Canceled DOOM: Ultra-Violence

Project is halted prior to completion and will not receive further updates.
You are right about treating it like a commitment too much, it's been like putting off doing your tax return or something at the moment.

And yeah I agree about game play, that's mainly what I've worked on so really only have test stages made.

Did anyone click the video in my other post?
http://www.youtube.com/watch?v=FtHMkPmmeLA

It's a funny video about the death of LucasArts, it's kind of why I was going on with what I said about modern gaming etc. 
No one makes cool stuff like this anymore.  I was just joking saying maybe if I spent my time making some flash game with cats I'd of made bank by now lol

I'm not worried about anyone playing my doom game or anything like that, or getting attention for it. 
Make my mods for same reason you guys stated, just wanted to play it, I always were a bit lazy and messy because it was just for me really. It was just an idea, but I like the style gameplay so much I'd really like to see it done, mainly so I can play it :D  My bro is bugging me too.

Like my day of tentacle mod, I keep working on that because it seems no one else in their right mind would ever try such a thing, if I don't no one else will.

I don't think I could ever really make it like a professional game, I'm a simple gamer, I could never add all the elements required.  Strategy etc. is not my style. I just like to shoot stuff in shooters, I don't normally like puzzles and other elements.  Just trying to make it look good and feel right.  It's called ultra-violence because that's all it's going to be really, find weapons grab ammo and kill everything.

Just felt an urgency to share something here finally here with the people supporting it and helping me with making it.  Probably help with my questions about things if there's a demo to point too.

-------
EDIT: (Sorry for another long post, I was already posting when I got the warning about another reply)
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@O Ilusionista - Yeah you guys are right, but my motivation was for myself, it's just my desire now is to make a better game rather than sitting back and saying it's good enough ;) My laziness coming back 

I actually been taking a break and working on MUGEN stuff again after like 10 years absent.  Been enjoying it too, thanks for the good char tutorial you linked elsewhere.  Also you were the only voice of reason I found in a mugen thread I was reading somewhere too, only one who finally gave the info I was after. So thanks ;)  Last I'd worked with mugen it was dos version, was hard to get info on what version of mugen to even use for my low res chars. 

I also have other openbor mods cooking, but they have their own issues too.

Are you a musician too? I am keyboards, which instrument do you play?
Awesome dude - Me I'm mainly guitar now, I play guitar for my current band, I used to play bass years ago if it was needed.
I can play a bit of keys too, I love old 60s organs and stuff like that when it comes to keys.

My band page is here stonechimp.com if ya interested

Also this one time.... at band camp....

we posted our album for everyone to listen to for free ;D
http://stonechimp.bandcamp.com/album/cleaner-demeanour

If we ever make it too Brazil for some shows you can play keys for us ;)
 
I actually been taking a break and working on MUGEN stuff again after like 10 years absent. 
I am on a Mugen vacation for now. The more I know the OpenBOR community, the more I hate the mugen one. Its the SAME subject over, and over, and over...

Also you were the only voice of reason I found in a mugen thread I was reading somewhere too, only one who finally gave the info I was after.

Oh, thanks. Many people will disagree with you, but thanks anyway :)

So thanks  Last I'd worked with mugen it was dos version, was hard to get info on what version of mugen to even use for my low res chars. 

The last official version is mugen 1.0 - there was Dos > WinMugen > WinMugen Plus> 1.0
There is a leaked beta of the mugen 1.1, but I don't like it too much.

All the chars and stages from winmugen works on 1.0 (with rare exceptions). The Screenpacks of winmugen (on low res) will work on 1.0 too.

If we ever make it too Brazil for some shows you can play keys for us
Sure!
 
Hey Beastie, I liked your band! My style is more Progressive Metal (Dream Theater, Symphony X, etc and other metal (Symphonic, Epic, Heavy, etc), but I really liked it.

Sink or Swim  and  I Feel are the best for me. I shared it on my facebook.

You can listen a song from my eternal wip project here https://soundcloud.com/morbidkhaos/theater-of-fools
I am on the keyboards (and on guitar and bass via keyboard) The drums are sequenced.
the composition is all mine.

I like this too: https://soundcloud.com/morbidkhaos/haunted-mind (heavy Castlevania influenced, lol)
 
Awesome thanks man, any exposure is cool. 

Your track sounds great too dude, if you ever want some mixing done for tracks I could maybe help you out.

We're all old metal heads too, we just were bored of it at the time and started this thing as a anything goes band.  Our singer was part of another band years ago, mates of ours D9, you should check them out too if you like heavy.  Their bass player joined us for a while too, our new guitarist has played in several semi known punk bands.  We like all kinds of stuff.

