ZΛNWORLD
ZΛNWORLD
Now, when we have this, could we try to make some kind of MMORPGFPS?
*PLOT
As any other MMO, suggestion is to allow all "races" from doom canonic engine games: Doom, Hexen, Heretic, Strife.
So basically it would be a mixed world.
STRUCTURE:
There would be around 4 permanent servers, representing a certain parts of the world. 2 American servers would be west and other 2 European
would represent east of it. (basically 4 maps)
In the very first launch for a player, he should decide which server he choose as Motherland, to save his initial process there.
If player want to travel to another part of the world he is basically must find some kind of Border checkpoint, which redirects him to another server(consolecommand connect <ip adress>)
His ping will change to a high one, which points out he is far away from "home".
WHAT TO DO:
Killing mobs, doing quests, buy/sell stuff, possibly play duels within world map, irdk.
WHAT TO CREATE:
A world. Unless you want to look it as basic HQ, it requires some tough mappers from around doom community to make something beautiful.
It's just short brief stuff I had circling in my head.
*PLOT
As any other MMO, suggestion is to allow all "races" from doom canonic engine games: Doom, Hexen, Heretic, Strife.
So basically it would be a mixed world.
STRUCTURE:
There would be around 4 permanent servers, representing a certain parts of the world. 2 American servers would be west and other 2 European
would represent east of it. (basically 4 maps)
In the very first launch for a player, he should decide which server he choose as Motherland, to save his initial process there.
If player want to travel to another part of the world he is basically must find some kind of Border checkpoint, which redirects him to another server(consolecommand connect <ip adress>)
His ping will change to a high one, which points out he is far away from "home".
WHAT TO DO:
Killing mobs, doing quests, buy/sell stuff, possibly play duels within world map, irdk.
WHAT TO CREATE:
A world. Unless you want to look it as basic HQ, it requires some tough mappers from around doom community to make something beautiful.
It's just short brief stuff I had circling in my head.
- Monsterovich
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RE: ZΛNWORLD
Your idea isn't new. I already thought about this, but the main problem is gzdoom's opengl which is not enough optimized on ultra huge maps (thanks to graf). And finally.. there are no such features as "renderer distance" or "view distance" that could very help you in such projects.Zeberpal wrote: MMORPGFPS
Last edited by Monsterovich on Sat Aug 23, 2014 8:58 am, edited 1 time in total.
- CloudFlash
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RE: ZΛNWORLD
In all honesty, seeing how servers can take only 64 players at once, I think that Stronghold is pretty much the best mod that could serve as a MMORPG template. You know, just bunch of people playing maps together and doing their best to finish the main quest. After it is finished, they could just run around and PvP each other, do secondary quests, get skills and whatnot or go back to hudmap and select some other mission.
https://i.imgflip.com/i5tpe.jpg
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RE: ZΛNWORLD
If it is already split up in servers, why not chop up the world in a few more chunks? This would support overall more players, and it would make the map area per server smaller :\
Last edited by Lollipop on Sat Aug 23, 2014 9:13 am, edited 1 time in total.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there
RE: ZΛNWORLD
There is one more problem: Doom renders all of the level when connecting, so if you are going to make one large world, take account into that. It's gonna spike zandronum hard.
THE ROMANIAN POWER

