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What-If Doom?

Tue, 28 Aug 2007 06:00:41

spiderman

"What-If" mod... - UPDATE - The initial release is ready! get it here. Alternate firing modes are in place for all weapons. (see below for details). - UPDATE - For now, the idea is mostly to extend the weapons and replace some pickup items. Existing levels should still be playable. Also, it would be great if we could use some of the other cool things people have come up with, like CW's time freeze and flashlight. Stuff that is mostly done alternate fire - all weapons have an alternate fire mode [list:3i6st4um] melee weapons [list:3i6st4um] fist - (100% complete) "haymaker." Extra damage, slow recovery time. chainsaw - (100% complete) "hack." Extra range and damage in short bursts, slow recovery time. [/list:u:3i6st4um] hitscan weapons (some use projectiles for secondary fire) [list:3i6st4um] pistol - (100% complete) fire flare (uses no ammo) shotguns - (100% complete) fire phosphor shells (like strife phosphor, using archvile fire) chain gun - (100% complete) fire tracer round every few shots [/list:u:3i6st4um] projectile weapons [list:3i6st4um] rockets - (100% complete) grenades plasma gun - (100% complete) blue flame thrower bfg - (100% complete) green plasma shield [/list:u:3i6st4um] [/list:u:3i6st4um] Planned stuff item modifications - boring items become fun ones! Items being replaced should not really be missed <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [list:3i6st4um] 4 pack of shotgun shells - phoshor shells for shotgun (done). +1 life vial - acts like hexen green vial for fighter class (short range concussion grenade.) (not done) +1 armor helmet - hmm, i dont know... [/list:u:3i6st4um] other items that probably would not be missed, especially if we switched them out with really cool stuff like "stop time" - I'm open to suggestions here! [list:3i6st4um] invisibility? auto map? berserk? light visor? hmmm... [/list:u:3i6st4um] other ideas re-balance ammo dropped by monsters. * dropped clips of ammo have random (1-6) number of bullets * sarge and chain gunner do not always drop weapon, sometimes they drop shells or clips. * revenant, mancubus, and cyberdemon drop rockets. Baby spiders drop plasma. some dropped items like weapons and clips of ammo explode when shot. Different items will have different "hit points" and types of explosion (bullets fly out, whole item explodes, starts fire, etc) player can drop weapon? Comments? Suggestions? Flames?[list:3i6st4um][/list:u:3i6st4um]
Tue, 28 Aug 2007 10:31:37

Crimson Wizard

For Alex-bomberman's mod I've already once created such features as limited weapon clips and reloading and alternate fire. Also I may mention - currently I am working on Korax RPG mod as a member of Korax Team (<!-- m --><a class="postlink" href="http://www.korax-heritage.com">http://www.korax-heritage.com</a><!-- m -->), and experimenting with monster pathfinding (have a success here already) and monster Tasks, like issuing orders to monsters using map scripts (some progress here).
Tue, 28 Aug 2007 15:38:49

spiderman

[quote="Crimson Wizard":38j2a6aj]For Alex-bomberman's mod I've already once created such features as ... alternate fire. Ah, cool, so maybe i can borrow some of your alternate fire code <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Is there a link around here somewhere to download Alex's mod? I'd like to see what kind of alternate firing modes you guys came up with <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> My idea wasn't that alternate fire was some kind of breakthrough; adding a few new weapon firing modes is just something for me to work on while i neglect more important obligations, responsibilities and opportunities. In other words it's just for fun, but i guess that goes without saying <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> [quote="Crimson Wizard":38j2a6aj]Also I may mention - currently I am working on Korax RPG mod ... Hey, its cool CW, I'm not trying to steal your thunder <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Anyway, I'm talking about a doom(2) mod, not a raven mod... And of course I most likely will accept anything you want to contribute to this mod, CW... So hopefully I am not stepping on your toes too much <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 28 Aug 2007 15:52:30

Crimson Wizard

[quote="spiderman":vj4c5moa]Ah, cool, so maybe i can borrow some of your alternate fire code <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Is there a link around here somewhere to download Alex's mod? I'd like to see what kind of alternate firing modes you guys came up with <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> There's no link, since mod wasn't finished, also thus happened that currently I am unaware of its progress at all. That alternate fire I made was rather simple, for example 2-barelled shotgun made a shot only from 1 barrel a time. I was also supposed to substitute one of the weapon with AK-74 with a grenade launcher, but never did that far. [quote="spiderman":vj4c5moa] [quote="Crimson Wizard":vj4c5moa]Also I may mention - currently I am working on Korax RPG mod ... Hey, its cool CW, I'm not trying to steal your thunder <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Anyway, I'm talking about a doom(2) mod, not a raven mod... Well, I am testing those feature using Doom 2 progs for simplicity. I believe the code may be 100% compatible with any game. If you like, I may mail you the first demo mod I made for our team.
Tue, 28 Aug 2007 16:01:41

spiderman

If you like, I may mail you the first demo mod I made for our team.
Well, i'm still just getting started on this mod but if you want to contribute i think it would be cool to have smart, wandering, bot-like monsters (monster pathfinding?) and some of the other features you have mentioned. The main design goal of this project is to extend gameplay with more weapons and powerups, while keeping existing levels fun and playable.
Tue, 28 Aug 2007 16:05:00

