Project Ideas

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
BJ Vynz
 
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RE: Project Ideas

#261

Post by BJ Vynz » Thu Jul 04, 2013 6:33 am

Oh, wow hey I'm happy it actually seems like a nice idea to some people... and I understand skepticism :)

I wouldn't count on that ModDB project because well, it's simply impossible to do MMO on Zandronum without making important changes/additions to the netcode/rendercode. To make a Doom MMO you need an MMO-capable/designed-for engine.

Anyway, that's why I said openworld but not MMO
The big challenge is simply coming up with ideas (idea thread, right? :P )
-How can an openworld be used?
-Would it be fun just being deathmatch?
-Would it be funner with the demons as the enemy focus?
-What would be the objective/point of being there in the world?
Last edited by BJ Vynz on Thu Jul 04, 2013 6:56 am, edited 1 time in total.

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RE: Project Ideas

#262

Post by HexaDoken » Thu Jul 04, 2013 7:11 am

BJ Vynz wrote: -What would be the objective/point of being there in the world?
To cause as much completely pointless violence as possible.

Has been working well so far.

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UnTrustable
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RE: Project Ideas

#263

Post by UnTrustable » Thu Jul 04, 2013 8:47 pm

Funny to see.
I am playing alot Champions Online lately, and i had that same idea to make
some sort of a fragment of that MMO game to Doom engine.
If the acs function hasn't changed (degraded) much since 2 years ago, then i know a way to let the game 'remember' certain submissions even when you go to an other map, without saving a certain file to HD, or using a Hexen-hub-structure.

But as someone said, a single-man project 'sucks' and the chance to fail is very present.
Since the said project is still an idea (....in progress sort of) i can show some progress....
Its progress goes very slow, and i dont think it will ever get in-the-air... but if anyone is interested, well maybe someday.
Don't volunteer to this project NOW, cause im doing other things like spritings, and that goes first.
Also this MMO-2-Doom attempt needs lots of NEW content aswell, and that probably will take months if not years to develop.....
At least it will take long, since this project is still an one man project.

http://s1183.photobucket.com/user/UnTru ... t=3&page=1
Last edited by UnTrustable on Thu Jul 04, 2013 8:49 pm, edited 1 time in total.

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RE: Project Ideas

#264

Post by one_Two » Thu Jul 04, 2013 9:03 pm

I can't see this working unless it stays on one map, like that doomcentre wad.

BJ Vynz
 
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RE: Project Ideas

#265

Post by BJ Vynz » Thu Jul 04, 2013 9:52 pm

Saving data when going to the next map does not make an MMO. What you need is data remembered even when the player exits/re-enters the server.
You also need to be able to save data and keep it in the hard drive even when the server shuts down.
The average fella sure doesn't want to host their server 24/7 without rest.
...and if I remembered correctly, you can't even have hundreds of players in a Zandronum server, there is a cap. If you don't have "massive multiplayer" your MMO is not MMO :razz:

So I'm just curious, how do you know you can do MMO? Have you found a way to get around all of this?
________________



Going back to just "openworld" instead of MMO, I have an idea that I'll test, the main problem is the world size.
Since I'm avoiding having to save stats the world has be small enough so players can complete everything in a reasonable time (1 hr? 2 hrs? 3?) yet large enough to feel "open."

So again I have a question I hope you guys an answer...

How long do you guys think it should take to finish a "world" knowing that you have to finish it within the time you're running the server? :lol:

Keep in mind, the more people you have in the server the faster you could complete it.
Last edited by BJ Vynz on Thu Jul 04, 2013 10:19 pm, edited 1 time in total.

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UnTrustable
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RE: Project Ideas

#266

Post by UnTrustable » Fri Jul 05, 2013 8:48 pm

BJ Vynz wrote: What you need is data remembered even when the player exits/re-enters the server.
You also need to be able to save data and keep it in the hard drive even when the server shuts down.
THAT i cannot do. For such you absolutely need data saving methodes. My work around methode only works as long as the player STAYS on that said server. I admit it isn't the most perfect way, esspecially when it comes to multiplayer up to 32 players.
I tried this work around for only 1 player.... and now that you mentioned it, oops, i only tested it in singleplay mode.
Not sure if ACS and Decorate or the hardcode works the same both in singleplay and multiplay (when going to next map?)? (when it comes to inventories?)
I hope it does not make any difference.. :hmm:
EDIT: i was thinking about to make some sort of 'loggin code' so it would give back the said situation of the player, but im sure THAT will not work, simply because once people knows the 'loggin code element' they can cheat the game.
BJ Vynz wrote: ...and if I remembered correctly, you can't even have hundreds of players in a Zandronum server, there is a cap. If you don't have "massive multiplayer" your MMO is not MMO :razz:
Well my goal wasn't to make this like a hundreds of player mod.
Im already happy if its a 8 player support to begin with. :wink:
BJ Vynz wrote: So I'm just curious, how do you know you can do MMO? Have you found a way to get around all of this?
Well i made a timecounter script once and it continues the timecounter where it left off in the previous map.
Unfortunnaly i can't find the said testmap anymore, so i can't show any prove.
All i know it worked back then and the script structure as far as i still remember it, is still in my head, but i have to redo it all over again.
Now THAT was just a timer-'memory'-script.
Doing a memory for what mission has been done or whatsoever that has to be remembered, im sure its a whole lot more work.
BJ Vynz wrote: Going back to just "openworld" instead of MMO, I have an idea that I'll test, the main problem is the world size.
Since I'm avoiding having to save stats the world has be small enough so players can complete everything in a reasonable time (1 hr? 2 hrs? 3?) yet large enough to feel "open."

