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Minigolf - RC4 + Another Map!
Posted: Mon Aug 06, 2012 8:39 pm
by Llewellyn
Minigolf Doom.
Goal of project: Play minigolf with your friends over a course of 80 trillion (or maybe 18) holes.
Singleplayer currently works 100%, multiplayer is coming along nicely, new features everywhere and bugfixing.
Spoiler: Videos of Project (Open)The [video] tag is deprecated, please use the [media] tag
The [video] tag is deprecated, please use the [media] tag
The [video] tag is deprecated, please use the [media] tag
I really need ideas for maps, I suck at map ideas.
Spoiler: Miscellaneous Screenshots (Open)
Spoiler: Current Bugs (Open)Map text does not show up on communicator in multiplayer
n:-2 does not report map name like it says it does in the Zdoom wiki
Spoiler: Official Maplist (so far) (Open)
- gmap01 "Proving Grounds"
- gmap02 "Entryway"
- gmap03 "Hill Hazards"
- gmap04 "Moving Parts"
- gmap05 "Shipwrecked"
- gmap06 "Scroll of Town Portal"
- gmap07-??
?
Want a map on here? Then make one, has to be Strife to be in the official Set. I'm not picky, if the map plays well I'll 99% likely add it in and credit you.
This IS a strife PWAD, but at request I will make versions for other IWADS if you show that you're planning on making, for instance, a Herectic version.
A couple of things YOU can help with: I need a 3D model for an arrow to replace the Sentinel beams in OGL, and a ball 3D Model replacement, or better sprites.
Release Candidate 4 now on a BE SERVER! Try it out today.
BE WAD LINK FOR RC4.
BE WAD LINK FOR MAPSA3.
Current Changelog
RE: Minigolf
Posted: Mon Aug 06, 2012 10:17 pm
by Springy
Interesting looks really good so far, great stuff. Can't wait to give it a spin. Makes me wonder though about how much ACS code must've gone into this project.
RE: Minigolf
Posted: Sat Aug 11, 2012 2:57 am
by Llewellyn
Map02 WIP:
EDIT: VIDEO MOVED TO FIRST POST
Notes: Strife starts on Map02 (thus it is Map02.)
Map01 is a demonstration/learn-how-to-play map.
I am not "the best mapper evar!!!111!one!"
I have no idea what to make next.
I realize I made the ball too fat.
I am busy with IRL stuff.
That was the first time I ever used 3D floors...
RE: Minigolf
Posted: Sat Aug 11, 2012 9:15 pm
by UnTrustable
Really nice. :)
RE: Minigolf
Posted: Tue Sep 04, 2012 1:44 am
by Llewellyn
So an update to this project:
I made a map03, its kind of hard so it will probably end up as a later level.
I tested it online with some people, there are some obvious bugs that are problem with MAPINFO setup or whatever, and a couple that are my-bad.
Here have an IRC quote:
Code: Select all
<+Devonizer> we played minigolf
<+Llewellyn> rofl
<+Devonizer> and it was the best thing ever
<+Devonizer> Llewellyn is a god among men
RE: Minigolf
Posted: Tue Sep 04, 2012 1:50 am
by Torvald
Awesome! Now when I'm not actually playing golf I can play golf on here. :D
RE: Minigolf
Posted: Tue Sep 04, 2012 3:56 am
by Boko
Would be nice for chasecam view of the character(doomguy?) putting! Otherwise looking hawt.
RE: Minigolf
Posted: Tue Sep 04, 2012 8:24 am
by Llewellyn
Boko wrote:
Would be nice for chasecam view of the character(doomguy?) putting! Otherwise looking hawt.
Um, that was in there...
There are 3 camera modes:
Third person (chasecam style)
Top Down
Map Cameras
Cycle cameras by strafing.
EDIT:
_________________________________________
Release Candidate 1 now on a BE SERVER! Try it out today.
Release candidate fixes (if you tested):
- Players being able to fall into an infinite loop of Penalty Strokes.
- Maps not having an intermission screen.
- Players sometimes not getting putters and having to spectate.
