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Author Topic: 8 Bit Deathmatch Domination: Demo  (Read 5752 times)

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September 07, 2016, 04:04:42 AM
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Offline fortegigasgospel

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8 Bit Deathmatch Domination: Demo
« on: September 07, 2016, 04:04:42 AM »
<<Download here>> <- New Link

Domination is a common FPS game mode about capturing control points to increase your team's score over time, you might recognize it as a game mode in the menus, but no core 8bdm maps are compatible with the game mode. So using code from an old map that was made for domination I converted 5 core maps to be playable for the mode. These 5 maps have their own map codes of "DOM<MAP>" and have "DOMINATION" at the end of the map's name to make them distinguishable from the core versions.

These 5 maps in order are:
DOMSKU - SKULL MAN DOMINATION
(click to show/hide)
DOMPLA - PLANT MAN DOMINATION
(click to show/hide)
DOMHOR - HORNET MAN DOMINATION
(click to show/hide)
DOM8DW2 - SKULL TOWER INTERIOR DOMINATION
(click to show/hide)
DOMCTF10 - ALL OUT ASSAULT DOMINATION
(click to show/hide)

What is featured:
>These 5 maps compatible with Domination mode with 3 control points each, they can still be played in Deathmatch but everything will still work as though it is Domination and since they are core maps there is little reason to run this if you don't wanna play Domination.
>There was 1 less small health in MM6PLA in the red base then the green base, this was fixed.
>All Out Assault has names for it's points, also the middle point is where the white flag was, and had been lowered to not be raised up.
>Team Spawns on each map, both teams spawn near a point and will generally contest each other for control of the third point

Recommendations:
>Set the score limit high, even a game with 100 point limit and only 5 players might not last longer then a couple minutes.

Known bugs and issues:
>When a round ends in DOMHOR it will spam the team who won message endlessly and never continue to the next map. Vote map if needed. Fixed in Hotfix
>The Mid Texture "screens" don't change for some reason, the coding was done exactly like the map I took it from but I don't really understand why these don't change. Fixed in Hotfix

If this gets actual interest I'll be willing to do some more maps, and if people wish to contribute any maps of their own (or convert core maps) I will add them (certain maps might be turned down for obvious reasons). Also if anyone wishes to assist by touching up the code, fixing/changing the point markers in the air, etc, feel free. (Also if someone wouldn't mind adding this to TSPG or something that would be appreciated)
If you like this, let me know, if you don't like this, well you can still let me know, if you have suggests, post them here or send them to me via messages, if you see people give feedback who don't wanna send it to me themselves, send it (seriously I can't see everything if you don't make sure I do).

September 08, 2016, 02:43:18 AM
Reply #1

Offline MegaVile

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Re: 8 Bit Deathmatch Domination: Demo
« Reply #1 on: September 08, 2016, 02:43:18 AM »
So this is based off of PvZ Garden Warefare?

September 08, 2016, 05:46:57 PM
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Offline Russel

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Re: 8 Bit Deathmatch Domination: Demo
« Reply #2 on: September 08, 2016, 05:46:57 PM »
This mode might not have a basis in a specific game.

- The script for the box screens use SetLineTexture. Simply give the lines surrounding a given control point sector the same tag as the sector.
- PP_START and PP_END shouldn't be used in root folders in pk3s. There are errors thrown when you load the game. Delete PP_START and PP_END, then move the patches into a folder in the pk3 called "patches."
- Might consider making the scripts for this mod global, using higher numbers. Merging the logic with the scripts of other maps is massive pain in the tail and can cause a number of issues. [This is where the issue in DOMHOR came from]
- Because of the low-numbered, map-based domination scripts, the scissor props execute the point manager script countless times on DOMHOR. Point counters move faster, and teams will continuously get points even after a round ends. Easiest fix is to simply change the script execution on those two linedefs to execute script 12, which you renumbered from the old script 2.

you could simply renumber the script to something absurdly high to prevent having the last two issues again if you're unfamiliar with how to handle global scripting, but a global approach would be ideal and reduce the amount of work required for converting a map into the dominion scheme.

September 08, 2016, 08:13:35 PM
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Offline fortegigasgospel

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Re: 8 Bit Deathmatch Domination: Demo
« Reply #3 on: September 08, 2016, 08:13:35 PM »
Thank you Lego, both the bugs have been fixed (Hornet softlocking and the "screens" not changing).
The patches I actually thought I had removed in the actual release due to not yet implementing them into the maps, guess I didn't, so those have been moved into the folder you had suggested.

Hotfix version up in the first post and replaces the old download link, that corrects the above things.
The Global script for the scripts of the maps will be a thing to look forward to if this goes into full production (namely if someone would mind helping since I know jack about global, even explaining how to do it would help).

September 09, 2016, 04:59:49 AM
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Offline NES Boy

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Re: 8 Bit Deathmatch Domination: Demo
« Reply #4 on: September 09, 2016, 04:59:49 AM »
I'm happy that at least one of the unsupported game modes is getting attention.

If it helps, I've compiled a list of which script numbers are reserved by the vanilla MM8BDM as of V5a, to help you avoid scripting conflicts like in DOMHOR. Specifically, these are the scripts GLOBAL, SINGLEP, and WEPACS all use:

GLOBAL: 999, 997-994, 989, 983, 978-972, 300, 261, 259, 257, 254-253, 249-247, 205-203, 200-197, 195-194, 190 (33 scripts total)
SINGLEP: 187
WEPACS: 998, 993-990, 987-986, 984, 982-979, 260, 256-255, 252, 206, 202, 193-191, 188 (22 scripts total)

TOTAL: 999-989, 987-986, 984-972, 300, 261-259, 257-252, 249-247, 206-202, 200-197, 195-190, 188-187 (56 scripts total)

September 16, 2016, 02:07:30 AM
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Offline fortegigasgospel

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Re: 8 Bit Deathmatch Domination: Demo
« Reply #5 on: September 16, 2016, 02:07:30 AM »
Ok folks, it has been a week since this got released (counting from the hotfix). I've added a pole, should this game mode go into full development or not?

If yes wins changes that are hopeful to come (granted I can figure it out or get help doing some):
Points that act like the King of the Hill mod's points, this should make them able to be contested instead of taken by walking over a line.
Areas around the points on the floor getting textures so they aren't just slapped in the middle of the existing textures.
Finding a way to not have the messages spam the console.
Swapping the scripts to global (this will make mapping and converting maps easier also)
Names for the points.
More maps after the other stuff gets fixed.

September 25, 2016, 04:37:58 AM
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Offline fortegigasgospel

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Re: 8 Bit Deathmatch Domination: Demo
« Reply #6 on: September 25, 2016, 04:37:58 AM »
Let this stay up longer then I intended but an 8 to 0 vote for this to be progressed it shall be worked on at my earliest convenience due to a busy schedule at the moment. Unless someone wants to help out in some way with the coding namely at least, anything could help.

November 19, 2016, 05:49:51 PM
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Offline Duora Super Gyro

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Re: 8 Bit Deathmatch Domination: Demo
« Reply #7 on: November 19, 2016, 05:49:51 PM »
I unfortunately can't help with the coding for this, but if it's alright with you, I could try my hand at a few custom maps for this mode. I love domination.

November 20, 2016, 02:22:34 AM
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Offline fortegigasgospel

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Re: 8 Bit Deathmatch Domination: Demo
« Reply #8 on: November 20, 2016, 02:22:34 AM »
Actually Ehbika has made King of the Hill multi-point, so this is pretty obsolete. Check out doomseeker to see if a server is up.