So again I have a question I hope you guys an answer...

How long do you guys think it should take to finish a "world" knowing that you have to finish it within the time you're running the server? :lol:

Keep in mind, the more people you have in the server the faster you could complete it.
Can't answer that, cause i never cared about wad filesizes, nor the reasonable playtime... nor the size of the maps, aslong as the wad works and isnt exaggerated large or small , im fine with it.
Im quickly and easely pleased, no matter if the maps are bland or whatsoever.

EDIT: BUT.... if you work with enemies/monsters and such, you can add a multiplier depending on how many players are in the game, and spawn your enemies ammount to a reasonable level, or even spawning some wall to avoid trespassing an easy passage, so players are forced to go the hard way...?
Soon i'll start a test map where the player has to survive a given random time, where everything is random. Doors are behind some random number, where the number determine how the door goes open or not going open at all... So that project somehow will become also an open world.
Its called Doom Outpost or something. Not claimed any decent name yet.
Last edited by UnTrustable on Fri Jul 05, 2013 9:14 pm, edited 1 time in total.

BJ Vynz
 
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RE: Project Ideas

#267

Post by BJ Vynz » Fri Jul 05, 2013 10:09 pm

I've thought of making a survival wad too, but it's mostly ACS that would do the nice magic in such, and I am entirely noob at ACS :lol:
UnTrustable wrote: EDIT: i was thinking about to make some sort of 'loggin code' so it would give back the said situation of the player, but im sure THAT will not work, simply because once people knows the 'loggin code element' they can cheat the game.
But, that would be awesome if done right :surprised:

It'd be cool to develop something like Doom64's "password" system where the passwords can give you different ammo amounts, heath, etc, so upon exiting the server maybe it could give you a code for the things you have?
Though it seems like a save system really, I don't know how they implemented that so I don't know if the codes actually have that complexity or if they were just a silly way to load your game.

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RE: Project Ideas

#268

Post by Cruduxy » Fri Jul 05, 2013 10:12 pm

Hexen hub style can save some stuff I guess.
But well not on the scale you people want anyway :P
Last edited by Cruduxy on Fri Jul 05, 2013 10:13 pm, edited 1 time in total.
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UnTrustable
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RE: Project Ideas

#269

Post by UnTrustable » Sat Jul 06, 2013 5:39 am

Yeah, the Hexen hub system might save alot of time and pain.
Although i have no knowledge of Hexen and its hub system...
Some day soon i should have look into this...
Cant be'so difficult i think. :biggrin:
Sofar i just made a workaround by using lots of 'fake' inventory, and the said maptimer worked... but that was 2 years ago.

The password code system, was just an idea, but feeling-wise it could be done.
Depending on what and how many conditions, i need to make some password code for it, and that can go up about hundreds of codes...
Ofcourse i would make the script in such way it will generate the code of its own, still... the said code would still have certain structure.
Once people knows that structure, people can typ in some random numbers, in the hopes eventually to get a working code.
So with that in mind, i think that said password script wont work much in multiplay.
Still, when i have some time, i might create one for this Doom Outpost project....
See if i can pull it off... starting small ofcourse... :razz:
As for me, im also not an Acs-King. Just poking alittle here and there.

But whatever little i know, i can share that knowledge, BJ Vynz.
Last edited by UnTrustable on Sat Jul 06, 2013 5:40 am, edited 1 time in total.

Lollipop
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RE: Project Ideas

#270

Post by Lollipop » Sat Jul 06, 2013 8:35 am

The hexen hub system could be used to split up the map so you dont load a giant horseload of info on the same time causing massive lag, though it will not help too much on the items and so.
Try the RGAWW files, they can be found on Best Ever wad lists, and they use an account system, with a combination of 2 numbers of each 4 digits, and is totally safe.
Hope I helped.
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BJ Vynz
 
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RE: Project Ideas

#271

Post by BJ Vynz » Sat Jul 06, 2013 11:03 pm

Well, I'll stop bumping now and thanks to everyone that commented or gave feedback.

