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WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 04, 2013 5:42 am
by TheMisterCat
Hi peoples. Just a sneak peek of what I've been working on for WORMSDOOOOOM
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Velocity-based recoil animations
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Randomized planet skyboxes
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Improved land generation, block types
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Improved land generation more, map size can now be chosen from the lobby menu, map can now be mirrored, inverted and flipped, new 'slope' blocks:
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RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 04, 2013 5:45 am
by SyKoTiC
I approve of everything this mod has to offer. Just gotta get past the few glitches. Never the less, awesome work.
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 04, 2013 5:48 am
by Zeberpal
Right, don't give up. I wanted to contribute a map to it at the time, but the fact you stoped working on it was a sad thing to face.
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 04, 2013 10:20 am
by Medicris
SyKoTiC wrote:
I approve of everything this mod has to offer. Just gotta get past the few glitches.
Spoiler: Mine spawns in particular (Open)
That poor SOB.
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Tue Mar 05, 2013 1:45 am
by Savant
As a long time fan of worms I'm actually excited to play this, hope to see it up and running in the future!
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Tue Mar 05, 2013 2:28 am
by Ænima
Hopefully my machine can handle it at a decent framerate!
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Tue Mar 05, 2013 2:30 am
by one_Two
Yeah this looks mint, can't wait to play.
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Tue Mar 05, 2013 3:56 am
by DevilHunter
Ænima wrote:
Hopefully my machine can handle it at a decent framerate!
I'm able to keep a steady framerate, but sometimes, It will go to a crawl for whatever reason..
Either way, I'm pumped about it. Make it happen TMC :p
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Tue Mar 05, 2013 9:57 am
by Synert
That's awesome. Lots of 3D models or floors?
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Tue Mar 05, 2013 11:39 am
by Shane
Right well, I don't know which came first, Tanks or Worms
But for the inbetween, Nightfang had created this little project when he worked for Best Buy with 2 other coders, and it's a f2p client that is exactly this project except well... With Tanks
http://www.taetechnologies.com/download ... 9c_rc2.zip
Pretty much I'm asking is this what you're going for? From what I remember when testing wormsdoom or the earlier alphas, it felt mainly sluggish and unnatural, but then again what do I know??
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Tue Mar 05, 2013 10:01 pm
by TheMisterCat
Well it certainly is unnatural for the doom engine, but there's only so much I can do about that. It's certainly a change of pace from first-person deathmatch
edit: Checked out your project, looks like an updated Scorched Earth - not quite the same game but similar premise definitely. I think the original worms was inspired by tanks/scorched earth
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Thu Mar 07, 2013 6:18 am
by SyKoTiC
The channel for this mod is #WormsDoom so people can join and chat about the mod itself or general topics.
The More You Know
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Thu Mar 07, 2013 6:20 am
by DevilHunter
If anything, it is still buggy, yes we know that. Don't start bawwing on the Server, and IF you get stuck in the Ground, just Use the Teliporter. (yes I suck at spelling, Deal w/ It) Also the Railgun is horribly Broken, you can thank Zandronum for that.. or is it TMC's fault..
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Sun Mar 10, 2013 8:04 pm
by TheMisterCat
I think railgun broken is a combination of my bad code and monster railgun function bad code. I can try to fix but might require an entirely different method to get it to aim/pitch correctly
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Sun Mar 10, 2013 9:33 pm
by one_Two
Much respect TMC for the hard work you put into this, it's v. impressive.
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 11, 2013 7:39 am
by TheMisterCat
Thanks, you can show your support by playing the game and keeping it active on the serverlist :P
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 11, 2013 2:45 pm
by Espio
TheMisterCat wrote:
I think railgun broken is a combination of my bad code and monster railgun function bad code. I can try to fix but might require an entirely different method to get it to aim/pitch correctly
You should try to find more coders to assist. :>
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 11, 2013 8:35 pm
by TheMisterCat
I have tried, Tribeam is helping a little but the only other assistance I've had from other people is borrowing code snippets and adapting them. Most people are frightened by my unwieldly turn script and untidy code :(
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 11, 2013 8:36 pm
by one_Two
Some people been asking about the HUD size problems (including me when I first played), maybe you should take note of this.
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Posted: Mon Mar 11, 2013 8:38 pm
by Theshooter7
TheMisterCat wrote:
I have tried, Tribeam is helping a little but the only other assistance I've had from other people is borrowing code snippets and adapting them. Most people are frightened by my unwieldly turn script and untidy code :(
If I weren't busy with other things, I'd say "Call me the cleaner".
But I am busy with other things, so I won't say that. :P