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[Closed] Things I would like to see...

Fri, 30 Apr 2004 07:18:06

cyberspace

Hi, I would like to see the fallowing features added: -Blood splats and bulletholes(blue blood for cacodemons, and green for barons/hell knights) -Microphone communication(counter-strike stlye...think of it as a radio communication system)
Fri, 30 Apr 2004 17:23:10

Janis Legzdinsh

-Blood splats and bulletholes(blue blood for cacodemons, and green for barons/hell knights)
<br>Blood splats could be easely implemented.<br><br>
-Microphone communication(counter-strike stlye...think of it as a radio communication system)
<br>No, that's too much.<br> <br>
-animated textures: nukage, lava, water, skies, and computer textures such as COMPSTA1
<br>It's because the animation script has entries only for first frames of animation but many Doom, Doom2 and Strife levels are using other frame textures. It's not a problem to fix it.<br> <br>
-same as above but glowing textures
<br>I don't think so.<br> <br>
-an option to make ALL monsters pre-aware of your presence (so they arn't in the same exact spot when you get into the room they are in)
<br>Monsters walking around a map like in Quake can be easely implemented, but it should work only in maps that has path points placed in it. In all old maps they should behave like in original games.
Sat, 01 May 2004 00:59:20

gunrock

I did make by progs monsters wondering around randomly. They didn't use path points.
Sat, 01 May 2004 06:26:59

cyberspace

BTW, when I say 'glowing textures' I am talking about legacy's style where the lights on switches and certain textures and stuff glow instead of using the standard Doom coloring.<br>
Sun, 29 Aug 2004 16:42:04

Casolai

The lava and green goo in doom as a glowing light sources would look really neat, it would fill those rooms with red or green ambiance!
Mon, 30 Aug 2004 17:54:32

Janis Legzdinsh

Light source must be a point, not a sector.
Fri, 01 Oct 2004 14:48:31

jaquboss

$LIGHTMAP defined by texture too (create lights on some textures , like in Doomsday , that
Fri, 01 Oct 2004 18:19:22

RambOrc

I'm not sure whether I already posted this before, would it be possible to pre-render lightmaps the same way GL nodes and vis data are? It'd make map files a bit larger, but startup time for a map and in-game perfomance should greatly increase.
Sat, 02 Oct 2004 13:33:25

Janis Legzdinsh

They could be. But the main problem with Doom engine is that the shape of the level model is changing (moving floors and ceilings, polyobjs), unlike Quake, where it's static. Most likely this part needs a different approach. Some parts definately needs to be changed, at least to allow light sources to be animated.
Sat, 02 Oct 2004 14:23:06

RambOrc

Would an "intelligent" pre-rendering possible where lights that touch a non-moving part would be pre-rendered and those that'd illuminate moving sectors don't?
Sat, 02 Oct 2004 14:56:02

Janis Legzdinsh

It should be possible.
Sat, 02 Oct 2004 17:20:32

jaquboss

[quote="Janis Legzdinsh":24cne0tf]They could be. But the main problem with Doom engine is that the shape of the level model is changing (moving floors and ceilings, polyobjs), unlike Quake, where it's static. Most likely this part needs a different approach. Some parts definately needs to be changed, at least to allow light sources to be animated. changing lightmaps in-game DRAIN lot of SPEED
Sun, 03 Oct 2004 13:26:46

Janis Legzdinsh

I know that.
Fri, 26 Nov 2004 13:56:38

Firebrand

Would it be much problem to make a static light source activate when a monster / decoration activates, I don't know if I explain myself, I'll try to make an example, suppose you have an unlit torch in hexen, and you activate it with a script, actually you can only see the animation, but it doesn't has any static lightning in it as normal torches (spawned activated).
Fri, 26 Nov 2004 14:24:34

Janis Legzdinsh

This is something that I want to be able to. This also includes flickering of the ligt (for torches) etc.
Sat, 15 Jul 2006 14:57:36

