Commander Keen TC
RE: Commander Keen TC
I have an idea.
1.) While a player is in-air, spawn an invisible actor infront of him every tic. Give this actor +NOCLIP.
2.) Make it check if the player that spawned it is between 1 and 8 units below it. If so, give the player an inventory item and make him call a script making him immobile and NOGRAVITY.
3.) while (getplayerinput != jumping or moving away from the direction of the ledge) {delay(1);}
4.) etc you can figure out where to go from here
1.) While a player is in-air, spawn an invisible actor infront of him every tic. Give this actor +NOCLIP.
2.) Make it check if the player that spawned it is between 1 and 8 units below it. If so, give the player an inventory item and make him call a script making him immobile and NOGRAVITY.
3.) while (getplayerinput != jumping or moving away from the direction of the ledge) {delay(1);}
4.) etc you can figure out where to go from here
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RE: Commander Keen TC
It'll be in the alpha release that shouldn't be too far off, It doesn't fully mesh with all the other features yet, for instance you can go into pogo while grabbing and you'll start flying around like you did ConsoleCommand("fly"), and it wasn't my work, I just chopped up Ijon Tichy's parkmore (I asked.)TheMisterCat wrote: care to show your work?
EDIT: Well it turns out I might have to just restart from scratch on how I do my movement code because it looks horribly laggy in multiplayer.
May take me a while. I might also use some of TheMisterCat's code as a base because I need to move as much as I can to decorate, ACS + PING = laggy movement on the client side.
(I had 99% of it in ACS just making the player jump to states that changed his sprites.)
If only there was a way to make the clientside scripts run at the same time as the regular scripts, because the player is constantly behind the server by PING. Currently what can be put in a clientside script is restricted, so I basically can't do anything with that... ugh. I have to set the player's momentum to 0 if he is standing on the ground every tic.
Last edited by Llewellyn on Sat Jul 28, 2012 8:52 am, edited 1 time in total.
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RE: Commander Keen TC
yes, that is the biggest problem for any 2d platformer, since you have to restrict and change how the player is supposed to move, which is how the server updates player positions.. there's no perfect solution
also aenima that is what I did for wormsdoom walljumping - the issue is that it will be affected by other actors in the way
also aenima that is what I did for wormsdoom walljumping - the issue is that it will be affected by other actors in the way
Last edited by TheMisterCat on Sat Jul 28, 2012 11:00 am, edited 1 time in total.
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RE: Commander Keen TC
wow this looks amazing id love to play this, keep up the good work.
RE: Commander Keen TC
Okay, I have no idea how to make platforms that I can jump upwords though, and fall down through when I press down.
Absolutely drawing a blank on this.
The only idea I thought of when jumping down though a platform would be to make the player +NOCLIP while he falls down and not let him move from side to side until he is no longer touching the platform, but thats really hacky and not going to work in every situation. Also doesn't help me LAND on one.
My thought was to maybe make them only solid when I'm standing on one, but what about multiplayer :/
I thought about just basically teleporting the player to be standing on the platform every tic but that would probably look REALLY laggy... might be the only solution.
For this method, I would use ACS to detect when someone is at the right Z and X range to be standing on a platform, then force their Z to its height. This would also work for moving platforms, because when they moved side to side I would just add (or subtract) one X to the player's X, and they would still stay locked to it's Z when it moves up and down. If you jump or drop through it, a "buffer" is created that stops you from landing on it. (So basically it checks for !Jumping() )
Absolutely drawing a blank on this.
The only idea I thought of when jumping down though a platform would be to make the player +NOCLIP while he falls down and not let him move from side to side until he is no longer touching the platform, but thats really hacky and not going to work in every situation. Also doesn't help me LAND on one.
My thought was to maybe make them only solid when I'm standing on one, but what about multiplayer :/
I thought about just basically teleporting the player to be standing on the platform every tic but that would probably look REALLY laggy... might be the only solution.
For this method, I would use ACS to detect when someone is at the right Z and X range to be standing on a platform, then force their Z to its height. This would also work for moving platforms, because when they moved side to side I would just add (or subtract) one X to the player's X, and they would still stay locked to it's Z when it moves up and down. If you jump or drop through it, a "buffer" is created that stops you from landing on it. (So basically it checks for !Jumping() )
Last edited by Llewellyn on Sat Jul 28, 2012 1:08 pm, edited 1 time in total.
