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 [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments 
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Post [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
At this moment, I am having problems with ZDoom's lack of work for multi-stacked 3D floors. Technically, you can work it yourself, but I find that details and stairs might be a big problem to the current source port/engine release. Until then, I guess there are some limitations to doom mapping. I can't say it was too difficult though. I am sure there are some rough/missing spots I need to address for my mapping experiments.

https://archive.org/download/my_map_lag ... r_nooh.wad

Oh, I almost forgot about the other instances of modding. Sorry about that.
https://archive.org/download/zdoom_modd ... _tutorials

test code
Spoiler: show
Code:
/*
"A_Building_Elevator_Going_ActorFloorZ_(0)_on_Map01_Script"

http://zdoom.org/wiki/DECORATE_expressions
http://zdoom.org/wiki/GetActorFloorZ
http://zdoom.org/wiki/Definitions
http://zdoom.org/wiki/Elevator_MoveToFloor
http://zdoom.org/wiki/FloorAndCeiling_LowerByValue
http://zdoom.org/wiki/FloorAndCeiling_RaiseByValue
http://zdoom.org/wiki/Continue
http://zdoom.org/wiki/Terminate
*/
Script 8 (void)
{
/*
*A Building Elevator Going ActorFloorZ (0)

Get another actor to represent the building elevator.
*/
//Elevator_MoveToFloor (42,12);
int z = GetActorFloorZ (0);
int y = GetActorFloorZ (8999);

if (z == 0 * 65536)
{
while (!y <= 0 * 65536)
{
FloorAndCeiling_LowerByValue (42,12,512);
Continue;
}
//Terminate;
}
else if (z == 128 * 65536)
{
while (y << 128 * 65536)
{
FloorAndCeiling_RaiseByValue (42,12,128);
Continue;
}
//Terminate;
while (y >> 128 * 65536)
{
FloorAndCeiling_LowerByValue (42,12,384);
Continue;
}
//Terminate;
}
else if (z == 256 * 65536)
{
while (y << 256 * 65536)
{
FloorAndCeiling_RaiseByValue (42,12,256);
Continue;
}
//Terminate;
while (y >> 256 * 65536)
{
FloorAndCeiling_LowerByValue (42,12,256);
Continue;
}
//Terminate;
}
else if (z == 384 * 65536)
{
while (y << 384 * 65536)
{
FloorAndCeiling_RaiseByValue (42,12,384);
Continue;
}
//Terminate;
while (y >> 384 * 65536)
{
FloorAndCeiling_LowerByValue (42,12,128);
Continue;
}
//Terminate;
}
else //(z == 512 * 65536)
{
while (!y >= 512 * 65536)
{
FloorAndCeiling_RaiseByValue (42,12,512);
Continue;
}
//Terminate;
}
Terminate;
}

This (forever as it can be WIP) topic is now open for critique, particularly in ACS (there's mapping too). However, if you find something a map should have, whether it's ACS or map sectors, let me know and I'll try to see for myself. Once again, ACS and map sectors open for discussion. There's decorate too, but this file is usually for map sectors. I'm not trying to make a big old total conversion, you see? lol

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Fri Apr 07, 2017 10:56 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] RV-007 Map Sector Experiments
Lo and behold, bitches! I am starting to read this shit as of now. Really hard to do. Too used to the same old build of decorate and a little of ACS. Need to get my reading and mapping knowledge back into gear. Those gbf stuff (see vn project for almost no details) can't eat dust and shit like that. If the fucking instructions don't hold up, well, it's time to hammer up the sample project.