D9 - The Hunt
http://www.youtube.com/watch?v=489ZoAYspck
D9 - Let the world Go
http://www.youtube.com/watch?v=vK5fO1WLxOo

 
Finally got to help out on Beastie's doom mod and have done some script improvements for him.
The game is looking and playing awesome guys.

Ps. Wonder what she does with that multi purpose device that she holding on to.

[attachment deleted by admin]
 
Sorry MatMan just saw your emails!

I'll get right onto it!

Ps. Wonder what she does with that multi purpose device that she holding on to.
Lol they should change the video image to a band shot. 

The video is pretty dark, but it's what the film makers came up with, when you play in a band and someone offers you free video clip, the answer is yes. ;)
 
A.D. Vanderstein said:
Thanks MatMan I have been waiting forever to play this mod, your Awesome!!
Game is no where close to finish and has alot of work ahead of it but for what there is, well I was totally lost in the demo when I played last night and almost went crazy when the stages ran out. :o

[..]
 
Yeah this version you have is rough and messy, so I never showed any video, even thou it's got some of the new stuff like proper weapons, doors and some better backgrounds,  it's not as much fun to play anymore. 

I removed all the spawns to redo them with new methods (like script to reduce entities) and enemies were in the middle of having sprites and code redone, so some even have palette problems for their custom deaths because of changes.  I was also trying to add directional shooting which is broken. 

A lot of cool stuff like blood splats, bullet shells and other extra effects as well as enemies objects etc. are missing, I never re added any of this after I started working from the weapon script demo you originally sent back.  Also I broke all the health packs trying to script some stuff too lol, some other bad code too. 

Also, I totally messed up the bullets, I forgot about it when I sent it to you.  It wasn't that hard to hit enemies before.
I was trying to improve them, but whatever I did had the opposite effect. :P

But I started building a fresh copy, cleaning scripts and just getting all the good stuff in order.  But it's more of a folder of assets at the moment, I haven't started putting it back together.  Got to redo offsets for Doomguy and some enemies first.  Problem is Doomguy has about 10 versions (so far) of himself with different weapons, and they all gotta align well together.


Feel free to post a video if you want thou, that would be cool to see. 

I think I used Camtasia Studio trial copy last time and it worked pretty well, just gotta use the right settings.
 
Well I sorted out the sprite problems, just need to finish some enemies off. 
But I have a process now that doesn't take very long per character.

Just cleaning stuff up as I add it to a fresh mod.  Once everything is back in order I get finally get back to stage building.

If anyone's interested to help out with stages, either making backgrounds/panels or just doing the layout of things in game - let me know.

It might just be good to at least have another brain making some, so there is more variation.
 
I've managed to get the basics back in game and I have a nice clean version of the mod again. 

This means a demo is finally in the works again. 
Thou a lot of content has been removed, like custom enemies and most of the stages etc.
I will start bringing what I need back into the mod and clean things up as I go.

I'd been reluctant to keep making stages while I had problems to sort out.
But now I can focus on the fun stuff again, like creating new stages. 
(Hopefully I'll have some extra help with making stages soon)

Because of the nature of the game, any new stages I could show you guys are major spoilers.

I've been trying to get some video to show, but the software I normally use doesn't seem to work with openbor anymore.
(It records sound but it only records a black screen, thou I've used it before)

A lot has changed, thou it's mainly technical stuff I can't show in screenshots, because the mod was been worked on and off  for years there is a lot of content that needs to be redone from scratch.

- Engine Updated to latest version (Thanks MatMan!)
- Weapons script updated (MatMan)
- 'Move while Shooting' Script Updated (MatMan)
- Sprites updated re-aligned (difference is minor but I can tell)
- enemies updated/improved
- large Font updated/fixed + new fonts
- MANY new blood effects + random blood
- Usable Doors/Walls
- many pointless entities removed (thanks to new script)
- Lots of new surprises!
- tweaking weapons (mainly cosmetic)
- Many cosmetic fixes
- Rebuilding each stage for new doors etc.


CURRENT WIP'S FOR THE ALPHA RELEASE
- Episode 1 : Knee Deep In The Dead
- CUSTOM EPISODE PREVIEW
- Episode III : Inferno (Preview)
- All Main Weapons (Chainsaw,Pistol, Shotgun, Chaingun, Rocket Launcher, Plasma Gun, B.F.G )
- Beserk Mode? (needs some kinda script)
- Barrels (make them better, might need script)
- More Blood!

It will be mainly released for bug squashing and technical/coding suggestions.

KNOW BUGS/ISSUES

- Weapon script bug.  Changing from pistol to shotgun is bugged, it always skips shotgun and goes to next gun instead, when cycling other direction it works fine.  This means if you only have pistol and shotgun, changing to pistol means you cant change back to shotgun. MatMan has spent ages to fix this but we can't work it out.  This is the major bug making the first stages unplayable, you get stuck with pistol only every time you change areas/stages making it hard to advance (and not much fun).