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RE: Commander Keen TC
my guess would be something like actor hits fake floor which transitions the player to the next floor up via setactorposiitioning while retaining his velocity
RE: Commander Keen TC
That would work if I could use fake floors, but I can't, seeing as they can't move horizontally.TheMisterCat wrote: my guess would be something like actor hits fake floor which transitions the player to the next floor up via setactorposiitioning while retaining his velocity
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RE: Commander Keen TC
actors with bump activation?
RE: Commander Keen TC
Again, won't work in multiplayer unless I can somehow make an actor only solid to one person.TheMisterCat wrote: actors with bump activation?
RE: Commander Keen TC
GHOST and THRUGHOST. Make the bridge actors GHOST and when the player attemps to "drop through", make him temporarily THRUGHOST.Llewellyn wrote:Again, won't work in multiplayer unless I can somehow make an actor only solid to one person.TheMisterCat wrote: actors with bump activation?
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RE: Commander Keen TC
I guess that would work, but how do I detect when he's about to smash his helmet into the bottom of it?Ænima wrote:GHOST and THRUGHOST. Make the bridge actors GHOST and when the player attemps to "drop through", make him temporarily THRUGHOST.Llewellyn wrote:Again, won't work in multiplayer unless I can somehow make an actor only solid to one person.TheMisterCat wrote: actors with bump activation?
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RE: Commander Keen TC
bump activation, check Z heights
RE: Commander Keen TC
As a huge Keen fan, I say - this is great idea :)
RE: Commander Keen TC
It would have been a good idea had it ever worked, sadly, my main goal was to get it to work with online play, and with that basically out of the question (it lagged terribly) it was never finished, simply because I'm not going to port Keen to Zandronum just to be able to play the Single Player. If I ever think of a better way to code this, it might get done again in the future.doomjedi wrote: As a huge Keen fan, I say - this is great idea :)
Last edited by Llewellyn on Mon Jan 28, 2013 12:39 am, edited 1 time in total.
RE: Commander Keen TC
You may aswell release the SP then if you got it working, I was looking forward to playing this/ seeing how it worked.Llewellyn wrote:It would have been a good idea had it ever worked, sadly, my main goal was to get it to work with online play, and with that basically out of the question (it lagged terribly) it was never finished, simply because I'm not going to port Keen to Zandronum just to be able to play the Single Player. If I ever think of a better way to code this, it might get done again in the future.doomjedi wrote: As a huge Keen fan, I say - this is great idea :)
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RE: Commander Keen TC
Did you ever do a traffic analysis to see what's eating the bandwidth?Llewellyn wrote: my main goal was to get it to work with online play, and with that basically out of the question (it lagged terribly)
RE: Commander Keen TC
Do you need any art help? :)
RE: Commander Keen TC
It's not that, it's the terrible synchronization. The method I had to use to recreate the original movement was so... hacky, lets say, that all the players jittered around.Torr Samaho wrote:Did you ever do a traffic analysis to see what's eating the bandwidth?Llewellyn wrote: my main goal was to get it to work with online play, and with that basically out of the question (it lagged terribly)
No, I really didn't need art help as I was just using resources from the original game. I'm going to take another look at what I've got today and see if I can't think of a better method.doomjedi wrote: Do you need any art help? :)
EDIT (With bump because I am cool like that):
I started to rewite some of the code, mostly the movement code and assosciated items. I've got walking, shooting, jumping, pogoing, and almoast have ledge grabbing done. I used a Slug monster from TheMisterCat's version and it seemed to work OK after a bit of modification. I also made a youtube video. It's all in-game footage, I didn't chop any of it up or edit it in any way, but please note the "lag" is my computer being a piece of shit, it doesn't want to record Zandronum at all. (Use 720p!)
The [video] tag is deprecated, please use the [media] tag
Edit2: Did a deathmatch test. Everything seems to be in order... well the death animations are a bit wonky in multiplayer but everything else seems to work.
Last edited by Llewellyn on Tue Jan 29, 2013 1:05 pm, edited 1 time in total.
RE: Commander Keen TC
Romero needs to play this when he visits Zandro this December.
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)

Doom64: Unabsolved: Doom64 + Diablo II
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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)

RE: Commander Keen TC
Because I'm sure he needs to play an iD game in an iD game.Ænima wrote: Romero needs to play this when he visits Zandro this December.
Actually, the source code for CK4 would be nice... but that's never going to happen.