+current problems:
@probably never to be fixed-bright light for computer wall. Never seen a wall go bright in the dynamic darkness. Seen some lit screens in the new wads, but not in dynamic lighting mode. Wanted like a lighted exit sign, but noes. Just made the computer screen to shut down with the light button.
@probably never to be fixed-computer conversation to be closed by closing light area. Conversation closed and changed by activating stone3 hack. That, can be done. To switch conversations, okay. But it's like using the page subset block within the conversation script. I guess changing books is okay. When I do try a power down with memory allocation of conversation phase, it failed. That's why I am doing that visual novel project, for better use of control over the aspects of dialogue system (as you can see, I was trying to make a computer of a special bystand mode).
@probably never to be fixed-my style to access doors/gates (they polyobjects, I know) with switches/buttons might need to work with bullet decal; otherwise, I'm stuck with the original line-up of somehow finding a way to open the door (probably usb or bar scan logic, I dunno, then how the fuck to open without a key item?). I think that the switches/buttons are meant for lifts than doors/gates in the original writing.
fixed-cover bottom button fix for 3d story floors.
@probably never to be fixed-stairway railings to prevent falling (duh [hopefully no lag]). For this situation, the 3dmidtex peruses lines. So far, I am able to make the railings with some mishaps. I can't control the rendering of the solid texture line just yet. Any associated line with different textures in 3d floor cover sectors will have their textures misaligned with the 3dmidtex offsets. 3d floor control only controls sectors so that's a no solution. Only base sectors allowed for lines. Sorry.
@probably never to be fixed-that 3d sector stuff seems to always prevent any bullet decals. Possibly because of my designed covering sector being too small/excessive to receive bullet decals? It's still the same with small normal sectors too. 3d sectors was a zdoom thing rather than the vanilla thing anyways.
!-skybox example somewhat ready (just need to squeeze a line together between player block line and sky height [floor and ceiling same value somewhere] limit line [yes motherfucking bitch, I found out how to make multiple skyboxes without actors {which I might use!}]). How high I want to make the sectors is a wonder!
!exit? Will advertise (some of) my projects.

Will write about the good/bad points of my (successful) sample map modules. Will provide the recommendations.
x polyobjects (no decal)
x excessive 3d floors (no decal)
x complicated use (memory allocation) of strife dialogue (can't go too far)
x moving elevators, especially with excessive 3d floors (no decals in certain sectors)
v skybox window (not sure about this one, but it's the easy way to go)
v midtex bridge/stairs (cuts down lag, particularly in 3d floor tower designs [will not work along lines with 3d floor cover sectors {rail option best left out for lag buildup reasons}])
v warp elevators (adaptable to any situation and could cut lag and cut 3d floor work)
v intro/in-between maps clusters/story intermission/slideshows

EDIT (22/04/2018):
-Oh brother! I almost forgotten about a proposed S.A.W. map scenario project. It will definitely be a test of my mapping capabilities. Also, I found out about flat texture bridges, interesting. Will test: it is a 3d floor sector thing, might lag despite how thin it is. I forgotten about making more than one intermission text screen. Will, be, cool, to, have.

EDIT (23/04/2018):
-Did some work with the cluster and intermission (you can't see intermission w/o finishgame). Sad to say that I cannot have multiple clusters or intro/mid-game clusters/intermissions.

EDIT (24/04/2018):
-Took a fucking while, but I finally managed to get the story intermission or slideshows for the intro or in between maps. That is something for a bit of elaborate 90s story telling. I would mention that certain game, but will not due to it being bad (too many fatal moves).

EDIT (25/04/2018):
-Some tough shit. Anyways, I finally made a proper (troll) story intermission/slideshow for the intro. No girly, no gimmicks, just clown tricks and semi-shocker sensationalism. I would later want to make a readthis parameter with all of its associated values. Finally could get back to the skybox, but probably next week, sorry about that.
-RL, vacuum/mop chores.

EDIT (26/04/2018):
-Well, I finally did it, made a plain door that crushes too. Didn't even use the door functions at all. Reason is because you talking about a hangar door. One that have no interface nor handles about to open or close it. Nothing much, but just to show you that I can do it. Now, if I can do this for the more realistic high-speed doors. Maybe I can add the same script without any triggers? Need to make the gameinfo's readdis parameter too.

EDIT (27/04/2018):
-GOOD FUCKING NEWS! I finally regain access to the ZDoom Editing Demo project, one that I didn't think I would really use. Now's the time! The Richard Clarke's tutorial is technically old. Maybe only certain old versions can make it without problems. It's a start nevertheless, oh well. Will explore the possibilities of this research.

EDIT (29/04/2018):
-Alright, you muthafucker! Mr Tee's ZDoom Editing Demo was less than effective when it comes down to accommodate my lag cutting methods. Twice it failed on my optional needs. When it comes down to the polyobject doors, it can be done, but still, not to any door activated by a button. I guess that goes to say that the hangar doors are fucking robust as hell. Still, I wouldn't mind about a bullet-ridden hangar door that opens by a switch.
-Oh well, moving onwards to skybox and forgetting this excuse for good. Not stellar! However, I think a (sloped) escalator thing might be in the future.
|
-Well, I completed the skybox. I just need to make a heliport that exits the level. I do got more where it came from. Secret count activation upon falling off the cliff. Damage floors. Teleportation to safety. Get some girl actors to explain some faults/recommendation of my mapping experiments. Some other stuff mentioned in the credits. Quiet mafia music in credits roll attempt? No, I will not bother to make the exterior as it will put on lag. Other stuff is not so looking forward to. True escalator might been already done. Horizontal moving sectors as moving platforms unfeasible. Glowing light spread by opening doors a bit too melodramatic. Can Light_Fade sector light levels already. 3 Nos.