Alex-bomber_Man

Hmm, let me say what i want to see... 1) marks on walls (bulletholes and blood) 2) lens flares 3) more detailed particle effects, including imp, baron/knight of hell, cacodemon and other's fireball trails. 4) imp fireball lighting mustnot be so red, it will be better when orange, and cacodemon's fireball lighting mustn't be so red too! It must be violete! 5) release of a new modelpack, with my models <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> 6) changes in model lighting system - it must be each-polygonal 7) magaspheres, supercharges and unvulnerspheres must spawn dynamic light This all was about graphics! And now about map-building abilities. 1) function 'friendly' for monsters, so i can make monsters to be friendly to me; 2) making sloped floors not by using 'slope' objects - it is better if using sidedefs like'in Risen3D. There sloped sectors can be only triangles - for one of the sides of each can be defined side height. So one vertex saves it's basic height and the 2 others change their height by parameter setted on the sidedef. It gives no bugs when creating maps with sloped floors and slopes not always change the height to right side <!-- s:cry: --><img src="{SMILIES_PATH}/icon_cry.gif" alt=":cry:" title="Crying or Very sad" /><!-- s:cry: --> Please work with that.
Sat, 15 Jul 2006 15:25:54

Firebrand

AFAIK, sloped sectors can already be done with slope things and with lines (as you mention).
Sat, 15 Jul 2006 17:23:58

Crimson Wizard

And I have already tried a feature which allowed to make monsters friends in my own mod. Each monster had a Team parameter and there was an ACS command to switch teams.
Sun, 16 Jul 2006 18:23:53

Alex-bomber_Man

[quote="Firebrand":2ns9e3ga]AFAIK, sloped sectors can already be done with slope things and with lines (as you mention). An more detaily? Can you give me some tutors for that?
Mon, 17 Jul 2006 05:27:39

Crimson Wizard

I'm afraid Firebrand misunderstood what you have meant. In any case, there IS a way to make slopes similar to method you describe. There are two things - "vertex floor height" and "vertex ceiling height". They define floor/ceiling height of vertex they are placed upon. And this works only with triangular sectors, as you mentioned. It is rather usefull for creating landscape, but ofcourse can be used anywhere to create common slopes.
Mon, 17 Jul 2006 10:33:47

Janis Legzdinsh

What Firebrand means is ZDoom-style sloping.
Mon, 17 Jul 2006 14:14:20

Alex-bomber_Man

[quote="Crimson Wizard":uyp2zmlb]I'm afraid Firebrand misunderstood what you have meant. In any case, there IS a way to make slopes similar to method you describe. There are two things - "vertex floor height" and "vertex ceiling height". They define floor/ceiling height of vertex they are placed upon. And this works only with triangular sectors, as you mentioned. It is rather usefull for creating landscape, but ofcourse can be used anywhere to create common slopes. Big thanks, Crimson Wizard! I have just needed to create opened landscapes! >And I have already tried a feature which allowed to make monsters friends in my own >mod. Each monster had a Team parameter and there was an ACS command to switch >teams. Can you give me that ACS script ? If you want to know, now i,m working with 2 wads - ReDoom2 and one more wad which must look like reality.
Mon, 17 Jul 2006 14:27:43

Crimson Wizard

[quote="Alex-bomber_Man":2thsgh7j]>And I have already tried a feature which allowed to make monsters friends in my own >mod. Each monster had a Team parameter and there was an ACS command to switch >teams. Can you give me that ACS script ? It is not an ACS script that you need. You need to modify vavoom progs - add couple of new functions there - and recompile them. I may give you sources you need for that, but this will take some time, because my mod was written for vavoom version 1.19.1 and hadn't been updated since. Perhaps I'll merge all the code you need for this Team feature with current vavoom progs and upload these files somewhere or simply mail you; then you should only put them into progs,compile them and use in vavoom. If you think it is better for this feature to be implemented in original Vavoom, then, I suggest we both should ask Janis <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> to add my code (or his own variant, if he would wish) into next Vavoom version.
Mon, 17 Jul 2006 16:04:45

