WORMS DOOM - Randomly generated destructible landscape - testing

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
TheMisterCat
 
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#21

Post by TheMisterCat » Mon Mar 11, 2013 8:41 pm

one_Two, this is solved by typing hud_scale 0 in console, should hopefully be automatically fixed in next version

TheMisterCat
 
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#22

Post by TheMisterCat » Thu Mar 14, 2013 9:31 am

Added some new screenshots to original post. Update coming soon!

The Blue Panther
 
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#23

Post by The Blue Panther » Sat Mar 16, 2013 7:55 am

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
Last edited by The Blue Panther on Sat Mar 16, 2013 8:02 am, edited 1 time in total.

TheMisterCat
 
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#24

Post by TheMisterCat » Thu Mar 21, 2013 1:15 am

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.

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Espio
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#25

Post by Espio » Thu Mar 21, 2013 10:10 pm

TheMisterCat wrote:I did just add 3 new playerclasses with new voice sets which has increased the SFX pack size a lil.
Can't wait to hear them.
Image
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

ZzZombo
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#26

Post by ZzZombo » Thu Apr 04, 2013 4:17 pm

Nice. Where can I download the WAD to test and stuff?

Callum
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Location: United Kingdom

RE: WORMS DOOM - Randomly generated destructible landscape - testing

#27

Post by Callum » Thu Apr 04, 2013 5:38 pm

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?

Cruduxy
Zandrone
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#28

Post by Cruduxy » Thu Apr 04, 2013 5:49 pm

Good to see that planet in usage.. Tribeam must be proud lol
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Nothing to see here
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DevilHunter
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#29

Post by DevilHunter » Thu Apr 04, 2013 10:10 pm

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..
Spoiler: Some bugs are ATM.. (Open)
Railgun Animation goes wack
Some weird bug with holding down the Fire Button
No Wind Bar, cept for a certain few
Choosing Generated Map with more then (least for me) 64 Map Width will create HUGE FPS lag
OpenGL is Recommended, as the Players are Models
From TheMisterCat "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."
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.

TheMisterCat
 
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#30

Post by TheMisterCat » Sat Apr 06, 2013 10:31 pm

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.

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DevilHunter
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#31

Post by DevilHunter » Sat Apr 06, 2013 10:38 pm

WELL THANKS FOR KEEPING ME INFORMED..

That's just how I remember things. Anyhow.. I'll fix said List.. I guess

TheMisterCat
 
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#32

Post by TheMisterCat » Sat Apr 06, 2013 10:45 pm

callum, i have no intention of ripping any original resources from worms

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