EDIT (30/04/2018):
-I did the damaging floors for the hot stairs. Nothing much, vanilla tricks. Made a helicopter port. Didn't decide for the vehicle, but it would be some futuristic floating vehicle. Should look slick, but since it's quite the bare bones demo, I'm going to pick a bare bones. That quarantine project needs to be worked on before I get this part done. Current task is a teleport pad to get back up on that area before the fake red door. There will also be a teleport character (ninja girl?) found at the bottom of the cliff. I need to add more girls (some from snf, others ws) around appropriately where they explain the ups and downs of my demo. Maybe not, maybe a engaging quest? That later expands into an awesome sci-fi back to the future adventure? Nah, you will just find another heli port with some ceiling differences, impassable flags, taller 3D midtex fences/rails, and a phone booth calling home. This is a hub experiment module for my other map projects. Will try a credits roll upon exit selection.

EDIT (02/05/2018):
-Busting my balls like mad. Got at least the repeatable teleport pad done. Tried to decal my custom design crush doors, but I really need to see if there's a set function for a one-time retractable crushing sector. Found out that walls with -1 on backside can have decal paint, probably again. Trying to get the secret count going on. Will do the girl actors later. Maybe the vehicle after. Need to do that hexen hub to the next map and exit sequence.

EDIT (04/05/2018):
-Got the secret count done! Different gear, different keys.
-Gonna get the gurls (snf + gangstar4) done! Maybe some of those gangstar 4 guys too. Leeme know if there's more sprites like that somewhere!

EDIT (05/05/2018):
-Next upload available. Teleport sector and actor/thing done. You can try at the bridge or fall off the cliff. Falling off cliff lands onto a secret sector. You know, this next release is embarrassing shit. Didn't know till later. What can I say? Filled in dialogue about some points in my custom mapping workarounds.
|
-More gurls than the pilot gurl (oh yeah, haven't decide on which gurl sprite yet [I did got one suitable, but I thought gurl waiting next to car needs no dress code {maybe just one gurl besides the car; car and girl reference, lol}])? |DEFINITELY THE PURPLE BOOB LOOKS GOOD ENOUGH|
-Quarantine car? Probably last. |WHICH CAR?|
-Hexen/strife hub (what is this shit)? If actually new, then new map required (probably test drive to an excuse of a gas station and back [challenge, no default hub lines, use other methods]); otherwise, skip hub. Bitch! |74: Teleport_NewMap; THIS COULD WORK, JUST NEED ANOTHER TEST MAP OR SOMETHING LIKE THAT.|
-Rolling credits intermission ending (probably silent)? Really? If I really want to give flashy props, then yeah.

EDIT (06/05/2018):
-Next upload available.
-Well, I got the Exit_Normal and Teleport_NextMap functions to work. Even got a bit of tutorial notes typed down. Technically, the demo is complete. However, I do want to gloss over picking a quarantine vehicle and maybe a credits roll scroll intermission (no loop). I believe that the Action Doom TC did something like that. Not sure if I can provide as through tutorial as its mostly a game, not some old times classic movie.
-I really need to advertise forkheads.net in the most simplest way possible. TITLEPIC cameo? Sounds good.

_________________
Regurgitator monster in progress stasis...
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
Spoiler: show
Image
Rawr, lol.
https://archive.org/download/two_specific_missing_metal_albums/audio/needs_no_fix/Holy-blood-LongTimeNoSee.mp3


Wed Apr 18, 2018 11:58 pm
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Post Re: [ZDoom_Mod/WIP/NSFW] RV-007 Map Sector Experiments
Hello everybody!

Obviously, I didn't note a version number for this doodling demo of mines! Finally put a fucking vehicle set to go. Everything is, done. Credits roll? I love those things, but this is doom. Keep that in the infopage parameter.

This was supposed to be my dues to make a fucking map. However, I want to make an advertisement/promotion of forkheads.net (it's a medium of contact, sorry for the burden!). If anybody want to put in cameos, resolution is 320x200. Otherwise, I put my own shit. One than one image lump is welcome.