- CUTSCENES - Since the mod went to 960x540, many cutscenes that used to be under 1mb are now 30-100mb in size.  Massive limitation of OpenBOR.  One solution is making scripted cutscenes and using the engine to scale them.  This way the GIF files can stay as 320x200.  This isn't too hard but it also means redoing most of them from scratch. 

** THIS is the main reason I can't release anything, I cant expect anyone to download all this crap just to test things for me and play a couple of stages.**

- NO ARMOR SCRIPT - It's hard to balance gameplay and stages when armor and powerups don't exist in the game yet.  I'ts still beyond my ability to code anything like this.

- AMMO SCRIPT - I had max ammo script in the mod, but it's kinda hackjob, I never quite understood how to implement it properly thou MatMan tried to explain.  It's required so you can increase your max ammo count when you pickup 'Backpack full of ammo'

- HEALTH SCRIPT NEEDS WORK - Similar to ammo script, I had script to allow player to get health powerups (increases health to 200)
but I could never get the other script to work that stops the player picking up normal medpacks when he's over 100 health.  (kinda worked but had bugs)

- DIRECTIONAL SHOOTING -Bloodbane showed me how, but I can't get it working very well.  I need some 'hands on' help with this.  It's been removed for the time being.

- HUD/GUI is still using UPDATE script. It functions well thou, I will leave it as it is for now.

- FLOORS/CEILINGS - This is hard to explain, I need to show in video.
I'm using bglayer function to draw the floors and ceiling from a single tile. It looks really good, thou I can't get it quite right. The floor moves slightly which in some cases is a cool effect for DOOM.  But I can't get it any better (not sure if it's possible to make it actually stay still.)

In this screen you see the effect -




When you move the top part scrolls one way and the bottom scrolls another.  It looks cool in this stage I show in screenshot, but for normal floors it looks weird.

This floor problem is something that makes me want to release the mod right now to get help.
 
** THIS is the main reason I can't release anything, I cant expect anyone to download all this crap just to test things for me and play a couple of stages.**
remove the cutscenes or let them in 320x240 so we can test.

- FLOORS/CEILINGS - This is hard to explain, I need to show in video.
I'm using bglayer function to draw the floors and ceiling from a single tile. It looks really good, thou I can't get it quite right. The floor moves slightly which in some cases is a cool effect for DOOM.  But I can't get it any better (not sure if it's possible to make it actually stay still.)

The name of this effect is Parallax. So you made a parallax effect? cool
 
- Weapon script bug.  Changing from pistol to shotgun is bugged, it always skips shotgun and goes to next gun instead, when cycling other direction it works fine.  This means if you only have pistol and shotgun, changing to pistol means you cant change back to shotgun. MatMan has spent ages to fix this but we can't work it out.  This is the major bug making the first stages unplayable, you get stuck with pistol only every time you change areas/stages making it hard to advance (and not much fun).

That's odd.
How many weapons this mod anyways?

- NO ARMOR SCRIPT - It's hard to balance gameplay and stages when armor and powerups don't exist in the game yet.  I'ts still beyond my ability to code anything like this.

Hmmm.... OpenBoR supports defense system which is based by multiply system. The calculation is confusing but the basic idea is simple

- AMMO SCRIPT - I had max ammo script in the mod, but it's kinda hackjob, I never quite understood how to implement it properly thou MatMan tried to explain.  It's required so you can increase your max ammo count when you pickup 'Backpack full of ammo'

If you're talking about default ammo system, I can't help you but if you're talking about scripted ammo system, I could figure out a way

- HEALTH SCRIPT NEEDS WORK - Similar to ammo script, I had script to allow player to get health powerups (increases health to 200)
but I could never get the other script to work that stops the player picking up normal medpacks when he's over 100 health.  (kinda worked but had bugs)

Are you saying, say if player's HP is 125, medpacks won't restore HP?

- DIRECTIONAL SHOOTING -Bloodbane showed me how, but I can't get it working very well.  I need some 'hands on' help with this.  It's been removed for the time being.

Are you talking about how to control shooting angle (passive) OR how to change shooting angle with keys (active)?
 
Bloodbane said:
Hmmm.... OpenBoR supports defense system which is based by multiply system. The calculation is confusing but the basic idea is simple

This system was simplified quite some time ago.

Real Damage Output = Damage * Offense
Real Damage Taken =  Damage * Defense

So if the attacker's total damage output is 20 and your Defense is 0.5 then you take 10 points of damage (20 * 0.5 = 10). It really couldn't get any easier.

DC
 
Keep at it BesTie, I'm glad your still working on it. I have been staying up till 3:00am a lot myself here lately working on three different mods, it gets tiresome. Now that your working on the fun stuff it keeps you more motivated. Keep up the good work buddy.
 
