Project Ideas

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

#361

Post by HexaDoken » Sun Nov 03, 2013 2:51 pm

I'd rather just get the zanbandro source and take it directly from there.

Though this is still a lot of not only short-term work(since AIs aren't exactly easy anyway) but long-term work(somebody would probably have to keep this up to date with official Zan releases). And the problems caused by two different zandronum versions which aren't exactly compatible with each other floating around.

So yeah. Theoretically quite doable, but good luck finding someone who has enough time, skill and patience to go through the trouble.

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Torr Samaho
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RE: Project Ideas

#362

Post by Torr Samaho » Mon Nov 04, 2013 7:10 am

If somebody wrote decent bot code or overhauled the existing code I'd be happy to integrate it in the official Zandronum version.

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CloudFlash
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RE: Project Ideas

#363

Post by CloudFlash » Wed Nov 06, 2013 5:43 pm

SNAKE DOOM!
Player's objective is to collect enough cells to use the bfg and kill his enemy/enemies. Cells are modified so they give player only 1 cell, + they give the player a small invisible item which makes him drop copies of himself with some a_explode, and they are -SOLID. The more invisible items are in player's inventory, the longer afterimages stay. If player stands still, he is killed by his own afterimages, same happens iff player runs into his own 'tail'. If player collects 40 cells, he can use bfg to try to kill his enemies (except that doesn't change his afterimages' number nor durability).
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Fabysk
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RE: Project Ideas

#364

Post by Fabysk » Wed Nov 06, 2013 6:48 pm

Maybe a tower defense styled mod. I'm not sure if there is one already.
The objective of this mod is to defend 6 points of some sort against waves of monsters that get powerful every 2 waves. The play may buy upgrades for better defense. Multiplayer can be implemented into it.
This could be a fun mod.
Last edited by Fabysk on Wed Nov 06, 2013 6:49 pm, edited 1 time in total.
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Lollipop
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RE: Project Ideas

#365

Post by Lollipop » Thu Nov 07, 2013 6:48 am

There us akready a towerdefense thing, posted on this very forum.
I like the idea of snake, shouldn't be too hard to get cracking, though I can not make it without making 200 of those afterimages, just because I wouldn't know how to make them generic :\
I would love to see it made though, also maybe have more cells spawn the more enemies there are?
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Slim
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RE: Project Ideas

#366

Post by Slim » Thu Nov 07, 2013 8:19 am

I blame my sleepy wandering mind for this idea (3:19 AM EST). Doom. Nutty LMS kart racing. Highly combustable vehicles. Racetrack hazards. And Battle maps (Kinda like Mario Kart). How does that sound? If not, then don't make it.
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Submerge
 
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RE: Project Ideas

#367

Post by Submerge » Tue Nov 12, 2013 11:54 pm

A mapset of intentionally bare bones, undetailed DM maps that pay full attention to gameplay, and no attention to detail except basic textures and lighting. Something for people to play and enjoy, and other people to add a nice detail pass to if they ever get in the mood to.

Would people be interested in either playing, or adding detail to these for fun?
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Fabysk
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RE: Project Ideas

#368

Post by Fabysk » Fri Nov 22, 2013 1:29 am

I'm pretty sure this is impossible, but maybe a split-screen mod. Start out with a simple episode from Doom or any Doom 2 map with the split-screen mod. Later on in the future, this can be implemented in other mods, such as Brutal Doom, Ghouls Forest series, or any other mod out there.
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Ænima
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RE: Project Ideas

#369

Post by Ænima » Fri Nov 22, 2013 2:22 am

Fabysk wrote: I'm pretty sure this is impossible, but maybe a split-screen mod. Start out with a simple episode from Doom or any Doom 2 map with the split-screen mod. Later on in the future, this can be implemented in other mods, such as Brutal Doom, Ghouls Forest series, or any other mod out there.
That wouldn't be a mod, that would be a major engine overhaul. Much of the Zandro source would need to be changed to accommodate a second "ConsolePlayer". And making it draw correctly in BOTH renderers would take a lot of work.