Alex-bomber_Man

[quote="Crimson Wizard":1uosx8xg][quote="Alex-bomber_Man":1uosx8xg]>And I have already tried a If you think it is better for this feature to be implemented in original Vavoom, then, I suggest we both should ask Janis <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> to add my code (or his own variant, if he would wish) into next Vavoom version. Ofcourse i suggest for that! Let us! How are we to do that?
Tue, 18 Jul 2006 09:35:57

Crimson Wizard

Well, usually it is done with "please" <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Tue, 18 Jul 2006 17:35:30

Alex-bomber_Man

Janis, PLEASE!!!! (look the topic upper <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> )
Tue, 18 Jul 2006 17:52:35

Janis Legzdinsh

Maybe.
Wed, 19 Jul 2006 16:26:04

Alex-bomber_Man

And what is about images for updating particles that i've sent to you ?
Wed, 19 Jul 2006 16:40:38

Janis Legzdinsh

I don't have plans to support particles with custom textures.
Fri, 21 Jul 2006 13:43:33

Alex-bomber_Man

Why ? Is it hard to do ? But it will make Vavoom graphix much better! Please, think about that.
Fri, 21 Jul 2006 17:23:15

Janis Legzdinsh

It's a problem for software renderer.
Sat, 22 Jul 2006 08:11:18

Alex-bomber_Man

Please, make that only for GL and D3D! Please, nobody plays on software. Try, please!
Sat, 22 Jul 2006 10:31:56

Crimson Wizard

I play on software usually. For some reason I don't like how D3D smoothes picture in Vavoom, and OpenGL makes it even worse.
Sat, 22 Jul 2006 11:44:41

Alex-bomber_Man

and i for the same reasons don't like software, and more - it requires faster processor and more RAM instead of videaoadapter, and i have a slow processor <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Sat, 22 Jul 2006 16:14:26

Janis Legzdinsh

I think about this.
Sat, 22 Jul 2006 17:02:52

Alex-bomber_Man

Don't think, make that - i will create pcx images for all particles, that can exist - teleports watter splashes, even lostsoul flames! in any resolutions! Did you like those i have allready sent ? Are they good ?
Sun, 23 Jul 2006 18:29:24

Janis Legzdinsh

I really don't see what's the point of having the same texture just with different colours as colour can be handled by the particle engine itself. Scaling also is not an isue. So generally there shouldn't be a need for multiple particle textures.
Sun, 23 Jul 2006 19:59:29

Alex-bomber_Man

Don't you understand, that particle engine requires more from computer if you try to get high results non-using particle textures. and more - it is more difficult to create high quality particles using only Particle engine. Enable the usage of part textures - it is usefull. Oh, BTW, will you need pcx files for marks on walls system? I mean blood, bullitholes...
Mon, 24 Jul 2006 17:47:26

Janis Legzdinsh

No, I mean that one texture should be enough.
Oh, BTW, will you need pcx files for marks on walls system? I mean blood, bullitholes...
Yes, of course. But I prefer png format.
Mon, 24 Jul 2006 17:58:12

Alex-bomber_Man

OK, no problem! Oh, please, check your e-mail!
Sat, 12 Aug 2006 09:45:38

Alex-bomber_Man

Janis, check your email please - i've sent you those images in png format!
Sat, 12 Aug 2006 11:54:38

Janis Legzdinsh

Got it. Looks good.
Sat, 12 Aug 2006 17:02:07

Alex-bomber_Man

So, will you create M.O.W.(marks_on_walls) system? And more: why dont you want to try my new models of chaingun on engine? They are HUD and item - nothing hard. Or please, tell me how i to define em myself ? The question is what i to write in path_to_skin while saving model??? Can you write me, what i to put there if ful path is D:\mygamz\vavoom121\basev\doom\models\weapons\g_chain.pcx Oh, i just forgot to ask: what is about Quake style gibs? Models are not problem, I will create em. I think that it will be interesting if it be optional - Quake style gibs, or Doom style.
Sun, 13 Aug 2006 14:50:15

