ACSTris (rc4) - SRS, thou art a bitch.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Ijon Tichy
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ACSTris (rc4) - SRS, thou art a bitch.

#1

Post by Ijon Tichy » Sun Dec 02, 2012 12:38 am

If you don't know what Tetris is, just... go back to your cave.

So yeah this is basically Tetris. In Doom. You might be having flashbacks to Linguica's Doomtris, but this supercedes it in pretty much every way. With sounds, actual SRS rotation, combos, hold piece, piece skins (will be expanding on), and other jazz, this is by far the go-to Tetris mod for Doom.

Screenshots


Current version (rc4)

RC3
RC2.1
RC1
Last edited by Ijon Tichy on Mon Dec 03, 2012 1:45 am, edited 1 time in total.

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RE: ACSTris (read: WHO'S THE ACS MASTER NOW?)

#2

Post by Synert » Sun Dec 02, 2012 12:41 am

tetris friends is better

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RE: ACSTris (read: WHO'S THE ACS MASTER NOW?)

#3

Post by BloodyAcid » Sun Dec 02, 2012 1:27 am

This is actually very nice! Good job~ Now, just for soft dropping so I don't have to wait for an L-piece to slowly fall to fill a gap :P Or maybe I'm missing something, idk.

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RE: ACSTris (read: WHO'S THE ACS MASTER NOW?)

#4

Post by Ijon Tichy » Sun Dec 02, 2012 1:30 am

crouch keys do soft drop

use tetris_dropspeed to control the speed of the drop (tics/block) - I have it at 0 because I like sonic drop
Last edited by Ijon Tichy on Sun Dec 02, 2012 1:31 am, edited 1 time in total.

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RE: ACSTris (read: WHO'S THE ACS MASTER NOW?)

#5

Post by -Jes- » Sun Dec 02, 2012 1:32 am

I can code, fuck art
STOP RUBBING IT IN ALREADY![/size] :cry:

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RE: ACSTris (read: WHO'S THE ACS MASTER NOW?)

#6

Post by Catastrophe » Sun Dec 02, 2012 2:02 am

nice we have ported odamex over

ps. wat r the controls??
Last edited by Catastrophe on Sun Dec 02, 2012 2:04 am, edited 1 time in total.

Ijon Tichy
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RE: ACSTris (read: WHO'S THE ACS MASTER NOW?)

#7

Post by Ijon Tichy » Sun Dec 02, 2012 2:16 am

left and right move the piece left and right
up rotates clockwise, down counterclockwise
jump does hard drop, crouch does soft drop

in the next version you'll see that before starting the game


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RE: ACSTris (also known as Odamex apparently?)

#9

Post by Ijon Tichy » Sun Dec 02, 2012 3:30 am

ACSTris RC2 gogogogogo

so what's new in this?
  • you can now pause and resume the game - even going so far as pausing, killing the script, doing shit, then puking the script again to resume where you left off (does not work between maps however)
  • 180 degree rotation is in
  • spin detection is in
  • field clear detection is in
  • a start screen is included, so you know how things are done
  • you now have bpm and lpm counters (blocks/lines per minute), so you can see how shittily you're playing quantitatively
  • some bugs fixed here and there, wallkicking kajiggered with because I'm not satisfied with it
  • MOAR SOUNDZ
waste your life on this now

edit: forgot some things, also a bug was just fixed
  • clock is in
  • the "Puke script 123 to exit" isn't hidden under the "GAME OVER" anymore

get 400KB closer to your bandwidth cap now
Last edited by Ijon Tichy on Sun Dec 02, 2012 3:44 am, edited 1 time in total.

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RE: ACSTris (also known as Odamex apparently?)

#10

Post by Tosen » Sun Dec 02, 2012 3:55 am

Fucking awesome man

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RE: ACSTris (also known as Odamex apparently?)

#11

Post by Lord_of_D: » Sun Dec 02, 2012 4:22 am

wtf?! well, this could help in some wads where you need to wait a LOT for play
Image

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Ivan
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RE: ACSTris (also known as Odamex apparently?)