_________________
Regurgitator monster in progress stasis...
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
Spoiler: show
Image
Rawr, lol.
https://archive.org/download/two_specific_missing_metal_albums/audio/needs_no_fix/Holy-blood-LongTimeNoSee.mp3


Mon May 07, 2018 12:29 am
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Post Re: [ZDoom_Mod/WIP/NSFW] RV-007 Map Sector Experiments
Before I go on in conclusion, I think I can make multiple slideshows with the Teleport_NextMap and its arguments. Should work. Now, I need to organize the map names.

Yeah, the banner of forkheads and custom credits image lump sounds good.

---

Finished with the advertisement slideshow plus the intermission map. However, I still need to work the trigger within the Strife dialogue constants. If this was custom, I would have more freedom. Up next, the ACSLoader, the all round global non-map ACS engine. After that, need to make another intermission map with the intro slideshow/cluster, but links back to map02. That way, two slideshows to play in "one" map. I also need to experiment with linking to map01 cluster? See how that works out.

_________________
Regurgitator monster in progress stasis...
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
Spoiler: show
Image
Rawr, lol.
https://archive.org/download/two_specific_missing_metal_albums/audio/needs_no_fix/Holy-blood-LongTimeNoSee.mp3


Mon May 07, 2018 6:27 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
This deserves its own post. I finally made around two different slideshows (including their own slideshow map) to work from one map. Kind of cool. It's like some movie? Sort of? Anyways, I'm done with fucking hollywood. Writing cinematically can be a challenge. More importantly, I feel that I have finished my map learning experiment. Congrats to me (doesn't feel too lucky since rl drags your ass down).

Oh yeah, let me know if you need some help or something. That's why I put this up. Oh yeah, one more, sorry about the lack of screenshots, but this is a tutorial/experiment stage.

EDIT (10/05/2018):
-Well, I didn't figure out which ZDoom version allows PlayMovie(), but I'm not cutting down on my much needed actor flags and properties! Game is value here @tm!
-Tested another way, but it's like gif frame by frame. Thank you DoomGuy2000, but it's quite alot of images. I don't think I would like to go extra heavy beyond the 90s. Oh yeah, I would rather for this guy to make something playable (and possibly enjoyable) at the least. Map not required! Otherwise, I would already invite this dude over here. Wished I knew the guy better off than just doom? *shrugs*

_________________
Regurgitator monster in progress stasis...
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
Spoiler: show
Image
Rawr, lol.
https://archive.org/download/two_specific_missing_metal_albums/audio/needs_no_fix/Holy-blood-LongTimeNoSee.mp3


Tue May 08, 2018 11:39 pm
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Post Re: [ZDoom_Mod/Release/NSFW] RV-007 Map Sector Experiments
I almost forgot, I recommend to not make any stairs, just make slopes. I know it's not realistic, but it lags less that way. I actually believe that the lags are due to insane amount of stairs adding up.

I have to think about the next mapping project.
I was thinking:
?-Visual novel of both munster gurls and granblues? (too advanced and requires more dialogue scripting anyways [I need to make a map anyways])
?-Soviet-Afghan War war strategy scenarios? (sparse map design with low walkable grass and some rocks, pretty big walking distances!)
!-Windom XP map generation? (probably destructible walls, simple enough and maze like due to you being doom, probably gta/v8/twisted metal later, maybe you get to fight godzilla/king kong/mechas! YES, EZ CHOICE!)

Sadly to said, I am under the process of spriting and that hurts/bores me. If it was just drawing, okay, but this is under programming requirement so yeah. Maybe, I might be able to switch around two (actor) projects, possibly mapping on the side.

_________________
Regurgitator monster in progress stasis...
corea=tyherantno puppet/censorship/(enemy) alien/trojan horse/keepsake-less vermin;
Spoiler: show
Fraud Alert Renewal Month: March, June, September, and December
My ZDoom mods
OMG! Barry Manilow! Avenue Q! GG Allin! Brothel - Dirty Deeds!
Viva Le Resistance! (threat: see ☠Image☠ below...)
Metal tracking mods
Spoiler: show
Image
Rawr, lol.
https://archive.org/download/two_specific_missing_metal_albums/audio/needs_no_fix/Holy-blood-LongTimeNoSee.mp3


Sun Jun 17, 2018 10:34 am
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