Crimson Wizard

[quote="spiderman":y0puui81]Well, i'm still just getting started on this mod but if you want to contribute i think it would be cool to have smart, wandering, bot-like monsters (monster pathfinding?) I'll make myself clear. What I did? I made monsters build routes to their target using Node Graph - a web, constructed of a linked Nodes (a sort of extended MapSpots). Difference from original monster behavior is amazing. As for contribution - you probably may have it if you like it as soon as I finish this system and test it through. Currently it may work slow (especially on old machines). But I may give you a mod - progs + test maps - already, if you like to see what it looks like.
Tue, 28 Aug 2007 16:14:11

spiderman

[quote="Crimson Wizard":of3bykub] I'll make myself clear. What I did? I made monsters build routes to their target using Node Graph - a web, constructed of a linked Nodes (a sort of extended MapSpots). Difference from original monster behavior is amazing. Yeah, that's pretty much what i had imagined. It would be cool if they could use the same algorithm to hide or take cover behind walls (like enemy ai in Descent!) [quote="Crimson Wizard":of3bykub] As for contribution - you probably may have it if you like it as soon as I finish this system and test it through. Currently it may work slow (especially on old machines). Cool <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> [quote="Crimson Wizard":of3bykub] But I may give you a mod - progs + test maps - already, if you like to see what it looks like. Yeah, I'd be very interested to see it!
Thu, 06 Sep 2007 15:16:15

spiderman

-bump- This little mod is progressing nicely! Is anyone interested in testing / checking it out / offering ideas, etc? I'd love to hear some feedback on what's done so far.
Thu, 06 Sep 2007 16:52:22

scen

I'm glad to give you some help <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Is this mod {download,build,play}able? Or is it yet in the "design/brainstorming" phase? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Thu, 06 Sep 2007 17:05:20

spiderman

[quote="scen":nbay4icx]I'm glad to give you some help <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Is this mod {download,build,play}able? Or is it yet in the "design/brainstorming" phase? <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --> Thanks, scen! The mod is buildable and playable, I'll make a download available sometime today and probably move this to the "Project news" forum. something for consideration - some of the c++ source has been modified in addition to "progs," meaning I will have to distribute pretty much the entire thing unless i can figure out a way around modifying vavoom's source. scen: you are using linux, correct? If you are able to build from svn, you should be able to build what I have. I'll send you a private message with more details later.
Thu, 06 Sep 2007 17:26:38

scen

[quote="spiderman":1ik7wsze]something for consideration - some of the c++ source has been modified in addition to "progs," meaning I will have to distribute pretty much the entire thing unless i can figure out a way around modifying vavoom's source. You could distribuite only the diff against Vavoom sources (if i've understood correctly how you're working <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->) [quote="spiderman":1ik7wsze] scen: you are using linux, correct? If you are able to build from svn, you should be able to build what I have. I'll send you a private message with more details later. Yeah, i'm Penguin powered <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: --> Ok, i wait for your PM <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Thu, 06 Sep 2007 17:35:30

Crimson Wizard

[quote="spiderman":1jri40em]something for consideration - some of the c++ source has been modified in addition to "progs," Why did you needed this, I wonder? Some really special changes? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 06 Sep 2007 21:04:42

spiderman

[quote="scen":3030pbzf] You could distribuite only the diff against Vavoom sources (if i've understood correctly how you're working <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->) scen: Good idea. I'll do that =) [quote="Crimson Wizard":3030pbzf][quote="spiderman":3030pbzf]something for consideration - some of the c++ source has been modified in addition to "progs," Why did you needed this, I wonder? Some really special changes? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> CW: Nah, just small stuff. For one thing, this is built on top of the "disable auto aim" stuff i did earlier, which introduces a new CVAR (no_auto_aim). As far as I know there is no way to create a CVAR using vc... Also, secondary attack defines a new button constant, BT_ATTACK2. This is defined in client.h and referred to in cl_input.cpp. cl_input does some handling of the secondary attack button. If you can think of a way around this, let me know! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 07 Sep 2007 08:42:49

