Commander Keen TC

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.

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Ænima
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RE: Commander Keen TC

#21

Post by Ænima » Sat Jul 28, 2012 4:45 am

I have an idea.

1.) While a player is in-air, spawn an invisible actor infront of him every tic. Give this actor +NOCLIP.
2.) Make it check if the player that spawned it is between 1 and 8 units below it. If so, give the player an inventory item and make him call a script making him immobile and NOGRAVITY.
3.) while (getplayerinput != jumping or moving away from the direction of the ledge) {delay(1);}
4.) etc you can figure out where to go from here
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Llewellyn
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RE: Commander Keen TC

#22

Post by Llewellyn » Sat Jul 28, 2012 8:10 am

TheMisterCat wrote: care to show your work?
It'll be in the alpha release that shouldn't be too far off, It doesn't fully mesh with all the other features yet, for instance you can go into pogo while grabbing and you'll start flying around like you did ConsoleCommand("fly"), and it wasn't my work, I just chopped up Ijon Tichy's parkmore (I asked.)

EDIT: Well it turns out I might have to just restart from scratch on how I do my movement code because it looks horribly laggy in multiplayer.
May take me a while. I might also use some of TheMisterCat's code as a base because I need to move as much as I can to decorate, ACS + PING = laggy movement on the client side.
(I had 99% of it in ACS just making the player jump to states that changed his sprites.)

If only there was a way to make the clientside scripts run at the same time as the regular scripts, because the player is constantly behind the server by PING. Currently what can be put in a clientside script is restricted, so I basically can't do anything with that... ugh. I have to set the player's momentum to 0 if he is standing on the ground every tic.
Last edited by Llewellyn on Sat Jul 28, 2012 8:52 am, edited 1 time in total.

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RE: Commander Keen TC

#23

Post by TheMisterCat » Sat Jul 28, 2012 10:58 am

yes, that is the biggest problem for any 2d platformer, since you have to restrict and change how the player is supposed to move, which is how the server updates player positions.. there's no perfect solution
also aenima that is what I did for wormsdoom walljumping - the issue is that it will be affected by other actors in the way
Last edited by TheMisterCat on Sat Jul 28, 2012 11:00 am, edited 1 time in total.

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RE: Commander Keen TC

#24

Post by mr fiat » Sat Jul 28, 2012 11:46 am

wow this looks amazing id love to play this, keep up the good work.

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RE: Commander Keen TC

#25

Post by Llewellyn » Sat Jul 28, 2012 1:03 pm

Okay, I have no idea how to make platforms that I can jump upwords though, and fall down through when I press down.
Absolutely drawing a blank on this.

The only idea I thought of when jumping down though a platform would be to make the player +NOCLIP while he falls down and not let him move from side to side until he is no longer touching the platform, but thats really hacky and not going to work in every situation. Also doesn't help me LAND on one.
My thought was to maybe make them only solid when I'm standing on one, but what about multiplayer :/
I thought about just basically teleporting the player to be standing on the platform every tic but that would probably look REALLY laggy... might be the only solution.
For this method, I would use ACS to detect when someone is at the right Z and X range to be standing on a platform, then force their Z to its height. This would also work for moving platforms, because when they moved side to side I would just add (or subtract) one X to the player's X, and they would still stay locked to it's Z when it moves up and down. If you jump or drop through it, a "buffer" is created that stops you from landing on it. (So basically it checks for !Jumping() )
Last edited by Llewellyn on Sat Jul 28, 2012 1:08 pm, edited 1 time in total.

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RE: Commander Keen TC

#26

Post by TheMisterCat » Sat Jul 28, 2012 1:05 pm

my guess would be something like actor hits fake floor which transitions the player to the next floor up via setactorposiitioning while retaining his velocity

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RE: Commander Keen TC

#27

Post by Llewellyn » Sat Jul 28, 2012 3:26 pm

TheMisterCat wrote: my guess would be something like actor hits fake floor which transitions the player to the next floor up via setactorposiitioning while retaining his velocity
That would work if I could use fake floors, but I can't, seeing as they can't move horizontally.

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RE: Commander Keen TC

#28

Post by TheMisterCat » Sun Jul 29, 2012 12:47 am

actors with bump activation?

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RE: Commander Keen TC

#29

Post by Llewellyn » Sun Jul 29, 2012 4:14 am

TheMisterCat wrote: actors with bump activation?
Again, won't work in multiplayer unless I can somehow make an actor only solid to one person.