- Players sometimes getting more than one turn in a row (hopefully, didn't get a lot of testing)
- Chat being covered by scores
- Not being able to tell whose turn it is
- Maps having retarded skys
- Players getting teleported to random locations upon penalty stroking
- Players getting ridiculous score counts (eg 91283981)
- Disconnecting players counting as still playing
- Disconnecting players scores not being reset (among others)
Changes that I hope to make for final release:
- More maps, currently only 3.
- Time limit on players' turns, stroke limits too
- Cooperative support with all maps on one map, play through at your own leisure
- Hub map for Duel32 style map choosing for singleplayer.
- Model replacements for the Sentinel Beams
- Better Ball Graphics
- Sounds for the ball
RE: Minigolf - Now on Release Candidate 1
Posted: Tue Sep 04, 2012 12:47 pm
by Ijon Tichy
I wonder how this would play with parkmore or oneshot
or both
RE: Minigolf - Now on Release Candidate 1
Posted: Tue Sep 04, 2012 4:50 pm
by Synert
Ijon Tichy wrote:
oneshot
Launching balls into orbit and possibly making them explode sounds pretty fun to me (too bad the ball probably isn't a monster)
RE: Minigolf - Now on Release Candidate 1
Posted: Tue Sep 04, 2012 8:04 pm
by Llewellyn
Synert wrote:
Ijon Tichy wrote:
oneshot
Launching balls into orbit and possibly making them explode sounds pretty fun to me (too bad the ball probably isn't a monster)
Actually if the player dies Zandronum crashes all the client (but not server) for an unspecified reason I've yet to figure out...
Too bad its impossible to die lol.
RE: Minigolf - Now on Release Candidate 1
Posted: Wed Sep 05, 2012 9:16 am
by Hece
Dude, this looks Awesome!
BTW I would like to make/design maps :3
You should make add-on map packs for this too!
RE: Minigolf - Now on Release Candidate 1
Posted: Wed Sep 05, 2012 2:15 pm
by Llewellyn
Hece wrote:
Dude, this looks Awesome!
BTW I would like to make/design maps :3
You should make add-on map packs for this too!
Well you can download the wad so go ahead. I plan on eventually seperating the main game file from the maps but for testing purposes they are currently merged.
The mapspots around the map are cameras, their TID is what number order they will be selected in when you cycle through the cameras (starting from 1-999.) The hills have Wind sector specials so that the ball will roll down the hills. The strength of the wind should co-relate to the steepness of the hills. The player hits floor specials activate ACS in the map for the exit and water. You don't have to set the cameras, water, exit, and hills if you don't want to, as I can do that (only takes a few minutes.)
RE: Minigolf - Now on Release Candidate 1
Posted: Wed Sep 05, 2012 5:47 pm
by Torr Samaho
Llewellyn wrote:
Actually if the player dies Zandronum crashes all the client (but not server) for an unspecified reason I've yet to figure out...
Zandronum shouldn't crash (the clients could freeze if you have a DECORATE infinite loop problem). If it does crash, please create a bug report on the tracker and include a minimal example wad that allows to reproduce the crash.
RE: Minigolf - Now on Release Candidate 1
Posted: Wed Sep 05, 2012 5:49 pm
by Llewellyn
Torr Samaho wrote:
Llewellyn wrote:
Actually if the player dies Zandronum crashes all the client (but not server) for an unspecified reason I've yet to figure out...
Zandronum shouldn't crash (the clients could freeze if you have a DECORATE infinite loop problem). If it does crash, please create a bug report on the tracker and include a minimal example wad that allows to reproduce the crash.
I planned on doing this but trying to minimize the wad made the crash unreproducable, we'll see.
RE: Minigolf - Now on Release Candidate 1
Posted: Wed Sep 05, 2012 5:53 pm
by Torr Samaho
Llewellyn wrote:
I planned on doing this but trying to minimize the wad made the crash unreproducable, we'll see.
If the crash is reproducible with the full wad, I could have a look at it in the debugger. If you are very lucky I can see what's going on without a minimal example wad in this case.
RE: Minigolf - Now on Release Candidate 1
Posted: Wed Sep 05, 2012 6:30 pm
by Llewellyn
Torr Samaho wrote:
Llewellyn wrote:
I planned on doing this but trying to minimize the wad made the crash unreproducable, we'll see.
If the crash is reproducible with the full wad, I could have a look at it in the debugger. If you are very lucky I can see what's going on without a minimal example wad in this case.