Janis Legzdinsh

[quote="Alex-bomber_Man":1xazehjo]So, will you create M.O.W.(marks_on_walls) system? I would like to, but it won't be that simple.
And more: why dont you want to try my new models of chaingun on engine? They are HUD and item - nothing hard.
I will.
Or please, tell me how i to define em myself ? The question is what i to write in path_to_skin while saving model??? Can you write me, what i to put there if ful path is D:\mygamz\vavoom121\basev\doom\models\weapons\g_chain.pcx
models\weapons\g_chain.pcx In q2modeller there's a game directory option, set it to D:\mygamz\vavoom121\basev\doom and it should write correct paths to skins.
Oh, i just forgot to ask: what is about Quake style gibs? Models are not problem, I will create em. I think that it will be interesting if it be optional - Quake style gibs, or Doom style.
Sounds interesting.
Sun, 13 Aug 2006 18:55:17

Alex-bomber_Man

Thanks that you said how to use it, if you want - I will make alt modelpacks from my models. About M.O.W. - i know, it's not easy, but i want to belive that i've created those images not vain. Try that, ok? And about gibs: am i to do models for that, or you will not implement it ?
Sun, 13 Aug 2006 21:23:44

Firebrand

It wouldn't be too difficult to implement gibbing like that of Quake <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Mon, 14 Aug 2006 05:10:43

Crimson Wizard

But not as in Quake 2, please. <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? -->
Mon, 14 Aug 2006 09:53:55

Janis Legzdinsh

Yes, implementing gibbing will be quite easy.
Mon, 14 Aug 2006 19:26:23

Alex-bomber_Man

So implement it, and i will send you models for that tomorrow, OK? Make gibs fly like in Q1 but please, make an ability to bib allready dead monsters, like in Q2. Oh, i've great news - i've adapted a few my models for Vavoom!!! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> You will find em on my site: <!-- m --><a class="postlink" href="http://Alex-bomberman.narod.ru/4vavoom.html">http://Alex-bomberman.narod.ru/4vavoom.html</a><!-- m --> Try that chainguns! More to come soon! Oh, by the way, Janis, what is witjh those images i've sent you - is it realy to make M.O.W. system?
Mon, 14 Aug 2006 19:37:28

Crimson Wizard

Hehe, checked it. Nice chaingun <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Though I think it should be a bit larger.
Tue, 15 Aug 2006 08:43:56

Janis Legzdinsh

[quote="Alex-bomber_Man":3lv0rs8t]So implement it, and i will send you models for that tomorrow, OK? OK.
Make gibs fly like in Q1 but please, make an ability to bib allready dead monsters, like in Q2.
Just flying gibs for now.
Oh, i've great news - i've adapted a few my models for Vavoom!!! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> You will find em on my site: <!-- m --><a class="postlink" href="http://Alex-bomberman.narod.ru/4vavoom.html">http://Alex-bomberman.narod.ru/4vavoom.html</a><!-- m --> Try that chainguns! More to come soon!
Looks good. I also think that it looks a bit too small. Also for view models we should have primary version with weapon in the middle and have alternate version with weapon on the right (it could even be a configurable option in the game).
Oh, by the way, Janis, what is witjh those images i've sent you - is it realy to make M.O.W. system?
It's definately what I would like to have.
Tue, 15 Aug 2006 18:59:57

Alex-bomber_Man

Here are basic gib models <!-- m --><a class="postlink" href="http://alex-bomberman.narod.ru/models/others/2gibs.rar">http://alex-bomberman.narod.ru/models/others/2gibs.rar</a><!-- m -->
Tue, 15 Aug 2006 19:29:02