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RE: Commander Keen TC

#30

Post by Ænima » Sun Jul 29, 2012 4:48 am

Llewellyn wrote:
TheMisterCat wrote: actors with bump activation?
Again, won't work in multiplayer unless I can somehow make an actor only solid to one person.
GHOST and THRUGHOST. Make the bridge actors GHOST and when the player attemps to "drop through", make him temporarily THRUGHOST.
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RE: Commander Keen TC

#31

Post by Llewellyn » Sun Jul 29, 2012 5:40 am

Ænima wrote:
Llewellyn wrote:
TheMisterCat wrote: actors with bump activation?
Again, won't work in multiplayer unless I can somehow make an actor only solid to one person.
GHOST and THRUGHOST. Make the bridge actors GHOST and when the player attemps to "drop through", make him temporarily THRUGHOST.
I guess that would work, but how do I detect when he's about to smash his helmet into the bottom of it?

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RE: Commander Keen TC

#32

Post by TheMisterCat » Sun Jul 29, 2012 8:27 am

bump activation, check Z heights

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RE: Commander Keen TC

#33

Post by doomjedi » Sun Jan 27, 2013 10:21 pm

As a huge Keen fan, I say - this is great idea :)

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RE: Commander Keen TC

#34

Post by Llewellyn » Mon Jan 28, 2013 12:39 am

doomjedi wrote: As a huge Keen fan, I say - this is great idea :)
It would have been a good idea had it ever worked, sadly, my main goal was to get it to work with online play, and with that basically out of the question (it lagged terribly) it was never finished, simply because I'm not going to port Keen to Zandronum just to be able to play the Single Player. If I ever think of a better way to code this, it might get done again in the future.
Last edited by Llewellyn on Mon Jan 28, 2013 12:39 am, edited 1 time in total.

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RE: Commander Keen TC

#35

Post by one_Two » Mon Jan 28, 2013 12:45 am

Llewellyn wrote:
doomjedi wrote: As a huge Keen fan, I say - this is great idea :)
It would have been a good idea had it ever worked, sadly, my main goal was to get it to work with online play, and with that basically out of the question (it lagged terribly) it was never finished, simply because I'm not going to port Keen to Zandronum just to be able to play the Single Player. If I ever think of a better way to code this, it might get done again in the future.
You may aswell release the SP then if you got it working, I was looking forward to playing this/ seeing how it worked.

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RE: Commander Keen TC

#36

Post by Torr Samaho » Mon Jan 28, 2013 6:14 am

Llewellyn wrote: my main goal was to get it to work with online play, and with that basically out of the question (it lagged terribly)
Did you ever do a traffic analysis to see what's eating the bandwidth?

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RE: Commander Keen TC

#37

Post by doomjedi » Mon Jan 28, 2013 9:34 am

Do you need any art help? :)

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RE: Commander Keen TC

#38

Post by Llewellyn » Tue Jan 29, 2013 12:42 pm

Torr Samaho wrote:
Llewellyn wrote: my main goal was to get it to work with online play, and with that basically out of the question (it lagged terribly)
Did you ever do a traffic analysis to see what's eating the bandwidth?
It's not that, it's the terrible synchronization. The method I had to use to recreate the original movement was so... hacky, lets say, that all the players jittered around.
doomjedi wrote: Do you need any art help? :)
No, I really didn't need art help as I was just using resources from the original game. I'm going to take another look at what I've got today and see if I can't think of a better method.

EDIT (With bump because I am cool like that):

I started to rewite some of the code, mostly the movement code and assosciated items. I've got walking, shooting, jumping, pogoing, and almoast have ledge grabbing done. I used a Slug monster from TheMisterCat's version and it seemed to work OK after a bit of modification. I also made a youtube video. It's all in-game footage, I didn't chop any of it up or edit it in any way, but please note the "lag" is my computer being a piece of shit, it doesn't want to record Zandronum at all. (Use 720p!)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Edit2: Did a deathmatch test. Everything seems to be in order... well the death animations are a bit wonky in multiplayer but everything else seems to work.
Last edited by Llewellyn on Tue Jan 29, 2013 1:05 pm, edited 1 time in total.

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RE: Commander Keen TC

#39

Post by Ænima » Tue Jan 29, 2013 3:58 pm

Romero needs to play this when he visits Zandro this December.
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ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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Mercenaries (on hold)
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Llewellyn
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RE: Commander Keen TC

#40

Post by Llewellyn » Tue Jan 29, 2013 4:40 pm

Ænima wrote: Romero needs to play this when he visits Zandro this December.
Because I'm sure he needs to play an iD game in an iD game.
Actually, the source code for CK4 would be nice... but that's never going to happen.

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