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Messages - JTE

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1
Projects & Creative / Re: Roll's Spring Cleaning! (r1d, for v4c)
« on: April 11, 2016, 05:21:20 AM »
Probably. I'm sorry.

2
Projects & Creative / Re: Roll's Spring Cleaning! (r1d, for v4c)
« on: May 07, 2015, 07:33:49 PM »
Obviously my priorities are a little screwy, but I've been working nonetheless.


Mirror is back! ... Don't let anyone say I didn't try, you have no idea what ridiculousness it takes to make a proper horizontally-flipped camera texture in this engine. It even works in the software renderer, kiiind of.

Also working on new weather effects.

This rain is done entirely client-side, does NOT use any hard-coded spawner objects in the map itself (it literally can spawn anywhere there's an F_SKY1 ceiling), only spawns in the immediate area around you (so there's NO rain particles in the distance wasting your rendering speed when you can hardly see it), and each rain particle is a cluster of raindrops (instead of individual raindrops) so there's actually only about 1/8th as many objects as it looks like there. Oh, and there's an invisible "rain sound" object that follows you around outside and refuses to go indoors, so that when you're properly sheltered inside you can hear the rain in the distance coming from the nearest door or window.

Most of that also applies to snow, except I had to make a fancy system to spawn snow mid-air when you walk forward or else it'd appear barren since snow falls so much slower.

All handled by a little SetWeather(WEATHER_RAIN) command from my library, which in addition to doing the internal things for synchronizing clientside weather and spawning weather particles, also calls a clientside weather initialization script on the map end that runs all the one-time texture changes. If someone new joins mid-round they'll ask the server to synchronize them once a second until they have the appropriate weather running. And since it's ALL client-side, without even server-side weather particle spawners, I actually have a CVar added that lets you adjust how many particles spawn for you, individually, in case it lags you anyway somehow.



Why am I even wasting so much time on SCLIGHT when it's obviously the worst map for this game mode? Guh. X_x;



... I also made a new death animation for when you run out of time, which I'm sure everyone will find hilarious the first time it plays. No spoilers on that one, though, it'll be a fun surprise. :)

3
Resources / Re: JTE's utilities
« on: May 04, 2015, 04:11:22 PM »
Ack, a botched upload destroyed my 8bdm_JTEUtil-v2.pk3 X_X; If you just got it, check the version string in JTEUtils.acs to make sure it says "v2.0.1" and that none of the lumps are invalid, gah. It should be fixed now.

4
Projects & Creative / Re: Roll's Spring Cleaning! (r1d, for v4c)
« on: May 04, 2015, 03:34:01 PM »
If you noticed I was hosting the server with some file named 8bdm_JTEUtil-v1.pk3 added and you're curious what it's for, check out my resource thread, where I'm releasing my scripts and ACC for you to pick apart and use however you like! I will be using 8bdm_JTEUtil-v2.pk3 in the next version, and re-standardizing my spring cleaning script around similar ideals. It should make everything nice and simple again!

5
Resources / JTE's utilities
« on: May 04, 2015, 03:28:45 PM »
On the off-chance this is useful to anyone... Here are some resources you can use. By which I mean scripts and programs, since I'm not an artist.

JTE's ACC
JTE Utils, version 2



JTE's ACC
This is a replacement ACC which allows you to compile ACS scripts which use Zandronum's new "EVENT" script type, and can override ZDoom's internal functions with user script functions. This allows you to write functions named VectorLength and sqrt without having to worry about ZDoom, while still maintaining their normal definitions if you're not overriding them.

The source code can be found on my bitbucket, where you can see all of the commits and look at exactly what I changed/added.



JTE Utils
Adds a whole bunch of functions for math, finding 3D floor heights at ANY specific location, and most importantly, streamlines handling death pits and water/splash physics down to a single function. This is licensed under WTFPL, so if you want to use it feel free to either link to it along with your map pack, embed it directly in your pack, or petition for it to be added to MM8BDM core. Just do whatever you want, it's okay!

