WORMS DOOM - Randomly generated destructible landscape - testing

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TheMisterCat
 
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WORMS DOOM - Randomly generated destructible landscape - testing

#1

Post by TheMisterCat » Mon Mar 04, 2013 5:42 am

Hi peoples. Just a sneak peek of what I've been working on for WORMSDOOOOOM
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Velocity-based recoil animations
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Randomized planet skyboxes
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Improved land generation, block types
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edit:
Improved land generation more, map size can now be chosen from the lobby menu, map can now be mirrored, inverted and flipped, new 'slope' blocks:
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Last edited by TheMisterCat on Thu Mar 21, 2013 1:14 am, edited 1 time in total.

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

#2

Post by SyKoTiC » Mon Mar 04, 2013 5:45 am

I approve of everything this mod has to offer. Just gotta get past the few glitches. Never the less, awesome work.
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Zeberpal
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#3

Post by Zeberpal » Mon Mar 04, 2013 5:48 am

Right, don't give up. I wanted to contribute a map to it at the time, but the fact you stoped working on it was a sad thing to face.
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Medicris
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#4

Post by Medicris » Mon Mar 04, 2013 10:20 am

SyKoTiC wrote: I approve of everything this mod has to offer. Just gotta get past the few glitches.
Spoiler: Mine spawns in particular (Open)
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That poor SOB.

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#5

Post by Savant » Tue Mar 05, 2013 1:45 am

As a long time fan of worms I'm actually excited to play this, hope to see it up and running in the future!

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#6

Post by Ænima » Tue Mar 05, 2013 2:28 am

Hopefully my machine can handle it at a decent framerate!
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#7

Post by one_Two » Tue Mar 05, 2013 2:30 am

Yeah this looks mint, can't wait to play.

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

#8

Post by DevilHunter » Tue Mar 05, 2013 3:56 am

Ænima wrote: Hopefully my machine can handle it at a decent framerate!
I'm able to keep a steady framerate, but sometimes, It will go to a crawl for whatever reason..

Either way, I'm pumped about it. Make it happen TMC :p

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#9

Post by Synert » Tue Mar 05, 2013 9:57 am

That's awesome. Lots of 3D models or floors?

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#10

Post by Shane » Tue Mar 05, 2013 11:39 am

Right well, I don't know which came first, Tanks or Worms

But for the inbetween, Nightfang had created this little project when he worked for Best Buy with 2 other coders, and it's a f2p client that is exactly this project except well... With Tanks

http://www.taetechnologies.com/download ... 9c_rc2.zip

Pretty much I'm asking is this what you're going for? From what I remember when testing wormsdoom or the earlier alphas, it felt mainly sluggish and unnatural, but then again what do I know??

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#11

Post by TheMisterCat » Tue Mar 05, 2013 10:01 pm

Well it certainly is unnatural for the doom engine, but there's only so much I can do about that. It's certainly a change of pace from first-person deathmatch

edit: Checked out your project, looks like an updated Scorched Earth - not quite the same game but similar premise definitely. I think the original worms was inspired by tanks/scorched earth
Last edited by TheMisterCat on Tue Mar 05, 2013 10:17 pm, edited 1 time in total.

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

#12

Post by SyKoTiC » Thu Mar 07, 2013 6:18 am

The channel for this mod is #WormsDoom so people can join and chat about the mod itself or general topics.
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DevilHunter
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#13

Post by DevilHunter » Thu Mar 07, 2013 6:20 am

If anything, it is still buggy, yes we know that. Don't start bawwing on the Server, and IF you get stuck in the Ground, just Use the Teliporter. (yes I suck at spelling, Deal w/ It) Also the Railgun is horribly Broken, you can thank Zandronum for that.. or is it TMC's fault..
Last edited by DevilHunter on Thu Mar 07, 2013 6:20 am, edited 1 time in total.

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

#14

Post by TheMisterCat » Sun Mar 10, 2013 8:04 pm

I think railgun broken is a combination of my bad code and monster railgun function bad code. I can try to fix but might require an entirely different method to get it to aim/pitch correctly

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#15

Post by one_Two » Sun Mar 10, 2013 9:33 pm

Much respect TMC for the hard work you put into this, it's v. impressive.

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#16

Post by TheMisterCat » Mon Mar 11, 2013 7:39 am

Thanks, you can show your support by playing the game and keeping it active on the serverlist :P

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#17

Post by Espio » Mon Mar 11, 2013 2:45 pm

TheMisterCat wrote: I think railgun broken is a combination of my bad code and monster railgun function bad code. I can try to fix but might require an entirely different method to get it to aim/pitch correctly
You should try to find more coders to assist. :>
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TheMisterCat
 
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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#18

Post by TheMisterCat » Mon Mar 11, 2013 8:35 pm

I have tried, Tribeam is helping a little but the only other assistance I've had from other people is borrowing code snippets and adapting them. Most people are frightened by my unwieldly turn script and untidy code :(

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#19

Post by one_Two » Mon Mar 11, 2013 8:36 pm

Some people been asking about the HUD size problems (including me when I first played), maybe you should take note of this.

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RE: WORMS DOOM - Randomly generated destructible landscape - testing

#20

Post by Theshooter7 » Mon Mar 11, 2013 8:38 pm

TheMisterCat wrote: I have tried, Tribeam is helping a little but the only other assistance I've had from other people is borrowing code snippets and adapting them. Most people are frightened by my unwieldly turn script and untidy code :(
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