Split-screen has been discussed before, many times. :p
Last edited by Ænima on Fri Nov 22, 2013 2:25 am, edited 1 time in total.
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HexaDoken
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RE: Project Ideas

#370

Post by HexaDoken » Sun Nov 24, 2013 9:51 am

Doom Legacy has splitscreen.

/me hides

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Ænima
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RE: Project Ideas

#371

Post by Ænima » Sun Nov 24, 2013 2:47 pm

HexaDoken wrote: Doom Legacy has splitscreen.

* HexaDoken hides
Legacy is also a very simple engine, with no DECORATE, no ACS (only FraggleScript), and its only "advanced" feature is 3D floors. Implementing splitscreen in Legacy was probably no harder than making splitscreen vanilla Doom.

ZDoom-based engines would be incredibly difficult, because all of the source code assumes that there's only one ConsolePlayer (aka one player per computer). Every feature that's based on this assumption will have to be revised, and the renderers would probably need to be re-written.


It just ain't worth it, mang.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Cruduxy
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RE: Project Ideas

#372

Post by Cruduxy » Sun Nov 24, 2013 2:52 pm

I remember doom legacy splitscreen.. Works well and crashes often
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one_Two
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RE: Project Ideas

#373

Post by one_Two » Sun Nov 24, 2013 4:30 pm

Ænima wrote:
HexaDoken wrote: Doom Legacy has splitscreen.

* HexaDoken hides
Legacy is also a very simple engine, with no DECORATE, no ACS (only FraggleScript), and its only "advanced" feature is 3D floors. Implementing splitscreen in Legacy was probably no harder than making splitscreen vanilla Doom.

ZDoom-based engines would be incredibly difficult, because all of the source code assumes that there's only one ConsolePlayer (aka one player per computer). Every feature that's based on this assumption will have to be revised, and the renderers would probably need to be re-written.


It just ain't worth it, mang.
Too lazy to try this but maybe someone could look into it.

HexaDoken
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RE: Project Ideas

#374

Post by HexaDoken » Mon Nov 25, 2013 3:10 am

I was mentioning Legacy less in the sense of "you could steal splitscreen from it" and more in the sense of "if you want to play doom splitscreen Legacy already does that". Soooooooooooo

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Ænima
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RE: Project Ideas

#375

Post by Ænima » Mon Nov 25, 2013 3:44 am

HexaDoken wrote: I was mentioning Legacy less in the sense of "you could steal splitscreen from it" and more in the sense of "if you want to play doom splitscreen Legacy already does that". Soooooooooooo
Ah. Missed that. :myam:
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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SpaceMarine
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RE: Project Ideas

#376

Post by SpaceMarine » Mon Dec 02, 2013 11:04 am

How about a mod which fully focuses on stealth? The player is a marine and his enemies are also marines who have turned against their leaders and kills them (a mutiny). The player must use stealth in order to survive.
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Reaku
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RE: Project Ideas

#377

Post by Reaku » Mon Dec 02, 2013 4:45 pm

SpaceMarine wrote: How about a mod which fully focuses on stealth? The player is a marine and his enemies are also marines who have turned against their leaders and kills them (a mutiny). The player must use stealth in order to survive.
I do like this idea, you're just faced with one thing, and that's the fact monsters don't react to how fast you're moving, basically your foot steps don't set them off.
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SpaceMarine
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RE: Project Ideas

#378

Post by SpaceMarine » Mon Dec 02, 2013 4:49 pm

Actually they do, the player has a stealth meter, the slower the player moves, the lower the meter falls. If the meter is half filled, the marines look around, when it's 90% they roam around to search for you and when the meter is full the marines find you and take you down.
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Fabysk
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RE: Project Ideas

#379

Post by Fabysk » Mon Dec 02, 2013 6:14 pm

SpaceMarine wrote: How about a mod which fully focuses on stealth? The player is a marine and his enemies are also marines who have turned against their leaders and kills them (a mutiny). The player must use stealth in order to survive.
This looks like a great mod to contribute. I would definetly play this.
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SpaceMarine
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RE: Project Ideas

#380

Post by SpaceMarine » Tue Dec 03, 2013 7:01 am

The game would require patience, not the usual run and gun :P
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