I do hope everyone likes this map and possibly see this very map in other projects [just give me some credit for it ;)]
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There is some maps that utilize Slopped 3D Objects as part of the gameplay, so there's no way around it. My mind set originally for this project was to focus on GZDoom's OpenGL features, - as majority of users in the ZDoom realm are capable of utilizing or uses the OpenGL as their primary\preferred renderer [1] [2]. Furthermore, I don't think the software render can really be able to handle what I am demanding. After testing Abandoned Misery in the Software Renderer, I quickly noticed some abnormalities that I can't fully understand for myself. I have attached two screenshots so you can see what is going on when I use the Software renderer (this forum software disallows me to place them where I want in this post, so hopefully it is at the bottom?)Combinebobnt wrote: Are the 3d slopes going to be in heavy use/vital for gameplay?
I have thought long and hard on this a couple of years ago, it only makes sense to focus on the parent port -- besides limiting to just one port and losing out on the newest tools and features, focus on abroad without boundaries. The project focus is to stay native to GZDoom as much as possible so I can take full advantage of the latest features and functionalities available today. TGRDM3 will still be compatible with Zandronum, - but that is when Zandronum catches up to (G)ZDoom code base.Ivan wrote: Meh, I'd rather make it work in Zandronum if multiplayer is such an important aspect of the project, especially one such as Deathmatch. Your choice anyway, but those look good.
EDIT:BlauNacht Plans and Goals (written 04 Dec 2011) wrote: Moreover, further thoughts are arising to base the entire project to be fully native with GZDoom source port. This will allow the development project TGRDM3 to immediately jump into newer features and options that GZDoom has to offer that could take months later to be included into the SkullTag main package. But, however, TGRDM3 will still be compatible with SkullTag.
Can you define 'main ports'? To me, this includes (those typically used for DM, omitting ZDoom):Ijon Tichy wrote: yeah what's the point of a DM map pack if the main ports used for DM don't even support it? that seems like a major waste of time.
Despite that this project started back in 2007, the map you see in the topic is only the first map out of the new stock set. So, at this moment, there's not really any complete map within the newer stock set that can be played tested thoroughly with Zandronum. The map I am working on right now faces some known issues with Zandronum:Decay wrote: Is there a particular map that is compatible, or could be easily made compatible, for promotional purposes essentially?
As I have already stated, I will not bother with ZDaemon nor Odamex. If they update to the latest code base from GZDoom, great, otherwise - its not going to happen for obvious reasons. Furthermore, by the time that this project see's a release (perhaps in several more years), Zandronum should already carry the bare minimum requirements or even all the requirements to run this project... I don't see how any of this is a real problem in which port I am targeting, since Zandronum\SkullTag bases off from (G)ZDoom - and my project is targeting GZDoom, I fail to see a problem here.Torr Samaho wrote: If you don't want your DM map set to be compatible with any of the multiplayer ports, that's surely up to you
I have listed the problems that I have noticed from Zandronum 1.2.2:Torr Samaho wrote: (although I don't immediately see anything in the screenshots that is impossible to achieve in Zandronum)
If you do not believe me, feel free to grab the post-skeleton and the texture pack. Though, do note, the post-skeleton is outdated and probably does not display the UDMF issues.Tiger wrote: The map I am working on right now faces some known issues with Zandronum:
- Sector Properties within 3D Objects does not get transferred; Some jumping pads will never work
- Missing UDMF functionality; resize
- Compression Algorithm issue; possibly LZMA issue with Zandronum?
- I couldn't really further tell what else was wrong or missing, as the texture pack for the project could not be loaded correctly in Zandronum
Please carefully read what I wrote. I just said that what I see in the screenshots at first glance seems to be achievable in Zandronum. I have never said or implied that the way you use currently to achieve this works with Zandronum.Tiger wrote:I have listed the problems that I have noticed from Zandronum 1.2.2:Torr Samaho wrote: (although I don't immediately see anything in the screenshots that is impossible to achieve in Zandronum)
You do not have to downgrade your project in any way. I never said that. I'm only pointing out that this is not a Zandronum project then.Tiger wrote: Why should I need to downgrade my entire project - just to be compatible with Zandronum?
It's very different if you try to make your project compatible with Zandronum or if you hope that Zandronum will eventually support your project. You have made it very clear that you have no intention to actively make your project compatible with Zandronum. Once again, this is absolutely fine and not problem at all for me. I'm just saying that a project incompatible with Zandronum and with no intentions to fix the incompatibilities is not a Zandronum project.Tiger wrote: Why is it a problem that I want to use the latest features in (G)ZDoom, when infact - Zandronum will be able to support later on?
This is still the plan, but the fact that we are planning this doesn't turn all (G)ZDoom only projects into Zandronum projects.Tiger wrote: Are you trying to imply that Zandronum will not update to the latest (G)ZDoom revisions\git-revisions?
What makes you believe that there's absolutely no intention to support Zandronum? As it stands right now, 3D Objects are kind-of the showstopper right now and I admittedly refuse to add a bug to fix a missing feature that will be soon be corrected in Zandronum.Torr Samaho wrote: The only thing I said was that if you have absolutely no intention to support Zandronum
So my project will never be compatible with Zandronum - ever? And when Zandronum supports what my project needs (which it will), should it still be considered 'Not a Zandronum project'? - This is what really tips me off more than anything. Thank you for your support, I will remember this one.Torr Samaho wrote: that this is not a Zandronum project and should not be advertised as such
Then what is needed for it to be a 'confirmed' a Zandronum project?Torr Samaho wrote: You do not have to downgrade your project in any way. I never said that. I'm only pointing out that this is not a Zandronum project then.
If the project contains - only maps and little scripts for basic functionality (which is currently the only thing on my mind with the development), there's really no need for 'hoping' that Zandronum will ever support the project when infact - it will in time.Torr Samaho wrote: It's very different if you try to make your project compatible with Zandronum or if you hope that Zandronum will eventually support your project.
I targeted GZDoom for several reasons:Torr Samaho wrote: but the fact that we are planning this doesn't turn all (G)ZDoom only projects into Zandronum projects.