Note that this library does NOT use "LOADACS", so it will ONLY run on maps where it's explicitly #imported. So if you want to use your own wacky gravity system or a custom Beat call function, you don't have to load it for that map specifically -- It's map pack friendly!

Like, you can seriously just put "AddWater(3, 5);" to an OPEN function in your map and then the sectors tagged 3 in your map will be subject to water from the 3D floor control sector tagged 5. If the control sector's ceiling moves, so does the water physics. Simple, clean, easy. Want some sectors to be full from floor to ceiling with no control sector? No problem, just use 0 for the second argument instead. Underwater death pit? Sure! "AddPit(3);" will mark sectors tagged 3 as a death pit, and also handle Beat calls for you, with no need for an actor to call the script yourself. Want to just flood the whole map? Why not! "FloodMap(MAXFIXED);" does exactly what you need, but if you want it to only go up to a certain height might I suggest "FloodMap(128.0);"?

The actual visual effects are still up to the map editor, however -- I can't craft new sectors using ACS scripts alone just yet. :P

6
Projects & Creative / Re: Roll's Spring Cleaning! (r1d, for v4c)
« on: May 04, 2015, 01:11:09 AM »
Yeah, it's on my todo list along with a million other things, since SCLIGHT is still so small and linear it's biased against props. I don't think this room will be particularly special, but at least the blocks in the way will keep you from seeing all of it at once?

7
Projects & Creative / Re: Roll's Spring Cleaning! (r1d, for v4c)
« on: May 03, 2015, 03:13:43 PM »

Using a sprite as a midtexture, UDMF texture scaling options, and a simple OPEN CLIENTSIDE script to animate. Fun.

Why use ACS to do a basic texture animation? Because sometimes it stops and laughs at you instead. :)

8
Projects & Creative / Re: Roll's Spring Cleaning! (r1d, for v4c)
« on: May 01, 2015, 12:51:46 PM »
I realize the last release was pretty bogus and it's been a long time since I've said anything, but I've been hard at work. Now that I've finally figured out what was going wrong with the round timer, I'm going to stop here and make this mini release before driving myself into the ground today rewriting a lot of how this mod works.

For now, the r1d changelog:
    Several new music tracks and sfx courtesy of MusashiAA.
    Cleaners no longer heal from hitting Junk players. Instead, they must return to their spawn cage to grab small health capsules, or try their luck with a Party Ball (which will ONLY drop either a small or large health capsule)
    Junk can no longer be removed by Cleaner attacks. Junk will still go into pain state and play a different sound effect to indicate they are not a player.
    The round timer no longer attaches to a random junk player and stops when they die, spectate, or disconnect.
    The round timer should now be visible to newly joining players within 10 seconds of joining while the round is in progress (it still runs client-side and will be synchronized by the server at 10 second intervals.) or when cleaners are released if they haven't been yet.
    Map-specific changes:
      SCLIGHT
        Door script changed, now doors disappear fully when open, take a lot longer to close, and multiple doors can be opened at the same time.
        Several new junk types were added, replacing some of the toy spawns.

      SCCLOWN
        The tunnels in can now be opened by players bumping the doors and the light level has been dramatically increased inside.

      SCMAGIC
        Fixed missing 3D floors and some textures broken in software mode. Removed the flood of static Romper spawns in certain areas.

      SCKNDM04 (WIP, unfinished and unplayable) This is where I've been going the most insane this week. X_X;
        Converted the map to UDMF and fixed all the resulting issues.
        Added player props, but clutter props do not spawn so the map isn't playable yet.
        Added several unique props that don't exist in any other map yet.
        Redid and enhanced the water effects. (WIP)
        Went insane completely rewriting the deep liquid engine MM8BDM uses to be exhaustively dynamic and work anywhere with minimal configuration.
        Redid the effects for the, erm. Creepy room.
        Added a waste pool which isn't always there and isn't always at the same water level.
        Made a custom BubbleBat which flutters up into the sky at the end.