Mago KH

I will use the opportunity to ask what exactly is the scale in Vavoom for md2 models? 1 unit in 3d modellers equals 1 unit in sector size?
Tue, 15 Aug 2006 23:40:27

Janis Legzdinsh

It depends how MD2 exporter maps values.
Wed, 16 Aug 2006 09:46:38

Alex-bomber_Man

Hey, Janis, i've thought a little about gibbing system - if you'll implement this, i'll make gib models for each monsters - i want gibs to be like in Q1 - - when gibbing somebody, there spawns a few standart gibs (which i have sent you yesterday) and a head gib of this creature! What can you say about that?
Wed, 16 Aug 2006 12:04:35

Janis Legzdinsh

Yeah, sounds great.
Wed, 16 Aug 2006 16:32:13

Alex-bomber_Man

Not only sounds! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> You know, if i promise something, i do that! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> So will you implement that thing? I olso will create head gibs only to my new monster models, and while there are no such models make usual parts of meat to be used instead head gibs for monsters and player, OK ? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> About right-hold do you think we need new models for middle-hold? Can't you meke engine to rotate and move a little righthold models for getting middle-hold? Ofcourse make that optional,OK? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Wed, 16 Aug 2006 16:41:17

Janis Legzdinsh

[quote="Alex-bomber_Man":mtwo31gh]Not only sounds! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> You know, if i promise something, i do that! <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> So will you implement that thing? I olso will create head gibs only to my new monster models, and while there are no such models make usual parts of meat to be used instead head gibs for monsters and player, OK ? <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: --> OK. [quote="Alex-bomber_Man":mtwo31gh]About right-hold do you think we need new models for middle-hold? Can't you meke engine to rotate and move a little righthold models for getting middle-hold? Ofcourse make that optional,OK? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Maybe later. For now create a middle screen version of the model.
Thu, 17 Aug 2006 08:40:06

Alex-bomber_Man

oh, i can rotate a little right-hold and we'll get something looking like middle-hold,BUT i'm not goin' to create totally new models - it's not easy. What can you say about that? Now i'm working with shotgun models. What is about to implement shells, that will fall on floor after shooting and stay there for some time?
Thu, 17 Aug 2006 09:19:55

Crimson Wizard

This will require new Particle class. And probably new sound of a shell falling on a floor, alike "dzink!" <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> By the way there's a new member in KH Team who is a Sound FX artist. Probably he might help.
Thu, 17 Aug 2006 16:37:24

Janis Legzdinsh

[quote="Alex-bomber_Man":1og9w13k]oh, i can rotate a little right-hold and we'll get something looking like middle-hold,BUT i'm not goin' to create totally new models - it's not easy. What can you say about that? Just move it to be in the middle. That should be simple. [quote="Alex-bomber_Man":1og9w13k]Now i'm working with shotgun models. What is about to implement shells, that will fall on floor after shooting and stay there for some time? Not now.
Thu, 17 Aug 2006 19:33:24

Alex-bomber_Man

And whay is about to enable shoot flames for HUD models - i would like to make in that way - one model is usual HUD weapon, and another is it's shoot flame, translucent model like in Jdoom. I will make models for that, only implement that, because it's not realistic when there is no flame from shotgun or pistol, and making the flame as a part of HUD weapon model is a big problem because: 1)it isn't translucent, and so it isn't good looking. 2)it causes problems with skins (palete has only 256 colours,and i usualy use them all for weapon and hands, if there will be a flame than palete will be adapted to over 30 more colours of flame instead of colours for other paets of weapon <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> - causes to low-quality skins) Oh, look my site - i've uploaded models for shotgun <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 18 Aug 2006 11:46:41

Janis Legzdinsh

With 32-bit skins you won't have these problems.
Fri, 18 Aug 2006 19:29:44

Alex-bomber_Man

But please, implement the usage of shoot-flame models

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