#12

Post by Ivan » Sun Dec 02, 2012 4:30 am

Next FNF = ACSTRIS TEAMDM!
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: ACSTris (also known as Odamex apparently?)

#13

Post by HexaDoken » Sun Dec 02, 2012 5:45 am

I like it how you can play it while also playing Doom.

I can already see that. Doomguy, walking around infested bases/cities/hell citadels/whatever, blasting demonspawn left and right. He clears the room, observes the huge mess, reloads his shotgun, sighs deeply, and thinks: "I'm tired of this crap. I'll now lean on a wall and play some damn TETRIS. And I don't give a damn to whatever happens to humanity while I waste time here."

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RE: ACSTris (also known as Odamex apparently?)

#14

Post by Cruduxy » Sun Dec 02, 2012 3:48 pm

Nice work.
Now make it like those duel tetris with 2 players fighting over who'll lose first with every row you make sending blocks at your opponent!
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

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RE: ACSTris (also known as Odamex apparently?)

#15

Post by Lord_of_D: » Sun Dec 02, 2012 4:47 pm

Ivan wrote: Next FNF = ACSTRIS TEAMDM!
why not? playing Tetris vs in doom :3
Image

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RE: ACSTris (also known as Odamex apparently?)

#16

Post by Watermelon » Sun Dec 02, 2012 5:16 pm

Should get this for priv for the people who don't get picked

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RE: ACSTris (also known as Odamex apparently?)

#17

Post by one_Two » Sun Dec 02, 2012 5:48 pm

This is really good, a hold function would be nice (is there one?) - I take it the controls can be changed, I'll make it more tf-like.

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RE: ACSTris - Hold my piece, I'm gonna try something.

#18

Post by Ijon Tichy » Sun Dec 02, 2012 6:33 pm

one_Two wrote: This is really good, a hold function would be nice (is there one?) - I take it the controls can be changed, I'll make it more tf-like.
It does now.

[spoiler]Image[/spoiler]

Also the controls use normal movement controls. You can rebind them if you like fucking with your normal controls heavily. And before you people burn me at the stake for not using TF-style controls - they're Cultris-style. I find that Cultris-style controls allow for speed much more than TF-style controls (not having hard drop require the same fingers as your side movement keys, for one - also 180 degree rotation)

Anyway.

http://ijontichy.lostsig.com/wads/acstris_rc3.pk3
  • Actual SRS rotation now!
  • Hold piece!
  • Field size now at 10x22. 10x24 feels too tall and 10x20 feels too short - of course, I'm not hiding rows, which would explain why what looks normal is actually too small..
Note that hold piece will require binding.
Last edited by Ijon Tichy on Mon Dec 03, 2012 1:13 am, edited 1 time in total.

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RE: ACSTris - Hold my piece, I'm gonna try something.

#19

Post by BloodyAcid » Sun Dec 02, 2012 7:18 pm

Might want to fix your OP's broken link.

Current version (rc3)

Ijon Tichy
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RE: ACSTris (rc4) - SRS, thou art a bitch.

#20

Post by Ijon Tichy » Mon Dec 03, 2012 1:45 am

I'll only stop posting when I get this absolutely perfect. That will be never.

So why did I require another release of this? Well, it turns out that the SRS base positions don't get you the SRS kick offset tables that SRS actually uses, resulting in bullshit like the I block getting stuck on a wall. After contemplating throwing it all out the window, going older-school, and using ARS/DRS, I realised this, and promptly redid the code I could've sworn didn't work 2 hours ago. It worked this time. Tables were rightened only to be flipped again.

tl;dr
  • SRS rotation actually works now
  • A few block skins have been added - see tetris_skin
  • The game over conditions have been changed and the top (height-20) rows have been hidden, per Tetris Guidelines
  • Gravity has a different curve - it should feel more like what you get in Tetris Friends and Tetris DS (yes, level 20 and up are 20G)
  • Graphics went from 16x16 to 12x12, so it's not so huge on the screen
Lol screenshits

You should probably wait until these releases solidify, but download this if you want

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