To-do for springcleaning-r2:
    Make an F1 graphic for this game mode.
    Try again to unmorph players after time up without crashing Zandronum.
    Get SCKNDM04 working in multiplayer. (Last time I tested, none of the objects spawned and only water and death pits worked.)
    Make Auto's Truck pushable again.
    Add a Party Ball to SCLIGHT's backyard, making that mechanic a standard feature of every map.
    Fix random clutter spawning in the way of trains in SCMAGIC. X_X;
    Fix one broken linedef in SCLIGHT...
    The big things:
      Rewrite clutter spawning mechanics so they make little clusters instead of being scattered evenly across the map.
      Standardize the clutter spawning mechanics into an easily applied library so that every map doesn't have its own copy.
      Lighten up the big pit/water library I made and include it in the main pk3 since it's currently required anyway.
      Attempt to move to "Team Game" instead of "Team LMS" for a few small benefits.
      Add a custom victory camera which attempts to find an appropriate vantage point and focus on where the last prop was hidden at the end of the round, regardless of which team wins.




Edit:

Two interesting things happened in the game today.
    There was a draw game wherein I threw the killing blow in the same moment as time ran out, killing both the cleaners and the last junk.
    Knux successfully faked me out as a pushable prop by walking backwards slightly when I went to bump him. The strat is real!

The only complaints I've heard are as follows:
    Non-solid props are way too obvious and easy to identify without cleaners losing health. Therefore, I should make the player versions pass through cleaners as well.
    Some people are annoyed the music changes too often (since there is a seperate track for the hiding phase) for them to changemus, and that the music isn't even 8-bit.
    I'm told there's no point in moving when you get hit because it's VERY difficult for junk to get away after being found, since they move slower than cleaners. Perhaps I should make them move at the same speed. Of course junk still has the vertical advantage, making it easier for them to escape in certain uncommon circumstances.

Is there anything else I should take note of for the next version?

9
Projects & Creative / Re: Roll's Spring Cleaning! (r1c, for v4c)
« on: April 26, 2015, 05:58:41 AM »
I accidentally left them on because the map bugged and I tried to turn them on and off at the same time, then fell asleep for a few hours and came back to flying props shotgunning Rolls, shit. X_x; This engine is so wacky with its whole not-changing-variables-immediately thing. :|




Which one of you said you had a broom sfx for me?...

10
Projects & Creative / Re: Roll's Spring Cleaning! (r1c, for v4c)
« on: April 25, 2015, 04:32:21 PM »
Throwing r1c out there because I didn't take a break.
    Roll no longer takes damage from hitting nothing.
    Roll can hit non-player props to remove them. This causes Roll to take damage.
    Roll also takes damage from hitting Roll. Stop hitting yourself.
    Removed un-morphing at the end of the round to try and gain back some stability. :/ Zandronum has several big bugs relating to morphing and unmorphing in Last Man Standing, it seems.
    Props now have a minimum height of 32, to avoid small props escaping judgement.
    Roll's broom attacks sweep along the floor and up staircases now if aimed downwards, instead of failing to attack.
    Added Romper prop. Hurray.
    Added one new map, Magic Man, using the lazy spawning system from SCLIGHT.
    Removed solidity on most of the props where I had added it.
    Met helmet props are now pushable again, but won't fall off cliffs.
    Added new music for the game mode.
    Added Auto's Truck to the list of random clutter spawns in SCLIGHT, since it can be removed by Roll if it's in the way.

Current bugs:
    The timer still doesn't correctly kill all Roll at the end of the round. Sometimes. In fact, sometimes it doesn't even open the door to let Roll out in the first place. Something is terminating my script sometimes and I'm not entirely sure what. More testing is required.
    Props sometimes get stuck in their pain state forever or complain about hitting a stop. Instead of turning them invisible, this time I made them turn into the white pain jaggedy thing so that's better at least I guess? This should be easy to fix, it's purely a client-side error I think.
    Props telefrag eachother on spawn when there's 3 or more players, making one of them miss their disguise chance and become invulnerable. X_X; (sv_unblockallies true fixes this, for now) I need to either spread prop spawns out more or give them a smaller bounding box as players.
    Map-specific bugs:
      Clown man's stage lets you into the train areas but the doors aren't player-openable because I forgot I was doing that halfway through making it! X_X;
      Magic man's stage doesn't let props hide in the Roll spawn, it insta-kills anyone who enters.