I was using an old version without the crash, my bad, I posted a tracker ticket. Also randomly if you kill yourself in singleplayer the whole map becomes a HOM.
RE: Minigolf
Posted: Thu Sep 06, 2012 6:53 am
by Boko
Llewellyn wrote:
Boko wrote:
Would be nice for chasecam view of the character(doomguy?) putting! Otherwise looking hawt.
Um, that was in there...
There are 3 camera modes:
Third person (chasecam style)
Top Down
Map Cameras
Cycle cameras by strafing.
oh damn didnt see that!
RE: Minigolf - RC 2 + New maps!
Posted: Sun Sep 09, 2012 12:55 pm
by Llewellyn
Minigolf RC2 is old!
Changes so far:
+ Automap no longer worthless, view cameras, allies, and the hole on the map!
! Fixed rare cases where landing in goop could still cause a bug.
- Fixed rare cases where players could putt after shooting but not coming to a complete stop.
+ Seperated GMAPxx, LOGxxxx, and Mapinfo files from main wad, called MiniMapsAx (Alpha,NUMBER)
+ Added support for Cooperative and Survival as separate gamemodes: Cooperative allows players to play without waiting for turns.
+ Added CVAR MG_NOEXIT: Players do not exit when they get to the end of the map, and simply start again at the beginning. (When 1)
+ Added CVAR MG_LOG: When 1, disconnects and hole scoring are both logged. When 2, only hole scoring is logged. When 3, only disconnects. Current format is MiniLog(Disconnect::Name::Score::Penalties::InHole::MapLump)MiniLogEnd and MiniLog(Exited::Name::Score::Penalties::MapLump)MiniLogEnd. Delimiters, start and end names can easily be changed in the ACS, they are defined at the top of the file with the rest of the #DEFINEs.
MiniMaps A2 changes: (from original RC1 maps)
+ Added GMap04: Moving Parts.
+ Added GMap06: Scroll of Town Portal - This is Strife MAP02, modified. I have reduced sector counts from 678 to 363, and linedef counts from 4987 to 2117. I also fixed various texture alignment errors where possible, made possible by UDMF format.
- Fixed minor texture aligntment in GMAP02.
+ Added mapthings 18001, and 18002 to all maps for Automap hud images.
_________________________________________________________________________
MiniGolf RC3 changelog:
+ Sounds! Now your favorite ball makes sounds! No more "OOF" *land sounds!
! Cooperative actually works this time, I promise! (hotfix 1 for RC3)
! No more extra turns in survival, actually go in order now!
- Minor ACS touchups to prevent extreme cases (not that they've actually happened mind you.)
+ Players get booed in rare cases for sucking!
+ When someone goes in the hole, the console logs their score so you can see! (Eg. "Llewellyn got Par!") (NOT SUPPORTED BY MINIMAPSA2!!!)
RE: Minigolf - RC4 + Another Map!
Posted: Mon Sep 10, 2012 6:02 am
by Llewellyn
Minigolf RC4 is out! And MiniMapsA3!
Changelist for RC4:
+ More sounds! Annoying noise to alert you that, hey, you can go now!
+ Hole-in and Hole-in-one sounds!
+ Completely redone camera system! Fly around the map at your leisure our enjoy the fancy topdown view (OpenGL only, sorry.) Use MG_CameraSpeed to define how fast you want to travel, and use MG_KeyTimer [sic] to set how fast the +USE key toggles camera views.
- Names are moved one character to the right so the arrow doesn't overlap (I liked it that way but...)
+ Maps can set their own topDown variable, Par, and BooStrokes variable, using GlobalVars 1-3 respectively.
+ Timer to KICKFROMGAME_IDX players who Idle for too long on their turn. Set timer with MG_AFKTIMER <seconds>
! If a player joined, then spectated and he was the only player, the map changed (fixed)
MiniMapsA3 Changelog:
- Updated to new Par, topDown, and BooStrokes system.
- Updated to new Camera System
- Map05 completed
- Minor edits to maps for looks/texture alignments
WHY WON'T YOU PEOPLE HELP ME MAP, THESE MAPS ARE EASY TO MAKE
If you've never played before, heres an example screenshot:
