seem to always be bang on target unless they're too far away). I have no idea how you'd program this, though......maybe use a "randomize" function of some sort, in different degrees based on guard seniority?

Just brainstorming Raining Think Thunderstorm
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PostPosted: Tue Jan 06, 2009 5:41 pm
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That part's pretty easy to do, as I remember. Smile

IIRC, Officers and SSs are generally better shots than the other non-bosses, as the code's comments will tell you (I'll have to check on that). IMO, I think the "enemy attack" code is a little *too* dumb at times; I remember just sitting there one time, waiting for the door to be opened by the brown guard, when I could then just sit back and let him kill me. Even though I didn't move at all the whole time, and he was pointed straight at me after opening the door, his first shot didn't even scratch me, even though the sounds indicated he was on the same floorcode as me. His next shot brought my health down from 100% to 28% though, so I guess it sort of evened out. Neutral It's odd ... the hits from the brown guards in SOD seemed to do a lot more damage than those same guards in the 60-level Wolf3D, even though there are no code changes in this part of the routine. It took me a long time to figure out what Id did in their maps that made the guys so deadly in the SOD levels.
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PostPosted: Tue Jan 06, 2009 11:57 pm
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Cunning map making, I think. Razz
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PostPosted: Sun Jan 11, 2009 7:13 am
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Topic stickied. Smile


Last edited by TheTalentedMrLeo on Mon Jun 06, 2011 6:33 pm; edited 2 times in total
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PostPosted: Sun Jan 11, 2009 4:49 pm
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Stickystickysticky!

Sorry. That had to be done. Very Happy
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PostPosted: Fri Jan 16, 2009 2:06 pm
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One of the biggest features, that still needs to be done is shade variation. I know the_fish has done it, but we'd (mostly I) like to see it being released. It would definitely add extra atmosphere to the game..............

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PostPosted: Fri Jan 16, 2009 6:44 pm
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Again, AlumiuN beat me to that one ... Smile
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PostPosted: Sat Jan 17, 2009 2:57 pm
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.....


Last edited by Thomas on Mon May 30, 2011 9:27 am; edited 1 time in total
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PostPosted: Sat Jan 17, 2009 7:03 pm
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In SDL, the jukebox object probably is doable. This page might be served as a reference.
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PostPosted: Mon Jan 26, 2009 4:27 pm
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there are a lot of things that we haven't even explored or tried to do with the wolf3d code(SDL or dos). hell the mutant uprising will have a few brand new features not seen elsewhere that have to do with lights. just saying that if you have the right idea new features can come to mind that haven't been done yet.

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PostPosted: Mon Jan 26, 2009 4:52 pm
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What was the project that the_fish was working on a while ago? He was messing with advanced lighting of some sort.

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PostPosted: Mon Jan 26, 2009 5:44 pm
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It involved Wolf4GW, IIRC. I haven't seen him in DHWs lately, but I don't know about other forums. Neutral
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PostPosted: Mon Jan 26, 2009 9:17 pm
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Theoreticaly that sort of thing isn't too hard - I was on the brink of putting it in my DOS mod. Who knows, after I've finished EoC I might just look into it for SDL...
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PostPosted: Wed Feb 25, 2009 3:05 pm
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Here's another idea, non coding wise...

There've been a few mods/TCs that've had female heroes but I think it's something that could be done more often.


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PostPosted: Wed Feb 25, 2009 6:41 pm
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I've thought about that myself actually, but I plan to take it to a higher level. The mod would let you select from one of four different types of players, two of which are female. Each player type has their own unique movement speed, accuracy level, dexterity, and specialties (Player Wesley can use a chainsaw, Player Yolanda can re-program Main Frames, etc.).
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PostPosted: Wed Feb 25, 2009 8:08 pm
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Tricob wrote:
I've thought about that myself actually, but I plan to take it to a higher level. The mod would let you select from one of four different types of players, two of which are female. Each player type has their own unique movement speed, accuracy level, dexterity, and specialties (Player Wesley can use a chainsaw, Player Yolanda can re-program Main Frames, etc.).


So... A Character selection for Wolf3d, eh? This is intriguing! But would you make it so each character have their own endarts? Basically, each character would have different versions of the same story. Razz 'Cause that'd be hella awesome too! Very Happy


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PostPosted: Wed Feb 25, 2009 11:56 pm
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Like ROTT Smile Cool Smile

I have so many ideas...like very unique characters, and ability to change characters before each level or even during the level...to bring sniper, chaingun dude, stealth character.... and other specific characters needed for that level or area of the level...
It add to replay value of the level as you can play it with different characters, or even make one help the other...

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PostPosted: Thu Feb 26, 2009 12:18 am
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This could even lead on to Rainbow Six-style squad control (also a-la Body Count). Hm.... Smile
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PostPosted: Thu Feb 26, 2009 6:22 pm
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Soldat 555 wrote:
So... A Character selection for Wolf3d, eh? This is intriguing! But would you make it so each character have their own endarts? Basically, each character would have different versions of the same story. Razz 'Cause that'd be hella awesome too! Very Happy
The endart thing sounds pretty easy, yes. I do need to learn a little more about reprogramming the Main Menu thingies, but when I do, why couldn't I do something like that? Smile
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