Plans for future versions:
    Make Roll take less damage for hitting things overall.
    Let all the props play the pain animation, but don't destroy them?
    Spawn props in little clusters instead of evenly spread across the map, making them even spawn on top of eachother to build scenery pieces, rather than random noise.
    Find a way to re-add the party balls and health capsules to the game so players can heal normally by periodically stopping their search and going to specific areas of the map to grab them. This way instead of healing from finding players, they heal from giving players a chance to escape.
    Cut down weather effects again so players don't lag, eep.
    Change the music to something 8-bitty, duhh.
    Add a 'taunt' weapon for props that does nothing but let them click to make silly 8-bit sfx.
    No actual gameplay value intended, I just really want to bark/meow/laugh/whoop at people.
    Make a map where the props are all just various robot masters. Gee that sounds like fun.

11
Projects & Creative / Re: Roll's Spring Cleaning! (r1b, for v4c)
« on: April 24, 2015, 02:50:02 PM »
Ehh, screw it. Version r1b released, graphical error intact. Hosting again to see how well it works and if any of the old bugs finally got fixed or not. :/

Changelog:
    Added a new water bucket alt fire attack for Roll. Now the Cleaners can attack at range.
    Beefed up junk health to 50.
    Added custom health bar graphics for both teams.
    Rewrote all existing junk prop code to use class morphs instead of a single class. It is now safe to extend the mod with new maps and props in separate pk3 packages without having to interfere with the base mod itself.
    Fixed bugs with the music and timer. (hopefully.)
    Fixed Roll playing hurt sounds from hitting nothing.
    Replaced the debug prop bucket with an actual character between rounds. :)
    SCLIGHT:
      Removed all spawn points in favor of a newfangled dynamic spawning system which can plop down props ANYWHERE in the map.
      This also removes the bias from "unique" props like Rush and Tango - They can now spawn anywhere, and multiple times, just like anything else.
      Extended the map to add a new behind the building area.

    SCCLOWN:
      Added a hundred more clutter spawn points, filling out the previously desolate areas of the map with props.
      Added a bridge to reach the bell castle on foot without risky jumps over a death pit.
      Blocked off the rear of the bell castle and cleaner spawn rooms. No hiding there.


EDIT:
Yep, everything's still broken!

Un-Morphing props lose their translation and turn blue, the timer still doesn't damage players for some reason most of the time, and now props are way too OP since I made more things solid and changed the hitboxes to let them match. (Very bad idea -- Now there are no tells at all most of the time AND hitting running props is hard!) And apparently even class morphing doesn't save me from props sometimes bugging out and returning to their inherited spawn sprite because they're players.

Pretty sure everything is just ruined now. Guhh. I think I need a break.

12
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« on: April 24, 2015, 01:18:27 PM »
Un-Morphing the props after the round ends seems to result in them blinking indefinitely as if they have a spawn invulnerability that never ends. :( Do not know how to fix. What even makes the blinking happen in the first place?? They are not actually immune to damage in this state.

Quote from: "Rozark Kyouko"
There's why the mirror stopped working.
Mirrors exist as long as nothing else exists behind the line (infinitely scaling.)

That is, if that's behind the lab.
No, the mirror stopped working before then because I had to fill in all of the empty space in the map with a sector specifically to tell props to not spawn there because there is no other means to really detect if something is completely outside the bounds of playable space. :) When you're on the wrong side of a one-sided linedef, the connecting sector continues indefinitely...

So, since it was broken now anyway, I threw the back of the lab out behind it as well because why not. Yes, I'm already aware of how the mirror lines work

13
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« on: April 23, 2015, 12:50:16 PM »
(click to show/hide)
Ah... So that's what it's like back here?