@UnTrustable, I look forward to seeing how your idea progresses, and I'll be glad to help or ask for help or give feedback :)

In the meantime I'll be working on my map, which I'll keep openworld even if that means weaker machines have trouble... I want to keep it actually openworld :P

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RE: Project Ideas

#272

Post by Untitled » Thu Jul 11, 2013 8:31 pm

Alright, So I've had this idea for a while now, but I don't have the anything to pull it off, (Particularly speaking, I can't art. At all. And I can't map.) so I'm posting it here: Doom Battlefront.
If anyone doesn't know what Star Wars: Battlefront (SW:BF) is, it was a game that placed you in a large scale battle of two opposing factions. It would have:
-Class based, with 5-6 different classes, all with varying roles.
-Friendly/Hostile NPC Marines to fill in if there's not enough players, much like how you could with battlefront, and have the counter of computer marines be adjustable.
-Vehicles. SW:BF Had pilot-able tanks and heavy turrets. Those AT-TE's were great.
-Soldier Counter: Both sides had a counter that went down every time a soldier for either side died. When a side's counter hits zero, that side loses. That was a victory condition.
-The Command Post System: In SW:BF, you chose a command post to spawn at. The way it worked was that if members of one faction could stay at an enemy's command post for a certain amount of time, it would turn neutral, meaning no one can spawn at it. If they could hold the neutral post with no resistance, the neutral command post would turn to their side, and allow troops to spawn there. 7-8 command posts a map, each side would get half of them to start, except optionally for a middle one, where most of the conflict takes place. (It would be neutral, changing sides a lot, unless one side gets an advantage.) Capturing all command posts was the other, much rarer victory condition.

The other alternative would be to have it be Marines Vs. Monsters, with the monsters having a counter, and all the player being on the Marine's side. The Monster count would probably be "slightly" higher to compensate for the fact that monsters tend to die en mass.
This is Project Ideas, so, I'm just pitching this out there as this is just too far beyond me to create. Maybe some one else will!
Last edited by Untitled on Fri Jul 12, 2013 3:25 am, edited 1 time in total.
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Lollipop
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RE: Project Ideas

#273

Post by Lollipop » Fri Jul 12, 2013 9:36 am

Untitled wrote: -SNIP-
In case someone does, I will partake in it.
The domination thing is a rare victiory you say? Then make the body count way higher.
Last edited by Lollipop on Fri Jul 12, 2013 9:37 am, edited 1 time in total.
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RE: Project Ideas

#274

Post by Cruduxy » Fri Jul 12, 2013 10:44 am

Whenever I read this topic all people ideas are team based classes clash or a thousand rules thingy.. It'd be a nice change of pace if people tried to think of more unique stuff instead of those old as hell ideas -Classes always imbalanced but well guess its easiest thing to get players.. thousand rules wads NEVER GET DONE-
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RE: Project Ideas

#275

Post by Lollipop » Fri Jul 12, 2013 11:00 am

Cruduxy wrote: Whenever I read this topic all people ideas are team based classes clash or a thousand rules thingy.. It'd be a nice change of pace if people tried to think of more unique stuff instead of those old as hell ideas -Classes always imbalanced but well guess its easiest thing to get players.. thousand rules wads NEVER GET DONE-
I guess you are right :razz:

Though, try and see if anything that isn't a thausand rule thing is a new idea? Maybe some new style of an old idea would be something, but still....

But to give an idea for this post not to be useless:
A magewad with a space theme with a nice scripted storyline and ally marines that uses script behaviour, just to give a little of a nice touch and a little help :)
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
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RE: Project Ideas

#276

Post by CloudFlash » Sat Jul 13, 2013 7:18 pm

How about making a Skull Tag?
At the beginning of the round, one of players is chosen to be "it". Nobody knows who "it" is, except for "it". The main objective for "it" is to tag someone else before the round ends: there are 2 tactics to reach that: you can either tag anyone as soon as you are "it", or you can pretend you aren't "it", then hide with some noob and tag him in the last second. Obviously, nobody except for you and said prey will ever know anything happened. So basically, a ZH in which there is only one, camouflaged, constantly changing zombie, and nobody knows who it might be except for zombie.. And all maps are ZM.
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RE: Project Ideas

#277

Post by Ænima » Sat Jul 13, 2013 7:27 pm

CloudFlash wrote: How about making a Skull Tag?
At the beginning of the round, one of players is chosen to be "it". Nobody knows who "it" is, except for "it". The main objective for "it" is to tag someone else before the round ends: there are 2 tactics to reach that: you can either tag anyone as soon as you are "it", or you can pretend you aren't "it", then hide with some noob and tag him in the last second. Obviously, nobody except for you and said prey will ever know anything happened. So basically, a ZH in which there is only one, camouflaged, constantly changing zombie, and nobody knows who it might be except for zombie.. And all maps are ZM.
Kinda sounds like WDI except with tagging instead of killing.
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Klofkac
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RE: Project Ideas

#278

Post by Klofkac » Sun Jul 14, 2013 2:20 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Yes.
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Lollipop
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RE: Project Ideas

#279

Post by Lollipop » Sun Jul 14, 2013 3:58 pm

Kloffie, make that, it will be hillarious, also make so people can play it as DM, cuz will be fun with all that shiftie shift :P
Combinebobnt wrote:i can see the forum league is taking off much better than the ctf ones
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RE: Project Ideas

#280

Post by one_Two » Sun Jul 14, 2013 4:08 pm

Idk how something like that would work in MP.
Last edited by one_Two on Sun Jul 14, 2013 4:11 pm, edited 1 time in total.

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