I'm glad this project is on a good way.
I'm sure it will be a great experience to play!
 
@ O Ilusionista - Yeah, there used to be a post on lavalit by utunnels how to setup parallax scrolling properly. I was trying to use his method to create the effect with out the scrolling.

- I'll probably remove these scenes for now like you said.

@ ned - Thanks dude, I'm trying to make it immersive and fun to play.  From MatMan's comments it must be working :) I'm glad to hear this.

@ A.D - hehe, yeah it's usually when inspiration comes.  The progress on your mods puts me to shame, but I've had to restart a few times and take some breaks from openbor because of other commitments.

@ Bloodbane -
That's odd.
How many weapons this mod anyways?

Just the default weapons from doom for now,  Chainsaw, Fist, Pistol, Shotgun, Chaingun, Rocket Launcher, Plasma Gun, BFG

I also had Flame Thrower, 'Flame ball' gun, Super Chaingun (shoots shotgun ammo), UZI, M-16, Grenade Launcher, Dual Pistols.
But I've removed them for the time being.  I could potentially add a lot of different weapons to the game, I have the sprites for them all.


Hmmm.... OpenBoR supports defense system which is based by multiply system. The calculation is confusing but the basic idea is simple

yeah it's possible, DC's post explained how it works. Just seems complicated for my level of scripting.  This is how I have to make it work.

arm1a0.png
Green Armor - Increases Armor by 100% and max armor to 100
arm2a0.png
Blue Armor - increases armor by 200% and max armor to 200

bon2b0.png
Armor Bonus item increases armor by 1% based on max armor

If you're talking about default ammo system, I can't help you but if you're talking about scripted ammo system, I could figure out a way

It's scripted ammo, weapons and ammo are already in the script by MatMan.  This is just script to prevent ammo pickups increasing past the set limit, so it's an addition to didhitscripts for item pickups. 

Default ammo limits

bullets - 200
shells - 50
rockets - 50
plasma cells - 300

when you pickup 'Backpack Full of Ammo'
bpaka0.png
limits are doubled.
bullets - 400
shells - 100
rockets - 100
plasma cells - 600

I had it working but similar problem with health packs, example if max ammo was 50 and you have 48, you couldn't pickup an item that gives 20 ammo.

This is didhitscript for a pistol ammo pickup
Code:
#import "data/scripts/weapons.c"

void main()
{
  void self = getlocalvar("self");
  void opponent = getentityproperty(self, "opponent");
  int iSnd = loadsample("data/sfx/dsitemup.wav");
  
  playsample(iSnd, 0, openborvariant("effectvol"), openborvariant("effectvol"), 120, 0); //itemup sfx
  
  setChaingun_wAmmo(opponent, getChaingun_wAmmo(opponent)+5);//Add to ammo stock
}

Are you saying, say if player's HP is 125, medpacks won't restore HP?

Yeah,

soula0.png
'Soul Sphere' powerup increases max health to 200%, and adds 100 Health to player. 
bon1c0.png
Only 'health bonus' pickups increase health beyond 100% - they add 1% health (1hp)

stima0.png
media0.png
Stimpacks/Medpacks can only restore health to 100% MAX - Stimpacks give 20hp Medpacks give 50hp

I actually had this working for the most part.
I edited your food20.c script once to do this, it stopped you picking up health packs if you were over 100% no problem.  But what I couldn't get working is if you have 90% health and pick up medpack that gives 20% health, you should only go to 100% and not 110%.  In my script it would make you go to 0% heath instead :(

Are you talking about how to control shooting angle (passive) OR how to change shooting angle with keys (active)?

- control shooting angle (passive)

Just to shoot a bullet on an angle so it can hit an enemy.

Normally can only shoot directly ahead,

I want to also shoot on a NORTH EAST and SOUTH EAST angle.
pla3f2f8.png
pla3f4f6.png


I tested with these enemies first and their fireballs, but I could never get it right.
 
Arg, my frustration is building again! :-\

At one point MatMan had updated the script and made it work with the latest version of openbor.  That was a few months ago and now it's broken again.  Am going to have to work out what version of openbor, if any, that it actually works with. *sigh*

Nearly a year fixing these scripts and now we're back to square one again....  :'(

Multiple copies of the mod floating around, if I have to go back to MatMan's copy then I can kiss months of work goodbye.

After this I will never update openbor again,  I'm sorry but it's too much hassle over and over again, the mod will run on the provided copy and that will be it.  I've spent the past year breaking my mod and pulling it apart instead of working on it, I'm lookin at what I have now and it's so broken  and so much work to be redone for the umteenth freakin' time.... it's just depressing.

 
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