Crimson Wizard

Hey, spiderman, both things you mention can be implemented in progs easily <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> CVAR is created using CreateCVar function (Also see "Cvar functions" section in class Object). As for new user command, Player::PlayerImpulse method is used. Define some integer constant (> 20 I think) and then check 'Impulse' parameter in that function. If it is equal to your constant, do your action. Ofcourse, some key or mouse button should be binded to that command. An option should be created in controls menu, so that user may set it up. In case you do not know, binding should look like console command: bind <key> "impulse X". Thus you will not need to change Vavoom source (I think it would be a bit problematic, since you'll have to keep up with any Vavoom engine changes then). Also, if you like to, you may download our Korax Arena progs source from SVN, there is a lot of similar stuff, including extra CVARs and extra user commands. Team page on SF.net: <!-- m --><a class="postlink" href="http://sourceforge.net/projects/korax/">http://sourceforge.net/projects/korax/</a><!-- m --> Exact SVN location (from where to do checkout): <!-- m --><a class="postlink" href="https://korax.svn.sourceforge.net/svnroot/korax/trunk/karena">https://korax.svn.sourceforge.net/svnro ... unk/karena</a><!-- m -->
Fri, 07 Sep 2007 16:55:22

Janis Legzdinsh

For extra buttons Vavoom already provides 5 extra buttons that you can use without modifying C++ code.
Sat, 08 Sep 2007 01:52:56

spiderman

[quote="Crimson Wizard":35kbzy03]Hey, spiderman, both things you mention can be implemented in progs easily <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> CVAR is created using CreateCVar function (Also see "Cvar functions" section in class Object). Oops, totally missed that one <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> [quote="Crimson Wizard":35kbzy03] As for new user command, Player::PlayerImpulse method is used. Define some integer constant (> 20 I think) and then check 'Impulse' parameter in that function. If it is equal to your constant, do your action [... ] In case you do not know, binding should look like console command: bind <key> "impulse X". I had a look at the impulse stuff, but to me it looked like it would not handle down and up states as i wanted. Maybe I can do something like this, though?
bind mouse2 "impulse 32" "impulse 34"  
...and then just start firing on impulse 32 and stop on impulse 34. But then if you bind another key to the same action, I think things could get screwy. So, I think (correct me if I'm wrong, seriously) secondary fire needs a "real button." [quote="Crimson Wizard":35kbzy03] Also, if you like to, you may download our Korax Arena progs source from SVN, there is a lot of similar stuff, including extra CVARs and extra user commands. Team page on SF.net: <!-- m --><a class="postlink" href="http://sourceforge.net/projects/korax/">http://sourceforge.net/projects/korax/</a><!-- m --> Exact SVN location (from where to do checkout): <!-- m --><a class="postlink" href="https://korax.svn.sourceforge.net/svnroot/korax/trunk/karena">https://korax.svn.sourceforge.net/svnro ... unk/karena</a><!-- m --> Thanks, I'll take a look if i get stuck, but just knowing you can do some of this stuff (create cvar in vc) helps a lot! Thanks, CW =) [quote="Janis Legzdinsh":35kbzy03]For extra buttons Vavoom already provides 5 extra buttons that you can use without modifying C++ code. I saw those, thought they might be reserved or in use or something. I'll help myself to one of those buttons then; thanks Janis! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Well, hmm, maybe I should be able to do all this stuff in progs then. I'll get to work <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Janis, I hope you don't mind if I just go ahead and distribute the whole thing for now (not a patch or just progs)? It would be much easier for me to let people preview it that way. Then, next time a stable release rolls around, I will package it up as a proper mod =)
Sat, 08 Sep 2007 07:05:18

Crimson Wizard

...and then just start firing on impulse 32 and stop on impulse 34. But then if you bind another key to the same action, I think things could get screwy.
There are a several keys that work this way, like Jump, etc, just look in the game CFG file, so it is rather common usage.
So, I think (correct me if I'm wrong, seriously) secondary fire needs a "real button."
I'd say, it's not obligatory, but perhaps better way. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Sat, 08 Sep 2007 16:15:16

Janis Legzdinsh

There are a several keys that work this way, like Jump,
No, jump is a button, not impulse.
Janis, I hope you don't mind if I just go ahead and distribute the whole thing for now (not a patch or just progs)?
Sure.
Sat, 08 Sep 2007 21:40:13

spiderman

[quote="Our fearless leader":g0kcc6og]
Janis, I hope you don't mind if I just go ahead and distribute the whole thing for now (not a patch or just progs)?
Sure. Sweet! Ok, in that case we can all enjoy some "what-if" doom shortly <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Stay tuned, I'll make a post in the Project news forum soon...
Tue, 11 Sep 2007 03:16:27

spiderman

The initial release is ready! get it here.

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