WORMS DOOM - Randomly generated destructible landscape - testing
-
- Posts: 79
- Joined: Mon Jun 04, 2012 2:21 pm
- Location: NZ
RE: WORMS DOOM - Randomly generated destructible landscape - testing
one_Two, this is solved by typing hud_scale 0 in console, should hopefully be automatically fixed in next version
-
- Posts: 79
- Joined: Mon Jun 04, 2012 2:21 pm
- Location: NZ
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Added some new screenshots to original post. Update coming soon!
-
- Posts: 31
- Joined: Sun Jun 17, 2012 12:54 am
- Location: Argentina
RE: WORMS DOOM - Randomly generated destructible landscape - testing
I once wanted to contribute with a song for this, like for a map... but never said anything, at the time it was too simple and not quite good, a bit too somber also (the song I mean)... I admit I was kind of shy too...
I like how this is coming out, the destructible landscape really impressed me
I like how this is coming out, the destructible landscape really impressed me
Last edited by The Blue Panther on Sat Mar 16, 2013 8:02 am, edited 1 time in total.
The Blue Panther
DeviantArt
♫ ♪ Moosic ♪ ♫
DeviantArt
♫ ♪ Moosic ♪ ♫
-
- Posts: 79
- Joined: Mon Jun 04, 2012 2:21 pm
- Location: NZ
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Updated OP again. Next I will be fixing the camera & looking at adding multiple marines per player.
The game already has 10 songs at this point so I dunno about adding more. I did just add 3 new playerclasses with new voice sets which has increased the SFX pack size a lil.
The game already has 10 songs at this point so I dunno about adding more. I did just add 3 new playerclasses with new voice sets which has increased the SFX pack size a lil.
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Can't wait to hear them.TheMisterCat wrote:I did just add 3 new playerclasses with new voice sets which has increased the SFX pack size a lil.

https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING
<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*
(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
(09:59:05)<BlueCool>1. bake cookies
(09:59:16)<BlueCool>2. eat cookies
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Nice. Where can I download the WAD to test and stuff?
RE: WORMS DOOM - Randomly generated destructible landscape - testing
small detail not really important at this point but have you thought about making a new class that has voice clips from the original Worms?
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Good to see that planet in usage.. Tribeam must be proud lol
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]
- DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
- Contact:
RE: WORMS DOOM - Randomly generated destructible landscape - testing
Links to WormsDoom
wormsdoom-BASE_v03n.zip
wormsdoom_RESOURCES_v03m.zip
wormsdoom-SFX_MUSIC_v03m.zip
Use them in this Order. Remember that SP this wad does work, but it would be useless as Bots don't do jack shit. Also, this is very buggy atm.
Be sure to run as Deathmatch, and leave the dmflags blank.. When you start the map, it should set all the necessary dmflags. Though I'm sure I can be wrong..
wormsdoom-BASE_v03n.zip
wormsdoom_RESOURCES_v03m.zip
wormsdoom-SFX_MUSIC_v03m.zip
Use them in this Order. Remember that SP this wad does work, but it would be useless as Bots don't do jack shit. Also, this is very buggy atm.
Be sure to run as Deathmatch, and leave the dmflags blank.. When you start the map, it should set all the necessary dmflags. Though I'm sure I can be wrong..
Spoiler: Some bugs are ATM.. (Open)That's about all I can remember for now.
Last edited by DevilHunter on Sat Apr 06, 2013 10:47 pm, edited 1 time in total.
-
- Posts: 79
- Joined: Mon Jun 04, 2012 2:21 pm
- Location: NZ
RE: WORMS DOOM - Randomly generated destructible landscape - testing
devilhunter... your buglist is wrong. people don't spawn outside of the map, map objects is capped at 30 - i think you mean map width. turns don't just 'break' for no reason, the majority of turn breaks are caused by a player killing another players dummy marine and then that player expecting to use that marine for his turn. spectating or leaving no longer causes any turn breaks.
- DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
- Contact:
RE: WORMS DOOM - Randomly generated destructible landscape - testing
WELL THANKS FOR KEEPING ME INFORMED..
That's just how I remember things. Anyhow.. I'll fix said List.. I guess
That's just how I remember things. Anyhow.. I'll fix said List.. I guess
-
- Posts: 79
- Joined: Mon Jun 04, 2012 2:21 pm
- Location: NZ
RE: WORMS DOOM - Randomly generated destructible landscape - testing
callum, i have no intention of ripping any original resources from worms