Oh my god, TNT1, "----", and "####" all don't work on players AT ALL, and subclasses using the pain states of their parents try to go back to their PARENT'S spawn state instead... @___@ This is all so dreadfully awful to work with for how much it promises. I'm sure it works wonders for making simple objects and enemies, just... not players.




I'mma collapse asleep for a while, but progress so far:
    I've successfully made props spawn all over the map without any specific spawn points. Unfortunately there is no rhyme or reason to it yet, so they're just sort of scattered around nonsensically (CAN I HELP YOU, SIR?). I'm probably going to run a release of it just like that, with the Clown Man map still doing the hundreds-of-predetermined-spots thing, and afterwards the plan is to build complexity into the spawning mechanism by making multiple props try to spawn together in little clusters, eg. a stack of barrels with a doll leaned up against them and a card on the top, or two PicketMans beating on a helmet.
    I'm halfway through moving props into their own individual classes and morphing prop players into those classes each round instead of just switching their sprites out. It's been giving me loads of trouble still, but the benefits are great: The list of props that spawn in each map is now made of class name strings, and new classes can be added without mucking with anything else, just by declaring a class and naming it in your map. Because they're seperate classes now, prop players can have different size hitboxes, different walking speeds (to more closely match the moving character they're mimicing), and scales (because most props are 2.5x scale, but some are only 2.0x and really tiny ones are 1.0x...) So yeah, I can do that. That's a thing.
    Unfortunately the default player sounds (including taunts) don't seem to work with morphed players, so if I really have to go down that road, it would be something I have to script entirely fresh I guess? @_@; I'd make it play a single Duck Hunt bark.when you taunt, for anyone who happens to be a Rush prop I guess.
    I've reduced the time limit to 3 minutes, moved the kill switch into an individualized script (where the activator is the player to manage), and set it to retry killing every frame until it works. Roll should not survive time over anymore, I most sincerely hope.
    I doodled in the back of the building in SCLIGHT, as seen in the screenshot at the top of this post, and removed the invisible walls on the sides so players can now go all the way around. DoomBuilder2 has been screwing with me the entire time, randomly stuttering and clicking on things while I'm trying to drag vertexes around, locking directional keys up in 3D mode and fighting with me over which lines belong to what sectors. :/ Such a pain.
    I added the water bucket as Roll's secondary fire, so now you can alternate between close range and long range attacks on the fly. The water balls splash out and disappear immediately upon impact with any surface, so if you don't splash a player, you're gonna take damage from it.
    Fixed the bug with the Beat cage and other Rolls awarding health for hitting them. You can stop stickfighting now, girls.
    Made respawning un-disguised junk players immune to brooms. I have a funny little plan for this.

How's that for a list, eh? Am I getting too chatty with what I'm currently up to, even when I'm not releasing things just yet?

14
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« on: April 23, 2015, 08:10:53 AM »
Alright, so SCLIGHT can hold about 4000 props in the playable area with the new just-spawn-anywhere mechanism. Yes, I made sure to keep props from spawning outside of the map, AND they don't block the doorways, get in the water or fire, etc. The mirror broke, but it was worth it. Probably.

Now how many of those valid spawn locations are actually INTERESTING and what would be the best way to determine how to orient them is another story, but overall this is the direction I'm going now so I don't have to worry about manually placing literally 300 spawn points in every decent-sized map all over again.

15
Projects & Creative / Re: Roll's Spring Cleaning! (r1a, for v4c)
« on: April 22, 2015, 04:44:01 PM »
http://i.imgur.com/NVUNwcv.png Do I have enough cats yet?







Hrm, there still appears to be no way of testing whether a given area is outside of the map bounds, overlapping a linedef, or at least getting/testing the tag number/tid of the sector an object is in... (And even testing floor textures doesn't seem to work with animated water.)

The closest I can get to sanity testing this is putting an invisible actor on the ceiling in every valid room and testing line of sight with it, I suppose.

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