Code: Select all
<+Dastan> edd
<+Dastan> boxxy skin when
<+Shift> dastan you really want to fap at it this much and now you are going crazy and shredding your hair into a million tiny pieces for this boxxy skin to come out that way you can cum out
<+Dastan> Shift, yes
--------------------------------------------------------------------
21:53:26 <@Estar> well, if i'd be a girl, i would say ideidoom has ok looks
- Monsterovich
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RE: ZΛNWORLD
It would be possible to make an MMORPG on Zandronum engine if it had proper multiplayer on hub maps. That is, players being able to play different maps of one hub at the same time (right now, if someone exits a hub map, EVERYONE must teleport to that map too). This would greatly reduce network traffic compared to "one huge map" approach (because players only need to know what's happening on the map they are playing and don't need to know what's happening in the rest of the world). The world would be broken into any number of small maps connected by entrances/exits. These small maps would also not cause FPS drops compared to ONE HUGE OPEN SPACE world.IdeIdoom wrote: There is one more problem: Doom renders all of the level when connecting, so if you are going to make one large world, take account into that. It's gonna spike zandronum hard.
Last edited by Monsterovich on Sat Aug 23, 2014 10:35 am, edited 1 time in total.
- ZZYZX
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RE: ZΛNWORLD
So it's effectively incompatible with 2.0, gg.consolecommand connect <ip adress>
Also doom_engine+openspace=heh (or lots, lots, LOTS of 3D floors that would lag because doom_engine)
Last edited by ZZYZX on Sat Aug 23, 2014 1:52 pm, edited 1 time in total.
quality DoomExplorer hackeringFilystyn wrote:Do you know what windows.h is? It's D, DWORD.
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RE: ZΛNWORLD
I still hope they won't comletely remove ConsoleCommand, that would just break compatibility with older wads with closed source and "dead" authors.Circunei Z wrote:So it's effectively incompatible with 2.0, gg.consolecommand connect <ip adress>
I faced this problem in my projects latelly, I came with conclusion to split world into more small areas, it's a normal thing.Circunei Z wrote: Also doom_engine+openspace=heh (or lots, lots, LOTS of 3D floors that would lag because doom_engine)
- ZZYZX
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RE: ZΛNWORLD
Warning: completely alien and weird ideas under the spoiler, Jenovas go away *referring to Jen still trolling me for saying that Zan's netcode should use both TCP and UDP for different purposes*
[spoiler]The only way to get this working properly is to make a piece of software (possibly unrelated to Zandronum codebase itself) the point of which will be implementing proper multiplayer hubs that will work like this:
[spoiler]The only way to get this working properly is to make a piece of software (possibly unrelated to Zandronum codebase itself) the point of which will be implementing proper multiplayer hubs that will work like this:
- look like exactly one solid server to the client (and masterserver, too)
- have multiple separate servers as 'backend' and manage them
- provide 'world chat' and other global notifications between backends
- for each client connected to the proxy server, store his actual location (the corresponding backend)
- relay packets between the client and it's corresponding backend
- optional: have the global list of players and send it to the client instead of per-server player list (inb4 client MAXPLAYERS overflow, would require a custom client)
- switch servers when the current backend says so (i.e.: make a serverside ACS function to change servers instead of map)
- on switching servers:
- tell client's old backend that the client is leaving
- tell client's new backend that the client is entering
- the new backend sends it's current map (i.e. map switch packet) to the client
Last edited by ZZYZX on Sat Aug 23, 2014 1:59 pm, edited 1 time in total.
quality DoomExplorer hackeringFilystyn wrote:Do you know what windows.h is? It's D, DWORD.
overcomplicated ZDoom grenade
random Doom things
GZDoomBuilder-Bugfix
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- Torr Samaho
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RE: ZΛNWORLD
To stay backwards compatible I think about collecting the MD5 hashes of existing mods that need ConsoleCommand. If Zandronum detects that such a legacy mod is loaded, it could allow ConsoleCommand. But even if we do this, it will only be for mods that are released before 2.0. Mods released after 2.0 will not be able to use ConsoleCommand at all.Zeberpal wrote: I still hope they won't comletely remove ConsoleCommand, that would just break compatibility with older wads with closed source and "dead" authors.
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RE: ZΛNWORLD
Sounds fair.Torr Samaho wrote:To stay backwards compatible I think about collecting the MD5 hashes of existing mods that need ConsoleCommand. If Zandronum detects that such a legacy mod is loaded, it could allow ConsoleCommand. But even if we do this, it will only be for mods that are released before 2.0. Mods released after 2.0 will not be able to use ConsoleCommand at all.Zeberpal wrote: I still hope they won't comletely remove ConsoleCommand, that would just break compatibility with older wads with closed source and "dead" authors.
- ibm5155
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RE: ZΛNWORLD
heh, I'm going to enter on the idea, I thinked too an idea about a MMORPG, where, there wouldn't be static monsters like on doom, but yes controlled by acs, like, on time, there would be some monsters spawning somewhere, but they would spawn acording to the player's levels...
I actually tried to make a spawn system, it worked, but, the test wad is lost somewhere...
+ this idea + some strife/diablo gameplay + the new database on zandronum would be abble to make a damn good mod/game (that hmmm, could be called zandronum heh)
EDIT:
for now I think the only main problem of my idea is if you're going to make a map with 10k monsters, there was a nether like mod on zandronum, it's cool, but zandronum can't handle fine online 10k monsters actived at the same time, so it would require a really coom method to just spawn monsters where the players are, and remove them if they're far away from it...
the load time isnt the problem, you would just load maybe 1 minute to load everything, and then you could be everywhere...
EHM, what about a test wad for just test the idea? it wouldn't be an official wad but yes a wad to test all the main ideas and see if it would work or not right...
I actually tried to make a spawn system, it worked, but, the test wad is lost somewhere...
+ this idea + some strife/diablo gameplay + the new database on zandronum would be abble to make a damn good mod/game (that hmmm, could be called zandronum heh)
EDIT:
for now I think the only main problem of my idea is if you're going to make a map with 10k monsters, there was a nether like mod on zandronum, it's cool, but zandronum can't handle fine online 10k monsters actived at the same time, so it would require a really coom method to just spawn monsters where the players are, and remove them if they're far away from it...
the load time isnt the problem, you would just load maybe 1 minute to load everything, and then you could be everywhere...
EHM, what about a test wad for just test the idea? it wouldn't be an official wad but yes a wad to test all the main ideas and see if it would work or not right...
Last edited by ibm5155 on Sun Aug 24, 2014 5:20 pm, edited 1 time in total.
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Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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<this post is proof of "Decline">
RE: ZΛNWORLD
There was an old game that combined Doom and Diablo together, entitled: "Doomablo", which provided a role-playing experience. However, I don't think the project is supported by its creator(s) any longer. Here are some images:
[spoiler]

[/spoiler]
If you wanted to create a role-playing modification for Zandronum, this can be of some inspiration.
[spoiler]



If you wanted to create a role-playing modification for Zandronum, this can be of some inspiration.
Last edited by Kaminsky on Sun Aug 24, 2014 5:46 pm, edited 1 time in total.
RE: ZΛNWORLD
I suggest using the dialogue thing for the conversation with the NPC's that you can interact with.
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
GalactusToday at 1:07 PM
are you getting uncomfortable jap
feeling something happen down there